A Gross Miscarriage of Justice in Computer Chess
By Dr. Søren Riis
A paradigm shift in computer chess
I have mentioned the evolutionary change in computer chess. What I refer to
is the fact that the last seven or eight years saw some striking changes in
computer chess that were not merely “more of the same”. Three extraordinary
things happened at the start of that time-span that changed the playing field.
- Information mass-dissemination reached a new level. Computer chess websites
where like-minded people could gather and through which useful information
could be acquired for free proliferated: computer chess servers, rating lists,
discussion fora, testing sites, providers of utilities, blogs, etc. Even something
as basic as upload sites have made data transmission much easier than it formerly
was.
Taken together, these changes amount to nothing less than what Thomas Kuhn
calls a paradigm shift.
To illustrate my point we only need to study the patterns in program Elo strength
over the past two decades. The following two charts are derived from historical
SSDF and CCRL
data.
The first chart below shows that chess programs in the past were “slow climbers”.
Venerable chess programs such as Fritz, HIARCS, Junior, Shredder, etc. progressed
steadily and relatively slowly in conjunction with hardware over a long period
of time. All top engines from the early 1990s through 2004 fall into this category.
Then something happened in 2004-2005: all new leading chess programs became
ultra-fast climbers. Note the slopes of Elo improvement (on the y-axis):
What happened? Starting with the release of the first open-source Fruit in
mid-2004, and continuing with the release of subsequent versions of Fruit, open-source
engine Stockfish, and especially the release of reverse-engineered Rybka derivatives,
highly detailed recipes for building strong, modern chess engines have been
in the public domain. Fledgling chess programmers as well as programming veterans
have not failed to take notice and the state of the art has advanced rapidly.
As a result of this spread of knowledge new programs receive a tremendous performance
boost and become “fast climbers”.
Robert Houdart, author of current Elo-leader Houdini, provides a short and
refreshingly candid acknowledgement confirming this thesis on his website:
Without many ideas and techniques from the open source chess engines Ippolit
[a Rybka 3-based derivative --SR] and Stockfish, Houdini would not
nearly be as strong as it is now.
Focusing on the last seven years, a number of chess engines either sharply
improved around the time that Fruit source code was released, or debuted after
Fruit and then soared:
Rajlich comments on the phenomenon:
In general top engines always improve in lockstep - the strongest engines
are always within 50 to 70 Elo of each other, no matter how fast the top guy
is improving. I think this is because the general approach to computer chess
is essentially established (unlike say poker), so ideas transplant very naturally
from engine to engine. So I think that in 2005 the improvement is probably
due to Fruit, between 2005 and 2010 or so the improvement is probably due
to Rybka, and most recently it's probably due to Houdini.
Now, how do the above points relate to the question of program originality?
Well, first of all, a common-sense observation. The charts show how much stronger
Rybka was than some of its top rivals such as Fritz and HIARCS. Rybka was as
much as 150 Elo ahead of the pack on equal hardware (Rajlich is being modest
in his quote above), an extremely impressive achievement and strong evidence
that Rybka was substantially original. It had to be, because from first release
Rybka was already far ahead of Fruit, and the gap just kept widening:
The
next point, less obvious but nonetheless true, is that it is much easier
to improve the Elo of your own engine if one or more engines exist that
are stronger than yours. A programmer can tune their engine to play like
the stronger engine, which is what many chess programmers have done by playing
their engine against a stronger one, sometimes even going so far as to play
millions of games in an effort to reverse-engineer the chess knowledge contained
within the stronger engine.
It is much more difficult to improve your engine at the same rate
when you are far ahead of the field because you do not have a stronger engine
to emulate or measure yourself against. Yet Rajlich managed to consistently
do exactly this with Rybka between 2005 and 2010. The amount of original, path-breaking
work that must have occurred to achieve this feat is truly staggering.
Next, note that even a “slow climber” like HIARCS had its biggest
Elo jump in twelve years just six months after the Fruit 2.1 source code
was released (in version HIARCS 10). Multiple WCCC-winning Junior made an even
more dramatic improvement after the release of Fruit. For that matter, not a
single new (and serious) program that came after the release of Fruit followed
the old-paradigm Elo growth curve.
