auto train
This commit is contained in:
@@ -4,7 +4,6 @@ using JoshHeaps.Net.Services.Implementations;
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using JoshHeaps.Net.Services.Interfaces;
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using JoshHeaps.Net.Services.Interfaces;
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.AspNetCore.SignalR;
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using Microsoft.AspNetCore.SignalR;
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using System.Collections.Concurrent;
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namespace JoshHeaps.Net.Controllers;
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namespace JoshHeaps.Net.Controllers;
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@@ -16,24 +15,13 @@ public class ChessController(
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IChessEngineFactory engineFactory,
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IChessEngineFactory engineFactory,
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IComputerMoveOrchestrator orchestrator,
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IComputerMoveOrchestrator orchestrator,
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ILearnedWeightsStore weightsStore,
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ILearnedWeightsStore weightsStore,
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IGameStore gameStore,
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ISelfPlayCoordinator selfPlay,
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IHubContext<ChessHub> chessHub) : ControllerBase
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IHubContext<ChessHub> chessHub) : ControllerBase
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{
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{
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/// <summary>
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/// Store of ongoing games.
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/// </summary>
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private static readonly ConcurrentDictionary<Guid, GameState> _games = [];
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private static readonly ConcurrentDictionary<Guid, Task> _gameRemovalTasks = [];
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private static readonly ConcurrentDictionary<Guid, CancellationTokenSource> _gameRemovalCancellationTokens = [];
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private static readonly TimeSpan _computerGameTimeout = TimeSpan.FromHours(1);
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private static readonly TimeSpan _computerGameTimeout = TimeSpan.FromHours(1);
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private static readonly TimeSpan _multiplayerGameTimeout = TimeSpan.FromDays(1);
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private static readonly TimeSpan _multiplayerGameTimeout = TimeSpan.FromDays(1);
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private static readonly TimeSpan _gameCleanupTimeout = TimeSpan.FromMinutes(1);
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private static readonly TimeSpan _gameCleanupTimeout = TimeSpan.FromMinutes(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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// 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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/// <summary>
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/// <summary>
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/// Create a new chess game and store it in-memory.
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/// Create a new chess game and store it in-memory.
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@@ -43,7 +31,7 @@ public class ChessController(
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public ActionResult CreateGame(int difficulty = 20, string color = "random")
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public ActionResult CreateGame(int difficulty = 20, string color = "random")
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{
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{
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var gameState = chessService.CreateNewGame();
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var gameState = chessService.CreateNewGame();
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_games[gameState.GameId] = gameState;
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gameStore.Add(gameState);
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gameState.IsVsComputer = true;
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gameState.IsVsComputer = true;
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gameState.WhiteJoined = true;
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gameState.WhiteJoined = true;
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@@ -78,7 +66,7 @@ public class ChessController(
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});
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});
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}
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}
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ScheduleRemoveGame(gameState.GameId, _computerGameTimeout);
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gameStore.ScheduleRemove(gameState.GameId, _computerGameTimeout);
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return Ok(new
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return Ok(new
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{
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{
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@@ -102,31 +90,13 @@ public class ChessController(
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int? whiteSkill = null,
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int? whiteSkill = null,
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int? blackSkill = null)
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int? blackSkill = null)
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{
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{
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var whiteKind = ParseEngineKind(whiteEngine);
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var config = new SelfPlayConfig(
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var blackKind = ParseEngineKind(blackEngine);
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ParseEngineKind(whiteEngine), whiteSkill ?? difficulty,
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ParseEngineKind(blackEngine), blackSkill ?? difficulty);
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var gameState = chessService.CreateNewGame();
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var (gameId, _) = selfPlay.StartGame(config);
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_games[gameState.GameId] = gameState;
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gameState.IsVsComputer = true;
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return Ok(new { GameId = gameId });
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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 = whiteKind;
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gameState.BlackEngineKind = blackKind;
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gameState.WhiteComputer = engineFactory.Create(whiteSkill ?? difficulty, whiteKind);
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gameState.BlackComputer = engineFactory.Create(blackSkill ?? difficulty, blackKind);
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// When the learned engine is playing, attach a trainer so the outcome can train it.
