py-draughts — fastest Python draughts & checkers library
py-draughts (import name: draughts) is a fast, modern Python library for draughts (also known as checkers). Bitboard-backed move generation, PDN/FEN parsing, built-in engines (the ML-trained TurboEngine plus a general-purpose SimpleEngine), a HUB protocol bridge for external engines like Scan and Kingsrow, an interactive web UI, and tensor exports for RL / ML — all in one package.
py-draughts vs pydraughts
| py-draughts | pydraughts | |
|---|---|---|
| Legal moves generation | 21.4 µs | 5.18 ms (243x slower) |
| Make move | 1.2 µs | 552.50 µs (460x slower) |
| Board init | 3.3 µs | 579.45 µs (176x slower) |
| FEN parse | 27.4 µs | 295.10 µs (11x slower) |
| Variants | 8 (Standard, American, Frisian, Russian, Brazilian, Antidraughts, Breakthrough, Frysk!) | 6 |
| Built-in AI engine | ✅ TurboEngine (learned eval) + SimpleEngine (all variants) | ❌ External only |
| Engine benchmarking suite | ✅ | ❌ |
| Web UI | ✅ FastAPI + interactive board | ❌ |
| SVG rendering | ✅ | ❌ |
| ML/RL helpers (tensors, masks) | ✅ | ❌ |
| Test suite | 260+ tests, real Lidraughts PDN replays | Limited |
| HUB protocol (Scan, Kingsrow) | ✅ | ✅ |
| Implementation | Bitboards (NumPy uint64) | Object lists |
Features: 8 variants • Built-in AI engine • External engines via HUB protocol (Scan, Kingsrow) • RL/ML ready (tensors, masks) • SVG rendering • Web UI
Installation
pip install py-draughts
Core
>>> import draughts
>>> board = draughts.Board()
>>> board.legal_moves
[Move: 31->27, Move: 31->26, Move: 32->28, ...]
>>> board.push_uci("31-27")
>>> board.push_uci("18-22")
>>> board.push_uci("27x18")
>>> board.push_uci("12x23")
>>> board
. b . b . b . b . b
b . b . b . b . b .
. b . b . . . b . b
. . . . b . b . b .
. . . b . . . . . .
. . . . . . . . . .
. w . w . w . w . w
w . w . w . w . w .
. w . w . w . w . w
w . w . w . w . w .
>>> board.pop() # Unmake the last move
Move: 12->23
>>> board.turn
Color.WHITE
Make and unmake moves
>>> board.push_uci("32-28") # Make a move
>>> board.pop() # Unmake the last move
Move: 32->28
Show ASCII board
>>> board = draughts.Board()
>>> print(board)
. b . b . b . b . b . 1 . 2 . 3 . 4 . 5
b . b . b . b . b . 6 . 7 . 8 . 9 . 10 .
. b . b . b . b . b . 11 . 12 . 13 . 14 . 15
b . b . b . b . b . 16 . 17 . 18 . 19 . 20 .
. . . . . . . . . . . 21 . 22 . 23 . 24 . 25
. . . . . . . . . . 26 . 27 . 28 . 29 . 30 .
. w . w . w . w . w . 31 . 32 . 33 . 34 . 35
w . w . w . w . w . 36 . 37 . 38 . 39 . 40 .
. w . w . w . w . w . 41 . 42 . 43 . 44 . 45
w . w . w . w . w . 46 . 47 . 48 . 49 . 50 .
Detects draws and game end
>>> board.is_draw
False
>>> board.is_threefold_repetition
False
>>> board.game_over
False
>>> board.result
'-'
FEN parsing and writing
>>> board.fen
'[FEN "W:W31,32,33,...:B1,2,3,..."]'
>>> board = draughts.Board.from_fen("W:WK10,K20:BK35,K45")
>>> board
. . . . . . . B . .
. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .
. . . . . . . . . .
. . . . W . . . . .
. . . . . . . . . .
. . . . W . . . . .
B . . . . . . . . .
PDN parsing and writing
>>> board = draughts.Board()
>>> board.push_uci("32-28")
>>> board.push_uci("18-23")
>>> board.pdn
'[GameType "20"]
[Variant "Standard (international) checkers"]
[Result "-"]
1. 32-28 18-23'
>>> board = draughts.Board.from_pdn('[GameType "20"]\n1. 32-28 19-23 2. 28x19 14x23')
Variants
| Variant | Class | Board | Flying Kings | Max Capture | Notes |
|---|---|---|---|---|---|
| Standard | StandardBoard |
10×10 | Yes | Required | International / FMJD rules |
| American | AmericanBoard |
8×8 | No | Not required | Men capture forward only |
| Frisian | FrisianBoard |
10×10 | Yes | Required (by value) | Diagonal + orthogonal captures |
| Russian | RussianBoard |
8×8 | Yes | Not required | Mid-capture promotion |
| Brazilian | BrazilianBoard |
8×8 | Yes | Required | International rules on 8×8 |
| Antidraughts | AntidraughtsBoard |
10×10 | Yes | Required | Lose all pieces (or get blocked) to win |
| Breakthrough | BreakthroughBoard |
10×10 | Yes | Required | First player to make a king wins |
| Frysk! | FryskBoard |
10×10 | Yes | Required (by value) | Frisian rules with 5 men per side |
>>> from draughts import (
... StandardBoard,
... AmericanBoard,
... FrisianBoard,
... RussianBoard,
... BrazilianBoard,
... AntidraughtsBoard,
... BreakthroughBoard,
... FryskBoard,
... )
>>> board = AmericanBoard()
>>> board
. b . b . b . b
b . b . b . b .
