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PAWN Stockfish 100M
100,000,000 self-play chess games generated with Stockfish 18, each annotated with per-position, per-legal-move evaluations — for chess policy-learning and NNUE-distillation research.
Dataset Summary
100,000,000 machine-generated self-play chess games. Every position in every game is annotated with an evaluation of every legal move, not just the move played. The dataset was built as training data for PAWN — a testbed for finetuning and augmentation methods at small scale — but is useful for any chess policy-learning or NNUE-distillation work.
Games were produced with a patched build of Stockfish 18
(stockfish-ml-extensions).
The patch adds two things the dataset depends on: an evallegal UCI
protocol that runs a single raw-NNUE forward pass over every legal move and
reports the full per-move evaluations, and a net_selection option that
pins which NNUE network is used.
The dataset is divided into 5 tiers of 20,000,000 games each, exposed
as five dataset configs. The tiers share an identical move-sampling policy
but differ in how much search Stockfish was allowed per move — from zero
(a pure raw-network tier) up to a 1024-node search. Each tier carries
train / validation / test splits.
Stockfish ran single-threaded, so its search is fully deterministic —
left to itself, self-play would replay one fixed game. Variability is
therefore injected deliberately: each move is sampled from a
temperature-T softmax over the candidate evaluations (T = 0.5 for all
tiers). Because that sampler is the only source of randomness and it is
driven by a per-game seeded PRNG, every game stays exactly reproducible.
Supported Tasks
- Policy learning — train a policy head to imitate search-quality move
selection. On the four search tiers the target is
cp_evals— Stockfish's MultiPV / search-ranked top-5; on the searchless tier the played policy was derived directly fromnnue_evals(see Annotation Process). Note thatcp_evalsranks only the topmulti_pv = 5moves, so sixth-best-or-worse moves have no search-ranked target — scoring predictions of them is design-dependent. - NNUE distillation — train a student network to reproduce the raw
network's per-move evaluations, supervised by the
nnue_evalscolumn.nnue_evalsis present on every tier and scores every legal move in every position, so a distillation pipeline needs no per-tier branching.
Dataset Structure
Data Instances
Each row is one complete game. The move-sequence columns (tokens / san /
uci) and the evaluation columns are all per-ply lists of length
game_length. An abbreviated row:
{
"tokens": [387, 1102, 945, "..."],
"san": ["e4", "c5", "Nf3", "..."],
"uci": ["e2e4", "c7c5", "g1f3", "..."],
"game_length": 142,
"result": "1-0",
"outcome_token": 1969,
"nodes": 128,
"multi_pv": 5,
"temperature": 0.5,
"sample_score": "cp",
"net_selection": "large",
"stockfish_version": "Stockfish 18",
"global_game_index": 8434217,
"game_seed": 14072583910256044311,
"nnue_evals": [[{"move_idx": 945, "score_cp": 28, "score_eval_v": 33}, "..."], "..."],
"cp_evals": [[{"move_idx": 945, "score_cp": 31}, "..."], "..."]
}
Per-position FENs and Zobrist hashes are not included as they would balloon the size of the dataset, but they are fast to compute on-the-fly if needed — see Computing FENs and Zobrist hashes.
Data Fields
Per-row columns (parquet, zstd level 12):
| Column | Type | Notes |
|---|---|---|
tokens |
List<int16> |
Played move sequence, one token per ply (variable length, up to 512). The vocabulary is the searchless_chess action set: 1,968 reachable (src, dst[, promo]) tuples. move_idx in the eval structs uses this same index space. See searchless_chess_vocabulary.json in the PAWN project for the full enumeration. |
san |
List<str> |
Same moves in SAN. |
uci |
List<str> |
Same moves in UCI. |
game_length |
uint16 |
Number of plies. |
outcome_token |
uint16 |
Granular game outcome token. |
result |
str |
1-0 / 0-1 / 1/2-1/2. |
nodes, multi_pv, opening_multi_pv, opening_plies, sample_plies |
int32? |
Per-tier search config, denormalized per row; null on the searchless tier. sample_plies is the number of leading plies that use softmax sampling before play switches to top-1 — 999 on every tier here, so sampling runs the whole game. |
temperature |
float32 |
Softmax sampling temperature; 0.5 on every tier, never null. |
sample_score |
str? |
cp / v — score scale used for sampling. |
net_selection |
str? |
NNUE net pin — large for every row in this dataset. |
global_game_index |
uint64 |
Canonical per-tier game index; together with the tier name (the directory the file lives in) it fully determines the game seed. |
game_seed |
uint64 |
Per-game seed (derived). |
stockfish_version |
str |
Stockfish 18. |
nnue_evals |
List<List<Struct>> |
Raw NNUE per-move evaluations — every legal move, on every tier. See Annotation Process. |
cp_evals |
List<List<Struct>> |
MultiPV / search-ranked per-move evaluations (top-5). Present on the four search configs; absent on the tier0_evallegal config. See Annotation Process. |
The evaluation columns are List<List<Struct>> — the outer list indexed by
ply, the inner list by move — and each Struct is one LegalMoveEval:
LegalMoveEval {
move_idx: int16 # searchless_chess action-vocab index (0..1967)
score_cp: int16 # normalized centipawns, mover-POV
score_eval_v: int16? # post-processed Value (what SF plays with)
score_psqt: int16? # raw NNUE PSQT head output, mover-POV
score_positional: int16? # raw NNUE positional head output, mover-POV
}
Data Splits
The dataset has two axes: 5 tiers (dataset configs) and, within each
tier, 3 splits (train / validation / test).
