foo bar
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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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