. b . b . b . b
. . . . . . . .
. . . . . . . .
w . w . w . w .
. w . w . w . w
w . w . w . w .
SVG Rendering
>>> import draughts
>>> board = draughts.Board()
>>> draughts.svg.board(board, size=400) # Returns SVG string
>>> board = draughts.Board.from_fen("W:WK10,K20:BK35,K45")
>>> draughts.svg.board(board, size=400)
Engine
Two built-in engines.
TurboEngine (strongest, recommended)
For the standard international (10x10) board, TurboEngine combines Scan's
63-bit bitboard layout, a PVS search, and a machine-learned pattern evaluation
trained on Scan self-play — it is the strongest built-in engine:
>>> from draughts import Board, TurboEngine
>>> engine = TurboEngine(time_limit=0.5) # or depth_limit=...
>>> move, score = engine.get_best_move(Board(), with_evaluation=True)
SimpleEngine (all variants)
SimpleEngine is a lightweight general-purpose engine — alpha-beta with
transposition tables and iterative deepening — that works on every variant
(TurboEngine is international-only):
>>> from draughts import Board, SimpleEngine
>>> engine = SimpleEngine(depth_limit=5)
>>> move, score = engine.get_best_move(Board(), with_evaluation=True)
>>> score
0.15
External Engines (Hub Protocol)
Use external engines like Scan via the Hub protocol:
>>> from draughts import Board, HubEngine
>>> with HubEngine("path/to/scan.exe", time_limit=1.0) as engine:
... board = Board()
... move, score = engine.get_best_move(board, with_evaluation=True)
... print(f"Best: {move}, Score: {score}")
Best: 32-28, Score: 0.15
Compatible engines:
- Scan - World champion level, supports 10x10
- Kingsrow - Multiple variants, endgame databases
- Any engine implementing the Hub protocol
Engine Benchmarking
Compare engines against each other with comprehensive statistics:
>>> from draughts import Benchmark, SimpleEngine
>>> stats = Benchmark(
... SimpleEngine(depth_limit=4),
... SimpleEngine(depth_limit=6),
... games=20
... ).run()
>>> print(stats)
============================================================
BENCHMARK: SimpleEngine (d=4) vs SimpleEngine (d=6)
============================================================
RESULTS: 2-12-6 (W-L-D)
SimpleEngine (d=4) win rate: 25.0%
Elo difference: -191
...
Writing Your Own AI
Build custom agents with neural networks, MCTS, or any algorithm:
>>> from draughts import Board, BaseAgent, AgentEngine, Benchmark
>>> class GreedyAgent(BaseAgent):
... def select_move(self, board):
... return max(board.legal_moves, key=lambda m: len(m.captured_list))
>>> board = Board()
>>> agent = GreedyAgent()
>>> move = agent.select_move(board)
# Use with Benchmark
>>> stats = Benchmark(agent.as_engine(), SimpleEngine(depth_limit=4), games=10).run()
ML-ready features:
>>> board.to_tensor() # (4, 50) tensor for neural networks
>>> board.legal_moves_mask() # Boolean mask for policy outputs
>>> board.features() # Material, mobility, game phase
>>> clone = board.copy() # Fast cloning for tree search
Example: a neural net that learns to play
examples/train_value_net.py trains a small
evaluation network (~630K parameters) for 10x10 International draughts on a
laptop CPU — no GPU. It is taught by the world-class Scan
engine over the Hub protocol, using the same data recipe as chess NNUE nets:
- Data. Scan plays games from random openings; we keep only quiet positions (no capture pending), each with Scan's evaluation and the game's result, and deduplicate them.
- Target. Blend the squashed engine eval with the game result — a WDL label.
- Features. Hand the small MLP a few scalars it can't extract from raw bits — material balance and parity ("the move") — next to the board planes.
- Augment + train. Double the data with the board's 180° rotation (a valid symmetry), weight decisive positions more, and regress with early stopping.
- Play with a negamax + alpha-beta search that has quiescence: it never evaluates a position with a pending capture, so every leaf is quiet — the distribution the net was trained on.
