A fast Chess / Chess960 library, suitable for use in chess engines.
This library provides a clean, easy-to-use API for creating and working with chess games. It supports Forsyth-Edwards Notation (FEN) strings for creating positions, as well as Universal Chess Interface (UCI) notation for pieces, squares, moves, and more.
One minor goal of mine for this project was to include documentation tests for every function. As a result, nearly every function in this library has examples of how to use them that double as unit tests.
Simple performance test (perft):
use chessie::Game;
fn perft(game: &Game, depth: usize) -> u64 {
// Recursion limit; return 1, since we're fathoming this node.
if depth == 0 {
return 1;
}
// Recursively accumulate the nodes from the remaining depths
game.get_legal_moves().into_iter().fold(0, |nodes, mv| {
nodes + perft(&game.with_move_made(mv), depth - 1)
})
}
let game = Game::default(); // Default starting position
let nodes = perft(&game, 2);
assert_eq!(nodes, 400);
- Note: This library has a
perft
function included.
Only generate moves from specific squares (Knights, in this case):
use chessie::{Game, Color};
let game = Game::default(); // Default starting position
let mask = game.knights(Color::White);
for mv in game.get_legal_moves_from(mask) {
print!("{mv} ");
}
// b1a3 b1c3 g1f3 g1h3
Only generate moves that capture enemy pieces (en passant excluded):
use chessie::Game;
let game = Game::from_fen("r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R w KQkq - 0 1").unwrap();
for mv in game.into_iter().only_captures() {
print!("{mv} ");
}
// e2a6 g2h3 f3h3 f3f6 d5e6 e5g6 e5d7 e5f7
More examples can be found in the examples/
directory.
Several state-of-the-art chess programming ideas have been incorporated into this library, as well as several Rust-specific paradigms.
- User-friendly, heavily-documented, easy-to-read, safe API.
- (Almost) every function has examples in its documentation.
- Ability to create, modify, and read chess positions.
- Compact representation of primitive types such as squares (8 bits) and moves (16 bits).
- Incremental move generation API through Rust's
Iterator
trait, and allow generation of moves to/from specific squares (such as only generating moves for pawns, or only generating captures). - Bulk move generation using some faster techniques than iterators, as well.
- Bitboards for piece layout and move generation.
- Magic Bitboards for sliding piece move generation.
- And many more that I may have neglected to mention
- Chess960 (and Double Chess960) support, with utility functions for converting to/from standard/Chess960 notation for castling rights, FEN strings, and castling moves.
- Support for parsing/writing Extended Position Description (EPD).
- Support for parsing/writing Portable Game Notation (PGN).
- Support for parsing/writing Standard Algebraic Notation (SAN).
- Support for other variants, like Horde Chess.
- Proper support for un-making moves.
- General optimizations. See the "Issues" tab for more.
Special thanks in particular to:
- Sebastian Lague, for his chess programming series on YouTube that ultimate inspired me to do this project.
- The Chess Programming Wiki, and all those who contribute to free, open-source knowledge.
- The folks over at the Engine Programming Discord, for their patience with my silly questions and invaluable help overall.
- Analog-Hors, for an excellent article on magic bitboards
2.0.0
:- Breaking:
- Refactored
CastlingRights
to store aSquare
instead of aFile
. - Removed
print_perft
in favor of the following functions:perft
,splitperft
,perft_generic
.
- Refactored
- Added support for Chess960 (Fischer Random) and Double Chess960 (Double Fischer Random).
- Internally changed the representation of Castling moves to "King takes Rook" to support Chess960.
- Added utilities for converting to/from Chess960 and standard castling moves.
- All
Display
implementations now utilize the alternate formatter (#
) to print either standard or Chess960 notation for FEN strings, castling rights, and castling moves (Thanks tocozy_chess
for this idea).
- Made modules private so their re-exports don't clutter up the docs.
- Added a
Display
implementation forMoveKind
. - Improved movegen efficiency a bit.
- Added
Game::attacks_by_color
to quickly access attack/defend maps. - Updated
examples/
:- Removed
splitperft.rs
, as it was redundant. - Changed
perft.rs
to useclap
and be overall cleaner.
- Removed
- Breaking:
1.2.1
:- Fixed major bug causing Zobrist keys to not update properly when making moves on positions (thanks @Serdra on the EP discord).
1.2.0
:- Added
Position::can_draw_by_insufficient_material
. - Fixed bug causing
Square::is_light
to return the opposite bool.
- Added
1.1.0
:- Fixed bug causing illegal positions to crash move generator
- Implemented
FromIterator<Square>
forBitboard
. - Added function for playing null moves, and adjusted how
Game
is printed.
1.0.0
:- Massive performance increase (over 200%) in move generation (benchmarks).
Game::get_legal_moves
now computes legal moves in bulk rather than relying onMoveGenIter::collect
.- Some breaking changes with method names in
Bitboard
and other primitives. - General code cleanup (more docs, more tests, etc.).
- Added
examples/
andbenches
. - Moved
prng.rs
intochessie-types
so it can be used for magic generation, removing our dependency onrand
. - Added
#[inline(always)]
to a lot of functions/methods. Seems to have improved efficiency. - Modified
CastlingRights
and it's storage inPosition
. Should make Chess960 integration easier later.
0.1.0
:- Initial release