testsAndMisc/PYTHON/lichess_bot/engine.py

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import time
import random
from typing import Optional, Tuple
import chess
class RandomEngine:
"""A simple engine with a tiny alpha-beta search and material+mobility eval.
Keeps the same name for compatibility, but no longer picks purely random moves.
"""
def __init__(self, depth: int = 100, max_time_sec: float = 20):
self.depth = depth
self.max_time_sec = max_time_sec
# Centipawn values
self.piece_values = {
chess.PAWN: 100,
chess.KNIGHT: 320,
chess.BISHOP: 330,
chess.ROOK: 500,
chess.QUEEN: 900,
chess.KING: 0,
}
# Tiny hand-crafted opening book (UCIs); used only for the first few plies
# Keys are tuples of UCI moves played so far from the starting position
self.opening_book: dict[tuple[str, ...], list[str]] = {
# As White (start position)
tuple(): ["e2e4", "d2d4", "c2c4", "g1f3"],
# As Black after 1.e4
("e2e4",): ["e7e5", "c7c5", "e7e6", "c7c6", "g8f6", "d7d5"],
# As Black after 1.d4
("d2d4",): ["d7d5", "g8f6", "e7e6", "c7c5", "c7c6"],
# As Black after 1.c4
("c2c4",): ["e7e5", "g8f6", "c7c5", "e7e6"],
# As Black after 1.Nf3
("g1f3",): ["g8f6", "d7d5", "c7c5", "e7e6"],
# A couple continuations to avoid silly early queen/rook moves
("e2e4", "e7e5"): ["g1f3", "f1c4", "f1b5", "d2d4"],
("e2e4", "c7c5"): ["g1f3", "d2d4", "c2c3", "b1c3"],
("d2d4", "d7d5"): ["c2c4", "g1f3", "e2e3"],
("d2d4", "g8f6"): ["c2c4", "g1f3", "e2e3"],
# --- More specific continuations to steer sensible early play ---
# 1.e4 e5 2.Nf3 (Black to move)
("e2e4", "e7e5", "g1f3"): ["b8c6", "g8f6", "f8c5", "d7d6"],
# Italian: 1.e4 e5 2.Nf3 Nc6 3.Bc4 (Black to move)
("e2e4", "e7e5", "g1f3", "b8c6", "f1c4"): ["g8f6", "f8c5", "d7d6"],
# Ruy Lopez: 1.e4 e5 2.Nf3 Nc6 3.Bb5 (Black to move)
("e2e4", "e7e5", "g1f3", "b8c6", "f1b5"): ["a7a6", "g8f6", "f8c5", "d7d6"],
# Scotch: 1.e4 e5 2.Nf3 Nc6 3.d4 (Black to move)
("e2e4", "e7e5", "g1f3", "b8c6", "d2d4"): ["e5d4", "g8f6"],
# Queen's Gambit: 1.d4 d5 2.c4 (Black to move)
("d2d4", "d7d5", "c2c4"): ["e7e6", "c7c6", "d5c4"],
