7c18725586
The hand-rolled scoring heuristic lost to a random-move baseline 7-7 in
self-play — far below the spec's >=80% acceptance bar. Swap in a real
chess engine (js-chess-engine, MIT, ~400KB, no native deps) for vanilla
mode at level 2 with randomness=30 to break threefold cycles.
- BrainInput.fen added; driver populates it ONLY in vanilla mode.
Blind mode omits the FEN so the engine path can't smuggle opponent
positions past the view filter.
- CasualBrain in vanilla: convert FEN -> EngineGame -> ai({level: 2});
validate the engine's move is in legalCandidates; fall back to
heuristic on miss.
- Blind mode unchanged (engine isn't useful when only own pieces are
visible — that's Phase 2 Recon's territory).
Self-play vs RandomBrain (100 games each direction, vanilla):
- Casual(W) vs Random(B): W=97%
- Random(W) vs Casual(B): B=96%
Casual-vs-Casual vanilla balanced, ~5-30ms/move. All 54 tests still pass.
Refresh .secrets.baseline (stale) to allow new pnpm-lock.yaml hashes.
196 lines
6.3 KiB
TypeScript
196 lines
6.3 KiB
TypeScript
import { Game as EngineGame } from 'js-chess-engine';
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import type { BoardView, Color, PieceType, PromotionType, Square } from '@blind-chess/shared';
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import type {
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Brain,
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BrainAction,
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BrainInitArgs,
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BrainInput,
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CandidateMove,
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} from './brain.js';
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interface CasualOpts {
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seed?: number;
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/**
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* Engine difficulty for vanilla mode (1-5; 1 is weakest).
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* `js-chess-engine` level 1 plays at roughly beginner strength —
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* crushes random moves but loses to a careful human. Higher levels
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* raise both strength and per-move latency.
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*/
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level?: 1 | 2 | 3 | 4 | 5;
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}
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const PIECE_VALUE: Record<PieceType, number> = {
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p: 1, n: 3, b: 3, r: 5, q: 9, k: 0,
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};
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export class CasualBrain implements Brain {
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private color: Color = 'w';
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private mode: 'blind' | 'vanilla' = 'blind';
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private level: 1 | 2 | 3 | 4 | 5;
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private rng: () => number;
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constructor(opts: CasualOpts = {}) {
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this.rng = mulberry32(opts.seed ?? Math.floor(Math.random() * 0xffffffff));
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this.level = opts.level ?? 2;
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}
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async init(args: BrainInitArgs): Promise<void> {
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this.color = args.color;
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this.mode = args.mode;
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}
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async decide(input: BrainInput): Promise<BrainAction> {
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if (input.drawOfferFromOpponent) {
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return { type: 'respond-draw', accept: this.acceptDraw(input.view) };
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}
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const filtered = this.excludeRejected(input.legalCandidates, input.attemptHistory);
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if (filtered.length === 0) {
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throw new Error('CasualBrain: zero candidates after exclusion');
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}
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// Vanilla mode: delegate to a real chess engine. The driver supplies
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// a FEN only in vanilla mode, so this branch is naturally gated.
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if (this.mode === 'vanilla' && input.fen) {
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const engineMove = this.engineMove(input.fen, filtered);
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if (engineMove) {
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return {
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type: 'commit',
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from: engineMove.from,
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to: engineMove.to,
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promotion: engineMove.promotion,
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};
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}
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// Fall through to heuristic if the engine produced something we
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// can't validate against the candidate list.
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}
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// Blind mode (or vanilla fallback): score-based heuristic.
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const choice = this.heuristicPick(filtered, input.view, input.ply);
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return {
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type: 'commit',
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from: choice.from,
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to: choice.to,
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promotion: choice.promotion,
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};
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}
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/**
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* Run js-chess-engine on the given FEN and return a candidate matching
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* its choice, or null if no match was found.
