feat(bot): BotDriver with mutex, retry cap, and dispatch

Wires Brain to Game: init/onStateChange/dispose lifecycle, in-flight
mutex, 5-attempt retry loop with attemptHistory, resign-on-cap. Also
adds Game.aiOpponent? field to state.ts for Task 5.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
claude (blind_chess)
2026-04-28 13:56:28 -04:00
parent ebd1463b0a
commit 3798b9c00d
4 changed files with 347 additions and 0 deletions
+195
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@@ -0,0 +1,195 @@
import type { Color } from '@blind-chess/shared';
import type { Game } from '../state.js';
import type {
AttemptHistoryEntry,
Brain,
BrainAction,
BrainInput,
CandidateMove,
} from './brain.js';
import { legalCandidates } from './candidates.js';
import { handleCommit } from '../commit.js';
import { buildView } from '../view.js';
import { announce } from '../translator.js';
const RETRY_CAP = 5;
interface BotDriverOpts {
game: Game;
brain: Brain;
color: Color;
}
export class BotDriver {
private game: Game;
private brain: Brain;
private color: Color;
private decideInFlight = false;
private disposed = false;
private lastSeenAnnouncementCount = 0;
constructor(opts: BotDriverOpts) {
this.game = opts.game;
this.brain = opts.brain;
this.color = opts.color;
}
async init(): Promise<void> {
await this.brain.init({
color: this.color,
mode: this.game.mode,
gameId: this.game.id,
});
this.lastSeenAnnouncementCount = this.game.announcements.length;
}
async onStateChange(): Promise<void> {
if (this.disposed) return;
if (this.game.status === 'finished') {
await this.disposeBrain();
return;
}
if (this.decideInFlight) return;
if (!this.shouldDecide()) return;
this.decideInFlight = true;
try {
await this.runDecisionCycle();
} finally {
this.decideInFlight = false;
}
}
private shouldDecide(): boolean {
if (this.game.status !== 'active') return false;
// Respond to a draw offer from opponent even when it's not our turn.
if (this.game.drawOffer && this.game.drawOffer.from !== this.color) return true;
if (this.game.chess.turn() === this.color) return true;
return false;
}
private async runDecisionCycle(): Promise<void> {
const attemptHistory: AttemptHistoryEntry[] = [];
for (let attempt = 0; attempt < RETRY_CAP; attempt++) {
const input = this.buildBrainInput(attemptHistory);
let action: BrainAction;
try {
action = await this.brain.decide(input);
} catch {
// Brain exception → bot resigns. CasualBrain only throws on zero
// candidates (impossible if shouldDecide passed).
this.botResign();
return;
}
const outcome = this.dispatch(action);
if (outcome.kind === 'done') return;
attemptHistory.push(outcome.entry);
}
this.botResign();
}
private buildBrainInput(attemptHistory: AttemptHistoryEntry[]): BrainInput {
const view = buildView(this.game, this.color);
const sliceStart = this.lastSeenAnnouncementCount;
this.lastSeenAnnouncementCount = this.game.announcements.length;
const newAnnouncements = this.game.announcements
.slice(sliceStart)
.filter((a) => a.audience === 'both' || a.audience === this.color);
const candidates: CandidateMove[] = legalCandidates(this.game, this.color);
return {
view,
newAnnouncements,
legalCandidates: candidates,
attemptHistory,
drawOfferFromOpponent: !!(this.game.drawOffer && this.game.drawOffer.from !== this.color),
ply: this.game.chess.history().length,
};
}
private dispatch(
action: BrainAction,
): { kind: 'done' } | { kind: 'retry'; entry: AttemptHistoryEntry } {
switch (action.type) {
case 'commit': {
const result = handleCommit(this.game, this.color, {
from: action.from, to: action.to, promotion: action.promotion,
});
if (result.kind === 'applied') return { kind: 'done' };
if (result.kind === 'announce') {
const text = result.announcements[0]!.text;
if (text === 'wont_help' || text === 'illegal_move'
|| text === 'no_such_piece' || text === 'no_legal_moves') {
return {
kind: 'retry',
entry: {
move: { from: action.from, to: action.to, promotion: action.promotion },
rejection: text,
},
};
}
}
if (result.kind === 'silent') {
// Brain sent only `from` (arming). CasualBrain always commits with
// `to`; treat as a logic error and resign safely.