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if (whiteKind == ChessEngineKind.CustomLearned || blackKind == ChessEngineKind.CustomLearned)
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gameState.Trainer = weightsStore.CreateTrainer();
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ScheduleRemoveGame(gameState.GameId, _computerGameTimeout);
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StartSelfPlay(gameState);
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return Ok(new { gameState.GameId });
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}
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}
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private static ChessEngineKind ParseEngineKind(string value) => value.ToLowerInvariant() switch
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private static ChessEngineKind ParseEngineKind(string value) => value.ToLowerInvariant() switch
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@@ -145,12 +115,12 @@ public class ChessController(
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public ActionResult JoinGame()
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public ActionResult JoinGame()
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{
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{
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Console.WriteLine("joining game");
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Console.WriteLine("joining game");
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GameState? gameState = _games.Values.FirstOrDefault(g => g.IsOpen);
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GameState? gameState = gameStore.All.FirstOrDefault(g => g.IsOpen);
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if (gameState == null)
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if (gameState == null)
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{
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{
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gameState = chessService.CreateNewGame();
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gameState = chessService.CreateNewGame();
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_games[gameState.GameId] = gameState;
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gameStore.Add(gameState);
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}
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}
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Guid playerId = Guid.NewGuid();
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Guid playerId = Guid.NewGuid();
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@@ -168,7 +138,7 @@ public class ChessController(
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isWhite = false;
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isWhite = false;
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}
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}
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ScheduleRemoveGame(gameState.GameId, _multiplayerGameTimeout);
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gameStore.ScheduleRemove(gameState.GameId, _multiplayerGameTimeout);
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return Ok(new
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return Ok(new
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{
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{
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@@ -184,7 +154,7 @@ public class ChessController(
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[HttpGet("active")]
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[HttpGet("active")]
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public ActionResult GetActiveGames()
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public ActionResult GetActiveGames()
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{
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{
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var activeGames = _games.Values
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var activeGames = gameStore.All
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// In-progress games, plus finished computer-vs-computer games still in their result window.
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// In-progress games, plus finished computer-vs-computer games still in their result window.
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.Where(g => g.WhiteJoined && g.BlackJoined
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.Where(g => g.WhiteJoined && g.BlackJoined
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&& ((!g.IsCheckmate && !g.IsStalemate && !g.IsForfeited && !g.IsThreefoldRepetition) || g.IsComputerVsComputer))
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&& ((!g.IsCheckmate && !g.IsStalemate && !g.IsForfeited && !g.IsThreefoldRepetition) || g.IsComputerVsComputer))
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@@ -230,7 +200,7 @@ public class ChessController(
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[HttpGet("{gameId}")]
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[HttpGet("{gameId}")]
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public ActionResult GetGameState(Guid gameId)
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public ActionResult GetGameState(Guid gameId)
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{
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{
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if (!_games.TryGetValue(gameId, out var gameState))
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if (!gameStore.TryGet(gameId, out var gameState))
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return NotFound("Game not found");
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return NotFound("Game not found");
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return Ok(gameState.ToDto());
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return Ok(gameState.ToDto());
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@@ -243,7 +213,7 @@ public class ChessController(
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[HttpPost("move")]
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[HttpPost("move")]
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public async Task<ActionResult> MakeMove([FromBody] MoveDto moveDto)
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public async Task<ActionResult> MakeMove([FromBody] MoveDto moveDto)
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{
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{
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if (!_games.TryGetValue(moveDto.GameId, out var gameState))
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if (!gameStore.TryGet(moveDto.GameId, out var gameState))
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return NotFound("Game not found");
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return NotFound("Game not found");
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// Check if player is authorized to move
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// Check if player is authorized to move
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@@ -270,11 +240,11 @@ public class ChessController(
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var isGameOver = result.IsCheckmate || result.IsStalemate || result.IsThreefoldRepetition;
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var isGameOver = result.IsCheckmate || result.IsStalemate || result.IsThreefoldRepetition;
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if (isGameOver)
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if (isGameOver)
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ScheduleRemoveGame(gameState.GameId, _gameCleanupTimeout);
