fix(bot): blind Casual no longer resigns prematurely under check
The blind-mode CasualBrain heuristic ignored the moderator's '<own>_in_check' announcement and scored moves on capture/advance/development signals uncorrelated with check resolution. chess.js rejected every non-resolving attempt, BotDriver's RETRY_CAP=5 fired, and the bot resigned. 100-game blind self-play: 100% resignations at avg ply 26. Fix: - CasualBrain.detectOwnCheck() scans newAnnouncements for the own-color in_check tag; when set, heuristicPick() applies a +5000 boost to king moves so they're tried first. Information stays within the public moderator vocabulary — no oracle access, view-filter invariant intact. - RETRY_CAP raised 5 -> 25. Vanilla never hits the cap (chess.js verbose moves are guaranteed legal); blind needs more budget to find a legal move through pseudo-legal candidates. - BotDriver.botResign() now logs '[bot resign]' with gameId/color/mode/ply/ reason/detail. Previously silent — operator had no signal in journald. Verification (100-game blind Casual-vs-Casual self-play): - avgPly: 26 -> 90 (3.5x) - Resignations: 100% -> 17% - Checkmates: 0% -> 42% - Threefold draws: 0% -> 41% Vanilla regression check (80 games combined): 0 resigns either way, strength unchanged (Casual still wins 98% vs random). 78 tests pass (was 75; +2 new check-resolution tests, +1 retry-cap test updated to match new cap). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -117,6 +117,99 @@ describe('CasualBrain', () => {
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expect(aAct).toEqual(bAct);
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});
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it('blind mode + own_color_in_check announcement -> prefers king moves over other candidates', async () => {
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// The bot only sees its own pieces in blind mode and cannot deduce the
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// attacker. Per the AI spec ("Casual never resigns voluntarily"), the
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// brain must use the public moderator announcement to bias toward
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// check-resolving moves — most commonly, moving the king. Without this
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// bias, the heuristic scores capture/advance signals that are uncorrelated
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// with check resolution, the FSM rejects every non-resolving move, and
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// the driver's retry cap fires => premature resignation.
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const view: BoardView = {
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pieces: {
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e1: { color: 'w', type: 'k' },
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a2: { color: 'w', type: 'p' },
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h2: { color: 'w', type: 'p' },
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b1: { color: 'w', type: 'n' },
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},
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toMove: 'w',
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inCheck: true,
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};
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const candidates: CandidateMove[] = [
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// king moves (8 possible escape squares; only some are off the board /
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// off own-occupied — geometricMoves would have excluded those, but for
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// the test we just enumerate a few plausible ones).
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{ from: 'e1', to: 'd1' },
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{ from: 'e1', to: 'f1' },
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{ from: 'e1', to: 'd2' },
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{ from: 'e1', to: 'e2' },
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{ from: 'e1', to: 'f2' },
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// non-king alternatives that the heuristic would otherwise prefer
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{ from: 'a2', to: 'a4' },
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{ from: 'h2', to: 'h4' },
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{ from: 'b1', to: 'c3' },
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{ from: 'b1', to: 'a3' },
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];
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let kingHits = 0;
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for (let s = 0; s < 20; s++) {
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const brain = new CasualBrain({ seed: s });
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await brain.init({ color: 'w', mode: 'blind', gameId: 'g1' });
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const action = await brain.decide({
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view,
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newAnnouncements: [
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{ text: 'white_in_check', audience: 'both', ply: 10, at: Date.now() },
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],
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legalCandidates: candidates,
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attemptHistory: [],
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drawOfferFromOpponent: false,
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ply: 10,
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});
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if (action.type === 'commit' && action.from === 'e1') kingHits++;
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}
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// Every seed should pick a king move when the boost is large enough to
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// dominate the heuristic + tiebreak.
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expect(kingHits).toBe(20);
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});
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it('blind mode + own_color_in_check + king moves all rejected -> falls through to non-king', async () => {
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// Defensive: if every king move has been tried (knight check forcing
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// king moves into other attacks, double check, etc.), the bot should
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// still pick *something* from remaining candidates rather than throw.
