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Author SHA1 Message Date
jheaps dce7e0f688 Merge pull request 'Add dedicated-dealer mode and redesign the Hold'em table' (#12) from feature/casino-holdem-dealer-mode-polish into feature/casino-texas-holdem
Reviewed-on: #12
2026-08-31 15:58:17 -06:00
jheapsandClaude Sonnet 5 3851786b90 Add dedicated-dealer mode and redesign the table's visuals
Add a "Dedicated dealer (not a seat)" toggle for tables run by someone
outside the game: it hides every seat's dealer button while blinds keep
rotating automatically off the same internal position each hand.

Also gave the table a real casino look, based on reference felt/rail and
seat-pod patterns found via web search (huggingface.co/spaces/Estazz/
PokerGameDesigner, github.com/Tehes/poker): a richer radial felt gradient,
a gold piping ring inside a wood-toned rail, a subtle center watermark, a
pill-shaped chip-well pot badge, softer seat pucks with a pill-badge total
and red/black suit coloring on cards, and casino-chip-styled dealer/blind
badges (the dealer chip now dims to a faint disc on other seats and only
lights up on hover, decluttering the ring of ten clickable buttons down to
one visible button on the actual dealer).

Verified via Playwright MCP: toggle hides/reveals dealer chips correctly,
SB/BB still track it, no console errors.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
2026-08-31 15:26:32 -06:00
jheapsandClaude Sonnet 5 25bf67062a Fix Texas Hold'em dealer page: script timing crash and seat overlap
main.js ran an IIFE immediately, but the layout renders @section Scripts
inside <head> before <body> exists, so every getElementById() call hit
null. Wrapped init in DOMContentLoaded, matching the rest of the codebase
(e.g. ChessScripts/chessMain.js).

Separately, the original seat cards packed a full data-entry form (name,
toggles, 2 cards, 5 chip counters, $ override, custom fields) into each of
up to 24 positions around a circle — at any screen size, adjacent seats
overlapped badly. Replaced with compact seat "pucks" for the table view
(name, cards, total, blind/dealer badges) plus a dedicated seat editor
panel in the sidebar that opens for whichever seat is clicked.

Verified via Playwright MCP: load with no console errors, drag-and-drop
seat swap, and a 3-way side-pot resolution (short all-in capped correctly,
remainder awarded to the next-best hand) end to end.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
2026-08-31 15:01:18 -06:00
jheapsandClaude Sonnet 5 98f95df8fb Add Casino demo section with a Texas Hold'em dealer's pot-splitting assistant
New /casino hub page (Texas Hold'em live, other table games marked coming
soon) and /casino/texasholdem: a drag-and-drop seating table with
auto-rotating blinds, per-seat chip/dollar contribution tracking, and a
side-pot resolution wizard that asks who won and who's next until every
dollar in the pot (including dead money from folds) is assigned.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
2026-08-31 14:25:44 -06:00
jheaps b7c9227bb8 Merge pull request 'Learn fractional win-rate advantage instead of unbounded plus/minus' (#9) from feature/fractional-learned-weights into master
Build and Deploy / build-deploy (push) Successful in 1m25s
2026-08-31 13:43:09 -06:00
jheapsandClaude Sonnet 5 ddb309f6db Learn fractional win-rate advantage instead of unbounded plus/minus
Piece-square and feature weights now converge to a presence-weighted
fractional win-rate per cell (percent of games won with a piece there
minus percent lost), tracked via running visits/score sums instead of
an incrementally clamped nudge. The training signal is also scaled by
how much of a game's result is NOT already explained by the winner's
average material edge (via the standard centipawn win-probability
curve), so a piece no longer gets credit merely for existing on the
winning side of a material blowout in the endgame.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
2026-08-31 13:40:57 -06:00
jheaps 2db4048ed2 Merge pull request 'Time out Stockfish process exit so finished self-play games cant wedge in the store' (#8) from fix/stockfish-dispose-hang into master
Build and Deploy / build-deploy (push) Successful in 1m18s
Reviewed-on: #8
2026-08-31 12:22:28 -06:00
jheapsandClaude Sonnet 5 2f53c2f0ed Time out Stockfish process exit so finished self-play games can't wedge in the store
DisposeAsync awaited WaitForExitAsync with no timeout; a Stockfish process that
doesn't exit on "quit" blocked GameStore's removal task forever, leaving the
finished game stuck in the store and cluttering the live-watch list indefinitely.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
2026-08-31 11:23:59 -06:00
jheaps 7562ded92a Merge pull request 'Bound how long the blog cache serves stale entries' (#7) from fix/blog-cache-staleness into master
Build and Deploy / build-deploy (push) Successful in 1m4s
Reviewed-on: #7
2026-08-26 17:24:29 -06:00
Josh-HeapsandClaude Opus 5 392b9ec212 Bound how long the blog cache serves stale entries
A failed fetch fell back to the cached value with no limit, so an unreachable
blog API kept the post list rendering while every uncached slug returned 404.
Stale entries now survive an hour past their TTL, then get dropped and logged
at error so the outage surfaces the same way for every key.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-08-26 17:22:51 -06:00
jheaps 769c7819e0 Merge pull request 'fix workflows take 2' (#6) from fix/workflows into master
Build and Deploy / build-deploy (push) Successful in 1m6s
Reviewed-on: #6
2026-08-26 15:46:12 -06:00
Josh-Heaps c048529654 fix workflows take 2 2026-08-26 15:45:29 -06:00
jheaps e8eb90a085 Merge pull request 'Put workflow in the right spot' (#4) from fix/workflows into master
Build and Deploy / build-deploy (push) Failing after 1m7s
Reviewed-on: #4
2026-08-26 15:39:47 -06:00
Josh-Heaps fc167ae2b0 Put workflow in the right spot 2026-08-26 15:39:11 -06:00
jheaps 088f05e0d2 Merge pull request 'add deploy workflow for gitea' (#3) from gitea/workflows into master
Build and Deploy / build (push) Failing after 34s
Build and Deploy / deploy (push) Skipped
Playwright Tests / playwright-tests (push) Failing after 50s
Reviewed-on: #3
2026-08-26 15:33:17 -06:00
Josh-Heaps 04dcae7993 add deploy workflow for gitea
.NET / build (pull_request) Successful in 50s
Playwright Tests / playwright-tests (pull_request) Failing after 54s
2026-08-26 15:15:51 -06:00
Josh Heaps f956f4bffa Merge pull request #29 from JoshHeaps/chess-ui-overhaul
Build and Deploy / build (push) Failing after 1m22s
Build and Deploy / deploy (push) Skipped
Playwright Tests / playwright-tests (push) Failing after 58s
Bug fixes
2026-06-13 22:03:35 -06:00
Josh Heaps edc4d70678 Merge pull request #28 from JoshHeaps/chess-ui-overhaul
change deploy
2026-06-13 21:34:22 -06:00
Josh Heaps 59b318b75c Merge pull request #27 from JoshHeaps/chess-ui-overhaul
revert everything, these changes were a mistake
2026-06-13 20:30:57 -06:00
Josh Heaps 3947bd0daf Merge pull request #26 from JoshHeaps/chess-ui-overhaul
bug fixes
2026-06-13 20:14:20 -06:00
Josh Heaps a0b8c2602a Merge pull request #25 from JoshHeaps/chess-ui-overhaul
fix deploy
2026-06-13 19:44:26 -06:00
Josh Heaps 02163a4fc4 Merge pull request #24 from JoshHeaps/chess-ui-overhaul
Chess UI overhaul
2026-06-13 18:47:56 -06:00
Josh Heaps 26b4c0e59b Merge pull request #23 from JoshHeaps/chess-ui-overhaul
Chess UI overhaul
2026-06-13 17:32:16 -06:00
Josh Heaps d09a067377 Merge pull request #22 from JoshHeaps/chess-ui-overhaul
Change data location
2026-06-12 19:53:34 -06:00
Josh Heaps d452ee414b Merge pull request #21 from JoshHeaps/chess-ui-overhaul
Chess UI overhaul
2026-06-12 18:02:44 -06:00
Josh Heaps 62e146648c Merge pull request #20 from JoshHeaps/chess-ui-overhaul
Chess UI overhaul
2026-06-10 17:01:22 -06:00
18 changed files with 2218 additions and 41 deletions
+97
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@@ -0,0 +1,97 @@
# .gitea/workflows/deploy.yml
name: Build and Deploy
on:
push:
branches: [ "master" ]
workflow_dispatch: {}
concurrency:
group: deploy-${{ gitea.ref }}
cancel-in-progress: true
jobs:
build-deploy:
# Gitea's runner images are lean, so the toolchain is installed below rather
# than assumed. The glibc that libchess_engine.so links against comes from
# this image, not from the runner host — keep it matched to the prod server.
runs-on: ubuntu-latest
steps:
- name: Install toolchain
run: |
apt-get update
apt-get install -y --no-install-recommends \
cmake build-essential rsync openssh-client
- name: Checkout
uses: actions/checkout@v4
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: '8.0.x'
- name: Restore
run: dotnet restore JoshHeaps.Net/JoshHeaps.Net.csproj
- name: Build native chess engine (libchess_engine.so)
run: |
cmake -S native/chess_engine -B native/chess_engine/build -DCMAKE_BUILD_TYPE=Release
cmake --build native/chess_engine/build
cp native/chess_engine/build/libchess_engine.so JoshHeaps.Net/Resources/
# Publishing the project rather than the solution keeps chess_engine.vcxproj
# (Windows-only MSBuild C++ targets) and the UiTests assemblies out of it.
- name: Publish
run: dotnet publish JoshHeaps.Net/JoshHeaps.Net.csproj -c Release -o ./publish
- name: Verify payload
run: |
set -euo pipefail
test -f publish/Resources/libchess_engine.so \
|| { echo "libchess_engine.so missing from publish output"; exit 1; }
test -x publish/Resources/stockfish-ubuntu-x86-64-sse41-popcnt \
|| { echo "stockfish is not executable"; exit 1; }
- name: Prepare SSH
env:
SSH_KEY: ${{ secrets.SSH_KEY }}
SSH_HOST: ${{ secrets.SSH_HOST }}
SSH_PORT: ${{ secrets.SSH_PORT }}
run: |
set -euo pipefail
PORT="${SSH_PORT:-22}"
