Its an XBOARD/uci engine, so those xboard files are needed. Im not use Uci protocol. Im using uci engines with polyglot under winboardGraham Banks wrote: ↑Sat Jun 20, 2026 5:02 amIt is a UCI engine, so the options will become available when loading it.
New engine releases & news H1 2026
Moderator: Ras
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Elorejano
- Posts: 161
- Joined: Sat Mar 20, 2010 3:31 am
Re: New engine releases & news H1 2026
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Gabor Szots
- Posts: 1565
- Joined: Sat Jul 21, 2018 7:43 am
- Location: Budapest, Hungary
- Full name: Gabor Szots
Re: New engine releases & news H1 2026
It requires a file named FireFlyStart.txt. The contents of that file as I use it is as follows:Elorejano wrote: ↑Sat Jun 20, 2026 8:20 pmIts an XBOARD/uci engine, so those xboard files are needed. Im not use Uci protocol. Im using uci engines with polyglot under winboardGraham Banks wrote: ↑Sat Jun 20, 2026 5:02 amIt is a UCI engine, so the options will become available when loading it.
egtbpath F:\Sakk\TB
poshash 256MB
pawnhash 16MB
*ignoreucihash
*usebitbase
Gabor Szots
CCRL testing group
CCRL testing group
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Elorejano
- Posts: 161
- Joined: Sat Mar 20, 2010 3:31 am
Re: New engine releases & news H1 2026
Thanks, Gabor.Gabor Szots wrote: ↑Sat Jun 20, 2026 8:41 pmIt requires a file named FireFlyStart.txt. The contents of that file as I use it is as follows:Elorejano wrote: ↑Sat Jun 20, 2026 8:20 pmIts an XBOARD/uci engine, so those xboard files are needed. Im not use Uci protocol. Im using uci engines with polyglot under winboardGraham Banks wrote: ↑Sat Jun 20, 2026 5:02 amIt is a UCI engine, so the options will become available when loading it.
egtbpath F:\Sakk\TB
poshash 256MB
pawnhash 16MB
*ignoreucihash
*usebitbase
And the opening book? If im remember well, FireFly use its own format
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DreamerExx
- Posts: 51
- Joined: Wed May 20, 2026 4:08 pm
- Full name: Даниил Крецу
Re: New engine releases & news H1 2026
Ember 1.1.0 has been released
. What's improved?
1. My personal NNUE (100SB) trained by me
2. A huge number of bugs have been fixed compared to 1.0.0
3. The Elo fluctuates around 2850-2950 according to my calculations (1.0.0 was approximately 2750)
Download: https://github.com/ExxDreamerCode/Ember ... tag/V1.1.0
1. My personal NNUE (100SB) trained by me
2. A huge number of bugs have been fixed compared to 1.0.0
3. The Elo fluctuates around 2850-2950 according to my calculations (1.0.0 was approximately 2750)
Download: https://github.com/ExxDreamerCode/Ember ... tag/V1.1.0
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NathanDrake
- Posts: 17
- Joined: Mon Jun 01, 2026 4:57 pm
- Full name: Francesco Torsello
Re: New engine releases & news H1 2026
Triumviratus 5.0 Released
https://github.com/Tors3/Triumviratus/releases/tag/v5.0
https://github.com/Tors3/Triumviratus/releases/tag/v5.0
- Evaluation: NNUE, SFNNv13 architecture (Full_Threats + HalfKAv2_hm, threat-aware).
- Network: Own-lineage nn-rubicon-alea-v1, trained from scratch (no Stockfish network seed) using nnue-pytorch.
- Stage 1: Stockfish 5000-node data (λ = 1.0 → 0.75).
- Stage 2: Leela self-play (λ = 0.74, fixed).
- Search: Original SPSA-tuned alpha-beta search, Lazy SMP, Syzygy tablebases.
- Strength: Approximately +50 Elo over v4.2 (internal testing, 20+0.2).
Francesco 
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cc2150dx
- Posts: 468
- Joined: Sat Nov 30, 2013 9:51 am
- Full name: Jason Coombs
Re: New engine releases & news H1 2026
PlentyChess 8.0.0
- Introduction of the new threat inputs NNUE architecture, which has since been introduced in many other top engines (including Stockfish, Reckless and others). As of late, the NNUE additionally has pawn-pair inputs
- Many speedups to make the NNUE architecture changes viable
- Greatly improved search logic, pushing the concept of fractional depth further to more heuristics
- SMP improvements: Sharing correction histories between threads and tuning under multithreaded conditions
- Proper NUMA handling on linux
- General improvements to the source code
https://github.com/Yoshie2000/PlentyChe ... g/b-v8.0.0
- Introduction of the new threat inputs NNUE architecture, which has since been introduced in many other top engines (including Stockfish, Reckless and others). As of late, the NNUE additionally has pawn-pair inputs
- Many speedups to make the NNUE architecture changes viable
- Greatly improved search logic, pushing the concept of fractional depth further to more heuristics
- SMP improvements: Sharing correction histories between threads and tuning under multithreaded conditions
- Proper NUMA handling on linux
- General improvements to the source code
https://github.com/Yoshie2000/PlentyChe ... g/b-v8.0.0
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vihaa
- Posts: 2
- Joined: Fri Apr 10, 2026 6:04 am
- Full name: Vihaa Vikrant Malvankar
MagicTree 3.2 released
Hi,
I am pleased to announce the public release of my UCI chess engine MagicTree 3.2, written in C++.
Download / website: https://magictree.netlify.app/
MagicTree is a 64-bit Windows UCI engine. It is a classical handcrafted-evaluation engine, with no neural network, no NNUE file, and no external evaluation file included.
