Welcome to the world of chess programming! If you’ve ever dreamt of building a lightweight chess engine that can run anywhere, you’re in the right place. In this article, we will guide you through the creation and usage of a dependency-free chess engine library, inspired by the brilliant mind of Tom7. Let’s jump in!
Why Write a Chess Engine?
Chess is an ancient game of strategy and intellect, and creating a chess engine allows you to bring this game to a network of devices and platforms without being bogged down by dependencies. One of the driving forces behind this project is the struggle to find a clean library for chess programming. The chess-engine library aims to solve this problem, enabling it to run smoothly on terminal, desktop applications, and even in web browsers.
How Does it Work?
At the core of many chess engines lies the Minimax algorithm, which evaluates possible move outcomes to determine the best play. Imagine a chess player who considers every possible move from their opponent—the Minimax algorithm mimics this exhaustive thinking process.
The analogy can be thought of like a tree, where each node represents a possible move in the game. The leaves of the tree represent the end state of each sequence of moves. The algorithm will encourage moves that lead to favorable states (like winning), while discouraging less favorable outcomes (like losing). To ensure the AI does not make poor plays, it assumes the opponent will always play optimally.

Usage of the Chess Engine
The chess engine provides several methods for interacting with the board. Here’s how you can operate it:
fn main() {
let board = Board::default();
// Get the best move with 4 moves of lookahead
let best_move = board.get_best_next_move(4);
// Get the worst move with 3 moves of lookahead
let worst_move = board.get_worst_next_move(3);
// Get all of the possible legal moves for the given player
let legal_moves = board.get_legal_moves();
// Print the board
println!("{:?}", board);
print!("CPU chose to ");
match best_move {
Move::Piece(from, to) => println!("move {} to {}", from, to),
Move::KingSideCastle => println!("castle kingside"),
Move::QueenSideCastle => println!("castle queenside"),
Move::Resign => println!("resign"),
}
}
This section of the code initializes the board and retrieves moves based on lookahead depth. It can be your starting point in building more complex strategies or even creating your own chess AI.
Custom Boards
You can create your own boards using the BoardBuilder
structure. Here’s a simple example:
fn main() {
// Creating a board builder from a default board
let board = BoardBuilder::from(Board::default())
.row(Piece::Pawn(WHITE, A1))
.row(Piece::Pawn(WHITE, A2))
.row(Piece::Pawn(WHITE, A3))
.piece(Piece::Pawn(WHITE, F5))
.build();
}
This allows you to customize board settings, including placing pieces wherever you like. Just remember, castling is disabled by default!
Troubleshooting
- If the engine doesn’t initialize properly, double-check your environment for required configurations.
- For help on specific methods or deeper functionality, refer to the official documentation at chess-engine documentation.
- Still stuck? Reach out to the developer via email at Contact Me.
For more insights, updates, or to collaborate on AI development projects, stay connected with fxis.ai.
Conclusion
At fxis.ai, we believe that such advancements are crucial for the future of AI, as they enable more comprehensive and effective solutions. Our team is continually exploring new methodologies to push the envelope in artificial intelligence, ensuring that our clients benefit from the latest technological innovations.