Bug fixes
This commit is contained in:
@@ -0,0 +1,73 @@
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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 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 async Task ExecuteAsync(CancellationToken stoppingToken)
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{
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var running = new List<Task>();
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int started = 0;
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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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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, "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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@@ -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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@@ -29,6 +29,20 @@ public sealed class ChessEngineOptions
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/// clashes. Override via the <c>ChessEngine__WeightsPath</c> environment variable.
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/// </summary>
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public string? WeightsPath { get; set; }
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/// <summary>
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/// When true (and outside Development), a background service continuously plays the learned
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/// engine against Stockfish to train it. Set to false to stop auto-training without a
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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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@@ -0,0 +1,69 @@
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using System.Collections.Concurrent;
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using JoshHeaps.Net.Models;
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using JoshHeaps.Net.Services.Interfaces;
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namespace JoshHeaps.Net.Services.Implementations;
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/// <summary>
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/// In-memory game registry with a delayed-removal lifecycle. Singleton: the game state is
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/// process-wide, not per-request, so it lives in a service rather than static controller fields.
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/// </summary>
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public sealed class GameStore(ILearnedWeightsStore weightsStore) : IGameStore
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{
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private readonly ConcurrentDictionary<Guid, GameState> _games = [];
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private readonly ConcurrentDictionary<Guid, Task> _removalTasks = [];
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private readonly ConcurrentDictionary<Guid, CancellationTokenSource> _removalCts = [];
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public void Add(GameState game) => _games[game.GameId] = game;
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public bool TryGet(Guid id, out GameState game) => _games.TryGetValue(id, out game!);
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public bool Contains(Guid id) => _games.ContainsKey(id);
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public IReadOnlyCollection<GameState> All => [.. _games.Values];
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public void ScheduleRemove(Guid id, TimeSpan delay)
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{
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if (_removalCts.TryRemove(id, out var oldCts))
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{
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oldCts.Cancel();
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oldCts.Dispose();
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}
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var cts = new CancellationTokenSource();
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_removalCts[id] = cts;
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_removalTasks[id] = Task.Run(async () =>
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{
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try
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{
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await Task.Delay(delay, cts.Token);
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if (_games.TryGetValue(id, out var game))
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{
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if (game.WhiteComputer is not null)
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await game.WhiteComputer.DisposeAsync();
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if (game.BlackComputer is not null)
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await game.BlackComputer.DisposeAsync();
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// Free the trainer if the game never reached ApplyLearning (e.g. timed out).
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if (game.Trainer != nint.Zero)
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{
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weightsStore.DestroyTrainer(game.Trainer);
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game.Trainer = nint.Zero;
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}
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}
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_games.Remove(id, out _);
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}
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catch (OperationCanceledException) { }
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finally
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{
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if (_removalCts.TryGetValue(id, out var currentCts) && currentCts == cts)
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_removalCts.TryRemove(id, out _);
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cts.Dispose();
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}
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});
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}
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}
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@@ -0,0 +1,257 @@
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using JoshHeaps.Net.Models;
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using JoshHeaps.Net.Services.Interfaces;
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namespace JoshHeaps.Net.Services.Implementations;
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/// <summary>
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/// Runs CPU-vs-CPU games: builds the game and engines, plays a randomized opening (for training
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/// variety), drives the move loop to completion, then trains the learned engine from the result.
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/// </summary>
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public sealed class SelfPlayCoordinator(
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IChessService chessService,
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IChessEngineFactory engineFactory,
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IComputerMoveOrchestrator orchestrator,
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ILearnedWeightsStore weightsStore,
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IGameStore gameStore) : ISelfPlayCoordinator
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{
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private static readonly TimeSpan _computerGameTimeout = TimeSpan.FromHours(1);
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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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// Abandon a game that goes this long without a move being played — i.e. an engine (usually
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// Stockfish) that crashed or froze. The game is killed with no result recorded; if it was an
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// auto-training game the trainer schedules a replacement once this one's task completes.
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private static readonly TimeSpan _idleTimeout = 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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public (Guid GameId, Task Completion) StartGame(SelfPlayConfig config, CancellationToken cancellationToken = default)
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{
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var whiteComputer = engineFactory.Create(config.WhiteSkill, config.WhiteKind);
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IChessEngine blackComputer;
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try
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{
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blackComputer = engineFactory.Create(config.BlackSkill, config.BlackKind);
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}
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catch
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{
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// Don't leak the first engine if the second fails to start (e.g. Stockfish process).
