Bug fixes
This commit is contained in:
@@ -17,6 +17,7 @@ public class ChessController(
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ILearnedWeightsStore weightsStore,
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IGameStore gameStore,
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ISelfPlayCoordinator selfPlay,
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AutoTrainingSettings autoTraining,
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IHubContext<ChessHub> chessHub) : ControllerBase
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{
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private static readonly TimeSpan _computerGameTimeout = TimeSpan.FromHours(1);
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@@ -106,6 +107,25 @@ public class ChessController(
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_ => ChessEngineKind.Custom
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};
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/// <summary>
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/// Current number of background auto-training games (and the allowed maximum). Auto-training
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/// itself runs only outside Development; this reflects the target the service is keeping.
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/// </summary>
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[HttpGet("autotrain")]
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public ActionResult GetAutoTrain() =>
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Ok(new { count = autoTraining.GameCount, max = AutoTrainingSettings.MaxGames });
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/// <summary>
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/// Set how many auto-training games run concurrently (clamped to 0..max; 0 pauses training).
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/// Takes effect live — the background service tops up or drains toward the new count.
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/// </summary>
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[HttpPost("autotrain")]
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public ActionResult SetAutoTrain([FromQuery] int count)
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{
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autoTraining.GameCount = count; // clamped inside the setter
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return Ok(new { count = autoTraining.GameCount, max = AutoTrainingSettings.MaxGames });
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}
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/// <summary>
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/// Joins the "pool" of chess players.
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/// Test code expects to receive a GUID for the player
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@@ -38,6 +38,11 @@
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</select>
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</fieldset>
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<button id="startCpuVsCpu" onclick="Spectate.startCpuGame()">Watch CPU vs CPU</button>
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<fieldset class="enginePicker">
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<legend>Auto-train games</legend>
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<input id="autoTrainCount" type="number" min="0" max="16" step="1" />
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<button id="applyAutoTrain" onclick="Spectate.setAutoTrainCount()">Apply</button>
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</fieldset>
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</div>
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<a id="backToPlay" href="/chess">← Play a game</a>
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<a id="viewWeights" href="/weights">View learned weights →</a>
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@@ -28,6 +28,7 @@ builder.Services.AddSingleton<IChessEngineFactory, ChessEngineFactory>();
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builder.Services.AddSingleton<IComputerMoveOrchestrator, ComputerMoveOrchestrator>();
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builder.Services.AddSingleton<IGameStore, GameStore>();
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builder.Services.AddSingleton<ISelfPlayCoordinator, SelfPlayCoordinator>();
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builder.Services.AddSingleton<AutoTrainingSettings>();
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if (!builder.Environment.IsDevelopment())
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{
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@@ -3,53 +3,71 @@ using JoshHeaps.Net.Services.Interfaces;
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namespace JoshHeaps.Net.Services.Implementations;
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/// <summary>
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/// Continuously trains the learned engine in the background: two self-play games run in
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/// parallel, the learned engine (skill 6) against Stockfish (skill 20), one with Stockfish as
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/// black and one as white. Each slot is independent — when its game finishes it immediately
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/// starts another under the same conditions, without waiting on the other slot. Registered
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/// only outside Development and gated by the ChessEngine:AutoTrain config flag.
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/// Continuously trains the learned engine in the background by keeping a configurable number of
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/// self-play games running — the learned engine (skill 6) against Stockfish (skill 20), alternating
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/// which color Stockfish takes so the model trains on both. The target count is read live from
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/// <see cref="AutoTrainingSettings"/> (adjustable from the website): when a game finishes another
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/// starts to refill the pool, raising the count starts more, and lowering it lets the surplus drain
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/// as games finish (0 pauses training). Registered only outside Development and gated by the
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/// ChessEngine:AutoTrain config flag.
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/// </summary>
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public sealed class AutoTrainingService(
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ISelfPlayCoordinator coordinator,
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AutoTrainingSettings settings,
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ILogger<AutoTrainingService> logger) : BackgroundService
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{
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private const int LearnedSkill = 6;
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private const int StockfishSkill = 20;
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private static readonly TimeSpan _restartBackoff = TimeSpan.FromSeconds(5);
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private static readonly TimeSpan _pollInterval = TimeSpan.FromSeconds(2);
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protected override Task ExecuteAsync(CancellationToken stoppingToken)
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protected override async Task ExecuteAsync(CancellationToken stoppingToken)
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{
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// Learned plays both colors so the model trains symmetrically; each slot is its own loop.
