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GitHub - tchauffi/ChessTransformer
tchauffi · 2026-06-18 · via Show HN

A transformer chess engine trained only on human games — no self-play, no reinforcement learning — reaching ~2100 Elo against Stockfish on a single consumer GPU.

The model predicts moves directly from board positions, then plays via an AlphaZero-style MCTS (policy priors + value head). A compiled alpha-beta engine is available as an alternative.

Play it in your browser — live demo on Hugging Face Spaces (no install).

Challenge it on LichessChessTransformerBot runs the Rust engine (rust/ct-bot) live; standard, rated, blitz/rapid. Lichess bot status (true = online)

Demo

ChessTransformer v2.1 (White, MCTS @ 800 sims) checkmating Stockfish Level 8 — the finishing sequence:

ChessTransformer checkmates Stockfish Level 8

Watch the full game (MP4) · 🤗 Play live on Hugging Face Spaces

Highlights

  • 11.7M-parameter transformer (Pos2MoveV2), trained from scratch purely by predicting human moves.
  • ~2100 Elo vs Stockfish — MLE estimate over a 140-game gauntlet (skills 0–12).
  • AlphaZero-style MCTS / PUCT search using the policy head for priors and the value head for leaf scores.
  • 2.3× faster inference via torch.compile + CUDA graphs — lossless (identical moves).
  • Runs on one GPU. No self-play, no RL, no cloud.

How it works

Model — Pos2MoveV2

Component Details
Parameters 11.7M
Attention Grouped Query Attention (8 heads, 4 KV groups) + QK-norm
Position bias Learnable chess-geometry relative bias (8 relation categories: file, rank, diagonal, knight-reach, king-adjacent, nearby, far, global)
Policy head AlphaZero-style 64×73 action planes
Value head Board state → scalar in (−1, 1)
Training Muon + AdamW mixed optimizer, BF16, stochastic depth

Search

Two engines share the same network; both run a torch.compile / CUDA-graph forward (~2.3× faster, lossless).

  • MCTS / PUCT (Pos2MoveV2MctsBot, default) — policy head → priors, value head → leaf scores, most-visited move chosen. Batched-leaf evaluation with virtual loss amortizes the GPU→CPU sync (~8× faster than single-leaf). Tuned for exploitation: first-play-urgency (fpu=0.2) and c_puct=1.0. Tree reuse re-roots the retained subtree under the moves played, giving deeper search at the same per-move cost. Default 800 sims/move.
  • Alpha-beta (Pos2MoveV2Bot) — iterative-deepening negamax with quiescence search, policy-prior move ordering, and a Zobrist transposition table.

Results

MCTS @ 800 sims (c_puct=1.0, fpu=0.2, tree reuse), model v2.1, 20 games/level vs Stockfish (scripts/tune_vs_stockfish.py):

Stockfish skill Approx. Elo Score
0–6 ≤ 1500 100%
8 ~1700 90%
10 ~1900 85%
12 ~2100 35%

MLE estimate: ~2100 Elo. Elo is fit by maximum likelihood over all games rather than averaging per-level estimates (which is biased low — saturated easy levels cap at a low value and drag the mean down).

Strength scales with search

More MCTS simulations per move = stronger play — the same human-trained network gains ~+850 Elo from 25 → 800 sims, with no retraining. Each point is an MLE Elo fit over a Stockfish gauntlet (scripts/sims_scaling.py):

Elo vs MCTS simulations

MCTS sims 25 50 100 200 400 800
Est. Elo 1327 1436 1691 1819 1977 2175
What moved the needle (inference-side, no retraining)
Change Effect
MCTS / PUCT engine (new default) beat the alpha-beta engine ~82% head-to-head
torch.compile + CUDA graphs forward ~2.3× faster (lossless)
Batched-leaf MCTS (virtual loss) ~8× faster per sim — amortizes the GPU→CPU sync
Search tuning — FPU (fpu=0.2), c_puct=1.0, 800 sims +~280 Elo over the untuned MCTS@400 baseline (~1793)
Tree reuse across moves re-roots the retained subtree — deeper search at the same per-move cost
MLE Elo estimator per-level averaging was biased low; fit a single Elo over all games

Tried and rejected: Stockfish policy distillation — no gain even at 200k labels (the policy is near the 11.7M model's capacity ceiling).

Quick Start

Docker (recommended)

docker compose up --build

Model weights are baked into the backend image — no volume mounts needed. For GPU, the deploy.resources.reservations are already set in docker-compose.yml; you just need the NVIDIA Container Toolkit on the host.