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whiteComputer.DisposeAsync().AsTask().GetAwaiter().GetResult();
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throw;
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}
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var gameState = chessService.CreateNewGame();
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gameState.IsVsComputer = true;
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gameState.IsComputerVsComputer = true;
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gameState.WhiteJoined = true;
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gameState.BlackJoined = true;
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gameState.WhitePlayerId = Guid.NewGuid();
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gameState.BlackPlayerId = Guid.NewGuid();
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gameState.WhiteEngineKind = config.WhiteKind;
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gameState.BlackEngineKind = config.BlackKind;
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gameState.WhiteComputer = whiteComputer;
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gameState.BlackComputer = blackComputer;
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// When the learned engine is playing, attach a trainer so the outcome can train it.
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if (config.WhiteKind == ChessEngineKind.CustomLearned || config.BlackKind == ChessEngineKind.CustomLearned)
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gameState.Trainer = weightsStore.CreateTrainer();
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gameStore.Add(gameState);
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gameStore.ScheduleRemove(gameState.GameId, _computerGameTimeout);
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var completion = Task.Run(() => RunAsync(gameState, cancellationToken));
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return (gameState.GameId, completion);
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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 (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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await Task.Delay(_selfPlayMoveDelay, cancellationToken);
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// Training games open with random moves so they don't replay the same line.
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if (gameState.Trainer != nint.Zero)
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for (int i = 0; i < _openingRandomPlies && IsLive(gameState, cancellationToken); i++)
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{
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await orchestrator.PlayRandomMoveAsync(gameState);
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await Task.Delay(_selfPlayMoveDelay, cancellationToken);
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}
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var lastMoveCount = gameState.MoveHistory.Count;
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var lastProgress = DateTime.UtcNow;
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while (IsLive(gameState, cancellationToken))
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{
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await PlayMoveWithTimeoutAsync(gameState, cancellationToken);
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// Watchdog: abandon the game if it stops making moves (a crashed or frozen engine
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// can leave PlayAsync returning without progressing). Reset the clock on a real
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// move; otherwise bail once nothing has happened for the idle timeout.
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if (gameState.MoveHistory.Count != lastMoveCount)
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{
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lastMoveCount = gameState.MoveHistory.Count;
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lastProgress = DateTime.UtcNow;
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}
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else if (DateTime.UtcNow - lastProgress > _idleTimeout)
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throw new TimeoutException("no move played within the idle timeout");
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await Task.Delay(_selfPlayMoveDelay, cancellationToken);
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}
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}
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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($"Self-play game {gameState.GameId} abandoned: no move for over " +
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$"{_idleTimeout.TotalSeconds:n0}s (likely a crashed or 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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// A clean finish trains the learned engine; an abandoned game (cancelled, crashed, or
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// idle past the timeout) records nothing and just frees its trainer.
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if (aborted)
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DiscardTraining(gameState);
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else
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ApplyLearning(gameState);
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// A clean finish lingers briefly so spectators see the result; an abandoned game is torn
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// down immediately so its engines (and any crashed/frozen Stockfish process) are released.
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if (gameStore.Contains(gameState.GameId))
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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="_idleTimeout"/> (throwing
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/// <see cref="TimeoutException"/>) so a single hung move can't block the loop forever. The
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/// abandoned move's eventual fault — it errors once the game's engines are disposed — is
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/// 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(_idleTimeout, 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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!cancellationToken.IsCancellationRequested
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&& gameStore.Contains(gameState.GameId)
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&& !IsGameOver(gameState);
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private static bool IsGameOver(GameState gameState) =>
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gameState.IsCheckmate || gameState.IsStalemate || gameState.IsThreefoldRepetition || gameState.IsForfeited;
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/// <summary>
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/// Feeds a finished training game's result into the learned weights, then frees the trainer.
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/// A checkmate is a full-strength result; a material-imbalance draw is a half-strength win
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/// for the lower-material side (holding a draw while down material is a success; only drawing
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/// while up is a failure). A balanced draw, forfeit, or unfinished game teaches nothing.
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/// </summary>
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private void ApplyLearning(GameState gameState)
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{
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if (gameState.Trainer == nint.Zero)
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return;
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if (TryDetermineOutcome(gameState, out var winner, out var weight))
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weightsStore.ApplyResult(gameState.Trainer, winner, weight);
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weightsStore.DestroyTrainer(gameState.Trainer);
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gameState.Trainer = nint.Zero;
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}
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/// <summary>
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/// Frees an abandoned game's trainer without recording any result — a cancelled, crashed, or
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/// idle-timed-out game teaches the model nothing.