The engine uses bitboards, BMI2/PEXT-based sliding attack generation, alpha-beta / PVS search, iterative deepening, transposition tables, move-ordering heuristics, pruning, and a tapered handcrafted evaluation.
Important requirement: MagicTree 3.2 requires a 64-bit Windows system with a CPU supporting BMI2/PEXT instructions. On older CPUs without BMI2/PEXT support, this build may fail to start.
Estimated strength: ~2725 blitz, this is a private-test estimate until the engine receives more external testing.
Current limitations:
- Windows x64 only
- BMI2/PEXT-capable CPU required
- No opening book included
- No Syzygy/tablebase support included
- No NNUE or neural-network file included
- Single-threaded release
I have tested the engine mainly under Windows x64 in UCI-compatible GUIs. I would be grateful for any bug reports, stability issues, GUI compatibility feedback, tournament results, or suggestions for improvement.
Looking forward to seeing how MagicTree performs in external testing.
Regards,
Vikrant
I am pleased to announce the public release of my UCI chess engine MagicTree 3.2, written in C++.
Download / website: https://magictree.netlify.app/
MagicTree is a 64-bit Windows UCI engine. It is a classical handcrafted-evaluation engine, with no neural network, no NNUE file, and no external evaluation file included.
The engine uses bitboards, BMI2/PEXT-based sliding attack generation, alpha-beta / PVS search, iterative deepening, transposition tables, move-ordering heuristics, pruning, and a tapered handcrafted evaluation.
Important requirement: MagicTree 3.2 requires a 64-bit Windows system with a CPU supporting BMI2/PEXT instructions. On older CPUs without BMI2/PEXT support, this build may fail to start.
Estimated strength: ~2725 blitz, this is a private-test estimate until the engine receives more external testing.
Current limitations:
- Windows x64 only
- BMI2/PEXT-capable CPU required
- No opening book included
- No Syzygy/tablebase support included
- No NNUE or neural-network file included
- Single-threaded release
I have tested the engine mainly under Windows x64 in UCI-compatible GUIs. I would be grateful for any bug reports, stability issues, GUI compatibility feedback, tournament results, or suggestions for improvement.
Looking forward to seeing how MagicTree performs in external testing.
Regards,
Vikrant
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Steve Maughan
- Posts: 1349
- Joined: Wed Mar 08, 2006 8:28 pm
- Location: Florida, USA
Re: New engine releases & news H1 2026
I'm pleased to announce the release of Juggernaut 2.0, a UCI chess engine for Windows (64-bit) written in Delphi / Object Pascal. It is a bitboard engine, with Lazy SMP multi-threading and a relatively simple PeSTO evaluation. Juggernaut 2.0 is rated at approximately 2750 Elo — around 700 Elo stronger than version 1.01.
Stability has been the top priority
More than anything else, this release focused on stability. A lot of effort has gone into making Juggernaut robust — hardened UCI handling, defensive error handling in the search, and a great deal of testing — so that it runs through long matches and tournaments without crashing, hanging, or losing on time. This was the number one goal for 2.0.
Very fast time controls
Juggernaut plays reliably at 0.2 + 0.002 — that is, 0.2 seconds base plus a 0.002 second increment per move, the fastest time control FastChess will run — without flagging. A fair amount of work went into the time management and search dispatch to make this dependable.
What's new since 1.0
Version 1.0 was a fairly basic engine. Juggernaut 2.0 adds the standard set of modern search techniques, including:
Other features
I'm also releasing Juggernaut 1.01. This is a bug-fix release of the original 1.0 — there are no material strength changes from 1.0 (2030 elo) — but, like 2.0, it now plays correctly at the same ultra-fast time controls (0.2 + 0.002).
Downloads
Juggernaut 2.0: https://bit.ly/4arRrbv
Juggernaut 1.01: https://bit.ly/4eAMT52
Feedback and bug reports are very welcome.
Stability has been the top priority
More than anything else, this release focused on stability. A lot of effort has gone into making Juggernaut robust — hardened UCI handling, defensive error handling in the search, and a great deal of testing — so that it runs through long matches and tournaments without crashing, hanging, or losing on time. This was the number one goal for 2.0.
Very fast time controls
Juggernaut plays reliably at 0.2 + 0.002 — that is, 0.2 seconds base plus a 0.002 second increment per move, the fastest time control FastChess will run — without flagging. A fair amount of work went into the time management and search dispatch to make this dependable.
What's new since 1.0
Version 1.0 was a fairly basic engine. Juggernaut 2.0 adds the standard set of modern search techniques, including:
- Null-move pruning
- Late move reductions and late move pruning
- Reverse futility and futility pruning
- Singular, check and recapture extensions
- Internal iterative reductions
- Mate-distance pruning
- Improved move ordering: MVV-LVA with SEE, killers, counter-moves, and butterfly + continuation history
Other features
- User-selectable opening book — Polyglot books can be chosen and configured through UCI options, including in-memory loading and adjustable book randomness.
- Tidy mate reporting — once a forced mate is found, Juggernaut only sends a new principal variation if it finds a shorter mate.
- Chess960 and MultiPV support.
I'm also releasing Juggernaut 1.01. This is a bug-fix release of the original 1.0 — there are no material strength changes from 1.0 (2030 elo) — but, like 2.0, it now plays correctly at the same ultra-fast time controls (0.2 + 0.002).
Downloads
Juggernaut 2.0: https://bit.ly/4arRrbv
Juggernaut 1.01: https://bit.ly/4eAMT52
Feedback and bug reports are very welcome.
http://www.chessprogramming.net - Juggernaut & Maverick Chess Engine