I’m focused on independent AI research, experimentation, and building ambitious
ideas at the edge of science, intelligence, and creativity. Space, technology, and
discovery are what drive me forward. Autochess is one of those ideas.
It started as a personal experiment: can I build a chess engine
from scratch that learns to play purely from neural network inference?
No Stockfish, no handcrafted evaluation, no opening books — just a neural
network trained on high-Elo games, endgame tablebases, and self-play reinforcement
learning.
The whole thing is an exercise in curiosity. I wanted to understand how
AlphaZero-style systems work — not by reading papers, but by building one
myself, debugging every gradient, and watching it slowly go from random moves to
something that actually plays chess. It’s equal parts frustrating and magical.
Goals
Learn by building — deeply understand neural chess from data
preparation through training to inference
Full pipeline — supervised pretraining, endgame fine-tuning
with Syzygy tablebases, and self-play RL with search distillation
Pure neural inference — during play the model uses only its
policy and value heads with a shallow search, no traditional engine
Play like a human, not a machine — replicate the way people
actually play chess: strategy, deception, dynamic tempo — not brute-force
search through millions of positions where you never feel a plan or a trap
Ship it — make it playable in the browser so anyone can
test it and see how a neural-only engine feels
Traditional engines are extraordinarily strong, but they don’t play chess
the way humans do. There’s no sense of strategy, no subtlety, no personality —
just exhaustive search over billions of positions. Model V4 already changes
this: it develops plans, sets traps, and shifts between tactical and positional play depending
on the position. Model Ω will take this much further —
an AI that adapts its style to the opponent, plays with mood and momentum,
adjusts its aggression to the game state, and brings genuine variety and joy to every match.
Not an engine. A playing agent.
How it works
Every model is trained from scratch — no Stockfish, no opening books. The network
takes an AlphaZero-style 19-plane 8×8 board and outputs a policy (4672 possible moves)
and a value estimate. Training follows a three-phase pipeline:
Phase 1 — Supervised pretraining on 2400+ Elo Lichess
games. The model learns to predict human expert moves.
Phase 2 — Endgame fine-tuning using Syzygy tablebases
(3-4-5 piece) and 2M Lichess puzzles. Perfect labels teach precise tactical and endgame play.
Phase 3 — Self-play RL with search distillation. The model
plays against itself, refining its evaluation through KL divergence loss.
Since V3, the model uses learned thought tokens —
trainable embeddings processed by transformer layers before the final move prediction.
Think of it as an internal “pause to think” that lets the model reconsider
its instinctive choices. V4 takes this further with a fully transformer-based
architecture, adaptive attention bias, and nearly 5× more parameters.
Model generations
The first three generations explored progressively deeper architectures —
from a simple residual CNN (Model V1, ~1800 Elo) through a larger CNN
trained on 100M+ positions (Model V2, ~2200 Elo) to a hybrid
CNN + Transformer with latent thought tokens (Model V3, ~2500 Elo).
Architecture
Residual CNN → CNN + Transformer (V3)
Parameters
1.5M (V1) → 8M (V2) → 10M (V3)
Training data
9.5M → 100M+ positions
Thought tokens
None (V1-V2) → 8 tokens (V3)
Search
None (V1) → 2-ply negamax (V3)
Elo progression
~1800 → ~2200 → ~2500
A ground-up redesign. The CNN backbone is replaced by a 20-layer deep transformer
with adaptive attention bias — each layer dynamically adjusts attention patterns
based on the position. Nearly 5× larger than V3, with deeper reasoning
through expanded thought token processing.
Architecture
Deep Transformer + adaptive attention bias
Parameters
45M (5× V3)
Layers
8 CNN residual + 20 transformer
Thought tokens
8 latent tokens with cross-attention
Training data
2400+ Elo games + Syzygy + 2M puzzles
Search
2-ply negamax with quiescence
Inference
CPU, pure Python server
Elo
~2700 (Stockfish 60% score)
Board encoding
19-plane 8×8 (AlphaZero-style)
Action space
4672 moves
Research phase and experiments — not yet in training.
