Aart Bik's Computer Chess Page

Aart Bik got his first chess computer in 1981. Since then, he has been fascinated by programming computers to play chess. Excellent resources related to this topic can be found, for example, in David Levy's Computer Chess Compendium, and on the web at Adam's Computer Chess Pages, CCRL Forum, Chess Programming Wiki, Chesstroid, Chess2U, ChessWar, Computer Chess News, Countrychess, CSVN, Ed Schröder's website, Hiarcs ChesForum, ICGA, Komodo Chess Engine, Le Fou Numérique, Open Chess Forum, Prof. Hyatt's website, RWBC, Rybka Forum, VanHeusden, TalkChess Forum, WBEC Ridderkerk, WB Olympic Games, Winboard Forum. The source code of Peter Jennings' famous Microchess ported to the Commodore 64 can be found at Aart's C64 page.

Chess for Glass

[GLASS] Chess for Glass is Glassware that runs directly on Glass. The user can enter moves using either the touchpad or the voice input feature. Other features include a choice in board color, spoken move announcements, and the ability to import any third party chess engine to replace the friendly built-in Java engine. Chess for Glass recognizes Android Chessbase compatible engines and supports both the popular UCI and XBoard/WinBoard protocols.

Chess for Android

[Icon] Chess for Android is a chess application for the Android platform that consists of a chess engine (a Java version derived from the C++ engine BikJump described below) together with a GUI. The application supports both the popular UCI and XBoard/WinBoard protocols, which allows users to replace the built-in Java chess engine with more powerful third party engines. Engine setup features pondering, infinite analysis, hash tables, multiple threads, endgame tablebases, and opening test suites. The application also recognizes Android Chessbase compatible engines. Details can be found at UCI and XBoard Protocols for Android. Engines that can be imported are listed at UCI and XBoard Engines for Android.

UCI Chess Engine: BikJump

[BIKJUMPLOGO] Aart occasionally works on his UCI chess engine, called BikJump. All source code of BikJump (except the probing and decompression code for the endgame tablebases, which are used with kind permission of Eugene Nalimov and Andrew Kadatch) has been built from the ground up by Aart as a fun after-hours project to gain experience with chess programming and experiment with new ideas. Aart is a chess hobbyist who enjoys writing his own, original code. He obviously used ideas found in chess-related books, papers, and web postings, but sees no fun in copying-and-pasting code and claiming it as his own. Downloads of BikJump v2.01 for various platforms appear below (unzip the downloaded file in the "Engines" folder and import the UCI chess engine binary into the GUI; detailed instructions for Fritz are given at Chessbase Cafe): The first generation of BikJump (v1.x), released in January 2007, was based on a mailbox representation, and increased in strength from about 1750 to 2000 RUEL. The second and current generation (v2.x), released in November 2008, is based on a bitboard representation. Aart now has started work on "Deep" BikJump, featuring multi-threading to perform the search in parallel (commonly referred to as SMP support). Upcoming version will be designated with the suffix P (e.g. v2.1P) to denote this new parallel support.
Please note that this page is privately maintained by Aart Bik. Google+ LinkedIn