install -m 700 -d ~/.ssh
printf '%s\n' "$SSH_KEY" > ~/.ssh/deploy_key
chmod 600 ~/.ssh/deploy_key
ssh-keyscan -p "$PORT" "$SSH_HOST" >> ~/.ssh/known_hosts 2>/dev/null
# --exclude chess-data: never let --delete remove the learned-engine training
# data, which lives in the deploy dir unless ChessEngine__WeightsPath is set.
- name: Rsync to server
env:
SSH_HOST: ${{ secrets.SSH_HOST }}
SSH_PORT: ${{ secrets.SSH_PORT }}
SSH_USER: ${{ secrets.SSH_USER }}
TARGET_DIR: ${{ secrets.TARGET_DIR }}
run: |
set -euo pipefail
PORT="${SSH_PORT:-22}"
rsync -az --delete --exclude 'chess-data' \
-e "ssh -p $PORT -i ~/.ssh/deploy_key -o StrictHostKeyChecking=yes" \
publish/ "$SSH_USER@$SSH_HOST:$TARGET_DIR/"
- name: Reload and restart service
env:
SSH_HOST: ${{ secrets.SSH_HOST }}
SSH_PORT: ${{ secrets.SSH_PORT }}
SSH_USER: ${{ secrets.SSH_USER }}
SERVICE_NAME: ${{ secrets.SERVICE_NAME }}
run: |
set -euo pipefail
PORT="${SSH_PORT:-22}"
ssh -p "$PORT" -i ~/.ssh/deploy_key "$SSH_USER@$SSH_HOST" \
"sudo systemctl daemon-reload \
&& sudo systemctl restart '$SERVICE_NAME' \
&& systemctl --no-pager status '$SERVICE_NAME' --lines=0"
+49
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@@ -0,0 +1,49 @@
@page
@model JoshHeaps.Net.Pages.CasinoModel
@{
ViewData["Title"] = "Casino Games";
Layout = "_Layout";
}
<div class="casino-container">
<h1 class="casino-header">Casino Games</h1>
<p class="casino-subtitle">Tools for running table games without doing the math yourself</p>
<div class="games-grid">
<a href="/casino/texasholdem" class="game-card">
<div class="game-icon">🃏</div>
<div class="game-title">Texas Hold'em</div>
<div class="game-description">
A dealer's assistant: seat players around the table, track blinds, chips and
all-ins, then split main and side pots automatically.
</div>
</a>
<div class="game-card disabled">
<div class="game-icon">🎲</div>
<div class="game-title">Craps</div>
<div class="game-description">Payout calculator for the table.</div>
<div class="coming-soon">Coming soon...</div>
</div>
<div class="game-card disabled">
<div class="game-icon">🎡</div>
<div class="game-title">Roulette</div>
<div class="game-description">Bet tracking and payout reference.</div>
<div class="coming-soon">Coming soon...</div>
</div>
<div class="game-card disabled">
<div class="game-icon">🂡</div>
<div class="game-title">Blackjack</div>
<div class="game-description">Multi-hand dealer tracker.</div>
<div class="coming-soon">Coming soon...</div>
</div>
</div>
<a href="/" class="home-button">← Back to Home</a>
</div>
@section Styles {
<link href="/css/casino/page.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
}
+11
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@@ -0,0 +1,11 @@
using Microsoft.AspNetCore.Mvc.RazorPages;
namespace JoshHeaps.Net.Pages
{
public class CasinoModel : PageModel
{
public void OnGet()
{
}
}
}
@@ -0,0 +1,179 @@
@page
@model JoshHeaps.Net.Pages.Casino.TexasHoldemModel
@{
ViewData["Title"] = "Texas Hold'em Dealer";
Layout = "_Layout";
}
<div id="holdemApp">
<header id="holdemHeader">
<div id="holdemHeaderLeft">
<h1>Texas Hold'em Dealer</h1>
<p class="holdemSubtitle">Seat your players, track the action, split the pot.</p>
</div>
<div id="holdemHeaderActions">
<button id="nextHandBtn" class="holdemBtn" title="Move the button, small blind and big blind to the next occupied seat">Next Hand ⟳</button>
<button id="resolvePotBtn" class="holdemBtn holdemBtnAccent">Resolve Pot</button>
<button id="resetTableBtn" class="holdemBtn holdemBtnDanger">Reset Table</button>
<a href="/casino" class="holdemBtn holdemBtnGhost">← Casino</a>
</div>
</header>
<div id="holdemLayout">
<section id="tableSection">
<div id="pokerTableWrap">
<div id="pokerTable">
<div id="tableWatermark">Texas Hold'em</div>
<div id="potBadge">
<span id="potBadgeLabel">Pot</span>
<span id="potBadgeAmount">$0</span>
</div>
</div>
<div id="seatsLayer"></div>
</div>
<p id="tableHint" class="tableHint"></p>
</section>
<aside id="holdemSidebar">
<section id="seatEditorPanel" class="sidebarPanel seatEditorPanel">
<h2 id="seatEditorTitle">Select a seat</h2>
<div id="seatEditorBody">
<p class="fieldHint">Click a seat at the table to edit their name, cards, chips and anything else.</p>
</div>
</section>
<details class="sidebarPanel" open>
<summary>Table Setup</summary>
<div class="panelBody">
<label class="fieldRow">
<span>Seats at table</span>
<input type="number" id="seatCountInput" min="2" max="24" value="10" />
</label>
<label class="fieldRow">
<span>Blinds move</span>
<select id="directionSelect">
<option value="clockwise" selected>Clockwise</option>
<option value="counterclockwise">Counterclockwise</option>
</select>
</label>
<label class="fieldRow">
<span>Dedicated dealer (not a seat)</span>
<input type="checkbox" id="dedicatedDealerToggle" />
</label>
<p class="fieldHint">Turn this on if a person outside the game deals — no seat shows the dealer button, but blinds still rotate automatically each hand.</p>
<label class="fieldRow">
<span>Base pot amount ($)</span>
<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
</label>
<p class="fieldHint">Every player who didn't go all-in short is assumed to have put in this amount. Enter a smaller amount on a seat only if that player is all-in for less.</p>
</div>
</details>
<details class="sidebarPanel">
<summary>Chip Legend</summary>
<div class="panelBody">
<div id="chipLegendList"></div>
<button id="addChipColorBtn" class="holdemBtn holdemBtnSmall">+ Add chip color</button>
<p class="fieldHint">Give each chip color a dollar value, then count chips per seat instead of typing a total.</p>
</div>
</details>
<details class="sidebarPanel">
<summary>Table Notes</summary>
<div class="panelBody">
<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
</div>
</details>
</aside>
</div>
</div>
<template id="seatTemplate">
<div class="seat" draggable="true">
<div class="seatChairNumber"></div>
<button class="dealerChip" title="Make this seat the dealer button">D</button>
<span class="blindBadge sbBadge">SB</span>
<span class="blindBadge bbBadge">BB</span>
<div class="seatPuckName"></div>
<div class="seatPuckCards"></div>
<div class="seatPuckTotal"></div>
</div>
</template>
<template id="seatEditorTemplate">
<div class="seatEditorForm">
<label class="fieldRow">
<span>Name</span>
<input type="text" class="seatNameInput" placeholder="Seat" maxlength="24" />
</label>
<div class="seatCardToggles">
<label class="inHandToggle" title="This seat is playing the current hand">
<input type="checkbox" class="inHandCheckbox" />
<span>In hand</span>
</label>
<label class="foldToggle" title="Folded">
<input type="checkbox" class="foldCheckbox" />
<span>Fold</span>
</label>
</div>
<div class="seatCards">
<input type="text" class="cardInput card1Input" maxlength="2" placeholder="__" />
<input type="text" class="cardInput card2Input" maxlength="2" placeholder="__" />
</div>
<div class="seatContribution">
<div class="chipCounts"></div>
<label class="fieldRow amountOverrideRow">
<span>$ amount</span>
<input type="number" class="amountOverrideInput" min="0" step="1" placeholder="auto" />
</label>
<div class="seatTotal">Total: <span class="seatTotalAmount">$0</span></div>
</div>
<div class="customFields"></div>
<button class="holdemBtn holdemBtnSmall addFieldBtn">+ field</button>
</div>
</template>
<template id="chipLegendRowTemplate">
<div class="chipLegendRow">
<input type="color" class="chipColorInput" />
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" />
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeChipColorBtn">×</button>
</div>
</template>
<template id="chipCountTemplate">
<label class="chipCountRow">
<span class="chipSwatch"></span>
<input type="number" class="chipCountInput" min="0" step="1" value="0" />
</label>
</template>
<template id="customFieldTemplate">
<div class="customFieldRow">
<input type="text" class="customFieldLabel" placeholder="Label" maxlength="20" />
<input type="text" class="customFieldValue" placeholder="Value" maxlength="40" />
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeFieldBtn">×</button>
</div>
</template>
<div id="potWizardOverlay" hidden>
<div id="potWizardModal">
<div class="potWizardHeader">
<h2>Resolve the Pot</h2>
<button id="closePotWizardBtn" class="holdemBtn holdemBtnGhost">✕</button>
</div>
<div id="potWizardBody"></div>
</div>
</div>
@section Styles {
<link href="/css/casino/holdem.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
}
@section Scripts {
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/state.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
}
@@ -0,0 +1,11 @@
using Microsoft.AspNetCore.Mvc.RazorPages;
namespace JoshHeaps.Net.Pages.Casino
{
public class TexasHoldemModel : PageModel
{
public void OnGet()
{
}
}
}
+1
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@@ -64,6 +64,7 @@
<button class="demoButton" onclick="window.location.href='/watch'">Watch Live Chess</button>
<button class="demoButton" onclick="window.location.href='/particles'">Particle Simulator</button>
<button class="demoButton" onclick="window.location.href='/memorylane'">Memory Lane</button>
<button class="demoButton" onclick="window.location.href='/casino'">Casino Games</button>
<button class="demoButton" onclick="window.location.href='https://media.joshheaps.net'">Cloud Image Storage</button>
<button id="MoreFiller" class="demoButton">More coming soon...</button>
</div>
+1 -1
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@@ -1,6 +1,6 @@
@{
Layout = null;
ViewData["cssVersion"] = "1.0.7"; // <--- change this once to bust cache
ViewData["cssVersion"] = "1.0.8"; // <--- change this once to bust cache
}
<!DOCTYPE html>
@@ -1,4 +1,4 @@
using System.Collections.Concurrent;
using System.Collections.Concurrent;
using System.Text.Json;
using JoshHeaps.Net.Models;
using JoshHeaps.Net.Services.Interfaces;
@@ -10,6 +10,7 @@ public class BlogService : IBlogService
private readonly HttpClient _httpClient;
private readonly ILogger<BlogService> _logger;
private readonly TimeSpan _cacheTtl = TimeSpan.FromMinutes(5);
private readonly TimeSpan _staleGrace = TimeSpan.FromHours(1);
private readonly ConcurrentDictionary<string, CacheEntry> _cache = new();
@@ -65,7 +66,9 @@ public class BlogService : IBlogService
private async Task<T?> GetCachedAsync<T>(string key, Func<Task<T?>> factory) where T : class
{
if (_cache.TryGetValue(key, out var entry) && entry.ExpiresAt > DateTime.UtcNow)
_cache.TryGetValue(key, out var entry);
if (entry is not null && entry.ExpiresAt > DateTime.UtcNow)
return (T?)entry.Value;
var result = await factory();
@@ -73,15 +76,26 @@ public class BlogService : IBlogService
if (result is not null)
{
_cache[key] = new CacheEntry(result, DateTime.UtcNow.Add(_cacheTtl));
return result;
}
else if (entry is not null)
return entry is null ? null : ServeStale<T>(key, entry);
}
// Stale entries are dropped once the grace window closes so that a dead API fails the same
// way for every key. Serving them indefinitely let a cached post list render next to 404s on
// the posts themselves, which reads as a site bug rather than an outage.