this.botResign();
return { kind: 'done' };
}
// result.kind === 'error' — bug path; resign.
this.botResign();
return { kind: 'done' };
}
case 'resign':
this.botResign();
return { kind: 'done' };
case 'offer-draw':
if (!this.game.drawOffer) {
this.game.drawOffer = { from: this.color, at: Date.now() };
}
return { kind: 'done' };
case 'respond-draw':
if (!this.game.drawOffer || this.game.drawOffer.from === this.color) {
return { kind: 'done' };
}
if (action.accept) {
const ply = this.game.chess.history().length;
const a = announce('draw_agreed', 'both', ply);
this.game.announcements.push(a);
this.game.drawOffer = null;
this.game.status = 'finished';
this.game.endReason = 'draw_agreed';
this.game.winner = null;
this.game.finishedAt = Date.now();
} else {
this.game.drawOffer = null;
}
return { kind: 'done' };
}
}
private botResign(): void {
if (this.game.status !== 'active') return;
const ply = this.game.chess.history().length;
const text = this.color === 'w' ? 'white_resigned' : 'black_resigned';
const a = announce(text, 'both', ply);
this.game.announcements.push(a);
this.game.status = 'finished';
this.game.endReason = 'resign';
this.game.winner = this.color === 'w' ? 'b' : 'w';
this.game.finishedAt = Date.now();
}
private async disposeBrain(): Promise<void> {
if (this.disposed) return;
this.disposed = true;
try {
await this.brain.dispose?.();
} catch {/* ignore */}
}
}
+3
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@@ -2,3 +2,6 @@ export type {
Brain, BrainInput, BrainAction, BrainInitArgs,
CandidateMove, AttemptHistoryEntry,
} from './brain.js';
export { CasualBrain } from './casual-brain.js';
export { BotDriver } from './driver.js';
export { legalCandidates } from './candidates.js';
+1
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@@ -51,6 +51,7 @@ export interface Game {
armed: { color: Color; from: Square } | null;
drawOffer: { from: Color; at: number } | null;
disconnectAt: { w?: number; b?: number };
aiOpponent?: { color: Color; brain: 'casual' | 'recon' };
}
export const RATE_LIMIT = { capacity: 20, refillPerSec: 10 };
@@ -0,0 +1,148 @@
import { describe, it, expect, beforeEach, vi } from 'vitest';
import { Chess } from 'chess.js';
import { BotDriver } from '../../../src/bot/driver.js';
import type { Brain, BrainAction, BrainInput } from '../../../src/bot/brain.js';
import type { Game } from '../../../src/state.js';
import { RATE_LIMIT } from '../../../src/state.js';
function makeGame(opts: { mode?: 'blind' | 'vanilla'; fen?: string; status?: Game['status'] } = {}): Game {
return {
id: 'gabcd123',
mode: opts.mode ?? 'blind',
highlightingEnabled: false,
status: opts.status ?? 'active',
createdAt: Date.now(),
chess: opts.fen ? new Chess(opts.fen) : new Chess(),
moveHistory: [],
announcements: [],
players: {
w: { token: 'w'.repeat(24), socket: null, joinedAt: 0,
rateBucket: { tokens: RATE_LIMIT.capacity, last: 0 } },
b: { token: 'b'.repeat(24), socket: null, joinedAt: 0,
rateBucket: { tokens: RATE_LIMIT.capacity, last: 0 } },
},
armed: null,
drawOffer: null,
disconnectAt: {},
aiOpponent: { color: 'b', brain: 'casual' },
};
}
class StubBrain implements Brain {
public decideCalls = 0;
private script: BrainAction[] = [];
init = vi.fn(async () => {});
dispose = vi.fn(async () => {});
decide = vi.fn(async (input: BrainInput): Promise<BrainAction> => {
this.decideCalls++;
if (this.script.length === 0) {
// Default: trivial commit on the first legal candidate.