The five tiers each hold 20,000,000 games and differ only in search budget (see Initial Data Collection and Normalization):
| Tier (config) | Search budget | multi_pv |
Games | Positions | Mean game length |
|---|---|---|---|---|---|
tier0_evallegal |
none (searchless) | — | 20,000,000 | 5,359,412,373 | 268.0 |
nodes_0001 |
nodes = 1 |
5 | 20,000,000 | 3,075,361,857 | 153.8 |
nodes_0128 |
nodes = 128 |
5 | 20,000,000 | 2,870,813,480 | 143.5 |
nodes_0256 |
nodes = 256 |
5 | 20,000,000 | 2,521,727,240 | 126.1 |
nodes_1024 |
nodes = 1024 |
5 | 20,000,000 | 2,589,518,029 | 129.5 |
| Total | 100,000,000 | 16,416,832,979 | 164.2 |
A "position" is one ply — a board state from which a move was chosen and its legal moves evaluated.
Within each tier the last 100,000 games — by global_game_index — are held
out: 50,000 to validation and 50,000 to test. The rest is train.
| Split | Games / tier | Total games |
|---|---|---|
train |
19,900,000 | 99,500,000 |
validation |
50,000 | 250,000 |
test |
50,000 | 250,000 |
The split is a clean i.i.d. holdout: each game is seeded independently by
mix(tier_seed, global_game_index), and global_game_index is an
enumeration order with no correlation to game content, so the held-out
tail is a uniform sample of each tier.
File layout:
train/<tier_name>/data-<NNNNN>-of-<MMMMM>.parquet
val/<tier_name>/data-<NNNNN>-of-<MMMMM>.parquet
test/<tier_name>/data-<NNNNN>-of-<MMMMM>.parquet
_meta/<tier_name>/_manifest.json # per-tier generation manifest
_meta/<tier_name>/_tier_state.json # per-tier generation state
Each <split>/<tier_name>/ directory holds a handful of ~500 MB
zstd-compressed parquet files; one parquet row is one game, and per-game
identity is carried by the global_game_index column. The _meta/
manifests are a record of generation — which ran in fixed 2,000-game
units — and the config fingerprint; they do not correspond one-to-one to
the published parquet files, which repackage each split's games for
efficient reading.
Statistics
Counts of positions and evaluation entries are exact, computed from the
parquet footer metadata (per-column num_values / null_count). The
unique-position counts are HyperLogLog++ measurements (≈ 0.2% standard
error).
Evaluation entries — total LegalMoveEval structs:
| Tier | nnue_evals entries |
cp_evals entries |
|---|---|---|
tier0_evallegal |
131,022,823,122 | — |
nodes_0001 |
69,814,451,439 | 15,219,863,450 |
nodes_0128 |
68,964,296,966 | 14,215,676,259 |
nodes_0256 |
65,045,515,778 | 12,621,204,731 |
nodes_1024 |
70,196,200,065 | 13,046,231,906 |
| Total | 405,043,287,370 | 55,102,976,346 |
Combined, 460,146,263,716 LegalMoveEval entries — 405.0 B nnue_evals
entries (the distillation target) and 55.1 B cp_evals entries (the
policy-learning target). On the search tiers cp_evals averages ~5.0
entries per position; nnue_evals sets average ~23–27 entries per position
(the mean number of legal moves).
On-disk size: ≈ 1.17 TB of zstd-compressed parquet (level 12), packaged as ~500 MB files (1,864 files total).
Unique positions: 13,447,893,206 distinct board states among the
16.4 billion evaluated positions — ≈ 82%; the other ~18% are positions
revisited across games, dominated by shared openings. This is also the
count of unique raw evaluations, since a raw NNUE eval is a pure function
of the position. Of these, 8,690,806,916 distinct positions carry a
cp_evals entry (the four search tiers; tier0_evallegal is searchless).
