Building a chess engine in Rust

8 parts, from Mar 11, 2026 to Mar 25, 2026

  1. 1. Teaching a computer what a chessboard is

    Bitboards, magic numbers, and the first 10,000 bugs

  2. 2. My first shitty playable bot

    Negamax, alpha-beta, and the joy of watching it lose

  3. 3. Giving it eyes: a handcrafted evaluation

    Material, piece-square tables, and the art of scoring a position

  4. 4. Speaking UCI: making your engine talk to the world

    The protocol that lets chess engines exist

  5. 5. The search for better search

    Iterative deepening, pruning, and thinking deeper without thinking longer

  6. 6. Standing on the shoulders of PeSTO

    Better piece-square tables and the limits of handcrafted evaluation

  7. 7. The neural network that broke everything

    Switching to NNUE, training with Bullet, and the regressions nobody warns you about

  8. 8. Is it actually getting better?

    SPRT testing, benchmarks, and the discipline of not fooling yourself