if (input.legalCandidates.length === 0) throw new Error('no candidates');
const c = input.legalCandidates[0]!;
return { type: 'commit', from: c.from, to: c.to, promotion: c.promotion };
}
return this.script.shift()!;
});
enqueue(...actions: BrainAction[]) { this.script.push(...actions); }
}
describe('BotDriver', () => {
let game: Game;
let brain: StubBrain;
let driver: BotDriver;
beforeEach(async () => {
game = makeGame();
brain = new StubBrain();
driver = new BotDriver({ game, brain, color: 'b' });
await driver.init();
});
it('init() invokes brain.init with correct args', async () => {
expect(brain.init).toHaveBeenCalledWith({
color: 'b',
mode: 'blind',
gameId: 'gabcd123',
});
});
it('onStateChange does nothing when not bot turn', async () => {
// White to move (start). Bot is black.
await driver.onStateChange();
expect(brain.decide).not.toHaveBeenCalled();
});
it('onStateChange fires decide when it is bot turn', async () => {
game.chess.move('e4');
await driver.onStateChange();
expect(brain.decide).toHaveBeenCalledTimes(1);
expect(game.chess.turn()).toBe('w'); // turn advanced
});
it('mutex: second onStateChange while in-flight is a no-op', async () => {
game.chess.move('e4');
let release: () => void;
const gate = new Promise<void>((r) => { release = r; });
brain.decide.mockImplementationOnce(async (input) => {
await gate;
const c = input.legalCandidates[0]!;
return { type: 'commit', from: c.from, to: c.to };
});
const p1 = driver.onStateChange();
const p2 = driver.onStateChange();
release!();
await Promise.all([p1, p2]);
expect(brain.decide).toHaveBeenCalledTimes(1);
});
it('retry on wont_help: pinned bishop scenario', async () => {
// Black king h8, black bishop e7 pinned by white rook on e1.
const fen = '4k2K/4b3/8/8/8/8/8/4R3 b - - 0 1';
game = makeGame({ fen });
brain = new StubBrain();
driver = new BotDriver({ game, brain, color: 'b' });
await driver.init();
// First action: pinned-bishop move (FSM rejects with wont_help)
// Second action: legal king move (black king at e8, not h8 which is white)
brain.enqueue(
{ type: 'commit', from: 'e7', to: 'd6' },
{ type: 'commit', from: 'e8', to: 'f8' },
);
await driver.onStateChange();
expect(brain.decide).toHaveBeenCalledTimes(2);
expect(game.chess.turn()).toBe('w');
});
it('retry cap (5): after 5 wont_help, driver resigns the bot', async () => {
const fen = '4k2K/4b3/8/8/8/8/8/4R3 b - - 0 1';
game = makeGame({ fen });
brain = new StubBrain();
driver = new BotDriver({ game, brain, color: 'b' });
await driver.init();
for (let i = 0; i < 6; i++) {
brain.enqueue({ type: 'commit', from: 'e7', to: 'd6' });
}
await driver.onStateChange();
expect(game.status).toBe('finished');
expect(game.endReason).toBe('resign');
expect(game.winner).toBe('w');
});
it('respond-draw: when drawOffer is from opponent, driver fires decide and dispatches', async () => {
game.drawOffer = { from: 'w', at: Date.now() };
brain.enqueue({ type: 'respond-draw', accept: true });
await driver.onStateChange();
expect(brain.decide).toHaveBeenCalledTimes(1);
expect(game.status).toBe('finished');
expect(game.endReason).toBe('draw_agreed');
});
it('dispose on game finished: subsequent onStateChange is a no-op', async () => {
game.chess.move('e4');
game.status = 'finished';
await driver.onStateChange();
expect(brain.decide).not.toHaveBeenCalled();
expect(brain.dispose).toHaveBeenCalled();
});
});