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gameStore.ScheduleRemove(gameState.GameId, _gameCleanupTimeout);
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else if (gameState.IsVsComputer)
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else if (gameState.IsVsComputer)
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ScheduleRemoveGame(gameState.GameId, _computerGameTimeout);
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gameStore.ScheduleRemove(gameState.GameId, _computerGameTimeout);
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else
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else
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ScheduleRemoveGame(gameState.GameId, _multiplayerGameTimeout);
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gameStore.ScheduleRemove(gameState.GameId, _multiplayerGameTimeout);
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var state = gameState.ToDto();
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var state = gameState.ToDto();
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@@ -301,7 +271,7 @@ public class ChessController(
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[HttpPost("forfeit")]
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[HttpPost("forfeit")]
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public async Task<ActionResult> Forfeit([FromBody] ForfeitDto forfeit)
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public async Task<ActionResult> Forfeit([FromBody] ForfeitDto forfeit)
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{
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{
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if (!_games.TryGetValue(forfeit.GameId, out var gameState))
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if (!gameStore.TryGet(forfeit.GameId, out var gameState))
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return NotFound("Game not found");
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return NotFound("Game not found");
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if (gameState.IsCheckmate || gameState.IsStalemate || gameState.IsForfeited)
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if (gameState.IsCheckmate || gameState.IsStalemate || gameState.IsForfeited)
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@@ -319,7 +289,7 @@ public class ChessController(
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await chessHub.Clients.Group(gameState.GameId.ToString())
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await chessHub.Clients.Group(gameState.GameId.ToString())
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.SendAsync("ReceiveGameOver", gameState.GameId.ToString(), gameState.Winner.ToString(), "forfeit");
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.SendAsync("ReceiveGameOver", gameState.GameId.ToString(), gameState.Winner.ToString(), "forfeit");
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ScheduleRemoveGame(gameState.GameId, _gameCleanupTimeout);
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gameStore.ScheduleRemove(gameState.GameId, _gameCleanupTimeout);
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return Ok();
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return Ok();
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}
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}
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@@ -330,7 +300,7 @@ public class ChessController(
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[HttpGet("{gameId}/pgn")]
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[HttpGet("{gameId}/pgn")]
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public ActionResult GetPgn(Guid gameId)
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public ActionResult GetPgn(Guid gameId)
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{
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{
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if (!_games.TryGetValue(gameId, out var gameState))
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if (!gameStore.TryGet(gameId, out var gameState))
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return NotFound("Game not found");
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return NotFound("Game not found");
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return Content(gameState.ToPgn(), "application/x-chess-pgn");
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return Content(gameState.ToPgn(), "application/x-chess-pgn");
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@@ -342,7 +312,7 @@ public class ChessController(
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[HttpGet("{gameId}/legalMoves/{pieceId}")]
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[HttpGet("{gameId}/legalMoves/{pieceId}")]
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public ActionResult GetLegalMoves(Guid gameId, string pieceId)
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public ActionResult GetLegalMoves(Guid gameId, string pieceId)
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{
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{
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if (!_games.TryGetValue(gameId, out var gameState))
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if (!gameStore.TryGet(gameId, out var gameState))
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return NotFound("Game not found");
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return NotFound("Game not found");
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var moves = chessService.GetLegalMovesForPiece(gameState, pieceId);
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var moves = chessService.GetLegalMovesForPiece(gameState, pieceId);
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@@ -356,7 +326,7 @@ public class ChessController(
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[HttpGet("{gameId}/legalMoves")]
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[HttpGet("{gameId}/legalMoves")]
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public ActionResult GetAllLegalMoves(Guid gameId)
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public ActionResult GetAllLegalMoves(Guid gameId)
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{
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{
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if (!_games.TryGetValue(gameId, out var gameState))
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if (!gameStore.TryGet(gameId, out var gameState))
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return NotFound("Game not found");
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return NotFound("Game not found");
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var allMoves = chessService.GetAllLegalMoves(gameState)
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var allMoves = chessService.GetAllLegalMoves(gameState)
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@@ -369,180 +339,4 @@ public class ChessController(
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return Ok(allMoves);
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return Ok(allMoves);
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}
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}
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/// <summary>
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/// Drives a computer-vs-computer game: keeps asking the side-to-move's engine for its
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/// move (which applies and broadcasts it) until the game ends or is removed. Training
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/// games get a randomized opening and feed their result back into the learned weights.