However, these facts do not merely suggest that everyone in the top tier of
chess programming learned from Fruit. Retrospectively, what now seems clear
is that Fruit also unwittingly triggered a revolution in the whole ethos of
chess programming. From the emergence of Fruit and going forward, the premise
within the programming community was that it was perfectly fine to re-use and
share ideas and algorithms from leading programs whether they were open source
or not. This was a new attitude which led us to the current landscape in
computer chess.
With hindsight, it seems the ICGA did not recognize the transformation that
took place in computer chess following the release of Fruit. For failing to
recognize the change and its implications in 2004-2005 the ICGA can certainly
be forgiven; institutions almost never immediately see when long-established
traditions and norms have quietly slipped into obsolescence. But for them to
still not recognize in 2011 how the chess software development panorama
had changed, and to fail to adapt accordingly, risked putting the integrity
of the WCCC enterprise in jeopardy, and indirectly resulted in the venerable
organization being led astray.
How to succeed in programming without really trying
While Fruit’s release was the first indication that the game was changing,
it was at first not plainly obvious to everyone that Fruit was revolutionary.
Initially, the only ones who recognized it for what it was were chess programmers,
who over a period of time learned from the program and adapted ideas in bits
and pieces to their own designs.
What made Fruit such an epochal breakthrough was not really new ideas in evaluation
or search, two of the most critical components of a chess engine. There were
improvements in these areas to be sure but they were relatively incidental.
The thing Letouzey accomplished, which changed computer chess forever, was to
express old ideas far more cleanly and efficiently than anyone else had done
before. Fruit had a visionary program structure, and this stride forward in
2004-2005 was made all the more significant by his choice to make the program
open source.
What happened next is a tale many in the hobby know well. Rybka was released
six months later incorporating every useful Fruit idea that could be incorporated,
and adding many more improvements. As I have established, Rybka assumed a position
of huge dominance. Other program authors likewise learned from Fruit and went
after Rajlich like a pack of hounds chasing a fox.
But then something unprecedented in computer chess happened. In May 2007 a
strong closed source program called Strelka (literally "arrow" in
Russian, but a reference to a
Soviet canine that orbited the Earth) was released by a hitherto unknown
individual going by the name 'Jury Osipov'.
This program was immediately thought to be a very close derivative of Rybka
because its solving of test positions was extremely similar. But, beyond the
objective measures of similarity testing, Strelka had to have been a reverse-engineered
Rybka derivative because, at the time, a new program of such strength and manifest
similarity in its playing style could hardly have come from anywhere else. Thus
a very public precedent was established: someone had reverse-engineered a closed-source
program with impunity.
The next step on this path came in January 2008 when Strelka 2.0 was released,
this time with open source code. In other words, Rybka 1.0 Beta’s secrets
were now revealed for any programmer to use. Is any reader gullible enough to
think the community of chess programmers took the moral high ground at this
point, condemned ‘Osipov’, or refused to even take a look at Strelka's
source code?
Sometime thereafter someone with larcenous intent approached Rajlich
via email posing as GM Larry Kaufman. The result of that caper was that another
key Rybka secret, namely how Rajlich tuned his evaluation, was inadvertently
revealed to dishonest individuals whose apparent goal was to forcibly strip
every last bit of proprietary information from Rajlich.
Fast forward to mid-2009. Rybka 3 was reverse-engineered by a group
of chess programmers using fake names (Yakov Petrovich Golyadkin, Igor Igorovich
Igoronov and Roberto Pescatore, i.e. an Italian rendition of Bobby Fischer).
This effort was published on the Internet as the IPPOLIT program, and soon thereafter
chess programmers were freely using this source code to create strong Rybka-flavored
derivatives, such as Robbolito and IvanHoe.
In a Talkchess
forum post sent to Sven Schüle, a German chess program author, Rajlich wrote:
Ippolit is disassembled Rybka 3 with changes. The changes are considerable
but not even close to enough to leave any doubt. Robbolito is an evolved Ippolit,
with more changes and more cleanup. I haven't checked the other new engines
yet.
Initially, some competing programmers expressed qualms about using code produced
by fake-named authors. But apparently the temptation became too great and the
ideas were taken.
