GNU Backgammon–compatible intelligence,
built entirely from scratch

Neural Network Evaluation

Three specialist neural networks — for race, crashed, and contact positions — evaluate every board the same way GNU Backgammon's own trained nets do, right down to its weight-file format. It's a clean-room port: no GNU Backgammon code or weights are reused, just the same position-evaluation approach, rebuilt from the ground up.

Search & Cube Decisions

An expectimax-style ply search weighs every dice roll, backed by Monte Carlo rollouts for deeper analysis. Doubling-cube decisions run on Janowski's published cube theory and full Match Equity Tables, so take/pass and double/redouble calls are grounded in the same theory the rest of the backgammon world already trusts.

Four Game Variants

Backgammon, Nackgammon, Hypergammon, and Acey-Deucey are all first-class citizens of the engine — not reskins of one ruleset. Acey-Deucey's roll-1-2-call-any-double-then-bonus-roll sequence and Hypergammon's compact endgames are modelled as genuine engine state.

Built for Every Platform

A Unity package (installable straight from the repository) wraps the engine with a safe, async-friendly C# API. Unreal projects link the native modules directly. Every push builds and ships native binaries for Linux, Windows, macOS, iOS, and Android.

  • Self-generated opening book
  • Six-level difficulty ladder with player ratings
  • Nakama multiplayer with ranked matchmaking
  • Unity & Unreal ready
  • Native CLI with move & cube hints
Chaos Engine

Chaos Engine By Stones & Dice

A backgammon engine built to be embedded, not just played.
Interested in licensing or integrating Chaos Engine into your project?