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/// </summary>
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private void StartSelfPlay(GameState gameState)
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{
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queue.Queue(async () =>
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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(TimeSpan.FromSeconds(1));
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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 && _games.ContainsKey(gameState.GameId) && !IsGameOver(gameState); i++)
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{
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await orchestrator.PlayRandomMoveAsync(gameState);
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await Task.Delay(_selfPlayMoveDelay);
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}
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while (_games.ContainsKey(gameState.GameId) && !IsGameOver(gameState))
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{
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try
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{
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await orchestrator.PlayAsync(gameState);
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}
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catch (Exception ex)
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{
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Console.WriteLine($"Self-play game {gameState.GameId} stopped: {ex.Message}");
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break;
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}
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await Task.Delay(_selfPlayMoveDelay);
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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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if (_games.ContainsKey(gameState.GameId))
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ScheduleRemoveGame(gameState.GameId, _selfPlayResultTimeout);
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});
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}
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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
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/// trainer. Both sides teach the table — the winner's squares/features up, the loser's
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/// down. A checkmate is a full-strength result; a material-imbalance draw is a half-
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/// strength win for the lower-material side (holding a draw while down material is a
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/// success; only drawing while up is a failure). A balanced draw, forfeit, or unfinished
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/// game teaches nothing (but the trainer is still freed).
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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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/// 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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private static void ScheduleRemoveGame(Guid id, TimeSpan delay)
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{
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|
||||||
if (_gameRemovalCancellationTokens.TryRemove(id, out var oldCts))
|
|
||||||
{
|
|
||||||
oldCts.Cancel();
|
|
||||||
oldCts.Dispose();
|
|
||||||
}
|
|
||||||
|
|
||||||
var cts = new CancellationTokenSource();
|
|
||||||
_gameRemovalCancellationTokens[id] = cts;
|
|
||||||
|
|
||||||
_gameRemovalTasks[id] = Task.Run(async () =>
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
await Task.Delay(delay, cts.Token);
|
|
||||||
|
|
||||||
if (_games.TryGetValue(id, out var game))
|
|
||||||
{
|
|
||||||
if (game.WhiteComputer is not null)
|
|
||||||
await game.WhiteComputer.DisposeAsync();
|
|
||||||
if (game.BlackComputer is not null)
|
|
||||||
await game.BlackComputer.DisposeAsync();
|
|
||||||
|
|
||||||
// Free the trainer if the game never reached ApplyLearning (e.g. timed out).
|
|
||||||
// The native ABI is shared via CustomChessEngine's import resolver.
|
|
||||||
if (game.Trainer != nint.Zero)
|
|
||||||
{
|
|
||||||
CustomChessEngine.NativeMethods.trainer_destroy(game.Trainer);
|
|
||||||
game.Trainer = nint.Zero;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
_games.Remove(id, out _);
|
|
||||||
}
|
|
||||||
catch (OperationCanceledException) { }
|
|
||||||
finally
|
|
||||||
{
|
|
||||||
if (_gameRemovalCancellationTokens.TryGetValue(id, out var currentCts) && currentCts == cts)
|
|
||||||
{
|
|
||||||
_gameRemovalCancellationTokens.TryRemove(id, out _);
|
|
||||||
}
|
|
||||||
|
|
||||||
cts.Dispose();
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -26,10 +26,19 @@ builder.Services.Configure<ChessEngineOptions>(configuration.GetSection(ChessEng
|
|||||||
builder.Services.AddSingleton<ILearnedWeightsStore, LearnedWeightsStore>();
|
builder.Services.AddSingleton<ILearnedWeightsStore, LearnedWeightsStore>();
|
||||||
builder.Services.AddSingleton<IChessEngineFactory, ChessEngineFactory>();
|
builder.Services.AddSingleton<IChessEngineFactory, ChessEngineFactory>();
|
||||||
builder.Services.AddSingleton<IComputerMoveOrchestrator, ComputerMoveOrchestrator>();
|
builder.Services.AddSingleton<IComputerMoveOrchestrator, ComputerMoveOrchestrator>();
|
||||||
|
builder.Services.AddSingleton<IGameStore, GameStore>();
|
||||||
|
builder.Services.AddSingleton<ISelfPlayCoordinator, SelfPlayCoordinator>();
|
||||||
|
|
||||||
if (!builder.Environment.IsDevelopment())
|
if (!builder.Environment.IsDevelopment())
|
||||||
|
{
|
||||||
builder.Services.AddHostedService<AutoIpUpdateService>();
|
builder.Services.AddHostedService<AutoIpUpdateService>();
|
||||||
|
|
||||||
|
// Continuously train the learned engine against Stockfish in the background. Toggle off
|
||||||
|
// via ChessEngine:AutoTrain (env ChessEngine__AutoTrain=false) without a redeploy.