Both figures were measured by replaying every game and estimating distinct
Zobrist-hashed board states with HyperLogLog++.
Usage
Each tier is a separate config; select one by config name, then a split.
The evaluation columns are large nested structures, so prefer column
projection (polars) or streaming (datasets) over materializing a
whole tier.
Polars with column projection
Polars only downloads the columns you select — projecting away the eval columns turns the ~1.2 TB dataset into a small moves-only feed:
import polars as pl
# Moves-only view of the nodes_1024 training split
df = (
pl.scan_parquet(
"hf://datasets/thomas-schweich/pawn-stockfish-100m/train/nodes_1024/*.parquet"
)
.select(["tokens", "result", "game_length"])
.head(50_000)
.collect()
)
# Pull per-move evaluations only when needed
evals = (
pl.scan_parquet(
"hf://datasets/thomas-schweich/pawn-stockfish-100m/val/tier0_evallegal/*.parquet"
)
.select(["tokens", "nnue_evals"])
.head(1_000)
.collect()
)
HuggingFace datasets
name selects the tier (config); split is one of train / validation
/ test:
from datasets import load_dataset
# Stream the nodes_0256 training split
ds = load_dataset(
"thomas-schweich/pawn-stockfish-100m",
name="nodes_0256",
split="train",
streaming=True,
)
for game in ds.take(3):
print(game["tokens"][:10], game["result"], game["game_length"])
# Small held-out split — fine to load fully
val = load_dataset(
"thomas-schweich/pawn-stockfish-100m",
name="nodes_0256",
split="validation",
)
print(len(val), "games")
Computing FENs and Zobrist hashes
The dataset stores moves, not board states (see Data Instances),
so per-position FENs and Zobrist hashes are most easily reconstructed by replaying the uci column.
Python (python-chess):
import chess
import chess.polyglot
def evaluated_positions(uci_moves):
"""Yield (fen, zobrist_key) for each evaluated position in a game."""
board = chess.Board()
for uci in uci_moves:
yield board.fen(), chess.polyglot.zobrist_hash(board)
board.push_uci(uci)
Rust (shakmaty):
use shakmaty::fen::Fen;
use shakmaty::uci::UciMove;
use shakmaty::zobrist::Zobrist64;
use shakmaty::{Chess, EnPassantMode, Position};
/// (fen, zobrist_key) for each evaluated position in a game.
fn evaluated_positions(uci_moves: &[String]) -> Vec<(String, u64)> {
let mut pos = Chess::default();
let mut out = Vec::with_capacity(uci_moves.len());
for uci in uci_moves {
let fen = Fen::try_from(pos.to_setup(EnPassantMode::Legal))
.expect("a legal position always produces a valid FEN")
.to_string();
let key: Zobrist64 = pos.zobrist_hash(EnPassantMode::Legal);
out.push((fen, key.0));
let mv = uci
.parse::<UciMove>()
.expect("dataset uci is well-formed")
.to_move(&pos)
.expect("dataset uci is legal in-position");
pos.play_unchecked(mv);
}
out
}
Note: the two hashes are not interchangeable: python-chess uses Polyglot
Zobrist keys, shakmaty its own Zobrist64 key set. Either is fine for
deduplicating positions within your own run, but the
unique-position counts were measured with shakmaty's
Zobrist64.
Dataset Creation
Curation Rationale
PAWN studies finetuning and augmentation methods on small chess models, and needed a large, perfectly-reproducible corpus that pairs each position with a dense supervision signal — every legal move scored — rather than just the single move played. Two complementary signals were wanted from one corpus: the raw NNUE evaluation of every move (a clean, search-free distillation target) and the move ranking from a real depth-limited search (a policy-learning target). The 5-tier search-budget ladder lets a consumer study how supervision quality scales with search effort.
Source Data
Initial Data Collection and Normalization
All games are Stockfish 18 self-play. At every ply the move played is
sampled from a temperature-0.5 softmax over candidate evaluations; the
first 2 plies of each game widen to the top 20 candidates (rather than the
top 5) to diversify openings. Games are capped at 512 plies; a truncated
game is tagged with the PLY_LIMIT outcome.