The lesson: representation beats optimisation. Once the data was clean, the net plateaued — more data and training tricks (EMA, LR schedules) barely moved it. The jump at fixed size and speed came from what the net sees: adding material and parity features (a flat MLP can't recover a sum or a mod‑2 count from 200 raw bits) plus the 180° augmentation. Same ~630K params, ~0.2 s/move (25–40 games each):
| Opponent | Result (W–L–D) | Verdict |
|---|---|---|
SimpleEngine(depth=2) |
22–2–1 | dominates |
SimpleEngine(depth=4) |
27–2–11 | dominates (was 15–3–12 without features) |
SimpleEngine(depth=6) |
11–9–5 | now ahead of a depth‑6 search |
Load the trained weights and play:
import torch
import torch.nn as nn
from draughts.boards.standard import Board # 10x10 International
def board_features(x): # material + parity — what a flat MLP can't see in raw bits
c = x.sum(2); om, ok, pm, pk = c[:, 0], c[:, 1], c[:, 2], c[:, 3]; total = c.sum(1)
return torch.stack([om/15, ok/5, pm/15, pk/5, (om + 3*ok - pm - 3*pk)/15,
(ok - pk)/5, total/40, total % 2, (om + ok) % 2,
om % 2, pm % 2], dim=1)
class ValueNet(nn.Module): # ~630K params
def __init__(self, h=512):
super().__init__()
self.body = nn.Sequential(
nn.Linear(4*50 + 11, h), nn.ReLU(), nn.Dropout(0.3),
nn.Linear(h, h), nn.ReLU(), nn.Dropout(0.3),
nn.Linear(h, h), nn.ReLU(),
nn.Linear(h, 1), nn.Tanh(),
)
def forward(self, x):
flat = x.reshape(x.shape[0], -1)
return self.body(torch.cat([flat, board_features(x)], dim=1)).squeeze(-1)
net = ValueNet(); net.load_state_dict(torch.load("examples/value_net_standard.pt")); net.eval()
@torch.no_grad()
def evaluate(board): # score for the side to move
return float(net(torch.from_numpy(board.to_tensor()).unsqueeze(0)))
@torch.no_grad()
def search(board, depth, alpha=-1e9, beta=1e9):
moves = board.legal_moves
if not moves:
return -1.0 # side to move has lost
quiet = not moves[0].captured_list
if depth <= 0 and quiet:
return evaluate(board) # only ever score quiet leaves
depth = depth if not quiet else depth - 1 # quiescence: captures are "free"
best = -2.0
for m in moves:
child = board.copy(); child.push(m)
best = max(best, -search(child, depth, -beta, -alpha))
alpha = max(alpha, best)
if alpha >= beta:
break
return best
def after(board, move):
child = board.copy(); child.push(move); return child
board = Board()
# 3-ply search: play the move that leaves the opponent worst off.
best = max(board.legal_moves, key=lambda m: -search(after(board, m), 2))
board.push(best)
The example script packages this as a ValueAgent
(a normal BaseAgent) and a Benchmark harness. To retrain, download Scan
(SCAN_EXE=/path/to/scan.exe) and run python examples/train_value_net.py; without
Scan it falls back to the built-in engine as a weaker teacher.
Aside: unlike chess, a 10x10 draughts board has no left-right mirror symmetry on its playable squares (reflecting columns flips square colour), so there is no free spatial data augmentation — the only board symmetry is a 180° rotation, which the side-to-move-relative tensor already encodes.
Server
Interactive web interface for playing and engine testing:
from draughts import Board, Server, SimpleEngine, HubEngine
server = Server(
board=Board(),
white_engine=SimpleEngine(depth_limit=6),
black_engine=HubEngine("path/to/scan.exe", time_limit=1.0)
)
server.run() # Open http://localhost:8000
Performance
Legal moves generation in ~10-30 microseconds:
| Operation | py-draughts | pydraughts | Speedup |
|---|---|---|---|
| Board init | 3.30 µs | 579.45 µs | 176x faster |
| FEN parse | 27.40 µs | 295.10 µs | 11x faster |
| Legal moves | 21.35 µs | 5.18 ms | 243x faster |
| Make move | 1.20 µs | 552.50 µs | 460x faster |
Engine search at various depths:
| Depth | Time | Nodes |
|---|---|---|
| 5 | 274 ms | 3,263 |
| 6 | 619 ms | 7,330 |
| 7 | 2.20 s | 21,642 |
| 8 | 6.55 s | 98,987 |
Testing
Comprehensive test suite with 260+ tests covering all variants and edge cases:
pytest test/ -v
Tests include:
- Move generation - Push/pop roundtrips, legal move validation
- Real game replays - PDN games from Lidraughts for all variants
- Edge cases - Complex king captures, promotion mid-capture, draw rules
- Engine correctness - Hash stability, transposition tables, board immutability
- All 8 variants - Standard, American, Frisian, Russian, Brazilian, Antidraughts, Breakthrough, Frysk!
Contributing
Contributions welcome! Please open an issue or submit a pull request.
License
py-draughts is licensed under the GPL 3.
Release files for py-draughts 1.9.0
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Total release size: 435.6 kB
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|---|---|
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