Files
blind_chess/packages/server/src/bot/casual-brain.ts
T
claude (blind_chess) 7c18725586 feat(bot): vanilla CasualBrain delegates to js-chess-engine
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.
2026-04-28 15:14:12 -04:00

196 lines
6.3 KiB
TypeScript

import { Game as EngineGame } from 'js-chess-engine';
import type { BoardView, Color, PieceType, PromotionType, Square } from '@blind-chess/shared';
import type {
Brain,
BrainAction,
BrainInitArgs,
BrainInput,
CandidateMove,
} from './brain.js';
interface CasualOpts {
seed?: number;
/**
* Engine difficulty for vanilla mode (1-5; 1 is weakest).
* `js-chess-engine` level 1 plays at roughly beginner strength —
* crushes random moves but loses to a careful human. Higher levels
* raise both strength and per-move latency.
*/
level?: 1 | 2 | 3 | 4 | 5;
}
const PIECE_VALUE: Record<PieceType, number> = {
p: 1, n: 3, b: 3, r: 5, q: 9, k: 0,
};
export class CasualBrain implements Brain {
private color: Color = 'w';
private mode: 'blind' | 'vanilla' = 'blind';
private level: 1 | 2 | 3 | 4 | 5;
private rng: () => number;
constructor(opts: CasualOpts = {}) {
this.rng = mulberry32(opts.seed ?? Math.floor(Math.random() * 0xffffffff));
this.level = opts.level ?? 2;
}
async init(args: BrainInitArgs): Promise<void> {
this.color = args.color;
this.mode = args.mode;
}
async decide(input: BrainInput): Promise<BrainAction> {
if (input.drawOfferFromOpponent) {
return { type: 'respond-draw', accept: this.acceptDraw(input.view) };
}
const filtered = this.excludeRejected(input.legalCandidates, input.attemptHistory);
if (filtered.length === 0) {
throw new Error('CasualBrain: zero candidates after exclusion');
}
// Vanilla mode: delegate to a real chess engine. The driver supplies
// a FEN only in vanilla mode, so this branch is naturally gated.
if (this.mode === 'vanilla' && input.fen) {
const engineMove = this.engineMove(input.fen, filtered);
if (engineMove) {
return {
type: 'commit',
from: engineMove.from,
to: engineMove.to,
promotion: engineMove.promotion,
};
}
// Fall through to heuristic if the engine produced something we
// can't validate against the candidate list.
}
// Blind mode (or vanilla fallback): score-based heuristic.
const choice = this.heuristicPick(filtered, input.view, input.ply);
return {
type: 'commit',
from: choice.from,
to: choice.to,
promotion: choice.promotion,
};
}
/**
* Run js-chess-engine on the given FEN and return a candidate matching
* its choice, or null if no match was found.
*/
private engineMove(fen: string, candidates: CandidateMove[]): CandidateMove | null {
let result: { move: Record<string, string> };
try {
const g = new EngineGame(fen);
// randomness=30 picks among moves within 30 centipawns of best; this
// breaks threefold-repetition draws when the bot is clearly winning
// but doesn't see the conversion path.
result = g.ai({ level: this.level, play: false, randomness: 30 }) as { move: Record<string, string> };
} catch {
return null;
}
const entry = Object.entries(result.move ?? {})[0];
if (!entry) return null;
const [fromUC, toUC] = entry;
const from = (fromUC as string).toLowerCase() as Square;
const to = (toUC as string).toLowerCase() as Square;
// Find a candidate matching this from-to. If the move is a promotion,
// js-chess-engine emits the destination square (e.g., {E7: 'E8'}) but
// doesn't separately surface the promotion piece — default to queen.
const matches = candidates.filter((c) => c.from === from && c.to === to);
if (matches.length === 0) return null;
const queen = matches.find((c) => c.promotion === 'q');
if (queen) return queen;
return matches[0]!;
}
/**
* Score-based fallback used for blind mode and any vanilla case where
* the engine's pick wasn't in the candidate list. Plays badly on purpose.
*/
private heuristicPick(
candidates: CandidateMove[],
view: BoardView,
ply: number,
): CandidateMove {
const scored = candidates.map((c) => {
let score = this.scoreMove(c, view, ply);
if (c.promotion === 'q') score += 1000;
else if (c.promotion === 'r') score += 500;
else if (c.promotion === 'b') score += 100;
else if (c.promotion === 'n') score += 50;
return { move: c, score: score + this.rng() * 0.01 };
});
scored.sort((a, b) => b.score - a.score);
return scored[0]!.move;
}
private excludeRejected(
candidates: CandidateMove[],
history: BrainInput['attemptHistory'],
): CandidateMove[] {
if (history.length === 0) return candidates;
const rejected = new Set(history.map((h) => moveKey(h.move)));
return candidates.filter((c) => !rejected.has(moveKey(c)));
}
private scoreMove(move: CandidateMove, view: BoardView, ply: number): number {
let score = 0;
const destPiece = view.pieces[move.to];
if (!destPiece) score += 50;
const piece = view.pieces[move.from];
if (!piece) return score;
const ownStartingRank = this.color === 'w' ? '1' : '8';
const ownPawnStartingRank = this.color === 'w' ? '2' : '7';
if (ply < 16 && (piece.type === 'n' || piece.type === 'b')
&& move.from[1] === ownStartingRank) {
score += 30;
}
if (piece.type === 'p' && move.from[1] === ownPawnStartingRank) {
const file = move.from[0];
if (file === 'd' || file === 'e') score += 25;
else if (file === 'c' || file === 'f') score += 10;
}
const fromRank = parseInt(move.from[1]!, 10);
const toRank = parseInt(move.to[1]!, 10);
const advance = this.color === 'w' ? toRank - fromRank : fromRank - toRank;
if (advance > 0) score += 15 * advance;
if (move.from[1] === ownStartingRank && (piece.type === 'q' || piece.type === 'r')) {
score -= 40;
}
return score;
}
private acceptDraw(view: BoardView): boolean {
let own = 0;
for (const sq of Object.keys(view.pieces) as Square[]) {
const p = view.pieces[sq];
if (p) own += PIECE_VALUE[p.type];
}
return own < 15;
}
}
function moveKey(m: CandidateMove): string {
return `${m.from}-${m.to}${m.promotion ?? ''}`;
}
function mulberry32(seed: number): () => number {
let a = seed >>> 0;
return function () {
a = (a + 0x6d2b79f5) >>> 0;
let t = a;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}