After dozens of experiments and analysis of research papers across information theory,
game theory, and behavioral pattern recognition, a fundamentally new direction emerged.
Chess strategy follows recurring structural motifs — patterns of pressure, tension,
and initiative that repeat across vastly different positions. Detecting these motifs
is analogous to identifying behavioral signatures in complex dynamic systems —
the same way scientists extract meaningful signals from noisy biological or financial data.
Model Ω explores a symbolic strategy language
for chess: a learned internal vocabulary of strategic concepts (pressure, tension, initiative,
prophylaxis, pawn structure stress) that the model reasons about explicitly,
not just implicitly through weights. Instead of predicting the next move from raw board state,
the model first “describes” the position in this internal language, then derives
the move from the description.
The goal is radical: eliminate search entirely. Today’s engines
rely on looking ahead — evaluating thousands of future positions
to find the best move. Model Ω aims to make the architecture itself so
expressive that a single forward pass captures what search would discover. If the network
can articulate why a move is strong — not just which move is
strong — it no longer needs to brute-force the answer. Pure neural intuition,
no lookahead.
Core idea
Symbolic strategy language — learned chess concepts
Goal
Zero search — single forward pass per move
Status
Research & prototyping
Target
Interpretable strategic reasoning without lookahead
AI-accelerated research
This project is also an experiment in a broader question: what becomes possible
when AI agents participate in the research process itself?
Every model architecture was designed, debugged, and iterated with AI-assisted code generation.
Dozens of scientific papers were analyzed, cross-referenced, and synthesized in days instead of
months or years. Training pipelines that would have taken months to build by hand were prototyped in days.
The result is a pace of experimentation that would have been economically, logistically, and
intellectually impossible just six months ago.
Autochess is a proof of concept: one person, working with AI agents, can conduct
serious research — training 45M-parameter models, building interactive learning
platforms, and exploring novel architectures — at a speed and depth that previously required
a funded lab.
Looking for partners
The next phase of this research — full MCTS integration, graph search distillation,
and the Model Ω experiments — requires serious compute.
Training runs that take days on a single RTX 4090 need to scale to multi-node
distributed training for deeper models and longer self-play.
I’m looking for partners who can provide or sponsor access to
high-performance GPU clusters. The ideal setup:
8× NVIDIA H100 (80GB HBM3) or equivalent cluster
NVIDIA H200 (141GB HBM3e) — the new generation with 1.8× more memory
NVIDIA B200 (Blackwell) — 2× the FP8 throughput of H100
Cloud credits (Lambda Labs, CoreWeave, RunPod, or similar)
If you’re interested in supporting independent AI chess research, or want to
collaborate on the Model Ω direction, reach out:
adam@jesion.pl
Omega Preview — a custom, in-house model that fuses a neural network with deep search. This preview phase focuses on validating the search component; pick “Omega” in the Create Game dialog to play against it. Leaderboard marks Omega games with Ω
Early tests estimate Omega at ~3100 Elo running search-only (without the neural network fused in), measured at a 0.5s time budget per move with ~3.5M nodes/sec throughput
Difficulty = search-node budget per ply (Casual 700k, Challenge 2.5M, Master 5M). Wall-clock is derived from CPU-calibrated NPS at boot, so Omega plays the same strength on any machine — slow boxes just take longer per move
v1.44— 13 April 2026
Harold Voice Mode — real-time voice coaching. Talk to Harold naturally, interrupt mid-sentence, ask questions by voice. Separate Voice button next to Play & Learn
Voice visualizer — dual-layer audio waveform (your mic + Harold’s voice), large avatar, mute button
Voice tools — Harold can make moves for you, undo moves, clear board marks, enter quiet mode, and inspect the board — all by voice command
Play from Puzzle — take any puzzle position and continue playing against the AI
