STILL EXPERIMENTING. STILL UNDER CONSTRUCTION.
I've been experimenting with a simulation of a 256 qubit quantum computer playing chess.
At present the sim is set up to reflect board positions and present an evaluation.
Using probability amplification board positions relevant to the current state of play are measured/actualized and a classical back-end selects the best move to play.
It's just a randomized search with some possibly-tricky statistics to speed it up (order the search items in some kind of reasonable way to find good items first) and some data-mining to tune the eval procedure being used.
But there are a lot of tricks.
Initially I was playing against Crafty, but now "Quantum" has played against gnuchess and GroKo as well from black and white. It manages to win a few matches allowing 10 sec of cpu time per move for the sim.
This is much improved on 1 wk ago when a single QC sim for 1 move could take 1 hr of cpu or more.
I'm planning to tinker with the current setup for a few more days before moving on to very strange areas where the QC doesn't manipulate the positions/game boards, but sequences of moves from a given position.
This will allow some human-like behaviour to emerge, hopefully, because superpositions of programs (i.e. sequences of moves for white, sequence of moves for black) allow plans to be formed which have parts that are not decided yet. E.g. the opponent's plans are largely unknown at the start, but as moves are received parts of the QC wave-function can be "popped" to indicate those things have "actualized". OTOH your own plans can be nebulous to allow for unexpected things developing in the future; as moves are required from the program the next-move can be actualized but leave the rest of the plan flexible, to allow for any subsequent moves from the opponent.
Some games are very early and are generally bloodbaths for "Quantum" (called in early days "myserver" or QCS).
Later games show some promise, but some end when the Quantum program got a segfault or generated a bad move.
The latest v1.10 version of Quantum generally understands enough chess to not generate bad moves, but segfaulting is still on the "todo" list.
The list includes a few wins against GreKo, gnuchess and Crafty. As I discover their source codes, the list will grow -- one way or another.