Search-budget tiers. The five tiers differ only in how much search
Stockfish runs per move. nodes = N is a hard cap on the number of search
nodes expanded per move. nodes = 1 is equivalent to depth = 1: the
search completes exactly the first iteration of iterative deepening — the
root's immediate one-ply evaluation — and stops. Higher tiers
(128 / 256 / 1024) let the search go progressively deeper. As search
deepens, play gets sharper, games end faster (mean game length drops from
~154 plies at nodes=1 to ~129 at nodes=1024), and the dominant outcome
shifts from draws toward decisive results.
tier0_evallegal does no search at all. At each position the patched
Stockfish runs its evallegal protocol: it evaluates every legal move
with a single raw NNUE forward pass (no tree, no lookahead). The move
played is then sampled from a temperature-scaled softmax over those raw,
centipawn-adjusted network evaluations — the policy for this tier is,
exactly:
P(move_i) = softmax( eval(move_i) / T ) with T = 0.5
where eval(move_i) is the network's evaluation of the position after
move_i, mover-POV. There is no search ranking anywhere in this tier — it
is a pure, move-by-move readout of the raw network's judgment, and the
played game is a sample from that raw-network policy.
Network. Stockfish was configured to use only its large NNUE network,
never the small net (net_selection = large on every tier). Stockfish 18
normally switches to a smaller net on positions with large material
imbalance; that switching is disabled here so every evaluation comes from
one and the same network — making the raw-eval column a clean,
single-network distillation target.
Determinism. Every game is reproducible from
(master_seed, tier_name, global_game_index). The seed hierarchy is
master_seed → tier_seed = mix(master_seed, sha256(tier.name)) → game_seed = mix(tier_seed, global_game_index), with master_seed = 42. The Stockfish
version is pinned at generation time — a mismatch aborts before any data is
written, since different releases ship different NNUE nets.
Who Produced the Data
The data is entirely machine-generated. Games and evaluations were produced by self-play of the patched Stockfish 18 NNUE engine; no humans were involved in producing or annotating the games.
Annotations
Annotation Process
Each position is annotated with evaluations of its legal moves. The
evaluation columns are List<List<Struct>> — outer list per ply, inner list
per move, each struct a LegalMoveEval (see Data Fields).
nnue_evals — raw network evals. Present on every tier. At each
position the patched Stockfish's evallegal protocol runs a single raw NNUE
forward pass over every legal move, with all five struct fields populated:
score_cp, score_eval_v (the post-processed Value), and score_psqt /
score_positional (the un-post-processed per-head outputs). On the
searchless tier this evallegal call is also what the played move was
sampled from; on the search tiers it is an additional call at every
position, run independently of the depth-limited search that actually
selected the move. This column is the distillation target: the raw
NNUE's verdict on every legal move, search-free and identical in meaning
across all tiers.
cp_evals — MultiPV / search-ranked. Present on the four search tiers
(nodes_0001 … nodes_1024); absent on the searchless tier. This is the
MultiPV search output: Stockfish's top multi_pv = 5 candidate moves as
ranked by the depth-limited search. Only score_cp is populated; the three
raw-NNUE fields are null (MultiPV reports normalized centipawns, not the
network's internal head outputs). This column is the policy-learning
target: which moves a real depth-limited search prefers.
Because nnue_evals is the same kind of signal on every tier, a
distillation pipeline needs no per-tier branching. The searchless tier
simply omits cp_evals — its played moves were sampled from nnue_evals
directly (see Initial Data Collection and Normalization).
Who Are the Annotators
The annotations are machine-generated by the patched Stockfish 18 NNUE engine — the same engine that produced the games.
Personal and Sensitive Information
None. The dataset is entirely machine-generated synthetic self-play; it contains no personal data and no human-authored content.
Considerations for Using the Data
Discussion of Biases
The games are neither human play nor uniform-random: every move is sampled from a temperature-0.5 softmax over Stockfish's own candidate set, so the move distribution reflects Stockfish 18's NNUE preferences. The search tiers additionally skew toward sharper, more decisive play as the node budget grows. Opening variety is deliberately widened (top-20 sampling for the first 2 plies), but the opening distribution is still Stockfish-shaped, not a uniform or human-frequency opening book.
Other Known Limitations
- Search rankings are path-dependent. Stockfish's transposition table
carries over between the moves of a game (it is cleared per game, not per
move), so the
cp_evalsoutput for a position depends on the game prefix that reached it, not on the position alone. Thennue_evalscolumn is search-free and has no such dependence. - Game-length cap. Games are truncated at 512 plies; a truncated game
carries the
PLY_LIMIToutcome. - Position overlap. ~82% of the 16.4 billion evaluated positions are distinct (see Statistics); the other ~18% are positions revisited across games — mostly shared openings, but also common middlegame and endgame positions.
Additional Information
Licensing Information
Citation Information
If you use this dataset, please cite the PAWN project:
PAWN — Playstyle-Agnostic World-model Network for Chess.
https://github.com/thomas-schweich/PAWN
Dataset Curators
Generated and maintained by Thomas Schweich as part of the PAWN project.
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