I recite this well-known history to provide the reader with background
context. What is clear is that Rajlich's original ideas have been lifted from
various reverse-engineered editions of Rybka again and again and again--his
work has been pilfered as comprehensively as anyone's in all of computer chess
history. A number of leading programs have rather obviously benefited: in practical
improvements to their programs, in tremendously reducing their development time,
and in gaining insights they might never have developed on their own. Yet, it
is Rajlich who was investigated and found guilty of plagiarism in absentia,
banned for life, stripped of titles, and vilified in the international press
over a five-year-old tournament rule violation.
Ironically, it is the ICGA which may have committed an illegal act in publishing
a disassembly of Rybka 2.3.2a, a commercial product still under license, on
the Internet:
Article
6 of the 1991 EU Computer Programs Directive allows reverse engineering
for the purposes of interoperability, but prohibits it for the purposes of
creating a competing product, and also prohibits the public release of
information obtained through reverse engineering of software.
On the matter of “plagiarism”
The first thing that must be addressed regarding the ICGA’s finding that WCCC
Rule 2 was violated is the formal language they use in their allegation. They
specifically accuse Rajlich of “plagiarism”. I note that the writers of this
charge are scholars with doctoral degrees and are men whose profession obliges
them to choose their public words with careful precision.
Consequently an important distinction must be made that is more than merely
semantics: Rajlich provably did not commit the dictionary definition
of plagiarism:
The unauthorized use or close imitation of the language and thoughts
of another author and the representation of them as one's own original work,
as by not crediting the author.
From the initial release of Rybka 1.0 Beta until early 2011 the general consensus
in the computer chess community was that Rybka was an original program, even
though it had undoubtedly learned a great deal from the leading open source
programs in existence in 2005, Fruit and Crafty. This consensus was based on
Rybka’s position on the Elo rating lists and steadily increasing strength, its
search behavior, unique features, etc.
Rajlich conceded from the very beginning that he had studied Fruit’s open source
code very closely and learned a great deal from it. In an interview
from 2005, right after Rybka 1.0 Beta was released, Rajlich acknowledged
the computer chess community’s as well as his own debt to Fruit:
Yes, the publication of Fruit 2.1 was huge. Look at how many engines
took a massive jump in its wake: Rybka, HIARCS, Fritz, Zappa, Spike, List,
and so on. I went through the Fruit 2.1 source code forwards and backwards
and took many things.
Rajlich later publicly
praised the work of Fabien Letouzey:
I don't want to get too specific about which ideas from Fruit I think
are really useful, but they fall into two categories:
1) Very specific tricks, mostly related to search.
2) Philosophy of the engine (and in particular of the search).
Fruit could really hardly be more useful along both of these dimensions.
Fabien is a very good engineer, and also has a very clear and simple conception
of how his search should behave.
Finally, Rybka 1.0 Beta’s Readme file gave credit to Fruit in a “Special Thanks”
section:
…for Fruit, which shattered a number of computer chess myths, demonstrated
several interesting ideas, and made even the densest of us aware of fail-low
pruning.
By definition, plagiarism only happens when credit to sources is not
given, which was never the case with Rybka. These acknowledgements were widely
known at the time Rybka entered WCCC tournaments and, rather obviously, Rybka’s
debt to Fruit steadily diminished over the years as program improvements superseded
the original program code in Rybka 1.0 Beta.
If these acknowledgements were insufficient to satisfy WCCC Rule 2, then we
must return again to arguments made earlier on the inadequacies of the rule
itself and how it is applied.
If plagiarism did not actually take place, then what is the actual nature of
the ICGA’s complaint? Answer: the ICGA has no complaint at all unless it directly
and without equivocation asserts that Rajlich copied original source code and
used the resultant chess program in a WCCC tournament competition.
Whether or not he speaks for the ICGA, code-copying is precisely what leading
ICGA panelist and secretariat member Dr. Robert Hyatt has made dozens (if not
hundreds) of times in the Rybka forum. While Hyatt is not officially an ICGA
spokesman (only Dr. David Levy can speak for that organization), he did lead
the Rybka investigation, he wrote or supervised the ICGA report, he energetically
and persuasively presented his arguments to other panel members, and in the
time since he has made several thousand online posts in defense of what was
done. A discussion of the ICGA report can scarcely be conducted without extensive
reference to his views on the case against Rajlich. Accordingly I will develop
the Rajlich defense under the assumption that Hyatt speaks for the ICGA.