private T? ServeStale<T>(string key, CacheEntry entry) where T : class
{
if (entry.ExpiresAt.Add(_staleGrace) > DateTime.UtcNow)
{
// API unreachable — serve stale cache
_logger.LogWarning("Serving stale cache for key {Key}", key);
_logger.LogWarning("Blog API unreachable, serving stale cache for key {Key}", key);
return (T?)entry.Value;
}
return result;
_cache.TryRemove(key, out _);
_logger.LogError("Blog API unreachable for over {StaleGrace}, dropping stale cache for key {Key}", _staleGrace, key);
return null;
}
public void ClearCache()
@@ -100,11 +100,26 @@ public sealed class Stockfish : IChessEngine
if (line == token) break;
}
// If Stockfish doesn't exit on "quit" (crashed, zombie, ignores stdin close), don't hang
// here forever — that would block GameStore's removal task and leave the finished game
// stuck in the store, cluttering the watch page indefinitely.
private static readonly TimeSpan _exitTimeout = TimeSpan.FromSeconds(5);
public async ValueTask DisposeAsync()
{
Send("quit");
_stdin.Close();
await _p.WaitForExitAsync();
try
{
await _p.WaitForExitAsync().WaitAsync(_exitTimeout);
}
catch (TimeoutException)
{
if (!_p.HasExited)
_p.Kill(entireProcessTree: true);
}
_p.Dispose();
}
}
+720
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@@ -0,0 +1,720 @@
body {
background: radial-gradient(ellipse at 50% -10%, #1c1c1c 0%, #101010 55%, #0a0a0a 100%);
min-height: 100vh;
margin: 0;
color: #e6e6e6;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
}
#holdemApp {
max-width: 1400px;
margin: 0 auto;
padding: 2rem;
}
/* ---------- Header ---------- */
#holdemHeader {
display: flex;
flex-wrap: wrap;
justify-content: space-between;
align-items: center;
gap: 1rem;
margin-bottom: 1.5rem;
}
#holdemHeader h1 {
margin: 0;
font-size: 1.8rem;
font-weight: 300;
letter-spacing: 0.04em;
color: #f5f5f5;
position: relative;
display: inline-block;
padding-bottom: 0.4rem;
}
#holdemHeader h1::after {
content: "";
position: absolute;
left: 0;
bottom: 0;
width: 42px;
height: 3px;
border-radius: 2px;
background: linear-gradient(90deg, #d8b46a, #a9782f);
}
.holdemSubtitle {
margin: 0.25rem 0 0;
color: #999;
font-size: 0.9rem;
}
#holdemHeaderActions {
display: flex;
gap: 0.6rem;
flex-wrap: wrap;
}
.holdemBtn {
background: linear-gradient(180deg, #2e2e2e, #232323);
color: #eee;
border: 1px solid #3a3a3a;
border-radius: 7px;
padding: 0.6rem 1rem;
font-size: 0.85rem;
cursor: pointer;
transition: all 0.15s ease;
text-decoration: none;
display: inline-flex;
align-items: center;
gap: 0.3rem;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.35), inset 0 1px 0 rgba(255, 255, 255, 0.05);
}
.holdemBtn:hover {
background: linear-gradient(180deg, #383838, #2a2a2a);
border-color: #4a4a4a;
transform: translateY(-1px);
}
.holdemBtnAccent {
background: linear-gradient(180deg, #16783a, #0d5225);
border-color: #1e8449;
color: #ecffef;
}
.holdemBtnAccent:hover {
background: linear-gradient(180deg, #1a8a44, #0f602c);
}
.holdemBtnDanger {
background: linear-gradient(180deg, #4a1f1f, #351515);
border-color: #6b2626;
color: #ffd6d6;
}
.holdemBtnDanger:hover {
background: linear-gradient(180deg, #572525, #401818);
}
.holdemBtnGhost {
background: transparent;
}
.holdemBtnSmall {
padding: 0.3rem 0.6rem;
font-size: 0.75rem;
}
/* ---------- Layout ---------- */
#holdemLayout {
display: grid;
grid-template-columns: 1fr 320px;
gap: 1.5rem;
align-items: start;
}
#tableSection {
min-width: 0;
}
.tableHint {
color: #888;
font-size: 0.8rem;
text-align: center;
margin-top: 1rem;
}
/* ---------- Poker table ---------- */
#pokerTableWrap {
position: relative;
width: 100%;
padding-bottom: 72%;
}
#pokerTable {
position: absolute;
inset: 6%;
border-radius: 50%;
background: radial-gradient(ellipse at 50% 42%, #227a45 0%, #175f37 45%, #0e4527 75%, #082c19 100%);
border: 14px solid #6b4225;
box-shadow:
inset 0 0 0 3px rgba(216, 180, 106, 0.55),
inset 0 0 80px rgba(0, 0, 0, 0.55),
0 0 0 4px #2c1a0d,
0 20px 50px rgba(0, 0, 0, 0.55);
display: flex;
align-items: center;
justify-content: center;
}
#tableWatermark {
position: absolute;
inset: 0;
display: flex;
align-items: center;
justify-content: center;
color: rgba(255, 255, 255, 0.06);
font-size: 2.4rem;
font-weight: 700;
letter-spacing: 0.15em;
text-transform: uppercase;
text-align: center;
pointer-events: none;
user-select: none;
}
#potBadge {
position: relative;
background: radial-gradient(circle at 32% 28%, rgba(255, 255, 255, 0.08), rgba(0, 0, 0, 0.55));
border: 1px solid rgba(255, 255, 255, 0.14);
border-radius: 999px;
padding: 0.7rem 1.7rem;
text-align: center;
display: flex;
flex-direction: column;
gap: 0.15rem;
box-shadow: inset 0 2px 6px rgba(0, 0, 0, 0.6), 0 4px 14px rgba(0, 0, 0, 0.45);
}
#potBadgeLabel {
font-size: 0.68rem;
letter-spacing: 0.14em;
text-transform: uppercase;
color: #d8b46a;
}
#potBadgeAmount {
font-size: 1.5rem;
font-weight: 700;
color: #fff;
}
#seatsLayer {
position: absolute;
inset: 0;
}
/* ---------- Seats (compact pucks on the table) ---------- */
.seat {
position: absolute;
transform: translate(-50%, -50%);
width: 96px;
min-height: 54px;
background: linear-gradient(160deg, #2c2c2c, #1b1b1b);
border: 1px solid rgba(255, 255, 255, 0.08);
border-radius: 14px;
padding: 0.3rem 0.4rem;
box-shadow: 0 3px 10px rgba(0, 0, 0, 0.5), inset 0 1px 0 rgba(255, 255, 255, 0.05);
cursor: grab;
z-index: 1;
text-align: center;
transition: box-shadow 0.15s ease, border-color 0.15s ease;
}
.seat.dragging {
opacity: 0.4;
}
.seat.dropTarget {
outline: 2px dashed #d8b46a;
outline-offset: 2px;
}
.seat.seatInactive {
opacity: 0.4;
}
.seat.seatFolded {
border-style: dashed;
opacity: 0.55;
}
.seat.seatSelected {
border-color: rgba(9, 255, 0, 0.6);
box-shadow: 0 0 0 2px rgba(9, 255, 0, 0.4), 0 4px 14px rgba(0, 0, 0, 0.5);
}
.seatChairNumber {
position: absolute;
top: 2px;
left: 6px;
font-size: 0.58rem;
color: #777;
}
.seatPuckName {
font-size: 0.72rem;
font-weight: 600;
color: #f0f0f0;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
margin-top: 0.6rem;
}
.seatPuckCards {
font-size: 0.68rem;
font-weight: 700;
font-family: var(--font-mono, monospace);
color: #ddd;
min-height: 0.95em;
letter-spacing: 0.05em;
}
.seatPuckCards .cardRed {
color: #ff6b6b;
}
.seatPuckTotal {
display: inline-block;
margin-top: 0.15rem;
font-size: 0.64rem;
font-weight: 700;
color: #a9f5b8;
background: rgba(9, 255, 0, 0.1);
border-radius: 999px;
padding: 0 0.35rem;
min-height: 1.1em;
line-height: 1.4;
}
.dealerChip {
position: absolute;
top: -10px;
right: -10px;
width: 22px;
height: 22px;
border-radius: 50%;
background: radial-gradient(circle at 35% 30%, #fff, #d8d8d8 55%, #b8b8b8 100%);
color: #222;
border: 2px solid #999;
font-weight: 700;
font-size: 0.68rem;
cursor: pointer;
z-index: 2;
opacity: 0.32;
transition: opacity 0.15s ease;
}
.seat:hover .dealerChip,
.dealerChip:focus-visible {
opacity: 1;
}
.dealerChip.active {
background: radial-gradient(circle at 35% 30%, #ffe9a8, #f5d547 55%, #cba428 100%);
border-color: #a9782f;
color: #3a2e00;
opacity: 1;
}
.dealerChip.hidden {
display: none;
}
.blindBadge {
display: none;
position: absolute;
top: -9px;
font-size: 0.58rem;
font-weight: 700;
padding: 0.05rem 0.34rem;
border-radius: 999px;
z-index: 2;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.4);
}
.blindBadge.visible {
display: inline-block;
}
.sbBadge {
left: -6px;
background: linear-gradient(180deg, #3f82d1, #2b5fa0);
color: #eaf3ff;
}
.bbBadge {
left: 22px;
background: linear-gradient(180deg, #dba13f, #b7791f);
color: #fff7e6;
}
/* ---------- Seat editor panel (sidebar form for the selected seat) ---------- */
.seatEditorPanel {
padding: 0.9rem;
}
.seatEditorPanel h2 {
margin: 0 0 0.6rem;
padding-bottom: 0.5rem;
font-size: 0.95rem;
font-weight: 500;
color: #f5f5f5;
border-bottom: 1px solid rgba(216, 180, 106, 0.35);
}
.seatEditorForm {
display: flex;
flex-direction: column;
gap: 0.6rem;
}
.seatCardToggles {
display: flex;
gap: 0.6rem;
font-size: 0.8rem;
color: #aaa;
}
.inHandToggle,
.foldToggle {
display: flex;
align-items: center;
gap: 0.3rem;
cursor: pointer;
}
.seatNameInput {
flex: 1;
min-width: 0;
background: #1a1a1a;
border: 1px solid #3a3a3a;
border-radius: 5px;
color: #eee;
padding: 0.3rem 0.45rem;
font-size: 0.8rem;
}
.seatCards {
display: flex;
gap: 0.35rem;
margin-bottom: 0.4rem;
}
.cardInput {
width: 100%;
text-align: center;
text-transform: uppercase;
background: #fdfdfd;
color: #111;
border: 1px solid #3a3a3a;
border-radius: 6px;
padding: 0.35rem 0;
font-weight: 700;
font-family: var(--font-mono, monospace);
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
}
.cardInput.cardRed {
color: #c0392b;
