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.
This commit is contained in:
+337
-4373
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Load Diff
@@ -17,6 +17,7 @@
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"@fastify/websocket": "^11.0.0",
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"chess.js": "^1.4.0",
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"fastify": "^5.2.0",
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"js-chess-engine": "^2.4.6",
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"pino": "^9.5.0",
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"ws": "^8.18.0",
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"zod": "^3.24.0"
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@@ -25,6 +25,14 @@ export interface BrainInput {
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attemptHistory: AttemptHistoryEntry[];
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drawOfferFromOpponent: boolean;
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ply: number;
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/**
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* Full position FEN. Set only in vanilla mode where `view` is already a
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* full reveal — omitted in blind mode, since passing the FEN there would
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* leak opponent positions and violate the view-filter invariant. Brains
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* with an internal chess engine rely on this; brains that don't can
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* ignore it.
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*/
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fen?: string;
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}
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export type BrainAction =
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@@ -1,4 +1,5 @@
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import type { BoardView, Color, PieceType, Square } from '@blind-chess/shared';
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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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@@ -9,6 +10,13 @@ import type {
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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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@@ -18,10 +26,12 @@ const PIECE_VALUE: Record<PieceType, number> = {
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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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@@ -39,22 +49,24 @@ export class CasualBrain implements Brain {
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throw new Error('CasualBrain: zero candidates after exclusion');
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}
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const scored = filtered.map((c) => {
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let score = this.scoreMove(c, input.view, input.ply);
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// Promotion bias: prefer queen >> rook >> bishop >> knight
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// Add before random tiebreak to ensure queen wins when tied.
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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 {
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move: c,
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score: score + this.rng() * 0.01,
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};
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});
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scored.sort((a, b) => b.score - a.score);
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const choice = scored[0]!.move;
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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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@@ -63,6 +75,57 @@ export class CasualBrain implements Brain {
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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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@@ -74,43 +137,31 @@ export class CasualBrain implements Brain {
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private scoreMove(move: CandidateMove, view: BoardView, ply: number): number {
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let score = 0;
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// Capture proxy: destination not own-occupied. (In view, we only see own
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// pieces in blind mode; if dest has a piece it's ours -> not a capture.
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// If empty in view, may be empty or opponent — guess.)
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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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// Reachable when scoring tests pass minimal fixture views. In real play
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// the candidate's `from` is always one of our pieces (since candidates
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// came from `legalCandidates` over our own squares), but the early
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// return keeps unit tests from needing full board fixtures.
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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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// Development bonus for first 16 plies (8 moves per side).
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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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// Center pawn bonus.
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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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// Rank-advance bonus toward opponent.
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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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// Anti-shuffling: penalize moving major pieces from start before knights/bishops.
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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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@@ -119,8 +170,6 @@ export class CasualBrain implements Brain {
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}
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private acceptDraw(view: BoardView): boolean {
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// Crude material count from own view only. Accept if "low material"
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// (assume opponent symmetric). Decline if "high material".
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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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@@ -134,7 +183,6 @@ function moveKey(m: CandidateMove): string {
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return `${m.from}-${m.to}${m.promotion ?? ''}`;
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}
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// Mulberry32 PRNG: seedable, fast, good enough for tiebreaks.
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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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@@ -115,6 +115,10 @@ export class BotDriver {
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attemptHistory,
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drawOfferFromOpponent: !!(this.game.drawOffer && this.game.drawOffer.from !== this.color),
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ply: this.game.chess.history().length,
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// Vanilla mode: full reveal, FEN exposes nothing the brain can't already
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// see. Blind mode: omit FEN so the engine path can't smuggle opponent
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// positions past the view filter.
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fen: this.game.mode === 'vanilla' ? this.game.chess.fen() : undefined,
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};
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}
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Generated
+9
@@ -57,6 +57,9 @@ importers:
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fastify:
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specifier: ^5.2.0
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version: 5.8.5
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js-chess-engine:
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specifier: ^2.4.6
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version: 2.4.6
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pino:
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specifier: ^9.5.0
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version: 9.14.0
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@@ -936,6 +939,10 @@ packages:
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resolution: {integrity: sha512-34wB/Y7MW7bzjKRjUKTa46I2Z7eV62Rkhva+KkopW7Qvv/OSWBqvkSY7vusOPrNuZcUG3tApvdVgNB8POj3SPw==}
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engines: {node: '>=10'}
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js-chess-engine@2.4.6:
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resolution: {integrity: sha512-OKvWKICifXLjUilGzT5RstUv9iGpk04PjGpTyVT0lMlxX2HptoXZ2Q9hNicidnYjFcR7FHpnXFVwreDSF6a5Ng==}
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engines: {node: '>=24'}
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js-tokens@9.0.1:
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resolution: {integrity: sha512-mxa9E9ITFOt0ban3j6L5MpjwegGz6lBQmM1IJkWeBZGcMxto50+eWdjC/52xDbS2vy0k7vIMK0Fe2wfL9OQSpQ==}
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@@ -2078,6 +2085,8 @@ snapshots:
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joycon@3.1.1: {}
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js-chess-engine@2.4.6: {}
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js-tokens@9.0.1: {}
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json-schema-ref-resolver@3.0.0:
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