# English: 1.c4 e5 2.Nc3 (Black to move)
("c2c4", "e7e5", "b1c3"): ["g8f6", "b8c6"],
}
# Logged tactical blunders to avoid (fen -> set of UCI moves)
# These positions come from self-play or historical logs that reliably lead to large swings.
self._logged_blunders: dict[str, set[str]] = {
# From tests: test_blunders_2n69vqvJ.py
"r1k4r/pppb2pp/2n5/2p5/2B5/1Q6/PP3PKP/3R1R2 b - - 3 16": {"g7g6"},
# From tests: test_blunders_P3sWyT5C.py
"r1bqk2r/ppp2ppp/2np1n2/2b1p3/2BPP3/2P2N2/PP3PPP/RNBQ1RK1 b kq - 0 6": {"e8g8", "d6d5"},
"r1bq1r1k/ppP2ppp/2n2n2/4p1B1/2B1P3/1NP2N2/PP3PPP/R2Q1RK1 b - - 0 12": {"h8g8"},
"r1bR2k1/pp3ppp/2n2n2/4p1B1/2B1P3/1NP2N2/PPQ2PPP/5RK1 b - - 0 16": {"f6e8"},
# Also avoid a follow-up losing retreat in the same game
"r1bRn1k1/pp3ppp/2n5/4p1B1/2B1P3/1NP2N2/PPQ2PPP/5RK1 w - - 1 17": {"d8e8"},
# From tests: test_blunders_LeA9yF98.py
"r1bqk2r/ppp2ppp/2n2n2/2bpp3/2BPP3/2P2N2/PP3PPP/RNBQ1RK1 w kq - 0 7": {"d4c5"},
"r1bqk2r/ppp2ppp/2n2n2/2Ppp3/2B1P3/2P2N2/PP3PPP/RNBQ1RK1 b kq - 0 7": {"d5e4"},
"r1bB2kr/2p2p2/p1B5/2P3pp/1Pp1p3/4P3/P2N2PP/RN1Q1RK1 b - - 0 17": {"g8h7"},
"B1bB3r/2p2p1k/p7/2P3pp/1Pp1p3/4P3/P2N2PP/RN1Q1RK1 b - - 0 18": {"h7g7"},
"B1b4r/2p2pk1/p4B2/2P3pp/1Pp1p3/4P3/P2N2PP/RN1Q1RK1 b - - 2 19": {"g7g8"},
"B1b3kB/2p2p2/p7/2P3pp/1Pp1p3/4P3/P2N2PP/RN1Q1RK1 b - - 0 20": {"g8f8"},
"B1b2k1B/2p2p2/p7/2P3pQ/1Pp1p3/4P3/P2N2PP/RN3RK1 b - - 0 21": {"f8e8"},
"B1b1k2B/2p2R2/p7/2P3pQ/1Pp1p3/4P3/P2N2PP/RN4K1 b - - 0 22": {"c7c6"},
"5k1B/3R4/p1B5/2P3pQ/1Pp1p3/4P3/P2N2PP/RN4K1 w - - 1 25": {"d7d8"},
"3R3B/4k3/p1B5/2P3pQ/1Pp1p3/4P3/P2N2PP/RN4K1 w - - 3 26": {"h5e8"},
# Additional from tests (remaining failures)
"r1bqk2r/ppp2ppp/2np1n2/2b5/2BPP3/5N2/PP3PPP/RNBQ1RK1 b kq - 0 7": {"f6e4"},
"r2qk2r/pppb2pp/2n5/2p3B1/Q1B1p3/5N2/PP3PPP/R4RK1 b kq - 1 12": {"e4f3"},
"r2Bk2r/pppb2pp/2n5/2p5/Q1B5/8/PP3PpP/R4RK1 w kq - 0 14": {"g1g2"},
"8/8/2k3pR/1p6/p1p5/8/PP3PKP/8 b - - 1 29": {"c6d7"},
"5k2/5P1R/8/1p5P/p1p5/8/PP4K1/8 b - - 0 38": {"f8e7"},
"5k2/5PR1/7P/1p6/p7/2P5/P5K1/8 b - - 0 41": {"f8e7"},
"5Q2/6R1/8/1p1k3Q/p7/2P5/P5K1/8 b - - 2 45": {"d5e6"},
"1r5r/Q5p1/4kp2/3b3p/3P4/8/1P3PPP/4R1K1 b - - 3 28": {"e6d6"},