}
.seatContribution {
border-top: 1px dashed #3a3a3a;
padding-top: 0.4rem;
margin-bottom: 0.3rem;
}
.chipCounts {
display: flex;
flex-wrap: wrap;
gap: 0.35rem;
margin-bottom: 0.35rem;
}
.chipCountRow {
display: flex;
align-items: center;
gap: 0.2rem;
}
.chipSwatch {
width: 12px;
height: 12px;
border-radius: 50%;
border: 1px solid rgba(255, 255, 255, 0.3);
display: inline-block;
}
.chipCountInput {
width: 34px;
background: #1a1a1a;
border: 1px solid #3a3a3a;
border-radius: 4px;
color: #eee;
font-size: 0.75rem;
padding: 0.1rem 0.2rem;
}
.amountOverrideRow {
justify-content: space-between;
font-size: 0.75rem;
color: #aaa;
margin-bottom: 0.3rem;
}
.amountOverrideInput {
width: 70px;
background: #1a1a1a;
border: 1px solid #3a3a3a;
border-radius: 4px;
color: #eee;
padding: 0.2rem 0.3rem;
}
.seatTotal {
font-size: 0.8rem;
color: #d6ffe0;
font-weight: 600;
text-align: right;
}
.customFields {
display: flex;
flex-direction: column;
gap: 0.25rem;
margin-bottom: 0.3rem;
}
.customFieldRow {
display: flex;
gap: 0.25rem;
}
.customFieldLabel,
.customFieldValue {
min-width: 0;
flex: 1;
background: #1a1a1a;
border: 1px solid #3a3a3a;
border-radius: 4px;
color: #eee;
font-size: 0.7rem;
padding: 0.2rem 0.3rem;
}
.removeFieldBtn,
.removeChipColorBtn {
line-height: 1;
}
/* ---------- Sidebar ---------- */
#holdemSidebar {
display: flex;
flex-direction: column;
gap: 0.8rem;
}
.sidebarPanel {
background: linear-gradient(160deg, #212121, #1a1a1a);
border: 1px solid #333;
border-radius: 10px;
padding: 0.2rem 0.9rem;
box-shadow: 0 2px 8px rgba(0, 0, 0, 0.3);
}
.sidebarPanel summary {
cursor: pointer;
padding: 0.7rem 0;
font-size: 0.9rem;
color: #eee;
letter-spacing: 0.03em;
}
.panelBody {
padding-bottom: 0.9rem;
display: flex;
flex-direction: column;
gap: 0.7rem;
}
.fieldRow {
display: flex;
align-items: center;
justify-content: space-between;
gap: 0.6rem;
font-size: 0.85rem;
color: #ccc;
}
.fieldRow input,
.fieldRow select {
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 5px;
color: #eee;
padding: 0.35rem 0.5rem;
max-width: 140px;
}
.fieldHint {
font-size: 0.75rem;
color: #888;
line-height: 1.4;
margin: 0;
}
#chipLegendList {
display: flex;
flex-direction: column;
gap: 0.4rem;
}
.chipLegendRow {
display: flex;
align-items: center;
gap: 0.5rem;
}
.chipColorInput {
width: 32px;
height: 28px;
background: none;
border: 1px solid #3a3a3a;
border-radius: 5px;
padding: 0;
}
.chipValueInput {
flex: 1;
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 5px;
color: #eee;
padding: 0.3rem 0.5rem;
}
#tableNotes {
width: 100%;
box-sizing: border-box;
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 6px;
color: #eee;
padding: 0.5rem;
resize: vertical;
font-family: inherit;
}
/* ---------- Pot wizard ---------- */
#potWizardOverlay {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.7);
display: flex;
align-items: center;
justify-content: center;
z-index: 50;
padding: 1.5rem;
}
#potWizardOverlay[hidden] {
display: none;
}
#potWizardModal {
background: #1e1e1e;
border: 1px solid #3a3a3a;
border-radius: 10px;
width: 100%;
max-width: 480px;
max-height: 85vh;
overflow-y: auto;
padding: 1.2rem 1.4rem 1.6rem;
}
.potWizardHeader {
display: flex;
align-items: center;
justify-content: space-between;
margin-bottom: 0.8rem;
}
.potWizardHeader h2 {
margin: 0;
font-size: 1.2rem;
font-weight: 400;
color: #f5f5f5;
}
.potWizardLog {
margin-bottom: 0.8rem;
}
.potWizardLogLine {
font-size: 0.8rem;
color: #999;
margin: 0.2rem 0;
}
.potWizardPrompt {
font-size: 0.95rem;
color: #eee;
margin-bottom: 0.8rem;
}
.potWizardChoices {
display: flex;
flex-direction: column;
gap: 0.4rem;
margin-bottom: 0.6rem;
}
.potWizardChoice {
display: flex;
align-items: center;
gap: 0.5rem;
background: #141414;
border: 1px solid #333;
border-radius: 6px;
padding: 0.5rem 0.7rem;
cursor: pointer;
font-size: 0.85rem;
}
.potWizardChoice:hover {
border-color: #555;
}
.potWizardSummary ul {
list-style: none;
padding: 0;
margin: 0 0 1rem;
}
.potWizardSummary li {
padding: 0.4rem 0;
border-bottom: 1px dashed #333;
font-size: 0.9rem;
color: #d6ffe0;
}
.potWizardActions {
display: flex;
gap: 0.6rem;
}
@media (max-width: 900px) {
#holdemLayout {
grid-template-columns: 1fr;
}
#pokerTableWrap {
padding-bottom: 100%;
}
.seat {
width: 78px;
min-height: 44px;
}
}
+126
View File
@@ -0,0 +1,126 @@
body {
background: #1a1a1a;
min-height: 100vh;
margin: 0;
padding: 0;
}
.casino-container {
max-width: 1000px;
margin: 0 auto;
padding: 4rem 2rem;
text-align: center;
}
.casino-header {
color: #f5f5f5;
font-size: 2.5rem;
margin-bottom: 0.5rem;
font-weight: 300;
letter-spacing: 0.1em;
}
.casino-subtitle {
color: #a0a0a0;
font-size: 1rem;
margin-bottom: 4rem;
font-weight: 300;
}
.games-grid {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(280px, 1fr));
gap: 1.5rem;
margin: 3rem auto;
max-width: 900px;
padding: 0 1rem;
}
.game-card {
background: #2a2a2a;
border: 1px solid #3a3a3a;
border-radius: 4px;
padding: 2rem 1.5rem;
transition: all 0.3s ease;
cursor: pointer;
text-decoration: none;
color: inherit;
display: flex;
flex-direction: column;
align-items: center;
}
.game-card:hover {
background: #2f2f2f;
border-color: #4a4a4a;
transform: translateY(-2px);
}
.game-card.disabled {
opacity: 0.4;
cursor: not-allowed;
}
.game-card.disabled:hover {
background: #2a2a2a;
border-color: #3a3a3a;
transform: none;
}
.game-icon {
font-size: 2.5rem;
margin-bottom: 1rem;
opacity: 0.9;
}
.game-title {
font-size: 1.2rem;
font-weight: 400;
color: #f5f5f5;
margin-bottom: 0.75rem;
letter-spacing: 0.05em;
}
.game-description {
font-size: 0.9rem;
color: #999;
line-height: 1.6;
font-weight: 300;
}
.coming-soon {
color: #666;
font-style: italic;
margin-top: 0.5rem;
font-size: 0.85rem;
}
.home-button {
margin-top: 4rem;
padding: 0.75rem 1.5rem;
font-size: 0.9rem;
background: transparent;
color: #f5f5f5;
border: 1px solid #3a3a3a;
border-radius: 4px;
cursor: pointer;
transition: all 0.3s ease;
text-decoration: none;
display: inline-block;
letter-spacing: 0.05em;
}
.home-button:hover {
background: #2a2a2a;
border-color: #4a4a4a;
}
@media (max-width: 768px) {
.casino-header {
font-size: 2rem;
}
.games-grid {
grid-template-columns: 1fr;
}
}
@@ -0,0 +1,77 @@
document.addEventListener("DOMContentLoaded", () => {
const state = HoldemState.load();
const hooks = {
save: s => HoldemState.save(s),
rerender: () => Render.renderAll(),
};
Render.mount(state, hooks);
document.getElementById("seatCountInput").addEventListener("change", e => {
HoldemState.resizeSeats(state, Number(e.target.value));
hooks.save(state);
Render.renderAll();
});
document.getElementById("directionSelect").addEventListener("change", e => {
state.direction = e.target.value;
hooks.save(state);
Render.renderSeats();
});
document.getElementById("basePotInput").addEventListener("input", e => {
state.basePotAmount = e.target.value === "" ? null : Number(e.target.value);
hooks.save(state);
Render.renderAll();
});
document.getElementById("dedicatedDealerToggle").addEventListener("change", e => {
state.dedicatedDealer = e.target.checked;
hooks.save(state);
Render.renderSeats();
Render.renderTableHint();
});
document.getElementById("tableNotes").addEventListener("input", e => {
state.notes = e.target.value;
hooks.save(state);
});
document.getElementById("addChipColorBtn").addEventListener("click", () => {
state.chipLegend.push({
id: HoldemState.makeId("chip"),
color: "#888888",
value: 1,
});
hooks.save(state);
Render.renderAll();
});
document.getElementById("nextHandBtn").addEventListener("click", () => {
if (!confirm("Start the next hand? This moves the button, clears cards and chip counts for every seat.")) return;
HoldemState.startNextHand(state);
hooks.save(state);
Render.renderAll();
});
document.getElementById("resetTableBtn").addEventListener("click", () => {
if (!confirm("Reset the whole table? This clears every seat, chip legend and note.")) return;
HoldemState.clear();
Object.assign(state, HoldemState.createDefault());
Render.mount(state, hooks);
});
document.getElementById("resolvePotBtn").addEventListener("click", () => {
PotWizard.open(state, () => {
HoldemState.startNextHand(state);
hooks.save(state);
Render.renderAll();
});
});
document.getElementById("closePotWizardBtn").addEventListener("click", () => PotWizard.close());
document.getElementById("potWizardOverlay").addEventListener("click", e => {
if (e.target.id === "potWizardOverlay") PotWizard.close();
});
});
@@ -0,0 +1,78 @@
// Pure side-pot math. No DOM, no globals besides the PotCalculator namespace, so the
// dealer's payout logic can be reasoned about (and unit tested) on its own.
