fix(bot): blind Casual no longer resigns prematurely under check

The blind-mode CasualBrain heuristic ignored the moderator's
'<own>_in_check' announcement and scored moves on capture/advance/development
signals uncorrelated with check resolution. chess.js rejected every
non-resolving attempt, BotDriver's RETRY_CAP=5 fired, and the bot resigned.
100-game blind self-play: 100% resignations at avg ply 26.

Fix:
- CasualBrain.detectOwnCheck() scans newAnnouncements for the own-color
  in_check tag; when set, heuristicPick() applies a +5000 boost to king
  moves so they're tried first. Information stays within the public
  moderator vocabulary — no oracle access, view-filter invariant intact.
- RETRY_CAP raised 5 -> 25. Vanilla never hits the cap (chess.js verbose
  moves are guaranteed legal); blind needs more budget to find a legal
  move through pseudo-legal candidates.
- BotDriver.botResign() now logs '[bot resign]' with gameId/color/mode/ply/
  reason/detail. Previously silent — operator had no signal in journald.

Verification (100-game blind Casual-vs-Casual self-play):
- avgPly: 26 -> 90 (3.5x)
- Resignations: 100% -> 17%
- Checkmates: 0% -> 42%
- Threefold draws: 0% -> 41%

Vanilla regression check (80 games combined): 0 resigns either way,
strength unchanged (Casual still wins 98% vs random).