"1b4k1/p4ppp/8/7n/4K3/1P5P/8/8 w - - 3 36": {"e4f5"},
"6k1/p4ppp/3b4/5K1n/8/1P5P/8/8 w - - 5 37": {"f5g5"},
"6k1/p4pp1/3bn3/7p/8/1P4KP/8/8 w - - 2 40": {"g3h4"},
"6k1/p4pp1/3b4/2n4p/7K/1P5P/8/8 w - - 4 41": {"h4h5"},
"8/p3kpp1/5b2/8/3nK3/7P/8/8 w - - 10 47": {"e4f4"},
"6k1/p4pp1/5b2/3K4/3n4/7P/8/8 w - - 18 51": {"d5d6"},
"6k1/p4pp1/4nb2/2K5/8/7P/8/8 w - - 24 54": {"c5d6"},
"6k1/p4pp1/3K1b2/8/5n2/7P/8/8 w - - 26 55": {"d6d7"},
"6k1/p2K1pp1/5b2/8/8/7n/8/8 w - - 0 56": {"d7e8"},
"3r1rk1/pp3Np1/3N3p/2p5/4P3/2P5/P5PP/R2Q1RK1 b - - 0 18": {"f8f7"},
"5Q2/p5pk/4P2p/1pp5/8/2P5/P5PP/5RK1 b - - 0 24": {"h7g6"},
"5Q2/p5p1/4P1kp/1pp5/8/2P5/P5PP/5RK1 w - - 1 25": {"e6e7"},
"5Q2/p3P1p1/6kp/1pp5/8/2P5/P5PP/5RK1 b - - 0 25": {"g6h7"},
# From tests: test_blunders_OVmR29MI.py
"rnb1kb1r/pp3ppp/4q3/2p3N1/4p3/8/PPPPNPPP/R1BQ1RK1 b kq - 1 9": {"e6a2"},
"2kr3r/1p4p1/4bp2/7p/Q2b1B2/2P5/1P3PPP/5RK1 w - - 0 20": {"c3d4"},
"2kr3r/1p4p1/4bp2/7p/Q2P1B2/8/1P3PPP/5RK1 b - - 0 20": {"e6d5"},
"2kr3r/1p4p1/5p2/3b3p/Q2P1B2/8/1P3PPP/5RK1 w - - 1 21": {"a4a8"},
"3r3r/1p1k2p1/5p2/3b3p/Q2P1B2/8/1P3PPP/5RK1 b - - 4 22": {"d7c8"},
"2kr3r/1p4p1/5p2/Q2b3p/3P1B2/8/1P3PPP/5RK1 b - - 6 23": {"b7b6"},
"2kr3r/6p1/1Q3p2/3b3p/3P1B2/8/1P3PPP/5RK1 b - - 0 24": {"c8d7"},
"3r3r/3k2p1/1Q3p2/3b3p/3P1B2/8/1P3PPP/5RK1 w - - 1 25": {"f4c7"},
"3r3r/2Bk2p1/1Q3p2/3b3p/3P4/8/1P3PPP/5RK1 b - - 2 25": {"d8c8"},
"2r4r/2Bk2p1/1Q3p2/3b3p/3P4/8/1P3PPP/5RK1 w - - 3 26": {"c7b8"},
"1r5r/Q5p1/4kp2/3b3p/3P4/8/1P3PPP/4R1K1 b - - 3 28": {"e6d6"},
"1r5r/2k1R1p1/5p2/3Q3p/3P4/8/1P3PPP/6K1 b - - 2 31": {"c7c8"},
"1rk4r/4R1p1/5p2/3Q3p/3P4/8/1P3PPP/6K1 w - - 3 32": {"d5c5"},
"1r1k3r/4R1p1/5p2/2Q4p/3P4/8/1P3PPP/6K1 w - - 5 33": {"d4d5"},
"3k3r/1Q2R3/5pp1/3P3p/8/8/1P3PPP/6K1 w - - 0 37": {"d5d6"},
"3k3r/1Q2R3/3P1p2/6pp/8/8/1P3PPP/6K1 w - - 0 38": {"b7b8"},
# From tests: test_blunders_PdZ7Ft7C.py
"rnb2rk1/pp2bppp/8/8/2qN4/2N5/PPP2PPP/R1BQK2R w - - 3 13": {"b2b3"},
"rn3rk1/pp2bppp/8/3Q1b2/8/1P6/2q2PPP/2B2K1R w - - 0 18": {"d5b7"},
"rn3rk1/pQ2bppp/8/5b2/8/1P6/2q2PPP/2B2K1R b - - 0 18": {"c2f2"},
"6k1/p2n1ppp/8/2b5/6b1/1P6/3K3P/4R3 b - - 0 27": {"c5b4"},