Playing similarity testing of computer chess programs
I will start my rebuttal to the ICGA’s technical findings by addressing a subject
that is not addressed in the ICGA report, but ought to have been.
When comparing two chess engines recreationally what really matters to us as
hobbyists and what makes it all so engrossing is how differently they
play. On the other hand, when comparing chess engines in a code-copying investigation
what really matters is how similarly they play. After all, the sole function
of a chess program is to play chess. Would you think it acceptable if two chess
programs played exactly the same moves while having completely different
program code? Obviously not, as this would be prima facie evidence of
a direct translation of program A into program B, rather than an original program.
To put matters into better perspective let’s consider the chess evaluation
similarities between Fruit 2.1 and Rybka 1.0 Beta compared to the similarities
between other chess engines.
In an interview with Nelson Hernandez
Rajlich suggested that one measure of originality and similarity of chess engines
can be quantified by considering ponder-hit rates “(the percentage of
the time two programs will come up with identical moves in a large number of
selected positions). Kai Laskos, a computer chess theorist with statistical
expertise who posts in the Talkchess computer chess forum, took up the challenge
and performed a statistical analysis of ponder-hits using a similarity-testing
program written by chess programmer Don Dailey. This analysis produced statistical
"fingerprints" of a number of chess engines. Then, employing a hierarchical
clustering algorithm, he produced a number of dendrograms (using IBM SPSS) that
elicited some surprises but also confirmed what was already known. Bear in mind
Rajlich had no idea a rigorous analysis would actually be performed when he
was interviewed by Hernandez; the results could easily have proven him a liar.

Dendrogram comparing ponder-hit similarity of numerous chess engines. Thanks
to Kai Laskos for creating this chart and posting it to the Talkchess forum
The way to read the chart is as follows:
- The closer to the left edge the programs diverge means the more similar
they are.
- The red circle is where Rybka diverged from Fruit.
- The green circle is where Naum diverged from Rybka/Strelka.
- The brown circle is where IvanHoe 47c diverted from Houdini/Strelka.
- The yellow circle is where chess programs Loop and Onno diverged from Toga.
Laskos points out that Junior 12.5 (not shown) appears unrelated to anything,
and that relationships at a large distance from the left edge (~20) are most
likely statistical noise.
Note that Strelka 2.0 is an admitted clone of Rybka 1.0 Beta; you can see that
by how very close to the left they diverge.
Three distinct clusters of derivative engines can be identified:
-
Programs that are Fruit derivatives (children of the yellow circle): note
that Rybka 1.0 Beta is not one of these
-
Programs that are Stelka 2.0 derivatives, which is a Rybka 1.0 Beta deriivative
that was obtained through reverse engineering (children of the green circle)
-
The Strelka/Ippolit/Robbolito/Ivanhoe/Houdini program cluster (children
of the brown circle, not all of which appear in the dendogram), which trace
their origins to a reverse-engineered version of Rybka 3
The ponder-hit “fingerprints” show that the similarity between Fruit and Rybka
1.0 is actually not that large, and certainly not when compared to other programs.
Moreover, the difference between Fruit and later versions of Rybka 3 and Rybka
4.1 is so large (~20) that it’s fair to say there is no similarity at all in
practical terms.
Given the data-set used by Laskos the probability of “over-fitting” in his
chart seems low, and thus his results appear statistically significant. The
similarity fingerprints suggest that Rybka 1.0 Beta was actually remarkably
“clean”, and much more so than numerous engines that have emerged in the years
since. Note the irony: the chess program that has been the most influential
to the others over the past several years (for very good reasons) is the target
of plagiarism allegations!
Dr. Miguel Ballicora, author of chess program Gaviota, came up with similar
findings based a larger set of data. A large set of program “trees” is vitally
important to identify program similarity, because with more data ‘families’
of programs emerge more clearly. Ballicora found that the relationship between
Fruit and Rybka is NOT significant. With more data you soon realize that the
distance between Rybka 1.0 Beta and Fruit 2.1 is not less than other
unrelated engines.