78 tests pass (was 75; +2 new check-resolution tests, +1 retry-cap test
updated to match new cap).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
claude (blind_chess)
2026-04-29 05:56:02 -04:00
parent 1213ec8fb1
commit dc7f8adcdf
4 changed files with 197 additions and 13 deletions
+30 -2
View File
@@ -65,8 +65,15 @@ export class CasualBrain implements Brain {
// can't validate against the candidate list.
}
// Blind mode (or vanilla fallback): score-based heuristic.
const choice = this.heuristicPick(filtered, input.view, input.ply);
// Blind mode (or vanilla fallback): score-based heuristic. When the
// moderator says we're in check, bias toward king moves — the only
// class of moves that resolves nearly every check (king moves out of
// attack), and the only class the bot can identify without seeing the
// attacker. Without this bias the heuristic scores capture/advance
// signals uncorrelated with check resolution, the FSM rejects every
// non-resolving attempt, and the driver's retry cap fires.
const inCheck = this.detectOwnCheck(input.newAnnouncements);
const choice = this.heuristicPick(filtered, input.view, input.ply, inCheck);
return {
type: 'commit',
from: choice.from,
@@ -75,6 +82,11 @@ export class CasualBrain implements Brain {
};
}
private detectOwnCheck(announcements: BrainInput['newAnnouncements']): boolean {
const tag = this.color === 'w' ? 'white_in_check' : 'black_in_check';
return announcements.some((a) => a.text === tag);
}
/**
* Run js-chess-engine on the given FEN and return a candidate matching
* its choice, or null if no match was found.
@@ -113,19 +125,35 @@ export class CasualBrain implements Brain {
candidates: CandidateMove[],
view: BoardView,
ply: number,
inCheck: boolean,
): CandidateMove {
const kingSquare = inCheck ? this.findOwnKing(view) : null;
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;
// King moves dominate when in check. The boost is large enough to
// beat any combination of other heuristic factors so the driver
// exhausts king escapes first; if all king moves are rejected the
// attemptHistory exclusion strips them and the bot falls through
// to non-king options (block / capture-attacker guesses).
if (kingSquare && c.from === kingSquare) score += 5000;
return { move: c, score: score + this.rng() * 0.01 };
});
scored.sort((a, b) => b.score - a.score);
return scored[0]!.move;
}
private findOwnKing(view: BoardView): Square | null {
for (const sq of Object.keys(view.pieces) as Square[]) {
const p = view.pieces[sq];
if (p && p.color === this.color && p.type === 'k') return sq;
}
return null;
}
private excludeRejected(
candidates: CandidateMove[],
history: BrainInput['attemptHistory'],
+47 -8
View File
@@ -13,7 +13,23 @@ import { buildView } from '../view.js';
import { announce } from '../translator.js';
import { finalizeIfEnded } from '../game-end.js';
const RETRY_CAP = 5;
// 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;
@@ -76,14 +92,23 @@ export class BotDriver {
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 {
} catch (err) {
// Brain exception OR programming error in dispatch. Safe failure: resign.
this.botResign();
this.botResign('brain_threw', { err: errString(err) });
return;
}
if (outcome.kind === 'done') {
@@ -93,7 +118,9 @@ export class BotDriver {
attemptHistory.push(outcome.entry);
}
this.lastSeenAnnouncementCount = this.game.announcements.length;
this.botResign();
this.botResign('retry_cap_exhausted', {
attempts: attemptHistory.map((a) => `${a.move.from}-${a.move.to}:${a.rejection}`),
});
}
private buildBrainInput(attemptHistory: AttemptHistoryEntry[]): BrainInput {
@@ -150,15 +177,18 @@ export class BotDriver {
if (result.kind === 'silent') {
// Brain sent only `from` (arming). CasualBrain always commits with
// `to`; treat as a logic error and resign safely.
this.botResign();
this.botResign('commit_silent', { from: action.from, to: action.to });
return { kind: 'done' };
}
// result.kind === 'error' — bug path; resign.
this.botResign();
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();
this.botResign('brain_chose_resign');
return { kind: 'done' };
case 'offer-draw':
if (!this.game.drawOffer) {
@@ -185,7 +215,7 @@ export class BotDriver {
}
}
private botResign(): void {
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';
@@ -195,6 +225,15 @@ export class BotDriver {
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> {
@@ -117,6 +117,99 @@ describe('CasualBrain', () => {
expect(aAct).toEqual(bAct);
});
it('blind mode + own_color_in_check announcement -> prefers king moves over other candidates', async () => {
// The bot only sees its own pieces in blind mode and cannot deduce the
// attacker. Per the AI spec ("Casual never resigns voluntarily"), the
// brain must use the public moderator announcement to bias toward
// check-resolving moves — most commonly, moving the king. Without this