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*/
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private engineMove(fen: string, candidates: CandidateMove[]): CandidateMove | null {
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let result: { move: Record<string, string> };
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try {
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const g = new EngineGame(fen);
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// randomness=30 picks among moves within 30 centipawns of best; this
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// breaks threefold-repetition draws when the bot is clearly winning
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// but doesn't see the conversion path.
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result = g.ai({ level: this.level, play: false, randomness: 30 }) as { move: Record<string, string> };
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} catch {
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return null;
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}
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const entry = Object.entries(result.move ?? {})[0];
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if (!entry) return null;
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const [fromUC, toUC] = entry;
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const from = (fromUC as string).toLowerCase() as Square;
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const to = (toUC as string).toLowerCase() as Square;
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// Find a candidate matching this from-to. If the move is a promotion,
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// js-chess-engine emits the destination square (e.g., {E7: 'E8'}) but
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// doesn't separately surface the promotion piece — default to queen.
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const matches = candidates.filter((c) => c.from === from && c.to === to);
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if (matches.length === 0) return null;
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const queen = matches.find((c) => c.promotion === 'q');
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if (queen) return queen;
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return matches[0]!;
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}
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/**
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* Score-based fallback used for blind mode and any vanilla case where
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* the engine's pick wasn't in the candidate list. Plays badly on purpose.
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*/
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private heuristicPick(
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candidates: CandidateMove[],
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view: BoardView,
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ply: number,
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): CandidateMove {
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const scored = candidates.map((c) => {
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let score = this.scoreMove(c, view, ply);
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if (c.promotion === 'q') score += 1000;
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else if (c.promotion === 'r') score += 500;
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else if (c.promotion === 'b') score += 100;
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else if (c.promotion === 'n') score += 50;
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return { move: c, score: score + this.rng() * 0.01 };
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});
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scored.sort((a, b) => b.score - a.score);
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return scored[0]!.move;
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}
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private excludeRejected(
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candidates: CandidateMove[],
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history: BrainInput['attemptHistory'],
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): CandidateMove[] {
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if (history.length === 0) return candidates;
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const rejected = new Set(history.map((h) => moveKey(h.move)));
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return candidates.filter((c) => !rejected.has(moveKey(c)));
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}
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private scoreMove(move: CandidateMove, view: BoardView, ply: number): number {
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let score = 0;
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const destPiece = view.pieces[move.to];
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if (!destPiece) score += 50;
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const piece = view.pieces[move.from];
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if (!piece) return score;
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const ownStartingRank = this.color === 'w' ? '1' : '8';
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const ownPawnStartingRank = this.color === 'w' ? '2' : '7';
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if (ply < 16 && (piece.type === 'n' || piece.type === 'b')
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&& move.from[1] === ownStartingRank) {
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score += 30;
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}
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if (piece.type === 'p' && move.from[1] === ownPawnStartingRank) {
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const file = move.from[0];
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if (file === 'd' || file === 'e') score += 25;
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else if (file === 'c' || file === 'f') score += 10;
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}
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const fromRank = parseInt(move.from[1]!, 10);
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const toRank = parseInt(move.to[1]!, 10);
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const advance = this.color === 'w' ? toRank - fromRank : fromRank - toRank;
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if (advance > 0) score += 15 * advance;
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if (move.from[1] === ownStartingRank && (piece.type === 'q' || piece.type === 'r')) {
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score -= 40;
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}
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return score;
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}
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private acceptDraw(view: BoardView): boolean {
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let own = 0;
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for (const sq of Object.keys(view.pieces) as Square[]) {
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const p = view.pieces[sq];
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if (p) own += PIECE_VALUE[p.type];
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}
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return own < 15;
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}
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}
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function moveKey(m: CandidateMove): string {
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return `${m.from}-${m.to}${m.promotion ?? ''}`;
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}
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function mulberry32(seed: number): () => number {
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let a = seed >>> 0;
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return function () {
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a = (a + 0x6d2b79f5) >>> 0;
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let t = a;
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t = Math.imul(t ^ (t >>> 15), t | 1);
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t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
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};
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}
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