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const view: BoardView = {
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pieces: {
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e1: { color: 'w', type: 'k' },
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b1: { color: 'w', type: 'n' },
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},
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toMove: 'w',
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inCheck: true,
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};
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const candidates: CandidateMove[] = [
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{ from: 'e1', to: 'd1' },
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{ from: 'e1', to: 'e2' },
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{ from: 'b1', to: 'c3' },
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];
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const brain = new CasualBrain({ seed: 1 });
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await brain.init({ color: 'w', mode: 'blind', gameId: 'g1' });
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const action = await brain.decide({
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view,
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newAnnouncements: [
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{ text: 'white_in_check', audience: 'both', ply: 10, at: Date.now() },
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],
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legalCandidates: candidates,
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attemptHistory: [
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{ move: { from: 'e1', to: 'd1' }, rejection: 'illegal_move' },
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{ move: { from: 'e1', to: 'e2' }, rejection: 'illegal_move' },
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],
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drawOfferFromOpponent: false,
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ply: 10,
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});
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expect(action.type).toBe('commit');
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if (action.type === 'commit') {
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expect(action.from).toBe('b1');
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expect(action.to).toBe('c3');
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}
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});
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it('opening moves favor center pawns over flank pawns (e/d > a/h)', async () => {
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const candidates: CandidateMove[] = [
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{ from: 'a2', to: 'a3' },
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@@ -115,20 +115,44 @@ describe('BotDriver', () => {
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expect(game.chess.turn()).toBe('w');
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});
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it('retry cap (5): after 5 wont_help, driver resigns the bot', async () => {
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it('retry on illegal_move: switching from after rejection still succeeds', async () => {
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// Black bishop b8 has legal moves (c7, d6, e5xpawn, a7) but b8→f4 is
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// illegal because the white pawn on e5 blocks the diagonal. Black king on a1.
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// The FSM ARMS the b8 piece during its first attempt then rejects with
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// illegal_move; on the retry the brain switches to a king move, which used
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// to trip "must_move_touched_piece" and resign the bot.
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const fen = '1b6/8/8/4P3/8/8/8/k6K b - - 0 1';
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game = makeGame({ mode: 'blind', fen });
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brain = new StubBrain();
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driver = new BotDriver({ game, brain, color: 'b' });
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await driver.init();
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brain.enqueue(
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{ type: 'commit', from: 'b8', to: 'f4' }, // illegal: blocked by white pawn
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{ type: 'commit', from: 'a1', to: 'b1' }, // legal king move
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);
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await driver.onStateChange();
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expect(brain.decide).toHaveBeenCalledTimes(2);
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expect(game.status).toBe('active');
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expect(game.chess.turn()).toBe('w');
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expect(game.armed).toBeNull();
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});
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it('retry cap (25): after RETRY_CAP rejected attempts, driver resigns the bot', async () => {
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const fen = '4k2K/4b3/8/8/8/8/8/4R3 b - - 0 1';
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game = makeGame({ fen });
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brain = new StubBrain();
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driver = new BotDriver({ game, brain, color: 'b' });
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await driver.init();
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for (let i = 0; i < 6; i++) {
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// Enqueue more than RETRY_CAP repeated illegal moves; driver should
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// exhaust the retry budget and resign.
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for (let i = 0; i < 30; i++) {
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brain.enqueue({ type: 'commit', from: 'e7', to: 'd6' });
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}
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await driver.onStateChange();
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expect(game.status).toBe('finished');
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expect(game.endReason).toBe('resign');
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expect(game.winner).toBe('w');
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expect(brain.decide).toHaveBeenCalledTimes(5);
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expect(brain.decide).toHaveBeenCalledTimes(25);
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});
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it('respond-draw: when drawOffer is from opponent, driver fires decide and dispatches', async () => {
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