|
||||||
|
if (configuration.GetValue($"{ChessEngineOptions.SectionName}:{nameof(ChessEngineOptions.AutoTrain)}", true))
|
||||||
|
builder.Services.AddHostedService<AutoTrainingService>();
|
||||||
|
}
|
||||||
|
|
||||||
var app = builder.Build();
|
var app = builder.Build();
|
||||||
|
|
||||||
// Configure the HTTP request pipeline.
|
// Configure the HTTP request pipeline.
|
||||||
|
|||||||
@@ -0,0 +1,55 @@
|
|||||||
|
using JoshHeaps.Net.Services.Interfaces;
|
||||||
|
|
||||||
|
namespace JoshHeaps.Net.Services.Implementations;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Continuously trains the learned engine in the background: two self-play games run in
|
||||||
|
/// parallel, the learned engine (skill 6) against Stockfish (skill 20), one with Stockfish as
|
||||||
|
/// black and one as white. Each slot is independent — when its game finishes it immediately
|
||||||
|
/// starts another under the same conditions, without waiting on the other slot. Registered
|
||||||
|
/// only outside Development and gated by the ChessEngine:AutoTrain config flag.
|
||||||
|
/// </summary>
|
||||||
|
public sealed class AutoTrainingService(
|
||||||
|
ISelfPlayCoordinator coordinator,
|
||||||
|
ILogger<AutoTrainingService> logger) : BackgroundService
|
||||||
|
{
|
||||||
|
private const int LearnedSkill = 6;
|
||||||
|
private const int StockfishSkill = 20;
|
||||||
|
private static readonly TimeSpan _restartBackoff = TimeSpan.FromSeconds(5);
|
||||||
|
|
||||||
|
protected override Task ExecuteAsync(CancellationToken stoppingToken)
|
||||||
|
{
|
||||||
|
// Learned plays both colors so the model trains symmetrically; each slot is its own loop.
|
||||||
|
var stockfishBlack = RunSlot(
|
||||||
|
new SelfPlayConfig(ChessEngineKind.CustomLearned, LearnedSkill, ChessEngineKind.Stockfish, StockfishSkill),
|
||||||
|
stoppingToken);
|
||||||
|
var stockfishWhite = RunSlot(
|
||||||
|
new SelfPlayConfig(ChessEngineKind.Stockfish, StockfishSkill, ChessEngineKind.CustomLearned, LearnedSkill),
|
||||||
|
stoppingToken);
|
||||||
|
|
||||||
|
return Task.WhenAll(stockfishBlack, stockfishWhite);
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task RunSlot(SelfPlayConfig config, CancellationToken stoppingToken)
|
||||||
|
{
|
||||||
|
while (!stoppingToken.IsCancellationRequested)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
await coordinator.StartGame(config, stoppingToken).Completion;
|
||||||
|
}
|
||||||
|
catch (OperationCanceledException)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
// Most likely an engine failing to start (e.g. Stockfish). Back off so a
|
||||||
|
// persistent failure doesn't spin a tight loop, then try again.
|
||||||
|
logger.LogError(ex, "Auto-training game failed to start; retrying after backoff.");
|
||||||
|
try { await Task.Delay(_restartBackoff, stoppingToken); }
|
||||||
|
catch (OperationCanceledException) { break; }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -29,6 +29,13 @@ public sealed class ChessEngineOptions
|
|||||||
/// clashes. Override via the <c>ChessEngine__WeightsPath</c> environment variable.
|
/// clashes. Override via the <c>ChessEngine__WeightsPath</c> environment variable.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public string? WeightsPath { get; set; }
|
public string? WeightsPath { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// When true (and outside Development), a background service continuously plays the learned
|
||||||
|
/// engine against Stockfish to train it. Set to false to stop auto-training without a
|
||||||
|
/// redeploy. Override via the <c>ChessEngine__AutoTrain</c> environment variable.
