foo bar
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@@ -7,7 +7,10 @@ namespace JoshHeaps.Net.Services.Implementations;
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public enum ChessEngineKind
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{
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Stockfish,
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Custom
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Custom,
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/// <summary>The custom engine with the reinforcement-learned piece-square evaluation.</summary>
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CustomLearned
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}
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/// <summary>Configuration selecting which <see cref="IChessEngine"/> to use.</summary>
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@@ -19,14 +22,19 @@ public sealed class ChessEngineOptions
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}
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/// <summary>Creates the configured <see cref="IChessEngine"/> per game.</summary>
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public sealed class ChessEngineFactory(IOptions<ChessEngineOptions> options) : IChessEngineFactory
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public sealed class ChessEngineFactory(
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IOptions<ChessEngineOptions> options,
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ILearnedWeightsStore weightsStore) : IChessEngineFactory
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{
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private readonly ChessEngineKind _kind = options.Value.Engine;
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public IChessEngine Create(int skill) => _kind switch
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public IChessEngine Create(int skill) => Create(skill, _kind);
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public IChessEngine Create(int skill, ChessEngineKind kind) => kind switch
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{
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ChessEngineKind.Custom => new CustomChessEngine(skill),
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ChessEngineKind.CustomLearned => new CustomChessEngine(skill, EngineVariant.Learned, weightsStore.WeightsFilePath),
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ChessEngineKind.Stockfish => new Stockfish(skill),
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_ => throw new InvalidOperationException($"Unknown chess engine '{_kind}'.")
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_ => throw new InvalidOperationException($"Unknown chess engine '{kind}'.")
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};
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}
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@@ -11,23 +11,60 @@ namespace JoshHeaps.Net.Services.Implementations;
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/// </summary>
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public sealed class ComputerMoveOrchestrator(
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IHubContext<ChessHub> chessHub,
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IChessService chessService) : IComputerMoveOrchestrator
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IChessService chessService,
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ILearnedWeightsStore weightsStore) : IComputerMoveOrchestrator
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{
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public async Task<(MoveDto move, MoveResultDto result)> PlayAsync(GameState state, IChessEngine engine)
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public async Task<(MoveDto move, MoveResultDto result)> PlayAsync(GameState state)
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{
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var engine = (state.CurrentPlayer == PieceColor.White ? state.WhiteComputer : state.BlackComputer)
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?? throw new InvalidOperationException($"No engine is set for {state.CurrentPlayer} in game {state.GameId}.");
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var uci = await engine.GetBestMoveAsync(state.ToFen(), state.RepetitionHistory());
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var move = uci.ToMoveDto(state, CurrentPlayerId(state));
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var move = uci.ToMoveDto(
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state,
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state.CurrentPlayer == PieceColor.White
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? state.WhitePlayerId
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: state.BlackPlayerId);
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return await ApplyAndBroadcastAsync(state, move);
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}
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public async Task PlayRandomMoveAsync(GameState state)
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{
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var options = chessService.GetAllLegalMoves(state);
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// No legal moves means the game is already over; let the caller's loop detect it.
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if (options.Count == 0)
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return;
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var (piece, moves) = options[Random.Shared.Next(options.Count)];
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var target = moves[Random.Shared.Next(moves.Count)];
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var move = new MoveDto
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{
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GameId = state.GameId,
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PlayerId = CurrentPlayerId(state),
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PieceId = piece.Id,
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SourceRow = piece.Position.Row,
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SourceCol = piece.Position.Col,
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TargetRow = target.Row,
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TargetCol = target.Col,
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PromotionChoice = null // a pawn cannot reach the last rank within the opening plies
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};
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await ApplyAndBroadcastAsync(state, move);
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}
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private async Task<(MoveDto move, MoveResultDto result)> ApplyAndBroadcastAsync(GameState state, MoveDto move)
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{
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var result = chessService.MakeMove(state, move);
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// Record the played position for training (no-op for non-training games).
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if (state.Trainer != nint.Zero)
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weightsStore.Record(state.Trainer, state.ToFen());
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await chessHub.Clients.Group(state.GameId.ToString())
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.SendAsync("ReceiveMoveUpdate", state.GameId.ToString(), move, result, state.ToDto());
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return (move, result);
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}
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private static Guid CurrentPlayerId(GameState state) =>
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state.CurrentPlayer == PieceColor.White ? state.WhitePlayerId : state.BlackPlayerId;
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}
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@@ -5,6 +5,16 @@ using System.Runtime.InteropServices;
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namespace JoshHeaps.Net.Services.Implementations;
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/// <summary>Which evaluation the native engine uses.</summary>
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public enum EngineVariant
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{
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/// <summary>The hand-crafted evaluation.</summary>
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Classic,
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/// <summary>Material plus a learned per-square bonus table loaded from a weights file.</summary>
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Learned
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}
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/// <summary>
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/// Middleman wrapper over the native custom chess engine (chess_engine.dll / libchess_engine.so).
