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Historical Mode
This project is in development and not publicly usable yet. No public App Store release yet.
Play the evolution of computer chess.
ChessMachina runs locally on iPhone, with no account and no custom cloud engine. The app is in development and is not yet available on the App Store.
Status
Processing
Account
Live version
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How much thinking does it take to beat you? ChessMachina answers this in two ways: with reconstructed historical chess machines and with its own modern local engine whose compute budget you control yourself.
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Play against nine reconstructed stations of computer chess history, from 1912 to 1997. The machines are algorithmically rebuilt from available historical documentation, not with original code and not by emulating the original hardware.
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Compute Mode uses its own modern local reference engine. You control how much computation the engine gets per move through reproducible work or node budgets. ChessMachina does not display CPU percentages, energy consumption, or an exact Elo rating.
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Depending on the machine, ChessMachina shows how a decision was reached: rules, candidate moves, minimax, alpha-beta, search depth, singular extensions, or historical search extensions. Not every machine has the same metrics, since historical and modern algorithms work differently.
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Games you play land in a local game history together with the opponent and engine version. A saved game can be reconstructed as a replay from its starting position and move sequence and watched again.
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ChessMachina uses clean-room reconstructions based on available historical documentation. Depending on the machine, algorithm fidelity, parameter fidelity, hardware fidelity, data asset fidelity, and behavioral fidelity differ. Missing original parameters or historical data are never presented as original.
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ChessMachina requires no account and has no custom server and no custom cloud engine. The historical and modern engines compute locally on your iPhone. No custom analytics, no tracking.
Nine reconstructed stations of computer chess history, from 1912 to 1997.
Early chess automaton by Leonardo Torres y Quevedo for a limited king-and-rook endgame.
1912
Chess algorithm designed by Alan Turing and David Champernowne, originally executed by hand due to a lack of computing power.
1948
One of the first chess programs to actually run on a computer, played on a reduced 6×6 board.
1956
Early full chess program on a standard 8×8 board, developed by Alex Bernstein at IBM.
1957
MIT program by Richard Greenblatt, among the first chess programs to compete in tournaments against human players.
1967
Northwestern University program that significantly advanced brute-force search techniques.
1977
Specialized chess hardware by Ken Thompson and Joe Condon, reaching master-level playing strength.
1980
Predecessor of Deep Blue, developed at Carnegie Mellon University.
1988
IBM chess computer that in 1997 defeated a reigning world champion under tournament conditions.
1997
From 1912 (El Ajedrecista) to 1997 (Deep Blue).
Own modern engine with an adjustable compute budget.
Surface rules, candidate moves, minimax, and search depth.
Historical algorithms rebuilt from available documentation.
Games, opponents, and engine version stored locally.
Reconstruct games from starting position and moves.
Documented and reconstructed parts clearly separated.
No uncalibrated or invented Elo ratings.
No account, no custom server, no cloud engine.
App interface available in German and English.
Real app screenshots will be added before release.
01
Historical Mode
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Timeline
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Compute Mode
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Explainability
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Games & Replay
Read how ChessMachina handles data, storage and external services.