//
// A "contribution entry" is { id, remaining, folded }. `remaining` starts as the amount
// that player put in the pot and is whittled down round by round as money gets paid out.
const PotCalculator = {
EPSILON: 0.004,
// Builds the initial entry list from raw contributions, keeping folded players in
// (their chips are still "dead money" owed to whoever wins) while excluding anyone
// who put in nothing at all.
buildEntries(players) {
return players
.filter(p => p.contribution > this.EPSILON)
.map(p => ({ id: p.id, remaining: p.contribution, folded: !!p.folded }));
},
totalPot(entries) {
return entries.reduce((sum, e) => sum + e.remaining, 0);
},
// Players still eligible to be picked as a winner for the money that's left.
getContenders(entries) {
return entries.filter(e => !e.folded && e.remaining > this.EPSILON);
},
// Awards the current pot layer to `winnerIds` (one id, or several for a split/tie).
// The payout is capped at the smallest remaining contribution among the winners —
// that's the classic side-pot rule: an all-in player can only win what everyone at
// the table matched, and the excess rolls forward to the next round.
resolveRound(entries, winnerIds) {
const winners = entries.filter(e => winnerIds.includes(e.id) && e.remaining > this.EPSILON);
if (winners.length === 0) {
throw new Error("No valid winners selected for this round.");
}
const cap = Math.min(...winners.map(w => w.remaining));
let payoutPool = 0;
const updatedEntries = entries.map(e => {
if (e.remaining <= this.EPSILON) return e;
const used = Math.min(e.remaining, cap);
payoutPool += used;
return { ...e, remaining: Math.round((e.remaining - used) * 100) / 100 };
});
payoutPool = Math.round(payoutPool * 100) / 100;
const baseShareCents = Math.floor((payoutPool * 100) / winners.length);
let leftoverCents = Math.round(payoutPool * 100) - baseShareCents * winners.length;
const perWinner = winnerIds
.filter(id => winners.some(w => w.id === id))
.map(id => ({ id, amountCents: baseShareCents }));
// Odd cents (can't split evenly) go one at a time to the winners, in the order
// they were selected, so nothing is ever lost to rounding.
let i = 0;
while (leftoverCents > 0 && perWinner.length > 0) {
perWinner[i % perWinner.length].amountCents += 1;
leftoverCents--;
i++;
}
const result = perWinner.map(w => ({ id: w.id, amount: w.amountCents / 100 }));
const remainingContenders = this.getContenders(updatedEntries);
return {
payoutPool,
capApplied: cap,
perWinner: result,
updatedEntries,
remainingContenders,
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = PotCalculator;
}
@@ -0,0 +1,196 @@
// Walks the dealer through awarding the pot: "who won?", and if that player was
// all-in for less than everyone else, "who's next?" — repeating until every dollar
// in the pot has been assigned. Built on PotCalculator's pure round-resolution math.
const PotWizard = {
state: null,
onFinished: null,
entries: [],
playerLabelById: new Map(),
log: [],
open(state, onFinished) {
this.state = state;
this.onFinished = onFinished;
const players = state.seats.filter(
p => HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount) > 0
);
this.playerLabelById = new Map(
players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))])
);
this.entries = PotCalculator.buildEntries(
players.map(p => ({
id: p.id,
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
folded: p.folded,
}))
);
this.log = [];
this.totals = new Map();
document.getElementById("potWizardOverlay").hidden = false;
this.renderStep();
},
close() {
document.getElementById("potWizardOverlay").hidden = true;
},
labelFor(player, seatIndex) {
const name = player.name && player.name.trim() ? player.name.trim() : `Seat ${seatIndex + 1}`;
const cards = (player.cards || []).filter(Boolean).join(" ");
return cards ? `${name} (${cards})` : name;
},
addToTotal(id, amount) {
this.totals.set(id, (this.totals.get(id) || 0) + amount);
},
renderStep() {
// Auto-resolve any round where only one player is left standing — nothing to ask.
let contenders = PotCalculator.getContenders(this.entries);
while (contenders.length === 1) {
const result = PotCalculator.resolveRound(this.entries, [contenders[0].id]);
this.recordRound(result);
this.entries = result.updatedEntries;
contenders = PotCalculator.getContenders(this.entries);
}
const body = document.getElementById("potWizardBody");
body.innerHTML = "";
body.appendChild(this.renderLog());
const remaining = PotCalculator.totalPot(this.entries.filter(e => e.remaining > PotCalculator.EPSILON));
if (contenders.length === 0 && remaining > PotCalculator.EPSILON) {
const warning = document.createElement("p");
warning.className = "potWizardPrompt";
warning.textContent = `${Money.format(remaining)} is still unassigned, but every remaining player is marked Folded. Uncheck Fold on whoever should win it.`;
body.appendChild(warning);
body.appendChild(this.renderSummary());
return;
}
if (contenders.length === 0 || remaining <= PotCalculator.EPSILON) {
body.appendChild(this.renderSummary());
return;
}
const round = document.createElement("div");
round.className = "potWizardRound";
const prompt = document.createElement("p");
prompt.className = "potWizardPrompt";
prompt.innerHTML = this.log.length === 0
? `Who won the hand? <strong>${Money.format(remaining)}</strong> is in play.`
: `That side pot still leaves <strong>${Money.format(remaining)}</strong> unassigned — who's next best?`;
round.appendChild(prompt);
const choices = document.createElement("div");
choices.className = "potWizardChoices";
contenders.forEach(c => {
const label = document.createElement("label");
label.className = "potWizardChoice";
const checkbox = document.createElement("input");
checkbox.type = "checkbox";
checkbox.value = c.id;
const text = document.createElement("span");
text.textContent = `${this.playerLabelById.get(c.id)} — up to ${Money.format(c.remaining)}`;
label.appendChild(checkbox);
label.appendChild(text);
choices.appendChild(label);
});
round.appendChild(choices);
const hint = document.createElement("p");
hint.className = "fieldHint";
hint.textContent = "Check more than one to split the pot on a tie.";
round.appendChild(hint);
const confirmBtn = document.createElement("button");
confirmBtn.className = "holdemBtn holdemBtnAccent";
confirmBtn.textContent = "Confirm Winner(s)";
confirmBtn.addEventListener("click", () => {
const selected = Array.from(choices.querySelectorAll("input:checked")).map(i => i.value);
if (selected.length === 0) return;
const result = PotCalculator.resolveRound(this.entries, selected);
this.recordRound(result);
this.entries = result.updatedEntries;
this.renderStep();
});
round.appendChild(confirmBtn);
body.appendChild(round);
},
recordRound(result) {
result.perWinner.forEach(w => this.addToTotal(w.id, w.amount));
this.log.push({
amount: result.payoutPool,
winners: result.perWinner.map(w => `${this.playerLabelById.get(w.id)} (${Money.format(w.amount)})`),
});
},
renderLog() {
const wrap = document.createElement("div");
wrap.className = "potWizardLog";
if (this.log.length === 0) return wrap;
this.log.forEach((entry, idx) => {
const line = document.createElement("p");
line.className = "potWizardLogLine";
line.textContent = `Pot ${idx + 1}: ${Money.format(entry.amount)} → ${entry.winners.join(", ")}`;
wrap.appendChild(line);
});
return wrap;
},
renderSummary() {
const wrap = document.createElement("div");
wrap.className = "potWizardSummary";
const heading = document.createElement("h3");
heading.textContent = "Final Payouts";
wrap.appendChild(heading);
if (this.totals.size === 0) {
const empty = document.createElement("p");
empty.className = "fieldHint";
empty.textContent = "Nobody has money in this pot yet — mark seats \"In hand\" and set contributions first.";
wrap.appendChild(empty);
} else {
const list = document.createElement("ul");
for (const [id, amount] of this.totals.entries()) {
const li = document.createElement("li");
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
list.appendChild(li);
}
wrap.appendChild(list);
}
const actions = document.createElement("div");
actions.className = "potWizardActions";
const applyBtn = document.createElement("button");
applyBtn.className = "holdemBtn holdemBtnAccent";
applyBtn.textContent = "Start Next Hand";
applyBtn.addEventListener("click", () => {
this.close();
this.onFinished();
});
actions.appendChild(applyBtn);
const closeBtn = document.createElement("button");
closeBtn.className = "holdemBtn holdemBtnGhost";
closeBtn.textContent = "Close";
closeBtn.addEventListener("click", () => this.close());
actions.appendChild(closeBtn);
wrap.appendChild(actions);
return wrap;
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = PotWizard;
}
@@ -0,0 +1,363 @@
// All DOM rendering + drag/drop for the table. Talks to the outside world only through
// the `hooks` object passed to mount(): hooks.save(state) persists, hooks.rerender()
// re-draws everything (used after structural changes like resizing seats or the chip
// legend).
