Files
blind_chess/packages/server/test/unit/bot/casual-brain.test.ts
T
claude (blind_chess) dc7f8adcdf 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>
2026-04-29 05:56:02 -04:00

233 lines
8.7 KiB
TypeScript

import { describe, it, expect } from 'vitest';
import { CasualBrain } from '../../../src/bot/casual-brain.js';
import type { BrainInput, CandidateMove } from '../../../src/bot/brain.js';
import type { BoardView } from '@blind-chess/shared';
function makeInput(overrides: Partial<BrainInput> = {}): BrainInput {
const view: BoardView = {
pieces: { e2: { color: 'w', type: 'p' } },
toMove: 'w',
inCheck: false,
};
return {
view,
newAnnouncements: [],
legalCandidates: [{ from: 'e2', to: 'e4' }],
attemptHistory: [],
drawOfferFromOpponent: false,
ply: 0,
...overrides,
};
}
describe('CasualBrain', () => {
it('init() resolves', async () => {
const brain = new CasualBrain({ seed: 1 });
await brain.init({ color: 'w', mode: 'blind', gameId: 'casualab' });
});
it('single candidate -> picks it', async () => {
const brain = new CasualBrain({ seed: 1 });
await brain.init({ color: 'w', mode: 'blind', gameId: 'g1' });
const action = await brain.decide(makeInput());
expect(action.type).toBe('commit');
if (action.type === 'commit') {
expect(action.from).toBe('e2');
expect(action.to).toBe('e4');
}
});
it('zero candidates -> throws', async () => {
const brain = new CasualBrain({ seed: 1 });
await brain.init({ color: 'w', mode: 'blind', gameId: 'g1' });
await expect(brain.decide(makeInput({ legalCandidates: [] }))).rejects.toThrow();
});
it('attemptHistory excludes the rejected move', async () => {
const brain = new CasualBrain({ seed: 1 });
await brain.init({ color: 'w', mode: 'blind', gameId: 'g1' });
const input = makeInput({
legalCandidates: [
{ from: 'e2', to: 'e4' },
{ from: 'd2', to: 'd4' },
],
attemptHistory: [{ move: { from: 'e2', to: 'e4' }, rejection: 'wont_help' }],
});
const action = await brain.decide(input);
expect(action.type).toBe('commit');
if (action.type === 'commit') {
expect(action.from).toBe('d2');
expect(action.to).toBe('d4');
}
});
it('promotion: when multiple candidates differ only by promotion, picks queen', async () => {
const brain = new CasualBrain({ seed: 1 });
await brain.init({ color: 'w', mode: 'blind', gameId: 'g1' });
const candidates: CandidateMove[] = [
{ from: 'a7', to: 'a8', promotion: 'q' },
{ from: 'a7', to: 'a8', promotion: 'r' },
{ from: 'a7', to: 'a8', promotion: 'b' },
{ from: 'a7', to: 'a8', promotion: 'n' },
];
const action = await brain.decide(makeInput({ legalCandidates: candidates }));
if (action.type === 'commit') expect(action.promotion).toBe('q');
});
it('draw offer at material parity -> accept', async () => {
const brain = new CasualBrain({ seed: 1 });
await brain.init({ color: 'w', mode: 'blind', gameId: 'g1' });
// White has 1 king + 1 rook = 5 material; Casual heuristic accepts when own material < 15.
const view: BoardView = {
pieces: {
e1: { color: 'w', type: 'k' },
a1: { color: 'w', type: 'r' },
},
toMove: 'w', inCheck: false,
};
const action = await brain.decide({
view, newAnnouncements: [], legalCandidates: [{ from: 'e1', to: 'e2' }],
attemptHistory: [], drawOfferFromOpponent: true, ply: 30,
});
expect(action.type).toBe('respond-draw');
if (action.type === 'respond-draw') expect(action.accept).toBe(true);
});
it('never voluntarily offers resign', async () => {
const brain = new CasualBrain({ seed: 1 });
await brain.init({ color: 'w', mode: 'blind', gameId: 'g1' });
for (let i = 0; i < 50; i++) {
const action = await brain.decide(makeInput({ ply: i }));
expect(action.type).not.toBe('resign');
}
});
it('seeded determinism: same seed + same input -> same move', async () => {
const candidates: CandidateMove[] = [
{ from: 'e2', to: 'e4' },
{ from: 'd2', to: 'd4' },
{ from: 'g1', to: 'f3' },
];
const a = new CasualBrain({ seed: 42 });
await a.init({ color: 'w', mode: 'blind', gameId: 'g1' });
const b = new CasualBrain({ seed: 42 });
await b.init({ color: 'w', mode: 'blind', gameId: 'g1' });
const aAct = await a.decide(makeInput({ legalCandidates: candidates }));
const bAct = await b.decide(makeInput({ legalCandidates: candidates }));
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' },
{ from: 'h2', to: 'h3' },
{ from: 'e2', to: 'e4' },
{ from: 'd2', to: 'd4' },
];
// Many seeds → assert e2 or d2 wins majority. The score gap (center pawn
// scores ~25 + 15*2 = 55 over flank pawn ~15*1 = 15) is well over the
// 0.01 random tiebreak, so center should win nearly always.
let centerHits = 0;
for (let s = 0; s < 20; s++) {
const b = new CasualBrain({ seed: s });
await b.init({ color: 'w', mode: 'blind', gameId: 'g1' });
const a = await b.decide(makeInput({ legalCandidates: candidates, ply: 0 }));
if (a.type === 'commit' && (a.from === 'e2' || a.from === 'd2')) centerHits++;
}
expect(centerHits).toBeGreaterThan(15);
});
});