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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 from nnue_evals (see Annotation Process). Note that cp_evals ranks only the top multi_pv = 5 moves, 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_evals column. nnue_evals is 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_0001nodes_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_evals output for a position depends on the game prefix that reached it, not on the position alone. The nnue_evals column is search-free and has no such dependence.
  • Game-length cap. Games are truncated at 512 plies; a truncated game carries the PLY_LIMIT outcome.
  • 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

CC BY 4.0.

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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