All work

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

  • C++
  • Multithreading
  • Minimax
  • Alpha-beta pruning
  • Iterative deepening
  • Beam search
  • Breadth-first search
  • Zobrist hashing
  • SIMD
  • SPSA
  • Game AI
  • Search optimization
Byte Fight 2026 event graphic with a golden bee and circuit motif
Byte Fight 2026 event graphic

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.