//
// The table itself only shows compact seat "pucks" — name, cards, total, blind/dealer
// badges — because a full data-entry form (chip counts, custom fields, etc.) doesn't fit
// next to nine others arranged in a circle at any screen size. Clicking a puck opens the
// full form in the seat editor panel instead.
const Render = {
state: null,
hooks: null,
selectedSeatIndex: null,
mount(state, hooks) {
this.state = state;
this.hooks = hooks;
this.selectedSeatIndex = null;
this.renderAll();
},
renderAll() {
if (this.selectedSeatIndex !== null && this.selectedSeatIndex >= this.state.seatCount) {
this.selectedSeatIndex = null;
}
this.renderSeats();
this.renderSeatEditor();
this.renderChipLegend();
this.renderNotes();
this.updatePotBadge();
this.renderSetupFields();
this.renderTableHint();
},
renderSetupFields() {
document.getElementById("seatCountInput").value = this.state.seatCount;
document.getElementById("directionSelect").value = this.state.direction;
document.getElementById("basePotInput").value = this.state.basePotAmount ?? "";
document.getElementById("dedicatedDealerToggle").checked = !!this.state.dedicatedDealer;
},
renderTableHint() {
const hint = document.getElementById("tableHint");
hint.textContent = this.state.dedicatedDealer
? "Drag a seat onto another seat to swap players."
: "Drag a seat onto another seat to swap players. Click the dealer chip on a seat to make it the button.";
},
renderNotes() {
const notesEl = document.getElementById("tableNotes");
if (document.activeElement !== notesEl) notesEl.value = this.state.notes || "";
},
updatePotBadge() {
const total = HoldemState.totalPot(this.state);
document.getElementById("potBadgeAmount").textContent = Money.format(total);
},
// ---- Seats around the table (compact pucks) ----
seatPosition(index, count) {
const angle = -90 + (360 / count) * index;
const radians = (angle * Math.PI) / 180;
const rx = 44;
const ry = 42;
const left = 50 + rx * Math.cos(radians);
const top = 50 + ry * Math.sin(radians);
return { left, top };
},
puckLabel(player, seatIndex) {
return player.name && player.name.trim() ? player.name.trim() : `Seat ${seatIndex + 1}`;
},
renderSeats() {
const layer = document.getElementById("seatsLayer");
layer.innerHTML = "";
const template = document.getElementById("seatTemplate");
const { dealerIndex, sbIndex, bbIndex } = HoldemState.getBlindSeats(this.state);
this.state.seats.forEach((player, index) => {
const node = template.content.firstElementChild.cloneNode(true);
const pos = this.seatPosition(index, this.state.seatCount);
node.style.left = `${pos.left}%`;
node.style.top = `${pos.top}%`;
node.dataset.seatIndex = String(index);
node.querySelector(".seatChairNumber").textContent = index + 1;
const dealerChip = node.querySelector(".dealerChip");
dealerChip.classList.toggle("active", index === dealerIndex);
dealerChip.classList.toggle("hidden", !!this.state.dedicatedDealer);
dealerChip.addEventListener("click", e => {
e.stopPropagation();
this.state.dealerSeatIndex = index;
this.hooks.save(this.state);
this.renderSeats();
});
node.querySelector(".sbBadge").classList.toggle("visible", index === sbIndex);
node.querySelector(".bbBadge").classList.toggle("visible", index === bbIndex);
this.updatePuckContent(node, player, index);
node.classList.toggle("seatSelected", index === this.selectedSeatIndex);
node.addEventListener("click", () => {
this.selectedSeatIndex = index;
this.renderSeats();
this.renderSeatEditor();
});
this.wireDragAndDrop(node, index);
layer.appendChild(node);
});
},
isRedSuit(card) {
return /[HD]$/i.test(card || "");
},
updatePuckContent(node, player, index) {
node.querySelector(".seatPuckName").textContent = player.name && player.name.trim() ? player.name.trim() : "";
const cardsEl = node.querySelector(".seatPuckCards");
cardsEl.innerHTML = "";
(player.cards || []).filter(Boolean).forEach((card, i) => {
if (i > 0) cardsEl.appendChild(document.createTextNode(" "));
const span = document.createElement("span");
if (this.isRedSuit(card)) span.className = "cardRed";
span.textContent = card;
cardsEl.appendChild(span);
});
const total = HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : "";
node.classList.toggle("seatInactive", !player.inHand);
node.classList.toggle("seatFolded", player.folded);
},
// Cheaper than a full renderSeats() — used after edits so the seat editor's inputs
// (which live in a separate panel) never lose focus.
refreshPuck(index) {
const node = document.querySelector(`.seat[data-seat-index="${index}"]`);
if (node) this.updatePuckContent(node, this.state.seats[index], index);
},
wireDragAndDrop(node, index) {
node.addEventListener("dragstart", e => {
e.dataTransfer.setData("text/plain", String(index));
e.dataTransfer.effectAllowed = "move";
node.classList.add("dragging");
});
node.addEventListener("dragend", () => node.classList.remove("dragging"));
node.addEventListener("dragover", e => {
e.preventDefault();
node.classList.add("dropTarget");
});
node.addEventListener("dragleave", () => node.classList.remove("dropTarget"));
node.addEventListener("drop", e => {
e.preventDefault();
node.classList.remove("dropTarget");
const sourceIndex = Number(e.dataTransfer.getData("text/plain"));
const targetIndex = index;
if (Number.isNaN(sourceIndex) || sourceIndex === targetIndex) return;
const seats = this.state.seats;
[seats[sourceIndex], seats[targetIndex]] = [seats[targetIndex], seats[sourceIndex]];
this.hooks.save(this.state);
this.renderSeats();
if (this.selectedSeatIndex === sourceIndex || this.selectedSeatIndex === targetIndex) {
this.renderSeatEditor();
}
});
},
// ---- Seat editor panel (the full form for whichever seat is selected) ----
renderSeatEditor() {
const title = document.getElementById("seatEditorTitle");
const body = document.getElementById("seatEditorBody");
if (this.selectedSeatIndex === null) {
title.textContent = "Select a seat";
body.innerHTML = '<p class="fieldHint">Click a seat at the table to edit their name, cards, chips and anything else.</p>';
return;
}
const index = this.selectedSeatIndex;
const player = this.state.seats[index];
title.textContent = this.puckLabel(player, index);
body.innerHTML = "";
const template = document.getElementById("seatEditorTemplate");
const form = template.content.firstElementChild.cloneNode(true);
this.wireSeatFields(form, player, index);
this.renderChipCounts(form, player, index);
this.renderCustomFields(form, player, index);
this.renderSeatTotal(form, player);
body.appendChild(form);
},
renderSeatTotal(form, player) {
const total = HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
form.querySelector(".seatTotalAmount").textContent = Money.format(total);
},
commitSeatChange(form, player, index) {
this.hooks.save(this.state);
this.updatePotBadge();
this.renderSeatTotal(form, player);
this.refreshPuck(index);
},
wireSeatFields(form, player, index) {
const nameInput = form.querySelector(".seatNameInput");
nameInput.value = player.name;
nameInput.addEventListener("input", () => {
player.name = nameInput.value;
document.getElementById("seatEditorTitle").textContent = this.puckLabel(player, index);
this.commitSeatChange(form, player, index);
});
const inHandCheckbox = form.querySelector(".inHandCheckbox");
inHandCheckbox.checked = player.inHand;
inHandCheckbox.addEventListener("change", () => {
player.inHand = inHandCheckbox.checked;
if (!player.inHand) player.folded = false;
foldCheckboxRef.checked = player.folded;
foldCheckboxRef.disabled = !player.inHand;
this.commitSeatChange(form, player, index);
});
const foldCheckboxRef = form.querySelector(".foldCheckbox");
foldCheckboxRef.checked = player.folded;
foldCheckboxRef.disabled = !player.inHand;
foldCheckboxRef.addEventListener("change", () => {
player.folded = foldCheckboxRef.checked;
this.commitSeatChange(form, player, index);
});
const card1 = form.querySelector(".card1Input");
const card2 = form.querySelector(".card2Input");
card1.value = player.cards[0] || "";
card2.value = player.cards[1] || "";
[card1, card2].forEach((input, cardIdx) => {
input.classList.toggle("cardRed", this.isRedSuit(input.value));
input.addEventListener("input", () => {
input.value = input.value.toUpperCase();
input.classList.toggle("cardRed", this.isRedSuit(input.value));
player.cards[cardIdx] = input.value;
this.commitSeatChange(form, player, index);
});
});
const amountInput = form.querySelector(".amountOverrideInput");
amountInput.value = player.amountOverride ?? "";
amountInput.addEventListener("input", () => {
player.amountOverride = amountInput.value === "" ? null : amountInput.value;
this.commitSeatChange(form, player, index);
});
const addFieldBtn = form.querySelector(".addFieldBtn");
addFieldBtn.addEventListener("click", () => {
player.customFields.push({ label: "", value: "" });
this.renderCustomFields(form, player, index);
this.hooks.save(this.state);
});
},
renderChipCounts(form, player, index) {
const container = form.querySelector(".chipCounts");
container.innerHTML = "";
const template = document.getElementById("chipCountTemplate");
this.state.chipLegend.forEach(chip => {
const row = template.content.firstElementChild.cloneNode(true);
row.querySelector(".chipSwatch").style.background = chip.color;
row.title = `$${chip.value} chips`;
const input = row.querySelector(".chipCountInput");
input.value = player.chipCounts[chip.id] || 0;
input.addEventListener("input", () => {
const count = Math.max(0, Math.floor(Number(input.value)) || 0);
player.chipCounts[chip.id] = count;
this.commitSeatChange(form, player, index);
});
container.appendChild(row);
});
},
renderCustomFields(form, player, index) {
const container = form.querySelector(".customFields");
container.innerHTML = "";
const template = document.getElementById("customFieldTemplate");
player.customFields.forEach((field, fieldIdx) => {
const row = template.content.firstElementChild.cloneNode(true);
const labelInput = row.querySelector(".customFieldLabel");
const valueInput = row.querySelector(".customFieldValue");
labelInput.value = field.label;
valueInput.value = field.value;
labelInput.addEventListener("input", () => {
field.label = labelInput.value;
this.hooks.save(this.state);
});
valueInput.addEventListener("input", () => {
field.value = valueInput.value;
this.hooks.save(this.state);
});
row.querySelector(".removeFieldBtn").addEventListener("click", () => {
player.customFields.splice(fieldIdx, 1);
this.renderCustomFields(form, player, index);
this.hooks.save(this.state);
});
container.appendChild(row);
});
},
// ---- Chip legend ----
renderChipLegend() {
const list = document.getElementById("chipLegendList");
list.innerHTML = "";
const template = document.getElementById("chipLegendRowTemplate");
this.state.chipLegend.forEach(chip => {
const row = template.content.firstElementChild.cloneNode(true);
const colorInput = row.querySelector(".chipColorInput");
const valueInput = row.querySelector(".chipValueInput");
colorInput.value = chip.color;
valueInput.value = chip.value;
colorInput.addEventListener("input", () => {
chip.color = colorInput.value;
this.hooks.save(this.state);
});
valueInput.addEventListener("input", () => {
chip.value = Number(valueInput.value) || 0;
this.hooks.save(this.state);
this.renderSeats();
this.renderSeatEditor();
this.updatePotBadge();
});
row.querySelector(".removeChipColorBtn").addEventListener("click", () => {
this.state.chipLegend = this.state.chipLegend.filter(c => c.id !== chip.id);
this.hooks.save(this.state);
this.renderAll();
});
list.appendChild(row);
});
},
};
const Money = {
format(amount) {
const value = Number(amount) || 0;
return `$${value.toLocaleString(undefined, { minimumFractionDigits: 2, maximumFractionDigits: 2 })}`;
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = { Render, Money };
}
@@ -0,0 +1,144 @@
// Table state: seats, chips, blinds, notes. Persisted to localStorage so a dealer's
// browser refresh mid-game doesn't lose the table.
