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Chess engine

Computer program for chess analysis and game

  • 16 min read
  • 9 chapters

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Through Computer program, Graphical user interface and Fruit (software)

A chess engine is usually a back end with a command-line interface with no graphics or windowing. Engines are usually used with a front end, a windowed graphical user interface such as Chessbase or WinBoard that the user can interact with via a keyboard, mouse or touchscreen. This allows the user to play against multiple engines without learning a new user interface for each, and allows different engines to play against each other.

Many chess engines are now available for mobile phones and tablets, making them more accessible.

History

The meaning of the term "chess engine" has evolved over time. In 1986, Linda and Tony Scherzer entered their program Bebe into the 4th World Computer Chess Championship, running it on "Chess Engine," their brand name for the chess computer hardware made, and marketed by their company Sys-10, Inc. By 1990 the developers of Deep Blue, Feng-hsiung Hsu and Murray Campbell, were writing of giving their program a 'searching engine,' apparently referring to the software rather than the hardware. In December 1991, Computer-schach & Spiele referred to Chessbase's recently released Fritz as a 'Schach-motor,' the German translation for 'chess engine.' By early 1993, Marty Hirsch was drawing a distinction between commercial chess programs such as Chessmaster 3000 or Battle Chess on the one hand, and 'chess engines' such as ChessGenius or his own MChess Pro on the other. In his characterization, commercial chess programs were low in price, had fancy graphics, but did not place high on the SSDF (Swedish Chess Computer Association) rating lists while engines were more expensive, and did have high ratings.

In 1994, Shay Bushinsky was working on an early version of his Junior program. He wanted to focus on the chess playing part rather than the graphics, and so asked Tim Mann how he could get Junior to communicate with Winboard. Tim's answer formed the basis for what became known as the Chess Engine Communication Protocol or Winboard engines, originally a subset of the GNU Chess command line interface.

Also in 1994, Stephen J. Edwards released the Portable Game Notation (PGN) specification. It mentions PGN reading programs not needing to have a "full chess engine." It also mentions three "graphical user interfaces" (GUI): XBoard, pgnRead and Slappy the database.

By the mid-2000s, engines had become so strong that they were able to beat even the best human players. Except for entertainment purposes, especially using engines with limited strength, matches between humans and engines are now rare; engines are increasingly regarded as tools for analysis rather than as opponents.

A 2024 article published in the British Journal of Psychology showed that the introduction of PC- and internet-based chess engines in the 1990s, and more recently neural networks and deep learning, has progressively improved the quality of decisions made by elite chess players. This has had a more pronounced effect on young players and a more gradual effects on established champions.

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