Chess engine, pt. 4: α-β pruning and better search 2025-04-18 This post is part of a series about building a chess-playing engine. Introduction (0) | ← Last part (3) | Next part (5) → In the part 2 of this series, I discussed how the negamax algorithm can be used to construct a chess-playing program. We saw that as negamax thinks more and more moves ahead, it increases exponentially in runtime.…