const HoldemState = {
STORAGE_KEY: "casino.holdem.state.v1",
DEFAULT_SEAT_COUNT: 10,
DEFAULT_CHIP_LEGEND: [
{ id: "white", color: "#f5f5f5", value: 1 },
{ id: "red", color: "#c0392b", value: 5 },
{ id: "green", color: "#1e8449", value: 25 },
{ id: "black", color: "#111111", value: 100 },
{ id: "purple", color: "#6c3483", value: 500 },
],
makeId(prefix) {
return `${prefix}-${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 8)}`;
},
makePlayer() {
return {
id: this.makeId("player"),
name: "",
inHand: false,
folded: false,
cards: ["", ""],
chipCounts: {},
amountOverride: null,
customFields: [],
};
},
createDefault() {
const seatCount = this.DEFAULT_SEAT_COUNT;
return {
seatCount,
direction: "clockwise",
basePotAmount: null,
dealerSeatIndex: 0,
dedicatedDealer: false,
chipLegend: this.DEFAULT_CHIP_LEGEND.map(c => ({ ...c })),
seats: Array.from({ length: seatCount }, () => this.makePlayer()),
notes: "",
};
},
load() {
try {
const raw = localStorage.getItem(this.STORAGE_KEY);
if (!raw) return this.createDefault();
const parsed = JSON.parse(raw);
if (!parsed || !Array.isArray(parsed.seats)) return this.createDefault();
return parsed;
} catch {
return this.createDefault();
}
},
save(state) {
try {
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(state));
} catch {
// Storage full/unavailable (private browsing, etc.) — the table still works
// for the rest of the session, it just won't survive a refresh.
}
},
clear() {
try {
localStorage.removeItem(this.STORAGE_KEY);
} catch {
// ignore
}
},
resizeSeats(state, newCount) {
const count = Math.max(2, Math.min(24, Math.floor(newCount) || this.DEFAULT_SEAT_COUNT));
const seats = state.seats.slice(0, count);
while (seats.length < count) seats.push(this.makePlayer());
state.seats = seats;
state.seatCount = count;
if (state.dealerSeatIndex >= count) state.dealerSeatIndex = 0;
return state;
},
// Contribution the table calculator will treat this player as having put in.
computeContribution(player, chipLegend, basePotAmount) {
if (!player.inHand) return 0;
const override = player.amountOverride;
if (override !== null && override !== undefined && String(override).trim() !== "") {
const parsed = Number(override);
if (!Number.isNaN(parsed)) return Math.max(0, parsed);
}
const chipTotal = chipLegend.reduce((sum, chip) => {
const count = Number(player.chipCounts[chip.id]) || 0;
return sum + count * Number(chip.value || 0);
}, 0);
if (chipTotal > 0) return chipTotal;
const base = Number(basePotAmount);
return Number.isNaN(base) ? 0 : Math.max(0, base);
},
totalPot(state) {
return state.seats.reduce(
(sum, p) => sum + this.computeContribution(p, state.chipLegend, state.basePotAmount),
0
);
},
// Next occupied-by-index seat in the current blind direction. Every seat index
// counts (there's no separate "empty chair" concept) — a dealer running fewer
// players just keeps the seat count matched to who's actually sitting down.
nextSeatIndex(state, fromIndex, step = 1) {
const count = state.seatCount;
const delta = state.direction === "counterclockwise" ? -step : step;
return ((fromIndex + delta) % count + count) % count;
},
advanceButton(state) {
state.dealerSeatIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
},
getBlindSeats(state) {
const sbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
const bbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 2);
return { dealerIndex: state.dealerSeatIndex, sbIndex, bbIndex };
},
startNextHand(state) {
this.advanceButton(state);
state.seats.forEach(p => {
p.folded = false;
p.cards = ["", ""];
p.chipCounts = {};
p.amountOverride = null;
});
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = HoldemState;
}
+7 -3
View File
@@ -103,9 +103,13 @@ CHESS_API void CHESS_CALL trainer_destroy(TrainerHandle trainer);
/* Record one played position (post-move FEN) into the accumulator. */
CHESS_API void CHESS_CALL trainer_record(TrainerHandle trainer, const char* fen);
/* Apply a finished game's outcome to the global weights and save: rewards the winner's
* occupied squares / features and punishes the loser's, scaled by `weight` (e.g. 0.5 for a
* material-imbalance draw). winner: 0 = white, 1 = black. */
/* Apply a finished game's outcome to the global weights and save. Each touched cell (a piece
* on a square, or a feature) tracks a presence-weighted running average of the game's
* "advantage" — the game's outcome (scaled by `weight`, e.g. 0.5 for a material-imbalance
* draw) minus how much of that outcome the winner's average material edge already explains —
* so mg/eg/featW end up as a fractional win-rate (percent of games won with that piece there,
* minus percent lost), not an unbounded plus/minus tally, and a piece doesn't get credit
* merely for existing on the winning side of a material blowout. winner: 0 = white, 1 = black. */
CHESS_API void CHESS_CALL trainer_apply(TrainerHandle trainer, int winner, double weight);
#ifdef __cplusplus
+122 -30
View File
@@ -26,6 +26,7 @@
#include <cstdlib>
#include <cstring>
#include <fstream>
#include <iomanip>
#include <mutex>
#include <new>
#include <string>
@@ -115,11 +116,25 @@ struct ChessEngine {
/* The process-global learned weights: the single source of truth, loaded from disk once and
* updated in place by training. Engine handles snapshot it at creation; the visualization
* snapshots it on demand. Guarded by g_weightsMutex for updates/saves (eval reads its own
* per-handle copy, so it never touches this concurrently). */
* per-handle copy, so it never touches this concurrently).
*
* mg/eg/featW are DERIVED, not accumulated: each is always exactly OUT_SCALE * (score/visits)
* for its cell (see trainer_apply), recomputed whenever that cell's stats change. visits is
* the presence-weighted count of games that touched the cell (how much to trust the average);
* score is the presence-weighted sum of each game's material-adjusted advantage (see
* trainer_apply) — so score/visits is literally "fraction of (presence-weighted) games won
* with this piece here, minus fraction lost," bounded to [-1,1] by construction. */
struct LearnedWeights {
int mg[chess::PIECE_TYPE_NB][64] = {};
int eg[chess::PIECE_TYPE_NB][64] = {};
int featW[FEATURE_NB] = {};
double mgVisits[chess::PIECE_TYPE_NB][64] = {};
double mgScore [chess::PIECE_TYPE_NB][64] = {};
double egVisits[chess::PIECE_TYPE_NB][64] = {};
double egScore [chess::PIECE_TYPE_NB][64] = {};
double featVisits[FEATURE_NB] = {};
double featScore [FEATURE_NB] = {};
};
static LearnedWeights g_weights;
@@ -127,13 +142,15 @@ static std::mutex g_weightsMutex;
static std::string g_weightsPath;
/* Per-game training accumulator (one per learned CPU-vs-CPU game). Records, per ply, where
* each side's pieces sat (split into midgame/endgame by phase) and each side's feature
* activations; trainer_apply turns the totals into weight nudges. Squares are white-relative
* each side's pieces sat (split into midgame/endgame by phase), each side's feature
* activations, and the white-minus-black material balance; trainer_apply turns the totals
* into a presence-weighted update to the running per-cell averages. Squares are white-relative
* (black indexes sq ^ 56), so a side's tally lines up with the shared white-relative table. */
struct Trainer {
double mgOcc[chess::COLOR_NB][chess::PIECE_TYPE_NB][64] = {};
double egOcc[chess::COLOR_NB][chess::PIECE_TYPE_NB][64] = {};
double featAcc[chess::COLOR_NB][FEATURE_NB] = {};
double matDiffAcc = 0.0; /* sum over plies of (white material - black material), cp */
int plies = 0;
};
@@ -172,9 +189,12 @@ static int parse_variant(const char* options) {
}
/* On-disk format: 6*64 mg ints (PAWN..KING, squares 0..63), then 6*64 eg ints, then
* FEATURE_NB feature ints, whitespace-separated. A missing file or short read leaves the
* rest neutral (0), so an absent weights file just means "train from a blank slate".
