Files
blind_chess/packages/server/src/bot/driver.ts
T
claude (blind_chess) 5282237027 refactor(bot): hoist the rejection announcement to a single local
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 20:03:37 -04:00

257 lines
8.9 KiB
TypeScript

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';
import { finalizeIfEnded } from '../game-end.js';
// Per-decision-cycle retry budget. In vanilla mode chess.js verbose moves are
// guaranteed legal so the cap is never exercised. In blind mode the brain
// supplies pseudo-legal candidates and chess.js may reject many (pinned pieces,
// unresolved check); we need budget to find a legal move before giving up.
const RETRY_CAP = 25;
type BotResignReason =
| 'retry_cap_exhausted'
| 'brain_threw'
| 'brain_chose_resign'
| 'commit_silent'
| 'commit_error';
function errString(err: unknown): string {
if (err instanceof Error) return err.message;
return String(err);
}
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++) {
// The bot makes atomic (from,to) commits — there is no touched-piece UX.
// A prior attempt that survived past `tryMove` (e.g. illegal_move,
// promotion_required) leaves `game.armed` set; a retry that picks a
// different `from` would otherwise be rejected as
// `must_move_touched_piece` and resign the bot. Clear here so each
// attempt starts from a clean FSM state.
if (this.game.armed?.color === this.color) {
this.game.armed = null;
}
const input = this.buildBrainInput(attemptHistory);
let outcome: { kind: 'done' } | { kind: 'retry'; entry: AttemptHistoryEntry };
try {
const action = await this.brain.decide(input);
outcome = this.dispatch(action);
} catch (err) {
// Brain exception OR programming error in dispatch. Safe failure: resign.
this.botResign('brain_threw', { err: errString(err) });
return;
}
if (outcome.kind === 'done') {
this.lastSeenAnnouncementCount = this.game.announcements.length;
return;
}
attemptHistory.push(outcome.entry);
}
this.lastSeenAnnouncementCount = this.game.announcements.length;
this.botResign('retry_cap_exhausted', {
attempts: attemptHistory.map((a) => `${a.move.from}-${a.move.to}:${a.rejection}`),
});
}
private buildBrainInput(attemptHistory: AttemptHistoryEntry[]): BrainInput {
const view = buildView(this.game, this.color);
const sliceStart = this.lastSeenAnnouncementCount;
// NOTE: do NOT advance lastSeenAnnouncementCount here. The caller advances
// it once the decision cycle terminates successfully — otherwise retried
// attempts would not see the FSM's rejection announcements in their input.
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,
// Vanilla mode: full reveal, FEN exposes nothing the brain can't already
// see. Blind mode: omit FEN so the engine path can't smuggle opponent
// positions past the view filter.
fen: this.game.mode === 'vanilla' ? this.game.chess.fen() : undefined,
};
}
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') {
finalizeIfEnded(this.game, result.announcements);
return { kind: 'done' };
}
if (result.kind === 'announce') {
const rejection = result.announcements[0]!;
const text = rejection.text;
if (text === 'wont_help' || text === 'illegal_move'
|| text === 'no_such_piece' || text === 'no_legal_moves') {
// Attempted-move announcements are audience 'both'. The bot's
// intermediate retry rejections are internal search churn, not
// deliberate probing — suppress them so they don't broadcast to
// the human. The bot tracks its own rejections via attemptHistory,
// so removing the announcement is safe. The whole decision cycle
// runs before ws.ts broadcasts, so this pop always happens before
// any broadcast.
const anns = this.game.announcements;
if (anns[anns.length - 1] === rejection) anns.pop();
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('commit_silent', { from: action.from, to: action.to });
return { kind: 'done' };
}
// result.kind === 'error' — bug path; resign.
this.botResign('commit_error', {
code: result.kind === 'error' ? result.code : undefined,
announcement: result.kind === 'announce' ? result.announcements[0]?.text : undefined,
});
return { kind: 'done' };
}
case 'resign':
this.botResign('brain_chose_resign');
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(reason: BotResignReason, detail?: Record<string, unknown>): 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();
// eslint-disable-next-line no-console
console.error('[bot resign]', {
gameId: this.game.id,
color: this.color,
mode: this.game.mode,
ply,
reason,
...detail,
});
}
private async disposeBrain(): Promise<void> {
if (this.disposed) return;
this.disposed = true;
try {
await this.brain.dispose?.();
} catch {/* ignore */}
}
}