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/// Shares <see cref="IChessEngine"/> with <see cref="Stockfish"/> so the two are swappable.
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@@ -16,11 +26,17 @@ public sealed partial class CustomChessEngine : IChessEngine
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public int Skill { get; }
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public CustomChessEngine(int skill = 20)
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public CustomChessEngine(int skill = 20, EngineVariant variant = EngineVariant.Classic, string? weightsPath = null)
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{
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Skill = skill;
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var handle = NativeMethods.engine_create($"skill={skill}");
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// weights= must come last: the native side reads the path as the rest of the
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// string, which lets it contain ';' and spaces.
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var options = variant == EngineVariant.Learned
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? $"skill={skill};variant=learned;weights={weightsPath}"
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: $"skill={skill}";
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var handle = NativeMethods.engine_create(options);
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if (handle == IntPtr.Zero)
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throw new InvalidOperationException("Native chess engine failed to initialize (engine_create returned null).");
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@@ -79,8 +95,9 @@ public sealed partial class CustomChessEngine : IChessEngine
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/// <summary>
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/// P/Invoke surface for chess_engine.(dll|so). The resolver maps the logical name
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/// "chess_engine" to the platform binary in the Resources folder (mirrors Stockfish).
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/// Internal so <see cref="LearnedWeightsStore"/> can share the single import resolver.
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/// </summary>
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private static partial class NativeMethods
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internal static partial class NativeMethods
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{
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private const string LibName = "chess_engine";
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@@ -115,5 +132,31 @@ public sealed partial class CustomChessEngine : IChessEngine
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[LibraryImport(LibName)]
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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internal static partial void engine_destroy(IntPtr engine);
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// ---- Learned-weights / training ABI (see chess_engine.h) ----
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[LibraryImport(LibName, StringMarshalling = StringMarshalling.Utf8)]
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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internal static partial void learned_load(string path);
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[LibraryImport(LibName)]
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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internal static unsafe partial int weights_snapshot(int* outBuf, int outLen);
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[LibraryImport(LibName)]
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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internal static partial IntPtr trainer_create();
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[LibraryImport(LibName, StringMarshalling = StringMarshalling.Utf8)]
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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internal static partial void trainer_record(IntPtr trainer, string fen);
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[LibraryImport(LibName)]
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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internal static partial void trainer_apply(IntPtr trainer, int winner, double weight);
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[LibraryImport(LibName)]
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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internal static partial void trainer_destroy(IntPtr trainer);
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}
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}
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@@ -0,0 +1,64 @@
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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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/// Managed facade over the native learned-weights model (see <see cref="ILearnedWeightsStore"/>).
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/// On construction it points the native engine at the weights file; everything else delegates
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/// to the shared native ABI in <see cref="CustomChessEngine"/>.
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/// </summary>
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public sealed class LearnedWeightsStore : ILearnedWeightsStore
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{
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private const int Pieces = 6; // Pawn..King
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private const int Squares = 64;
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private const int Features = 8; // mobility N/B/R/Q, passed, isolated, doubled, king safety
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public string WeightsFilePath { get; }
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public LearnedWeightsStore(IHostEnvironment env)
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{
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WeightsFilePath = Path.Combine(env.ContentRootPath, "chess-data", "learned-weights.txt");
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Directory.CreateDirectory(Path.GetDirectoryName(WeightsFilePath)!);
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CustomChessEngine.NativeMethods.learned_load(WeightsFilePath);
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}
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public nint CreateTrainer() => CustomChessEngine.NativeMethods.trainer_create();
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public void Record(nint trainer, string fen) =>
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CustomChessEngine.NativeMethods.trainer_record(trainer, fen);
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public void ApplyResult(nint trainer, PieceColor winner, double weight) =>
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CustomChessEngine.NativeMethods.trainer_apply(trainer, winner == PieceColor.White ? 0 : 1, weight);
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public void DestroyTrainer(nint trainer) =>
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CustomChessEngine.NativeMethods.trainer_destroy(trainer);
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public LearnedWeightsSnapshot Snapshot()
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{
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const int total = Pieces * Squares * 2 + Features;
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var buffer = new int[total];
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unsafe
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{
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fixed (int* p = buffer)
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CustomChessEngine.NativeMethods.weights_snapshot(p, total);
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}
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var mg = new int[Pieces][];
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var eg = new int[Pieces][];
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for (int piece = 0; piece < Pieces; piece++)
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{
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mg[piece] = new int[Squares];
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eg[piece] = new int[Squares];
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Array.Copy(buffer, piece * Squares, mg[piece], 0, Squares);
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Array.Copy(buffer, Pieces * Squares + piece * Squares, eg[piece], 0, Squares);
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}
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var features = new int[Features];
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Array.Copy(buffer, Pieces * Squares * 2, features, 0, Features);
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return new LearnedWeightsSnapshot(mg, eg, features);
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}
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}
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@@ -1,3 +1,5 @@
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using JoshHeaps.Net.Services.Implementations;
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namespace JoshHeaps.Net.Services.Interfaces;
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/// <summary>
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@@ -6,9 +8,20 @@ namespace JoshHeaps.Net.Services.Interfaces;
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public interface IChessEngineFactory
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{
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/// <summary>
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/// Creates a new engine instance for a single game. The caller owns and disposes it.