Mobile layout — board + chat locked to viewport when coaching, eval rail fix
Custom FEN support — Harold correctly coaches from any position (editor, puzzles)
v1.43— 28 March 2026
Play & Learn with Harold — AI chess coach now open to all players, no access code needed. Welcome modal with multimodal AI features showcase
Multimodal coaching — Harold fuses a proprietary chess neural network, structured knowledge graph, and LLM into a single coaching experience with move-by-move annotations
ElevenLabs v3 voice — upgraded TTS engine with fully spelled-out chess notation (knight eff three / skoczek ef trzy) for natural voice coaching in English and Polish
Anti-oscillation engine — prevents repetitive knight retreat loops (Nf3→Ng1) across all difficulty levels; opening book now enabled for casual mode
Live language switching — switch between English and Polish mid-game, Harold re-sends his message in the new language
Coach prompt caching — static system prompt enables ~75% cached token hits on supported providers (Anthropic, OpenAI, Google)
Eval bar — vertical evaluation rail next to the board showing real-time position advantage, like Lichess and Chess.com
ONNX Runtime backend — lightweight inference engine (~200 MB) replaces full PyTorch (~2 GB), enabling deployment on smaller servers with 2.5× faster CPU inference
Minor bug fixes — puzzle AI Vision stability, mobile layout improvements
v1.41— 25 March 2026
3 difficulty levels — Casual (~1500 Elo), Challenge (~2200 Elo), Master (~2700 Elo) with separate search depth, temperature sampling, and opening book settings
Create Game modal — choose side (White / Black / Random) and difficulty before starting
Lazy game start — server game created on first move, not on page load
Difficulty badge — current level shown in the evaluation panel
Leaderboard — difficulty column with sorting, difficulty shown in game replays
v1.4— 23 March 2026
Model V4 — 45M-parameter deep transformer with adaptive attention bias, nearly 5× larger neural network than V3. Trained on 2400+ Elo games, scores ~60% against Stockfish (~2700 Elo equivalent)
Latent thought tokens — the model "thinks" before committing to a move, boosting tactical accuracy without external search. Visible in the AI Thinking panel
2-ply negamax search — minimax lookahead with quiescence picks the objectively best move, overriding raw policy when search finds a better line
Learn platform (closed alpha) — AI-driven interactive course with 48 lessons, 172 board drills, piece tray exercises, and spaced repetition. Fully procedural — every session is unique
AI Coach Harold — personal tutor with voice, memory across sessions, board visualization tools, and adaptive difficulty
Puzzle AI Vision — LLM-powered tactical analysis with line visualization and candidate move trees
v1.32— 20 March 2026
AI move analysis — hover top moves to see arrows on the board, click to override AI's choice (analysis mode)
Probability bars — visual move confidence bars with gradient highlight on chosen move
PGN import — paste any PGN with headers into the editor or replay to view games
AI puzzle descriptions — LLM-generated tactical briefings for each puzzle via Gemini
Server-side game state — anti-cheat: server validates every move and determines results
Replay upgrade — new Chessground board with arrows, last-move highlighting, check indicators
v1.31— 19 March 2026
New board — smoother animations, last-move & check highlighting, legal move dots, better mobile touch
Puzzle Marathon — streak-based leaderboard, solve puzzles in a row without hints to rank
Puzzle result modal — board snapshot, rating change, solution replay on demand
Puzzles — tactical training with Lichess puzzle database, difficulty & theme filters, streak tracking, puzzle Elo
About page — project story, goals, and technical details
v1.3— 18 March 2026
Model V3 — hybrid CNN + Transformer with latent thought tokens, ~2500 Elo
2-ply lookahead — negamax search with quiescence
Security hardening — rate limit bypass fix, game result tampering prevention
v1.21— 17 March 2026
PGN notation — copy, load, and replay games in standard chess notation
Smarter Edit — Edit passes current position, Play from here opens editor
Mobile experience — tap-to-move with legal move dots, responsive board
Replay improvements — controls under board, Moves/PGN tab toggle
Better game stats — full move count, per-model win rates, time tiebreaker