// bias, the heuristic scores capture/advance signals that are uncorrelated
// with check resolution, the FSM rejects every non-resolving move, and
// the driver's retry cap fires => premature resignation.
const view: BoardView = {
pieces: {
e1: { color: 'w', type: 'k' },
a2: { color: 'w', type: 'p' },
h2: { color: 'w', type: 'p' },
b1: { color: 'w', type: 'n' },
},
toMove: 'w',
inCheck: true,
};
const candidates: CandidateMove[] = [
// king moves (8 possible escape squares; only some are off the board /
// off own-occupied — geometricMoves would have excluded those, but for
// the test we just enumerate a few plausible ones).
{ from: 'e1', to: 'd1' },
{ from: 'e1', to: 'f1' },
{ from: 'e1', to: 'd2' },
{ from: 'e1', to: 'e2' },
{ from: 'e1', to: 'f2' },
// non-king alternatives that the heuristic would otherwise prefer
{ from: 'a2', to: 'a4' },
{ from: 'h2', to: 'h4' },
{ from: 'b1', to: 'c3' },
{ from: 'b1', to: 'a3' },
];
let kingHits = 0;
for (let s = 0; s < 20; s++) {
const brain = new CasualBrain({ seed: s });
await brain.init({ color: 'w', mode: 'blind', gameId: 'g1' });
const action = await brain.decide({
view,
newAnnouncements: [
{ text: 'white_in_check', audience: 'both', ply: 10, at: Date.now() },
],
legalCandidates: candidates,
attemptHistory: [],
drawOfferFromOpponent: false,
ply: 10,
});
if (action.type === 'commit' && action.from === 'e1') kingHits++;
}
// Every seed should pick a king move when the boost is large enough to
// dominate the heuristic + tiebreak.
expect(kingHits).toBe(20);
});
it('blind mode + own_color_in_check + king moves all rejected -> falls through to non-king', async () => {
// Defensive: if every king move has been tried (knight check forcing
// king moves into other attacks, double check, etc.), the bot should
// still pick *something* from remaining candidates rather than throw.
const view: BoardView = {
pieces: {
e1: { color: 'w', type: 'k' },
b1: { color: 'w', type: 'n' },
},
toMove: 'w',
inCheck: true,
};
const candidates: CandidateMove[] = [
{ from: 'e1', to: 'd1' },
{ from: 'e1', to: 'e2' },
{ from: 'b1', to: 'c3' },
];
const brain = new CasualBrain({ seed: 1 });
await brain.init({ color: 'w', mode: 'blind', gameId: 'g1' });
const action = await brain.decide({
view,
newAnnouncements: [
{ text: 'white_in_check', audience: 'both', ply: 10, at: Date.now() },
],
legalCandidates: candidates,
attemptHistory: [
{ move: { from: 'e1', to: 'd1' }, rejection: 'illegal_move' },
{ move: { from: 'e1', to: 'e2' }, rejection: 'illegal_move' },
],
drawOfferFromOpponent: false,
ply: 10,
});
expect(action.type).toBe('commit');
if (action.type === 'commit') {
expect(action.from).toBe('b1');
expect(action.to).toBe('c3');
}
});
it('opening moves favor center pawns over flank pawns (e/d > a/h)', async () => {
const candidates: CandidateMove[] = [
{ from: 'a2', to: 'a3' },
+27 -3
View File
@@ -115,20 +115,44 @@ describe('BotDriver', () => {
expect(game.chess.turn()).toBe('w');
});
it('retry cap (5): after 5 wont_help, driver resigns the bot', async () => {
it('retry on illegal_move: switching from after rejection still succeeds', async () => {
// Black bishop b8 has legal moves (c7, d6, e5xpawn, a7) but b8→f4 is
// illegal because the white pawn on e5 blocks the diagonal. Black king on a1.
// The FSM ARMS the b8 piece during its first attempt then rejects with
// illegal_move; on the retry the brain switches to a king move, which used
// to trip "must_move_touched_piece" and resign the bot.
const fen = '1b6/8/8/4P3/8/8/8/k6K b - - 0 1';
game = makeGame({ mode: 'blind', fen });
brain = new StubBrain();
driver = new BotDriver({ game, brain, color: 'b' });
await driver.init();
brain.enqueue(
{ type: 'commit', from: 'b8', to: 'f4' }, // illegal: blocked by white pawn
{ type: 'commit', from: 'a1', to: 'b1' }, // legal king move
);
await driver.onStateChange();
expect(brain.decide).toHaveBeenCalledTimes(2);
expect(game.status).toBe('active');
expect(game.chess.turn()).toBe('w');
expect(game.armed).toBeNull();
});
it('retry cap (25): after RETRY_CAP rejected attempts, driver resigns the bot', async () => {
const fen = '4k2K/4b3/8/8/8/8/8/4R3 b - - 0 1';
game = makeGame({ fen });
brain = new StubBrain();
driver = new BotDriver({ game, brain, color: 'b' });
await driver.init();
for (let i = 0; i < 6; i++) {
// Enqueue more than RETRY_CAP repeated illegal moves; driver should
// exhaust the retry budget and resign.
for (let i = 0; i < 30; i++) {
brain.enqueue({ type: 'commit', from: 'e7', to: 'd6' });
}
await driver.onStateChange();
expect(game.status).toBe('finished');
expect(game.endReason).toBe('resign');
expect(game.winner).toBe('w');
expect(brain.decide).toHaveBeenCalledTimes(5);
expect(brain.decide).toHaveBeenCalledTimes(25);
});
it('respond-draw: when drawOffer is from opponent, driver fires decide and dispatches', async () => {