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var stockfishBlack = RunSlot(
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new SelfPlayConfig(ChessEngineKind.CustomLearned, LearnedSkill, ChessEngineKind.Stockfish, StockfishSkill),
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stoppingToken);
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var stockfishWhite = RunSlot(
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new SelfPlayConfig(ChessEngineKind.Stockfish, StockfishSkill, ChessEngineKind.CustomLearned, LearnedSkill),
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stoppingToken);
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var running = new List<Task>();
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int started = 0;
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return Task.WhenAll(stockfishBlack, stockfishWhite);
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}
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private async Task RunSlot(SelfPlayConfig config, CancellationToken stoppingToken)
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{
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while (!stoppingToken.IsCancellationRequested)
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{
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running.RemoveAll(t => t.IsCompleted);
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int desired = settings.GameCount;
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bool startFailed = false;
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while (running.Count < desired && !stoppingToken.IsCancellationRequested)
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{
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// Alternate Stockfish's color so the learned engine trains as both white and black.
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var config = started++ % 2 == 0
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? new SelfPlayConfig(ChessEngineKind.CustomLearned, LearnedSkill, ChessEngineKind.Stockfish, StockfishSkill)
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: new SelfPlayConfig(ChessEngineKind.Stockfish, StockfishSkill, ChessEngineKind.CustomLearned, LearnedSkill);
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try
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{
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await coordinator.StartGame(config, stoppingToken).Completion;
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}
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catch (OperationCanceledException)
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{
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break;
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var (_, completion) = coordinator.StartGame(config, stoppingToken);
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running.Add(completion);
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}
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catch (Exception ex)
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{
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// Most likely an engine failing to start (e.g. Stockfish). Back off so a
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// persistent failure doesn't spin a tight loop, then try again.
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logger.LogError(ex, "Auto-training game failed to start; retrying after backoff.");
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try { await Task.Delay(_restartBackoff, stoppingToken); }
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logger.LogError(ex, "Failed to start an auto-training game; retrying after backoff.");
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startFailed = true;
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break;
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}
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}
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try
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{
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if (startFailed)
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await Task.Delay(_restartBackoff, stoppingToken);
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else if (running.Count > 0)
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// Wake when any game finishes (to refill) or after a short poll (to pick up a
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// count increase promptly).
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await Task.WhenAny(Task.WhenAny(running), Task.Delay(_pollInterval, stoppingToken));
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else
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// Pool is empty (count is 0) — just poll for the count to change.
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await Task.Delay(_pollInterval, stoppingToken);
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}
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catch (OperationCanceledException) { break; }
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}
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}
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}
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}
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@@ -0,0 +1,31 @@
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using Microsoft.Extensions.Options;
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namespace JoshHeaps.Net.Services.Implementations;
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/// <summary>
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/// Runtime-adjustable auto-training settings. Singleton so the value set from the website (via the
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/// chess controller) is seen live by the background <see cref="AutoTrainingService"/>. Seeded from
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/// <see cref="ChessEngineOptions.AutoTrainGameCount"/> and clamped to a sane range.
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/// </summary>
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public sealed class AutoTrainingSettings
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{
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/// <summary>Upper bound on concurrent auto-training games (each spawns a Stockfish + a learned engine).</summary>
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public const int MaxGames = 16;
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private int _gameCount;
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public AutoTrainingSettings(IOptions<ChessEngineOptions> options)
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=> _gameCount = Clamp(options.Value.AutoTrainGameCount);
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/// <summary>
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/// Number of auto-training games to keep running concurrently. 0 pauses auto-training.
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/// Reads/writes are atomic; the background service reads this every cycle.
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/// </summary>
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public int GameCount
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{
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get => Volatile.Read(ref _gameCount);
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set => Volatile.Write(ref _gameCount, Clamp(value));
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}
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private static int Clamp(int n) => Math.Clamp(n, 0, MaxGames);
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}
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@@ -36,6 +36,13 @@ public sealed class ChessEngineOptions
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/// redeploy. Override via the <c>ChessEngine__AutoTrain</c> environment variable.
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/// </summary>
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public bool AutoTrain { get; set; } = true;
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/// <summary>
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/// How many auto-training games run concurrently (when <see cref="AutoTrain"/> is on). This is
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/// the starting value; it can be changed at runtime from the website. Override the default via
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/// the <c>ChessEngine__AutoTrainGameCount</c> environment variable.
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/// </summary>
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public int AutoTrainGameCount { get; set; } = 2;
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}
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/// <summary>Creates the configured <see cref="IChessEngine"/> per game.</summary>
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@@ -18,6 +18,10 @@ public sealed class SelfPlayCoordinator(
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private static readonly TimeSpan _selfPlayMoveDelay = TimeSpan.FromSeconds(1);
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private static readonly TimeSpan _selfPlayResultTimeout = TimeSpan.FromSeconds(30);
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// Abort a game if a single engine move takes longer than this — a stopgap for engines
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// (usually Stockfish) that occasionally freeze and would otherwise hang the game.