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/// </summary>
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private void DiscardTraining(GameState gameState)
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{
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if (gameState.Trainer == nint.Zero)
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return;
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weightsStore.DestroyTrainer(gameState.Trainer);
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gameState.Trainer = nint.Zero;
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}
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/// <summary>
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/// Determines the trainable outcome of a finished game: the winning color and the reward
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/// weight. Returns false when the game teaches nothing (balanced draw, forfeit, unfinished).
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/// </summary>
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private static bool TryDetermineOutcome(GameState gameState, out PieceColor winner, out double weight)
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{
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winner = PieceColor.White;
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weight = 1.0;
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if (gameState.IsCheckmate)
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{
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// The side to move is the mated one, so the winner is the other color.
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winner = gameState.CurrentPlayer == PieceColor.White ? PieceColor.Black : PieceColor.White;
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return true;
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}
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if (gameState.IsStalemate || gameState.IsThreefoldRepetition)
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{
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var (white, black) = MaterialCounts(gameState);
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if (white == black)
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return false; // a balanced draw carries no signal
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winner = white < black ? PieceColor.White : PieceColor.Black;
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weight = 0.5;
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return true;
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}
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return false; // forfeit / unfinished
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}
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/// <summary>Total non-king material per side (P=1, N=B=3, R=5, Q=9), for draw adjudication.</summary>
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private static (int white, int black) MaterialCounts(GameState gameState)
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{
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int white = 0, black = 0;
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for (int row = 0; row < 8; row++)
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for (int col = 0; col < 8; col++)
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{
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var piece = gameState.Board[row, col];
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if (piece is null)
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continue;
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int value = piece.Type switch
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{
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PieceType.Pawn => 1,
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PieceType.Knight => 3,
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PieceType.Bishop => 3,
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PieceType.Rook => 5,
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PieceType.Queen => 9,
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_ => 0
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};
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if (piece.Color == PieceColor.White)
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white += value;
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else
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black += value;
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}
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return (white, black);
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}
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}
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@@ -0,0 +1,29 @@
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using JoshHeaps.Net.Models;
|
||||
|
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namespace JoshHeaps.Net.Services.Interfaces;
|
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|
||||
/// <summary>
|
||||
/// Process-wide registry of in-memory games and their cleanup lifecycle. Shared by the HTTP
|
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/// controller (human and single-computer games) and the self-play coordinator (CPU-vs-CPU and
|
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/// auto-training games), so every game is reachable from one place for lookup and spectating.
|
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/// </summary>
|
||||
public interface IGameStore
|
||||
{
|
||||
/// <summary>Add (or replace) a game in the registry.</summary>
|
||||
void Add(GameState game);
|
||||
|
||||
/// <summary>Look a game up by id.</summary>
|
||||
bool TryGet(Guid id, out GameState game);
|
||||
|
||||
/// <summary>Whether a game with this id is still in the registry.</summary>
|
||||
bool Contains(Guid id);
|
||||
|
||||
/// <summary>Snapshot of all games currently in the registry.</summary>
|
||||
IReadOnlyCollection<GameState> All { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Schedule removal of a game after <paramref name="delay"/>, cancelling any prior schedule
|
||||
/// for it. On removal the game's engines are disposed and any training accumulator freed.
|
||||
/// </summary>
|
||||
void ScheduleRemove(Guid id, TimeSpan delay);
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
using JoshHeaps.Net.Services.Implementations;
|
||||
|
||||
namespace JoshHeaps.Net.Services.Interfaces;
|
||||
|
||||
/// <summary>Per-side engine and strength for a CPU-vs-CPU game.</summary>
|
||||
public sealed record SelfPlayConfig(
|
||||
ChessEngineKind WhiteKind, int WhiteSkill,
|
||||
ChessEngineKind BlackKind, int BlackSkill);
|
||||
|
||||
/// <summary>
|
||||
/// Creates and runs CPU-vs-CPU games to completion: randomized opening, move loop, and (when
|
||||
/// the learned engine plays) feeding the result back into the learned weights. Used by the
|
||||
/// spectator "watch" endpoint and by the auto-trainer.
|
||||
/// </summary>
|
||||
public interface ISelfPlayCoordinator
|
||||
{
|
||||
/// <summary>
|
||||
/// Create, register, and start running a self-play game. Returns immediately with the new
|
||||
/// game's id and a task that completes when the game finishes (or is cancelled). Callers
|
||||
/// that only need the id can ignore the task; the auto-trainer awaits it to start the next.
|
||||
/// </summary>
|
||||
(Guid GameId, Task Completion) StartGame(SelfPlayConfig config, CancellationToken cancellationToken = default);
|
||||
}
|
||||
Reference in New Issue
Block a user