jspaulsen/halluci-mate-v1b

Hugging Face
TEXT GENERATIONConcurrency Cost:1Model Size:0.8BQuant:BF16Ctx Length:32kPublished:May 3, 2026License:mitArchitecture:Transformer Open Weights Warm

jspaulsen/halluci-mate-v1b is a 0.8 billion parameter chess LLM developed by jspaulsen, fine-tuned from halluci-mate-v1a using the Qwen3 architecture. Trained from scratch on the Lichess dataset with a custom UCI move tokenizer, it is designed to generate chess moves. This model specializes in predicting moves based on game state, with a context length of 32,768 tokens.

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Overview

jspaulsen/halluci-mate-v1b is an alpha-release chess Large Language Model (LLM) developed by jspaulsen. It is a fine-tuned continuation of jspaulsen/halluci-mate-v1a, built upon the Qwen3 architecture with approximately 0.6 billion parameters. The model was trained from scratch using the Lichess dataset and features a custom UCI move tokenizer, enabling it to process and generate chess moves.

Key Capabilities

  • Chess Move Generation: Predicts chess moves in UCI format based on the current game state.
  • Custom Tokenization: Utilizes a specialized tokenizer for geometric and promotion UCI moves, along with special tokens for game conditions (<WHITE>, <BLACK>, <DRAW>).
  • Constrained Decoding: Supports masking logits to ensure only legal moves are generated, mitigating illegal-move hallucinations.
  • Large Context Window: Features a context length of 32,768 tokens, allowing for analysis of longer game sequences.

Good For

  • Experimental Chess AI Development: Ideal for developers exploring LLM applications in chess, particularly for move prediction and game simulation.
  • Understanding LLM Behavior in Structured Environments: Useful for studying how LLMs perform in rule-bound systems like chess, especially regarding hallucination control.

Limitations

  • Alpha Quality: The model is in an early development stage; move strength and strategic robustness are unvalidated.
  • Illegal Move Generation: Without constrained decoding, the raw model may produce illegal move tokens.
  • Human Game Bias: Trained on human games, its behavior reflects idiosyncrasies and blunders found in lower-rated play.
  • FEN Support: Limited support for analyzing positions from arbitrary FENs beyond what the Game class constructs.