* Caller holds g_weightsMutex. */
* FEATURE_NB feature ints, then the backing visits/score doubles for each (mgVisits, mgScore,
* egVisits, egScore, featVisits, featScore) in the same shapes, all whitespace-separated. A
* missing file or short read leaves the rest neutral (0), so an absent weights file just means
* "train from a blank slate" — and a file written by the pre-fractional-learning format (which
* ends after the feature ints) loads its mg/eg/featW fine and simply starts every cell's
* visits/score history fresh from the next game that touches it. Caller holds g_weightsMutex. */
static void load_global_weights(const char* path) {
g_weights = LearnedWeights{}; /* reset to neutral before loading */
@@ -190,9 +210,29 @@ static void load_global_weights(const char* path) {
if (!(f >> g_weights.eg[pt][sq])) return;
for (int i = 0; i < FEATURE_NB; ++i)
if (!(f >> g_weights.featW[i])) return;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq)
if (!(f >> g_weights.mgVisits[pt][sq])) return;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq)
if (!(f >> g_weights.mgScore[pt][sq])) return;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq)
if (!(f >> g_weights.egVisits[pt][sq])) return;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq)
if (!(f >> g_weights.egScore[pt][sq])) return;
for (int i = 0; i < FEATURE_NB; ++i)
if (!(f >> g_weights.featVisits[i])) return;
for (int i = 0; i < FEATURE_NB; ++i)
if (!(f >> g_weights.featScore[i])) return;
}
/* Persist g_weights to g_weightsPath in the format load_global_weights reads. Caller holds the lock. */
/* Persist g_weights to g_weightsPath in the format load_global_weights reads. Full round-trip
* precision on the doubles (visits/score are running sums that keep accumulating across many
* games, so truncating them would drift the derived mg/eg/featW over time). Caller holds the
* lock. */
static void save_global_weights() {
if (g_weightsPath.empty()) return;
std::ofstream f(g_weightsPath);
@@ -203,6 +243,18 @@ static void save_global_weights() {
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) f << g_weights.eg[pt][sq] << (sq == 63 ? '\n' : ' ');
for (int i = 0; i < FEATURE_NB; ++i) f << g_weights.featW[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
f << std::setprecision(17);
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) f << g_weights.mgVisits[pt][sq] << (sq == 63 ? '\n' : ' ');
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) f << g_weights.mgScore[pt][sq] << (sq == 63 ? '\n' : ' ');
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) f << g_weights.egVisits[pt][sq] << (sq == 63 ? '\n' : ' ');
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) f << g_weights.egScore[pt][sq] << (sq == 63 ? '\n' : ' ');
for (int i = 0; i < FEATURE_NB; ++i) f << g_weights.featVisits[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
for (int i = 0; i < FEATURE_NB; ++i) f << g_weights.featScore[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
}
/* Maps the 1..20 difficulty to a search depth. Kept modest: the search has no
@@ -382,13 +434,18 @@ static int evaluate(const chess::Position& pos) {
* compute_features() is the single source of feature activations, used by BOTH the eval here
* and the trainer, so the two can never disagree. Constants below are the only tunables. */
/* Per-game-outcome learning rates and clamps. Squares accumulate occupancy (plies on a
* square, summed); features accumulate normalized per-ply activation (averaged, divided by a
* nominal scale so high-magnitude mobility doesn't dwarf the small pawn-structure terms). */
static constexpr double SQUARE_LR = 0.5;
static constexpr int SQ_CLAMP = 250;
static constexpr double FEAT_LR = 2.0;
static constexpr int FEAT_CLAMP = 500;
/* Per-game-outcome learning constants. Squares and features both learn a presence/activation-
* weighted AVERAGE advantage in [-1,1] (see trainer_apply) — OUT_SCALE just converts that
* average into a centipawn-ish int for the eval/table to add directly. FEAT_SCALE normalizes
* each feature's raw per-ply activation to a comparable magnitude before it's used as a weight
* (so high-count mobility doesn't dwarf the small pawn-structure terms), same as before.
* MATERIAL_ELO_SCALE is the classic centipawn-to-win-probability curve
* (expected = 1/(1+10^(-cp/400))) used to compute how much of a result material already
* explains, so training credits placement/features only for the part of the result that
* material didn't already predict. */
static constexpr int SQ_OUT_SCALE = 250;
static constexpr int FEAT_OUT_SCALE = 500;
static constexpr double MATERIAL_ELO_SCALE = 400.0;
static constexpr double FEAT_SCALE[FEATURE_NB] = { 4, 6, 8, 14, 2, 1, 1, 2 };
/* Game phase in [0,1] from remaining non-pawn material (PeSTO weights N=B=1, R=2, Q=4; max
@@ -823,7 +880,9 @@ CHESS_API void CHESS_CALL trainer_record(TrainerHandle t, const char* fen) {
chess::Position pos = chess::Position::from_fen(fen);
double phase = game_phase(pos);
/* Per-square occupancy, split into midgame/endgame by phase, white-relative. */
/* Per-square occupancy, split into midgame/endgame by phase, white-relative; and the
* white-minus-black material balance at this ply, used at trainer_apply time to strip
* "material already explains this" out of the training signal. */
chess::Bitboard occ = pos.pieces();
while (occ) {
chess::Square s = chess::pop_lsb(occ);
@@ -833,6 +892,7 @@ CHESS_API void CHESS_CALL trainer_record(TrainerHandle t, const char* fen) {
int relSq = (c == chess::WHITE) ? int(s) : (int(s) ^ 56);
t->mgOcc[c][pt][relSq] += (1.0 - phase);
t->egOcc[c][pt][relSq] += phase;
t->matDiffAcc += (c == chess::WHITE ? 1 : -1) * piece_value(pt);
}
/* Per-side feature activations. */
@@ -847,34 +907,66 @@ CHESS_API void CHESS_CALL trainer_record(TrainerHandle t, const char* fen) {
t->plies++;
}
/* Applies a finished game's outcome as a presence-weighted running average per cell, instead
* of an unbounded incremental nudge:
*
* score[cell] / visits[cell] == "fraction of (presence-weighted) games won with this piece
* on this square, minus fraction lost"
*
* `weight` is the caller's confidence in the result (1.0 for a checkmate, 0.5 for a
* material-imbalance draw, as before). On top of that, the update is scaled by how much of the
* result ISN'T already explained by material: `expected` is the win probability the winner's
* average material edge over the game implies (the same centipawn->win-probability curve
* engines use for Elo estimates); `1 - expected` is the "surprise" left over once material is
* accounted for. A win where the winner was already up a rook the whole game is unsurprising
* (expected ~= 1, ~no update) — the eval already knows material matters via piece_value(), so
* square/feature tables shouldn't get credit for "a piece existed"; a win pulled off (or a draw
* held) while materially behind is highly informative and gets a correspondingly large update.
* This same magnitude applies to BOTH the winner's reward and the loser's punishment: by the
* symmetry of win probabilities (P(loser wins) = 1 - P(winner wins)), the loser's own advantage
* — actual(0) minus their expected win probability — has exactly the same magnitude, `1 -
* expected`, just negative. */
CHESS_API void CHESS_CALL trainer_apply(TrainerHandle t, int winner, double weight) {
if (!t) return;
if (!t || t->plies <= 0) return;
double avgMaterialDiff = t->matDiffAcc / t->plies; /* white - black, cp */
double winnerMaterialDiff = (winner == chess::WHITE) ? avgMaterialDiff : -avgMaterialDiff;
double expected = 1.0 / (1.0 + std::pow(10.0, -winnerMaterialDiff / MATERIAL_ELO_SCALE));
double advantageMag = weight * (1.0 - expected);
std::lock_guard<std::mutex> lock(g_weightsMutex);
/* pass 0 = winner (reward, +1); pass 1 = loser (punish, -1). */
/* pass 0 = winner (positive advantage); pass 1 = loser (negative advantage). */
for (int pass = 0; pass < 2; ++pass) {
chess::Color side = chess::Color((pass == 0 ? winner : (winner ^ 1)) & 1);
int sign = pass == 0 ? 1 : -1;
double advantage = pass == 0 ? advantageMag : -advantageMag;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) {
if (t->mgOcc[side][pt][sq] != 0.0) {
int d = sign * int(std::lround(SQUARE_LR * t->mgOcc[side][pt][sq] * weight));
g_weights.mg[pt][sq] = std::clamp(g_weights.mg[pt][sq] + d, -SQ_CLAMP, SQ_CLAMP);
double mgFrac = t->mgOcc[side][pt][sq] / t->plies; /* fraction of the game spent here, [0,1] */
if (mgFrac != 0.0) {
g_weights.mgVisits[pt][sq] += mgFrac;
g_weights.mgScore [pt][sq] += mgFrac * advantage;
g_weights.mg[pt][sq] = int(std::lround(
SQ_OUT_SCALE * g_weights.mgScore[pt][sq] / g_weights.mgVisits[pt][sq]));
}
if (t->egOcc[side][pt][sq] != 0.0) {
int d = sign * int(std::lround(SQUARE_LR * t->egOcc[side][pt][sq] * weight));
g_weights.eg[pt][sq] = std::clamp(g_weights.eg[pt][sq] + d, -SQ_CLAMP, SQ_CLAMP);
double egFrac = t->egOcc[side][pt][sq] / t->plies;
if (egFrac != 0.0) {
g_weights.egVisits[pt][sq] += egFrac;
g_weights.egScore [pt][sq] += egFrac * advantage;
g_weights.eg[pt][sq] = int(std::lround(
SQ_OUT_SCALE * g_weights.egScore[pt][sq] / g_weights.egVisits[pt][sq]));
}
}
if (t->plies > 0)
for (int i = 0; i < FEATURE_NB; ++i) {
double avg = t->featAcc[side][i] / t->plies; /* per-ply average, normalized */
int d = sign * int(std::lround(FEAT_LR * (avg / FEAT_SCALE[i]) * weight));
g_weights.featW[i] = std::clamp(g_weights.featW[i] + d, -FEAT_CLAMP, FEAT_CLAMP);
}
for (int i = 0; i < FEATURE_NB; ++i) {
double activation = (t->featAcc[side][i] / t->plies) / FEAT_SCALE[i]; /* per-ply average, normalized */
if (activation == 0.0) continue;
g_weights.featVisits[i] += std::abs(activation);
g_weights.featScore [i] += activation * advantage;
g_weights.featW[i] = int(std::lround(
FEAT_OUT_SCALE * g_weights.featScore[i] / g_weights.featVisits[i]));
}
}
save_global_weights();