|
||||||
|
/// </summary>
|
||||||
|
public bool AutoTrain { get; set; } = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Creates the configured <see cref="IChessEngine"/> per game.</summary>
|
/// <summary>Creates the configured <see cref="IChessEngine"/> per game.</summary>
|
||||||
|
|||||||
@@ -0,0 +1,69 @@
|
|||||||
|
using System.Collections.Concurrent;
|
||||||
|
using JoshHeaps.Net.Models;
|
||||||
|
using JoshHeaps.Net.Services.Interfaces;
|
||||||
|
|
||||||
|
namespace JoshHeaps.Net.Services.Implementations;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// In-memory game registry with a delayed-removal lifecycle. Singleton: the game state is
|
||||||
|
/// process-wide, not per-request, so it lives in a service rather than static controller fields.
|
||||||
|
/// </summary>
|
||||||
|
public sealed class GameStore(ILearnedWeightsStore weightsStore) : IGameStore
|
||||||
|
{
|
||||||
|
private readonly ConcurrentDictionary<Guid, GameState> _games = [];
|
||||||
|
private readonly ConcurrentDictionary<Guid, Task> _removalTasks = [];
|
||||||
|
private readonly ConcurrentDictionary<Guid, CancellationTokenSource> _removalCts = [];
|
||||||
|
|
||||||
|
public void Add(GameState game) => _games[game.GameId] = game;
|
||||||
|
|
||||||
|
public bool TryGet(Guid id, out GameState game) => _games.TryGetValue(id, out game!);
|
||||||
|
|
||||||
|
public bool Contains(Guid id) => _games.ContainsKey(id);
|
||||||
|
|
||||||
|
public IReadOnlyCollection<GameState> All => [.. _games.Values];
|
||||||
|
|
||||||
|
public void ScheduleRemove(Guid id, TimeSpan delay)
|
||||||
|
{
|
||||||
|
if (_removalCts.TryRemove(id, out var oldCts))
|
||||||
|
{
|
||||||
|
oldCts.Cancel();
|
||||||
|
oldCts.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
var cts = new CancellationTokenSource();
|
||||||
|
_removalCts[id] = cts;
|
||||||
|
|
||||||
|
_removalTasks[id] = Task.Run(async () =>
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
await Task.Delay(delay, cts.Token);
|
||||||
|
|
||||||
|
if (_games.TryGetValue(id, out var game))
|
||||||
|
{
|
||||||
|
if (game.WhiteComputer is not null)
|
||||||
|
await game.WhiteComputer.DisposeAsync();
|
||||||
|
if (game.BlackComputer is not null)
|
||||||
|
await game.BlackComputer.DisposeAsync();
|
||||||
|
|
||||||
|
// Free the trainer if the game never reached ApplyLearning (e.g. timed out).
|
||||||
|
if (game.Trainer != nint.Zero)
|
||||||
|
{
|
||||||
|
weightsStore.DestroyTrainer(game.Trainer);
|
||||||
|
game.Trainer = nint.Zero;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_games.Remove(id, out _);
|
||||||
|
}
|
||||||
|
catch (OperationCanceledException) { }
|
||||||
|
finally
|
||||||
|
{
|
||||||
|
if (_removalCts.TryGetValue(id, out var currentCts) && currentCts == cts)
|
||||||
|
_removalCts.TryRemove(id, out _);
|
||||||
|
|
||||||
|
cts.Dispose();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,189 @@
|
|||||||
|
using JoshHeaps.Net.Models;
|
||||||
|
using JoshHeaps.Net.Services.Interfaces;
|
||||||
|
|
||||||
|
namespace JoshHeaps.Net.Services.Implementations;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Runs CPU-vs-CPU games: builds the game and engines, plays a randomized opening (for training
|
||||||
|
/// variety), drives the move loop to completion, then trains the learned engine from the result.
|
||||||
|
/// </summary>
|
||||||
|
public sealed class SelfPlayCoordinator(
|
||||||
|
IChessService chessService,
|
||||||
|
IChessEngineFactory engineFactory,
|
||||||
|
IComputerMoveOrchestrator orchestrator,
|
||||||
|
ILearnedWeightsStore weightsStore,
|
||||||
|
IGameStore gameStore) : ISelfPlayCoordinator
|
||||||
|
{
|
||||||
|
private static readonly TimeSpan _computerGameTimeout = TimeSpan.FromHours(1);
|
||||||
|
private static readonly TimeSpan _selfPlayMoveDelay = TimeSpan.FromSeconds(1);
|
||||||
|
private static readonly TimeSpan _selfPlayResultTimeout = TimeSpan.FromSeconds(30);
|
||||||
|
|
||||||
|
// Plies of random legal moves at the start of a training game, so self-play and
|
||||||
|
// engine-vs-engine games explore different lines instead of replaying one game.
