Files
blind_chess/CLAUDE.md
claude (blind_chess) 1674695eef docs: AI Phase 1 shipped — context, decisions, handoff
- CLAUDE.md: phase line moved to "Phase 1 deployed"; key files lists
  the new bot module, game-end extraction, and selfplay harness.
- DECISIONS.md: new "Phase 1 implementation outcomes" subsection records
  the CasualBrain-engine reversal, the FEN-vanilla-only invariant, why
  blind keeps heuristic, and the bot-slot token randomization. The
  earlier "Stockfish deferred" entry is partially superseded.
- .claude/handoffs/: handoff document for the next session.
2026-04-28 15:20:24 -04:00

4.9 KiB

blind_chess

Web-based two-player chess where each player sees only their own pieces; the server acts as moderator.

Start Here

Read the latest handoff first: .claude/handoffs/ (most recent file).

Then check DECISIONS.md for settled choices, and the design specs:

  • docs/superpowers/specs/2026-04-28-blind-chess-design.md — original MVP spec (data model, protocol, FSM, testing).
  • docs/superpowers/specs/2026-04-28-ai-player-design.md — AI/computer player spec (Casual + gemma4 recon bots, two-phase plan).

Project Identity

A digitization of a battleship-style chess variant. Two players, separated; a moderator who sees both boards and announces a fixed vocabulary of events ("Black has moved and captured", "Moving that piece will not help you", "White is in check"). The physical version requires three people; this version replaces the moderator with a server. Ships with both vanilla mode (full reveal — normal chess) and blind mode (the variation) on day one. Mode is a per-player view filter on a shared engine, not a different game.

The system's most distinctive property: highlighting in blind mode reveals zero opponent information. It's computed purely from (piece type, position, own-piece set) — a function whose signature literally cannot read opponent state. The moderator vocabulary is the only legitimate channel for opponent events.

Current State

  • Phase: MVP deployed and live at https://chess.sethpc.xyz (2026-04-28). AI Phase 1 (Casual bot) deployed (2026-04-28) — "Play vs computer" → Casual bot.
  • Repo: git.sethpc.xyz/Seth/blind_chess.
  • Stack: Node 22 + TypeScript, Fastify + ws, Svelte 5 + Vite, chess.js, js-chess-engine (Casual vanilla AI). pnpm workspace with packages/{server,client,shared}.
  • Deploy: LXC CT 690 on node-241 at 192.168.0.245, behind Caddy CT 600. Systemd unit blind-chess.service, port 3000. In-memory state only.
  • Tests: 75 passing — 21 in shared (geometric helper), 54 in server (FSM + view + candidates + casual brain + driver + scripted-game + ai-game-casual integration).
  • Known gaps (deferred): drag-and-drop input (click-to-move only), full integration coverage of every endgame path, mobile-specific polish, observability beyond /api/health.
  • AI Phase 2 (gemma4 recon, not built): Spec in docs/superpowers/specs/2026-04-28-ai-player-design.md. Will reuse the Phase 1 Brain/BotDriver infrastructure. Plan to be written when Phase 1 has soaked. Bots play through the same view filter and FSM as humans — no oracle access.

Key files

  • IDEA.md — original project brief (Seth's words)
  • DECISIONS.md — locked architectural and gameplay decisions
  • docs/superpowers/specs/2026-04-28-blind-chess-design.md — full design spec (data model, protocol, FSM, testing)
  • docs/superpowers/specs/2026-04-28-ai-player-design.md — AI/computer player spec (Casual + gemma4 recon, two-phase plan, endpoint priority list, acceptance bars)
  • packages/shared/src/geometric.ts — the zero-leak helper. The signature is the proof.
  • packages/server/src/view.tsbuildView, the security boundary.
  • packages/server/src/commit.ts — touch-move FSM (the spec's hierarchy decision table).
  • packages/server/src/translator.ts — chess.js Move → moderator-vocabulary enum.
  • packages/server/src/game-end.ts — shared endGame / finalizeIfEnded helpers used by both ws and bot driver.
  • packages/server/src/bot/ — Brain interface, BotDriver, CasualBrain, candidates. Vanilla mode delegates to js-chess-engine at level 2; blind mode uses a heuristic.
  • scripts/selfplay.ts — operator CLI for evaluating Casual vs Casual / Random self-play. pnpm selfplay --help.
  • deploy/blind-chess.service — systemd unit (canonical at /etc/systemd/system/blind-chess.service on the CT).
  • deploy/Caddyfile.snippet — block already added to /etc/caddy/Caddyfile on CT 600.

Operations

  • Logs: ssh root@192.168.0.245 'journalctl -u blind-chess -f'
  • Restart: ssh root@192.168.0.245 'systemctl restart blind-chess'
  • Health: curl https://chess.sethpc.xyz/api/health
  • Deploy update: pnpm -r buildpnpm --filter @blind-chess/server deploy --prod --legacy .deploy-server → rsync server bundle to /opt/blind-chess/server/ and client dist/ to /opt/blind-chess/client/dist/chown -R blindchess:blindchess /opt/blind-chesssystemctl restart blind-chess. Server restart drops in-memory games (acceptable for MVP).

Conventions

  • Inherits global homelab conventions from ~/bin/CLAUDE.md (gitea CLI, conventional commits, .claude/handoffs/ for session state).
  • pnpm workspace; do not use npm/yarn lockfiles.
  • All inter-package types live in packages/shared/. Never duplicate protocol types in client or server.
  • Server is the single authority on game state. Client commit messages are requests, not facts.
  • The view filter (buildView) is the only egress for board state. Don't bypass it.