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This research demonstrates how to maximize the strength of an AlphaZero-style chess engine by optimizing the entire training loop for efficiency on limited hardware, rather than relying on isolated breakthroughs. The study provides concrete data on search allocation, replay strategies, and quantized inference that allows a small 6.32M-parameter model to achieve competitive Elo ratings against much larger systems.
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Engineering Efficient Self-Play Chess: Search, Replay, and Throughput Under Limited Compute

arXiv2 min read

arXiv:2609.37447v1 Announce Type: new Abstract: How strong can an AlphaZero-style chess system become under limited training compute when its entire learning loop is engineered for efficiency? We train from random initialization through searched self-play on a single eight-GPU node for 2.5 days. The resulting 6.32-million-parameter model reaches 3,251 benchmark Elo [3,206, 3,297] at 100,000 searches per move (estimated at under five seconds of thinking time) against a fixed-node Stockfish 13 ladder. The run ingests 3.25 million completed games, involves an estimated 100 billion search simulations, and makes 836.6 million training presentations. We investigate search allocation, replay and restart-state selection, policy representation, progressive model sizing, quantized inference, and throughput engineering. Alongside the retained design, we document plausible alternatives that failed to improve the complete learning loop or did not justify their cost. The reported strength is a result of the integrated system, not an isolated Elo gain attributable to any single choice.

Abstract:How strong can an AlphaZero-style chess system become under limited training compute when its entire learning loop is engineered for efficiency? We train from random initialization through searched self-play on a single eight-GPU node for 2.5 days. The resulting 6.32-million-parameter model reaches 3,251 benchmark Elo [3,206, 3,297] at 100,000 searches per move (estimated at under five seconds of thinking time) against a fixed-node Stockfish 13 ladder. The run ingests 3.25 million completed games, involves an estimated 100 billion search simulations, and makes 836.6 million training presentations. We investigate search allocation, replay and restart-state selection, policy representation, progressive model sizing, quantized inference, and throughput engineering. Alongside the retained design, we document plausible alternatives that failed to improve the complete learning loop or did not justify their cost. The reported strength is a result of the integrated system, not an isolated Elo gain attributable to any single choice.

26 pages, 17 figures, including appendices. Code and experimental evidence: this https URL ; model artifacts: this https URL ; interactive demo: this https URL

Machine Learning (cs.LG); Artificial Intelligence (cs.AI)

arXiv:2609.37447 [cs.LG]

(or arXiv:2609.37447v1 [cs.LG] for this version)

https://doi.org/10.48550/arXiv.2609.37447 arXiv-issued DOI via DataCite (pending registration)

Full text under the publisher's open licence · 192 words

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