In no way do I mean to suggest that the approach taken by Dailey and
Ballicora is necessarily the best or only way to objectively measure program
similarity. Ponder-hit analysis is not perfect and it may be possible to fool
the methods that have been advanced. But ponder-hit analysis does provide one
measure of value that, combined with other techniques, could result in a robust
suite of originality tests. It is a promising methodology simply because it
is based on hard numerical data and methods that can be applied to all programs
in the same way. Additionally, it has the benefit of being conceptually easy
to understand. In time, improvements to this approach will undoubtedly emerge
and, hopefully, settle the most visible and relevant basis for comparison: how
a chess program actually plays.
What defines an original program?
The widely understood ‘originality’ standard among programmers is that they
may adopt the ideas of others but not duplicate their actual source code. The
problem that has emerged with this construct, and intensified in recent years,
is that many of today’s programs have been influenced by the work of other programmers,
and sometimes heavily. Theoretically this could have happened in such a way
that one program that has directly or semantically copied portions of source
code could easily be more dissimilar to its unacknowledged source in actual
play than another program, which copied nothing, but rigorously applied and
then obfuscated ideas and algorithms taken from the same source.
An aspect of the originality problem was summarized by Fabien Letouzey in a
2008 interview:
I am sorry to say that whether an engine is someone's "own work"
makes little sense to me, although I understand that tournament directors
would like a clear yes or no.
The reason is that all engines, whether amateur or commercial, share
most of the techniques. Alpha-beta (of which PVS, NegaScout and MTD(f) are
only derivatives), iterative deepening, check extensions, null move, etc ...
are shared by most and have been published, mostly by researchers, some of
them more than 30 years ago! Sure there are many different ways to represent
the board and pieces but it only affects speed, which rarely amounts to more
than a few dozen Elo Points.
The ICGA’s core finding of code similarity relates to Rybka’s evaluation function,
which it is asserted came from Fruit. But from where did Fruit's own evaluation
function originate? Letouzey explains in the same interview that Fruit’s positional
evaluation function is itself not, strictly speaking, original:
I can't think of a search feature in it that was not described before.
Ditto for evaluation terms (except perhaps a few drawish-endgame rules that
activate in one game in a hundred).
He continues:
Unfortunately my interest in working on evaluation is very low because
I don't learn anything in the process and I cannot apply the same changes
to games other than chess. For this reason I cannot promise important future
development on Fruit.
The ICGA alleges there is a great similarity between Fruit and Rybka 1.0 Beta
evaluations but, as I will show next, all their analysis actually demonstrates
is that Fruit and Rybka use similar algorithms for their evaluation. Algorithms,
let us be clear, are expressions of ideas, not source code. And even
if they were source code it is unclear whether such things as evaluation
terms (i.e. positional features that are rewarded or penalized in the evaluation,
such as doubled or passed pawns, mobility, king safety, etc.) actually count
as “game-playing code” as WCCC Rule 2 is currently written.
– Part three will follow soon –
Acknowledgements
Thanks to Ed Schröder for encouraging me to write this article as well as his
insights on the computer chess scene going back decades. A special thanks to
Nelson Hernandez, Nick Carlin, Chris Whittington, Sven Schüle and Alan Sassler
for their first class editing as well as their many valuable suggestions. Without
the lively collaboration of these individuals spanning several weeks this paper
could not have been written. Finally, let me thank Vasik Rajlich for his clarification
of various technical points and contemporaneous notes.
Thanks also to Dann Corbit, Miguel Ballicora, Rasmus Lerchedahl Petersen, Cock
de Gorter, Jiri Dufek for their excellent suggestions and eagle-eyed proof reading.

Søren Riis is a Computer Scientist at Queen Mary University of London.
He has a
PhD in Maths from University of Oxford. He used to play competitive chess (Elo
2300).
Previous sections
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A Gross Miscarriage of Justice in Computer Chess
(part one)
02.01.2012 – "Biggest Sporting Scandal since
Ben Johnson" and "Czech Mate, Mr. Cheat" – these were headlines in newspapers
around the world six months ago. The International Computer Games Association
had disqualified star programmer Vasik Rajlich for plagiarism, retroactively
stripped him of all titles, and banned him for life. Søren Riis, a computer
scientist from London, has investigated
the scandal.
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