What the engine is
Board. Magic bitboards, copy-make, Zobrist hashing, incremental material and piece-square sums.
Search. Principal-variation search with a packed transposition table, aspiration windows, null-move pruning, late-move reductions, reverse and forward futility, static-exchange pruning, singular extensions, killer, counter and history ordering, check extensions, and a quiescence search with check evasions.
Evaluation. A residual NNUE with 768 piece-square inputs per perspective, 256 hidden units and three output buckets by piece count, trained on about 7 million Stockfish-labelled positions on top of a hand-tuned tapered evaluation. Accumulators update incrementally in one fused pass per move.
Clock. Remaining time spread over max(30, 60 minus half the ply) moves plus 60 percent of the increment, with a hard ceiling of half the clock. An opening book of 858 positions, every start and opening line the engine actually met in its own rated games, each answered by the engine itself after 30 to 40 seconds of thought. A draw is scored at minus 60 centipawns so it plays on in level positions.
Roughly 600 to 700 thousand nodes per second on one core, reaching depth 10 to 12 in the two to three seconds the clock allows.