|
||||||
|
private const int _openingRandomPlies = 4;
|
||||||
|
|
||||||
|
public (Guid GameId, Task Completion) StartGame(SelfPlayConfig config, CancellationToken cancellationToken = default)
|
||||||
|
{
|
||||||
|
var whiteComputer = engineFactory.Create(config.WhiteSkill, config.WhiteKind);
|
||||||
|
IChessEngine blackComputer;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
blackComputer = engineFactory.Create(config.BlackSkill, config.BlackKind);
|
||||||
|
}
|
||||||
|
catch
|
||||||
|
{
|
||||||
|
// Don't leak the first engine if the second fails to start (e.g. Stockfish process).
|
||||||
|
whiteComputer.DisposeAsync().AsTask().GetAwaiter().GetResult();
|
||||||
|
throw;
|
||||||
|
}
|
||||||
|
|
||||||
|
var gameState = chessService.CreateNewGame();
|
||||||
|
gameState.IsVsComputer = true;
|
||||||
|
gameState.IsComputerVsComputer = true;
|
||||||
|
gameState.WhiteJoined = true;
|
||||||
|
gameState.BlackJoined = true;
|
||||||
|
gameState.WhitePlayerId = Guid.NewGuid();
|
||||||
|
gameState.BlackPlayerId = Guid.NewGuid();
|
||||||
|
gameState.WhiteEngineKind = config.WhiteKind;
|
||||||
|
gameState.BlackEngineKind = config.BlackKind;
|
||||||
|
gameState.WhiteComputer = whiteComputer;
|
||||||
|
gameState.BlackComputer = blackComputer;
|
||||||
|
|
||||||
|
// When the learned engine is playing, attach a trainer so the outcome can train it.
|
||||||
|
if (config.WhiteKind == ChessEngineKind.CustomLearned || config.BlackKind == ChessEngineKind.CustomLearned)
|
||||||
|
gameState.Trainer = weightsStore.CreateTrainer();
|
||||||
|
|
||||||
|
gameStore.Add(gameState);
|
||||||
|
gameStore.ScheduleRemove(gameState.GameId, _computerGameTimeout);
|
||||||
|
|
||||||
|
var completion = Task.Run(() => RunAsync(gameState, cancellationToken));
|
||||||
|
return (gameState.GameId, completion);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Drives the game to completion, then trains from it. Never throws — a failure just ends
|
||||||
|
/// the game (and the trainer is always freed), so callers can safely await or ignore it.
|
||||||
|
/// </summary>
|
||||||
|
private async Task RunAsync(GameState gameState, CancellationToken cancellationToken)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
// Give spectators a moment to join the SignalR group before the first move.
|
||||||
|
await Task.Delay(_selfPlayMoveDelay, cancellationToken);
|
||||||
|
|
||||||
|
// Training games open with random moves so they don't replay the same line.
|
||||||
|
if (gameState.Trainer != nint.Zero)
|
||||||
|
for (int i = 0; i < _openingRandomPlies && IsLive(gameState, cancellationToken); i++)
|
||||||
|
{
|
||||||
|
await orchestrator.PlayRandomMoveAsync(gameState);
|
||||||
|
await Task.Delay(_selfPlayMoveDelay, cancellationToken);
|
||||||
|
}
|
||||||
|
|
||||||
|
while (IsLive(gameState, cancellationToken))
|
||||||
|
{
|
||||||
|
await orchestrator.PlayAsync(gameState);
|
||||||
|
await Task.Delay(_selfPlayMoveDelay, cancellationToken);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (OperationCanceledException) { /* service shutting down */ }
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"Self-play game {gameState.GameId} stopped: {ex.Message}");
|
||||||
|
}
|
||||||
|
|
||||||
|
ApplyLearning(gameState);
|
||||||
|
|
||||||
|
// Leave the finished game in place briefly so spectators can see the result.