Local development

uv sync                            # install deps
uv run python backend/api.py       # start backend (port 5001)

cd frontend && npm install && npm run dev   # start frontend (port 3000)

Open http://localhost:3000 and start playing.

Environment variables:

Variable Default Description
MODEL_PATH data/models/pos2move_v2.1 Path to a checkpoint directory
ENGINE mcts Search engine: mcts or alphabeta
MCTS_SIMS 800 MCTS simulations per move (when ENGINE=mcts)
ALLOWED_ORIGINS * Comma-separated CORS origins

Training

1. Build the dataset. scripts/build_db.py downloads elite games from database.nikonoel.fr and converts them to HDF5 in one step (bullet/blitz excluded by default).

uv run scripts/build_db.py                      # last 12 months (default)
uv run scripts/build_db.py --from 2024-01 --to 2024-12   # date range
uv run scripts/build_db.py --last 6             # last 6 months
uv run scripts/build_db.py --all                # everything available
uv run scripts/build_db.py --skip-download      # re-convert existing PGNs

Output goes to data/elite_db.h5; raw PGNs are cleaned up unless --keep-raw is passed.

2. Train.

uv run src/chesstransformer/trainers/pos2move_v2_trainer.py

3. Evaluate.

# Tune & benchmark search budget vs Stockfish (alpha-beta depths + MCTS sims)
uv run scripts/tune_vs_stockfish.py data/models/pos2move_v2.1 --games 8 --skills 0 2 4 6 8

# Deterministic engine-vs-engine A/B (MCTS vs alpha-beta, model A vs B, ...)
uv run scripts/engine_match.py --a-mcts --a-sims 400 --b-quiescence 4 --b-depth 3

# Inference speed + lossless-regression guard
uv run scripts/bench_inference.py --depth 3 --save-golden golden.json
uv run scripts/bench_inference.py --depth 3 --check golden.json

# Render a gameplay clip vs Stockfish
uv run scripts/render_game_clip.py --skills 8 10 --sims 800 --out clip.mp4

Project layout

Directory tree
ChessTransformer/
├── backend/
│   ├── api.py                        # FastAPI server (move, evaluate, validate endpoints)
│   └── Dockerfile
├── frontend/                         # Next.js web app (human vs bot)
│   └── app/components/ChessGame.tsx  # Main game component
├── data/
│   └── models/
│       ├── pos2move_v2.1/            # Bundled model weights (default)
│       └── pos2move_v2/              # Previous weights (fallback)
├── scripts/
│   ├── build_db.py                   # Download elite games and build HDF5 database
│   ├── tune_vs_stockfish.py          # Sweep alpha-beta depth / MCTS sims vs Stockfish
│   ├── elo_gauntlet.py               # Elo estimation vs Stockfish (alpha-beta)
│   ├── engine_match.py               # Deterministic engine-vs-engine A/B
│   ├── bench_inference.py            # Inference speed + lossless-regression guard
│   ├── render_game_clip.py           # Render a bot-vs-Stockfish game to MP4
│   ├── export_onnx.py                # ONNX export for TensorRT
│   ├── quantize_onnx.py              # INT8 quantization
│   ├── dataset_sanity_check.py       # Dataset distribution analysis
│   └── compress_pgn_to_zst.py        # PGN compression utility
├── src/chesstransformer/
│   ├── bots/
│   │   ├── pos2move_v2_mcts_bot.py   # MCTS / PUCT bot (default)
│   │   ├── pos2move_v2_bot.py        # Alpha-beta bot (with quiescence + compile)
│   │   └── random_bot.py
│   ├── models/
│   │   ├── transformer/pos2move_v2.py  # Model architecture
│   │   └── tokenizer/
│   │       ├── alphazero_move_encoder.py  # 64×73 action planes
│   │       ├── position_tokenizer.py
│   │       └── move_tokenizer.py
│   ├── datasets/
│   │   ├── h5_lichess_dataset.py     # HDF5 dataset with phase-weighted sampling
│   │   └── dataset_h5_convertor.py
│   ├── optimizer.py                  # AdamW + Muon combined optimizer
│   └── trainers/
│       └── pos2move_v2_trainer.py
├── docker-compose.yml
├── pyproject.toml
└── uv.lock

Development extras:

uv sync --group dev         # linting / formatting
uv sync --group optimized   # ONNX / TensorRT export