Georgia Tech Byte Fight · 2026
Byte Fight 2026
I built a CPU-constrained game bot combining parallel tree search, selective expansion, hashing, vectorization, and automated evaluator tuning.
Expanded technical stack

Overview
Byte Fight imposes strict CPU limits, so I treated representation, pruning, caching, and evaluation speed as part of the search strategy.
My contribution
I engineered the bot with multithreaded minimax, alpha-beta pruning, iterative deepening, beam search, and breadth-first search, then optimized it with Zobrist hashing, SIMD vectorization, and SPSA parameter tuning.
Challenge
I needed to search deeply enough to make strong moves while staying within strict competition CPU limits.
Technical approach
I combined parallel minimax and selective expansion with transposition hashing, vectorized evaluation, and automated SPSA tuning.
Result / outcome
I completed the competition bot and published the implementation, including the search, evaluation, tuning, and benchmark tooling.