Creating chess engine, machine learning vs. traditional engine? I am both an avid chess player and computer programmer. I would say that playing chess and programming are the two things I spend the most time doing. Naturally, I am wanting to create my own engine and, ultimately, Lichess bot.
In wake of AlphaZero's crushing performance against Stockfish last year, I am considering whether I should create this engine with machine learning (some type of neural network, possibly using Tensorflow) or traditional, hard coded heuristics.
I am less familiar with neural networks than other kinds of hard-coding. Still, it could be a good way for me to learn to work with neural networks.
Another thing I am considering is whether it is important which language I use to code the engine. I know many chess engines use C++, which I have never used before. I have used other C-based languages which do many of the same things, with mostly varying syntax. I am most familiar with Swift and Javascript, but am also familiar with Python and feel that it could do the trick for me.
So, in terms of creating the strongest chess engine possible, should I go neural network or hard-coded?
Update:
I am writing a traditional engine in C++. It is currently somewhat UCI compatible and plays at what I estimate is 1100ish ELO. But it generates legal moves and I’ll be posting updates here.
This is the link to the github repo for the engine. Feel free to fork and make PRs, or just make general suggestions/tips.
If you're trying to make the strongest engine possible, absolutely go for NN engines.

Traditional engines are great - Stockfish is arguably still the strongest engine on the planet on consensus equal hardware - but they are hard to write. These engines didn't get where they were overnight; they took years and years of work. Stockfish for example has been steadily gaining elo for six years. If you start from scratch, you will not get anywhere near Stockfish strength quickly; in fact you are likely to stall several hundred elo from where Stockfish currently is. For comparison some of the strongest single-author engines right now are Ethereal, Laser, and Xiphos (I neglect Houdini &amp; Fire since they aren't open source). These engines are all substantially weaker than Stockfish.

Why are they so much weaker? Two reasons:


At this level, developing an engine takes a lot of computational power. What you do is look through your code and identify an idea that could gain elo. An example idea is, "if we know this move is probably good, do not search branches that reverse that move" (if this doesn't make sense to you, it means there's going to be a high learning curve as well). You then write a patch that implements the idea, and test the modified engine against the previous version. At this level, it takes tens of thousands of games to get a large-enough sample size to tell if the patch is effective. Playing these games takes huge amounts of computational power. Stockfish has access to super hardware: as of time of writing, the Stockfish testing ground Fishtesting is running with 1038 cores. For comparison a typical desktop computer might have 4-8 cores.
The other reason is that Stockfish is backed by many brains. As of time of writing, there are 8 patches written by 5 people being tested. If you look through the patch histories you'll find many more developers who've written patches. I don't know how many active Stockfish developers there are, but it's certainly >20.


On the other hand, NN engines (relatively) easily reach a strength that's well above Ethereal/Laser/Xiphos. See for yourself in the latest Top Chess Engine Championship tournament. Ethereal/Laser/Xiphos are in League 1, which is credible enough, but the engines in the top division (Division P) are:


Stockfish (community-backed traditional engine, runs with Fishtesting)
Komodo (commercial traditional engine, has full-time developers)
Komodo MCTS (commercial semi-traditional engine, has full-time developers)
Houdini (commercial traditional engine, is a one-man effort, hasn't been updated for two years)
Leela Chess Zero (community-backed NN engine, runs with the analog of Fishtesting aka a ton of hardware)
AllieStein (2-man NN engine)
Stoofvlees (NN engine)
ScorpioNN (NN engine)


The last three engines - AllieStein, Stoofvlees and ScorpioNN - are all small collaborations by people who, as far as I know, are enthusiasts like you and not full-time developers. They've gotten to Div P strength after less than two years of trying (all these NN engines only appeared after AlphaZero). For comparison, in the recent history of computer chess there has only been one person who's ever written a traditional engine that competed successfully with Stockfish &amp; Komodo on his own (Robert Houdart, the author of Houdini). 

It's true that you probably won't have the hardware to compete with Lc0, but Lc0 takes this much computational power because it's a "zero" engine - it's supposed to play chess without any kind of human knowledge except for rules. You don't need to use the same methodology. You could use e.g. the Stein methodology that uses supervised learning. It's arguably even better than going "zero" - after all it's AllieStein playing in the superfinal, not Lc0.

The upshot is: if your aim is to compete with the best engines in the world, you are far more likely to succeed with NN engines than traditional ones.