|
||||||
|
if (gameStore.Contains(gameState.GameId))
|
||||||
|
gameStore.ScheduleRemove(gameState.GameId, _selfPlayResultTimeout);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool IsLive(GameState gameState, CancellationToken cancellationToken) =>
|
||||||
|
!cancellationToken.IsCancellationRequested
|
||||||
|
&& gameStore.Contains(gameState.GameId)
|
||||||
|
&& !IsGameOver(gameState);
|
||||||
|
|
||||||
|
private static bool IsGameOver(GameState gameState) =>
|
||||||
|
gameState.IsCheckmate || gameState.IsStalemate || gameState.IsThreefoldRepetition || gameState.IsForfeited;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Feeds a finished training game's result into the learned weights, then frees the trainer.
|
||||||
|
/// A checkmate is a full-strength result; a material-imbalance draw is a half-strength win
|
||||||
|
/// for the lower-material side (holding a draw while down material is a success; only drawing
|
||||||
|
/// while up is a failure). A balanced draw, forfeit, or unfinished game teaches nothing.
|
||||||
|
/// </summary>
|
||||||
|
private void ApplyLearning(GameState gameState)
|
||||||
|
{
|
||||||
|
if (gameState.Trainer == nint.Zero)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (TryDetermineOutcome(gameState, out var winner, out var weight))
|
||||||
|
weightsStore.ApplyResult(gameState.Trainer, winner, weight);
|
||||||
|
|
||||||
|
weightsStore.DestroyTrainer(gameState.Trainer);
|
||||||
|
gameState.Trainer = nint.Zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Determines the trainable outcome of a finished game: the winning color and the reward
|
||||||
|
/// weight. Returns false when the game teaches nothing (balanced draw, forfeit, unfinished).
|
||||||
|
/// </summary>
|
||||||
|
private static bool TryDetermineOutcome(GameState gameState, out PieceColor winner, out double weight)
|
||||||
|
{
|
||||||
|
winner = PieceColor.White;
|
||||||
|
weight = 1.0;
|
||||||
|
|
||||||
|
if (gameState.IsCheckmate)
|
||||||
|
{
|
||||||
|
// The side to move is the mated one, so the winner is the other color.
|
||||||
|
winner = gameState.CurrentPlayer == PieceColor.White ? PieceColor.Black : PieceColor.White;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gameState.IsStalemate || gameState.IsThreefoldRepetition)
|
||||||
|
{
|
||||||
|
var (white, black) = MaterialCounts(gameState);
|
||||||
|
|
||||||
|
if (white == black)
|
||||||
|
return false; // a balanced draw carries no signal
|
||||||
|
|
||||||
|
winner = white < black ? PieceColor.White : PieceColor.Black;
|
||||||
|
weight = 0.5;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false; // forfeit / unfinished
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Total non-king material per side (P=1, N=B=3, R=5, Q=9), for draw adjudication.</summary>
|
||||||
|
private static (int white, int black) MaterialCounts(GameState gameState)
|
||||||
|
{
|
||||||
|
int white = 0, black = 0;
|
||||||
|
|
||||||
|
for (int row = 0; row < 8; row++)
|
||||||
|
for (int col = 0; col < 8; col++)
|
||||||
|
{
|
||||||
|
var piece = gameState.Board[row, col];
|
||||||
|
|
||||||
|
if (piece is null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
int value = piece.Type switch
|
||||||
|
{
|
||||||
|
PieceType.Pawn => 1,
|
||||||
|
PieceType.Knight => 3,
|
||||||
|
PieceType.Bishop => 3,
|
||||||
|
PieceType.Rook => 5,
|
||||||
|
PieceType.Queen => 9,
|
||||||
|
_ => 0
|
||||||
|
};
|
||||||
|
|
||||||
|
if (piece.Color == PieceColor.White)
|
||||||
|
white += value;
|
||||||
|
else
|
||||||
|
black += value;
|
||||||
|
}
|
||||||
|
|
||||||
|
return (white, black);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,29 @@
|
|||||||
|
using JoshHeaps.Net.Models;
|
||||||
|
|
||||||
|
namespace JoshHeaps.Net.Services.Interfaces;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Process-wide registry of in-memory games and their cleanup lifecycle. Shared by the HTTP
|
||||||
|
/// controller (human and single-computer games) and the self-play coordinator (CPU-vs-CPU and
|
||||||
|
/// auto-training games), so every game is reachable from one place for lookup and spectating.
|
||||||
|
/// </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