Writing a top-10 chess engine in Rust
by Cosmo Bobak and Kora
We’ll cover some of the most interesting or unique problems we encounter writing competitive chess engines and how Rust is excellently suited for solving these problems, enabling us to write very fast, portable code while sparing us from many errors that are nearly impossible to debug. We’ll discuss the implementation of sub-microsecond neural network inference, lock- and wait-free data structures that can be mutated by hundreds of threads in parallel, and our favorite tricks and contrivances.
Kora
she/herKora is a GPU Architect at Nvidia. She began learning Rust five years ago by writing a chess engine, and both subjects have been (to a much greater degree than she anticipated) significant parts of her life ever since.
Cosmo Bobak
any/allCosmo is a software developer at Esri who has been writing Rust for almost five years now.
They care very much about the correctness and performance of software, and are the author of the UK’s strongest chess-playing program.