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private static readonly TimeSpan _moveTimeout = TimeSpan.FromSeconds(60);
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// Plies of random legal moves at the start of a training game, so self-play and
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// engine-vs-engine games explore different lines instead of replaying one game.
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private const int _openingRandomPlies = 4;
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@@ -61,11 +65,13 @@ public sealed class SelfPlayCoordinator(
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}
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/// <summary>
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/// Drives the game to completion, then trains from it. Never throws — a failure just ends
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/// the game (and the trainer is always freed), so callers can safely await or ignore it.
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/// Drives the game to completion, then trains from it. Never throws — a failure (or a frozen
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/// engine) just ends the game and the trainer is always freed, so callers can await or ignore.
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/// </summary>
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private async Task RunAsync(GameState gameState, CancellationToken cancellationToken)
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{
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bool aborted = false;
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try
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{
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// Give spectators a moment to join the SignalR group before the first move.
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@@ -81,21 +87,48 @@ public sealed class SelfPlayCoordinator(
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while (IsLive(gameState, cancellationToken))
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{
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await orchestrator.PlayAsync(gameState);
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await PlayMoveWithTimeoutAsync(gameState, cancellationToken);
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await Task.Delay(_selfPlayMoveDelay, cancellationToken);
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}
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}
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catch (OperationCanceledException) { /* service shutting down */ }
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catch (OperationCanceledException) { aborted = true; /* service shutting down */ }
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catch (TimeoutException)
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{
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aborted = true;
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Console.WriteLine($"Self-play game {gameState.GameId} aborted: a move took over " +
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$"{_moveTimeout.TotalSeconds:n0}s (likely a frozen engine).");
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}
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catch (Exception ex)
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{
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aborted = true;
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Console.WriteLine($"Self-play game {gameState.GameId} stopped: {ex.Message}");
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}
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ApplyLearning(gameState);
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// Leave the finished game in place briefly so spectators can see the result.
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// A clean finish lingers briefly so spectators see the result; an aborted/hung game is
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// torn down immediately so its engines (and any frozen Stockfish process) are released.
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if (gameStore.Contains(gameState.GameId))
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gameStore.ScheduleRemove(gameState.GameId, _selfPlayResultTimeout);
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gameStore.ScheduleRemove(gameState.GameId, aborted ? TimeSpan.Zero : _selfPlayResultTimeout);
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}
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/// <summary>
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/// Plays one engine move, abandoning it if it exceeds <see cref="_moveTimeout"/> (throwing
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/// <see cref="TimeoutException"/>). The abandoned move's eventual fault — it errors once the
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/// game's engines are disposed — is observed so it isn't an unobserved task exception.
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/// </summary>
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private async Task PlayMoveWithTimeoutAsync(GameState gameState, CancellationToken cancellationToken)
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{
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var play = orchestrator.PlayAsync(gameState);
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try
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{
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await play.WaitAsync(_moveTimeout, cancellationToken);
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}
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catch (TimeoutException)
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{
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_ = play.ContinueWith(static t => { _ = t.Exception; }, TaskScheduler.Default);
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throw;
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}
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}
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private bool IsLive(GameState gameState, CancellationToken cancellationToken) =>
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@@ -23,9 +23,40 @@ const Spectate = {
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}
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await this.refreshGames();
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await this.loadAutoTrainCount();
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setInterval(() => this.refreshGames(), 5000);
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},
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// Auto-training runs server-side; show its target count and let it be changed here.
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async loadAutoTrainCount() {
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const input = document.getElementById("autoTrainCount");
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if (!input) return;
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try {
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const response = await fetch("/api/chess/autotrain");
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const data = await response.json();
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input.max = data.max;
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// Don't clobber the value while the user is editing it.
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if (document.activeElement !== input)
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input.value = data.count;
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} catch {
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// Leave the control as-is if auto-training status can't be read.
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}
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},
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async setAutoTrainCount() {
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const input = document.getElementById("autoTrainCount");
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const count = Math.max(0, parseInt(input.value, 10) || 0);
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try {
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const response = await fetch(`/api/chess/autotrain?count=${count}`, { method: "POST" });
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const data = await response.json();
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input.value = data.count;
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} catch (err) {
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console.error("❌ Could not set the auto-training game count.", err);
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}
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},
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async startCpuGame() {
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const params = new URLSearchParams({
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whiteEngine: document.getElementById("whiteEngine").value,
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