AttoChess, a complete, playable chess program for 16-bit x86 DOS in 278 bytes
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Re: AttoChess, a complete, playable chess program for 16-bit x86 DOS in 278 bytes
#12It seems like it’s partially based on LeanChess [1], which is 288 bytes long. I’d be curious to know whether this program was AI-assisted or written entirely from scratch, since Lean Chess was written at a time predating the era of LLMs. Another thing that amuses me is that these tiny programs often claim to be “complete” chess engines while not actually implementing all the rules. This one doesn’t appear to support…
Yeah, I don't understand why the metric isn't "complete chess engine that achieves X ELO" in yyy bytes or something. Instead it seems to have been "minimal thing that kinda looks like chess in yyy bytes"
Re: AttoChess, a complete, playable chess program for 16-bit x86 DOS in 278 bytes
#13I found some correctness issues that leave me a little unimpressed, although it’s a pretty phenomenal piece of code golf in general. For example, on my second move I mistakenly entered f1a1 instead of f1a6. It accepted this and then suddenly I had a bishop where the rook should be and no idea if my rook still exists.
It's intentionally rather limited. There's no validation of the input moves, and it leaves out some important rules. > Moves are trusted and given in plain coordinates: no click-to-move, no castling, en passant, or promotion.
Re: AttoChess, a complete, playable chess program for 16-bit x86 DOS in 278 bytes
#14Re: AttoChess, a complete, playable chess program for 16-bit x86 DOS in 278 bytes
#15It seems like it’s partially based on LeanChess [1], which is 288 bytes long. I’d be curious to know whether this program was AI-assisted or written entirely from scratch, since Lean Chess was written at a time predating the era of LLMs. Another thing that amuses me is that these tiny programs often claim to be “complete” chess engines while not actually implementing all the rules. This one doesn’t appear to support…
Yeah, I don't understand why the metric isn't "complete chess engine that achieves X ELO" in yyy bytes or something. Instead it seems to have been "minimal thing that kinda looks like chess in yyy bytes"
Because then you're measuring on two axes. Which is better, 1500 elo in 300 bytes or 1550 elo in 310 bytes?
For a byte count comparison to make much sense, the program really ought to have a static target criteria.
Re: AttoChess, a complete, playable chess program for 16-bit x86 DOS in 278 bytes
#16Earlier quoted context omitted.
Yeah, I don't understand why the metric isn't "complete chess engine that achieves X ELO" in yyy bytes or something. Instead it seems to have been "minimal thing that kinda looks like chess in yyy bytes"
> X ELO in yyy bytes Because then you're measuring on two axes. Which is better, 1500 elo in 300 bytes or 1550 elo in 310 bytes? For a byte count comparison to make much sense, the program really ought to have a static target criteria.
Re: AttoChess, a complete, playable chess program for 16-bit x86 DOS in 278 bytes
#17Earlier quoted context omitted.
Yeah, I don't understand why the metric isn't "complete chess engine that achieves X ELO" in yyy bytes or something. Instead it seems to have been "minimal thing that kinda looks like chess in yyy bytes"
> X ELO in yyy bytes Because then you're measuring on two axes. Which is better, 1500 elo in 300 bytes or 1550 elo in 310 bytes? For a byte count comparison to make much sense, the program really ought to have a static target criteria.
Re: AttoChess, a complete, playable chess program for 16-bit x86 DOS in 278 bytes
#18Very cool this can be done in such a small amount of memory.
Re: AttoChess, a complete, playable chess program for 16-bit x86 DOS in 278 bytes
#19Impressive, but no castling or en passent, so it's not really chess.
I'm okay with trusting moves but not implementing all of the rules while still calling it complete feels a bit weird.