Pop intermediate wont_help/illegal_move/no_such_piece/no_legal_moves
announcements produced during the bot's decision cycle before any
broadcast reaches the human opponent.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
All move-event announcements in translator.ts and all attempted-move
announcements in commit.ts now use audience 'both' so the moderator
panel is a complete shared transcript for both players.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
Extract endGame/finalizeIfEnded to game-end.ts so driver.ts can call
finalizeIfEnded after an applied move (fix: bot checkmate was not
setting game.status='finished'). Wrap entire dispatch() call in
try/catch for exception safety. Move lastSeenAnnouncementCount advance
to after successful dispatch so retry attempts see FSM rejection
announcements. Add checkmate-finalize test; lock retry-cap at 5 calls.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Wires Brain to Game: init/onStateChange/dispose lifecycle, in-flight
mutex, 5-attempt retry loop with attemptHistory, resign-on-cap. Also
adds Game.aiOpponent? field to state.ts for Task 5.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>