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/// Creates a new engine instance for a single game using the configured default engine.
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/// The caller owns and disposes it.
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/// </summary>
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/// <param name="skill">The desired playing strength / search depth.</param>
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/// <returns>A new, owned <see cref="IChessEngine"/>.</returns>
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IChessEngine Create(int skill);
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/// <summary>
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/// Creates a new engine instance for a single game using an explicitly chosen engine
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/// (e.g. for picking a different engine per side in a CPU-vs-CPU game). The caller owns
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/// and disposes it.
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/// </summary>
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/// <param name="skill">The desired playing strength / search depth.</param>
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/// <param name="kind">The engine implementation to create.</param>
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/// <returns>A new, owned <see cref="IChessEngine"/>.</returns>
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IChessEngine Create(int skill, ChessEngineKind kind);
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}
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@@ -3,16 +3,24 @@ using JoshHeaps.Net.Models;
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namespace JoshHeaps.Net.Services.Interfaces;
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/// <summary>
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/// Drives a computer move: asks the engine for a move, applies it through the rules
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/// service, and broadcasts the result to the game's clients.
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/// Drives a computer move: asks the side-to-move's engine for a move, applies it through
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/// the rules service, and broadcasts the result to the game's clients.
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/// </summary>
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public interface IComputerMoveOrchestrator
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{
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/// <summary>
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/// Has the engine pick a move for the current position, applies it, and broadcasts it.
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/// Has the side-to-move's engine pick a move for the current position, applies it, and
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/// broadcasts it. The engine is taken from the game's per-side computer assignments.
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/// </summary>
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/// <param name="state">The game to play a move in.</param>
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/// <param name="engine">The engine that selects the move.</param>
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/// <returns>The applied move and its result.</returns>
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Task<(MoveDto move, MoveResultDto result)> PlayAsync(GameState state, IChessEngine engine);
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Task<(MoveDto move, MoveResultDto result)> PlayAsync(GameState state);
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/// <summary>
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/// Plays a uniformly-random legal move for the side to move (no engine), applying and
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/// broadcasting it. Used to randomize the opening of training games so self-play and
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/// engine-vs-engine games don't replay the same line every time.
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/// </summary>
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/// <param name="state">The game to play a random move in.</param>
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Task PlayRandomMoveAsync(GameState state);
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}
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@@ -0,0 +1,33 @@
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using JoshHeaps.Net.Models;
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namespace JoshHeaps.Net.Services.Interfaces;
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/// <summary>
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/// Thin managed facade over the native learned-weights model. The weights, all feature
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/// computation, per-game accumulation, the update rule, and persistence live in the native
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/// engine; this just points it at the weights file, hands out per-game trainers, and reads
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/// the table back for visualization.
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/// </summary>
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public interface ILearnedWeightsStore
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{
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/// <summary>Absolute path to the weights file the native engine loads and saves.</summary>
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string WeightsFilePath { get; }
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/// <summary>A copy of the current weights (midgame/endgame tables + feature weights).</summary>
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LearnedWeightsSnapshot Snapshot();
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/// <summary>Creates a per-game training accumulator. The caller owns it (see <see cref="DestroyTrainer"/>).</summary>
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nint CreateTrainer();
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/// <summary>Records one played position (post-move FEN) into a trainer.</summary>
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void Record(nint trainer, string fen);
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/// <summary>
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/// Applies a finished game's outcome to the global weights (and saves): rewards the
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/// winner's squares/features, punishes the loser's, scaled by <paramref name="weight"/>.
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/// </summary>
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void ApplyResult(nint trainer, PieceColor winner, double weight);
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/// <summary>Frees a trainer. Safe to call with <see cref="nint.Zero"/>.</summary>
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void DestroyTrainer(nint trainer);
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}
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Reference in New Issue
Block a user