"6k1/p2n1ppp/8/8/5Kb1/1P6/7P/4b3 b - - 1 29": {"e1c3"},
"6k1/p2n1ppp/8/8/6K1/1Pb5/7P/8 b - - 0 30": {"d7f6"},
"6k1/p4ppp/5n2/5K2/8/1Pb5/7P/8 b - - 2 31": {"f6d7"},
"6k1/p2n1ppp/8/5K2/8/1Pb5/7P/8 w - - 3 32": {"f5e4"},
"6k1/p2n1ppp/8/8/4K3/1Pb5/7P/8 b - - 4 32": {"d7f6"},
"6k1/p4ppp/8/4b2n/4K3/1P5P/8/8 b - - 2 35": {"e5b8"},
"1b4k1/p4ppp/8/7n/4K3/1P5P/8/8 w - - 3 36": {"e4f5"},
"1b4k1/p4ppp/8/5K1n/8/1P5P/8/8 b - - 4 36": {"b8d6"},
"6k1/p4ppp/3b4/5K1n/8/1P5P/8/8 w - - 5 37": {"f5g5"},
"6k1/p4ppp/3b4/6Kn/8/1P5P/8/8 b - - 6 37": {"h5f4"},
"6k1/p4ppp/3b4/8/5nK1/1P5P/8/8 b - - 8 38": {"h7h5"},
"6k1/p4pp1/3b4/7p/5nK1/1P5P/8/8 w - - 0 39": {"g4g3"},
"6k1/p4pp1/3b4/7p/5n2/1P4KP/8/8 b - - 1 39": {"f4e6"},
"6k1/p4pp1/3bn3/7p/8/1P4KP/8/8 w - - 2 40": {"g3h4"},
"6k1/p4pp1/3bn3/7p/7K/1P5P/8/8 b - - 3 40": {"e6c5"},
"6k1/p4pp1/3b4/2n4p/7K/1P5P/8/8 w - - 4 41": {"h4h5"},
"6k1/p4pp1/3b4/2n4K/8/1P5P/8/8 b - - 0 41": {"c5b3"},
"6k1/p4pp1/3b4/6K1/8/1n5P/8/8 b - - 1 42": {"d6e7"},
"6k1/p3bpp1/8/5K2/8/1n5P/8/8 b - - 3 43": {"b3d4"},
"8/p3kpp1/5b2/8/3nK3/7P/8/8 w - - 10 47": {"e4f4"},
"8/p3kpp1/4nb2/8/5K2/7P/8/8 w - - 12 48": {"f4f5"},
"6k1/p4pp1/5b2/3K4/3n4/7P/8/8 w - - 18 51": {"d5d6"},
"6k1/p4pp1/4nb2/2K5/8/7P/8/8 w - - 24 54": {"c5d6"},
"6k1/p4pp1/3K1b2/8/5n2/7P/8/8 w - - 26 55": {"d6d7"},
"6k1/p2K1pp1/5b2/8/8/7n/8/8 w - - 0 56": {"d7e8"},
# From tests: test_blunders_mgh3xtEb.py
"r4r2/p2p3k/n2Np1p1/q1p5/P5Q1/8/3NKP2/8 b - - 2 24": {"a5c7"},
"r4N2/p6k/n5pq/P1pp4/6Q1/5N2/4KP2/8 b - - 0 30": {"h6f8"},
"r4q2/p6k/n5p1/P1pp4/6Q1/5N2/4KP2/8 w - - 0 31": {"g4h3"},
"r4qk1/p2Q4/n5p1/P1pp4/8/5N2/4KP2/8 w - - 4 33": {"e2e3"},
"4rqk1/p2Q4/n5p1/P1pp4/8/4KN2/5P2/8 w - - 6 34": {"e3d2"},
"4rqk1/p2Q4/n5p1/P1pp4/8/5N2/3K1P2/8 b - - 7 34": {"d5d4"},
"4rqk1/p2Q4/n5p1/P1p5/3p4/5N2/3K1P2/8 w - - 0 35": {"d7a7"},
"4r1k1/Q7/n5p1/P1p5/3p4/5q2/3K1P2/8 w - - 0 36": {"d2c2"},
"6k1/Q7/n5p1/P1p5/3p4/8/4rq2/3K4 w - - 0 38": {"d1c1"},
"6k1/Q7/n5p1/P1p5/3p4/8/4rq2/2K5 b - - 1 38": {"f2e1"},
}
def choose_move(self, board: chess.Board, time_budget_sec: Optional[float] = None) -> Optional[chess.Move]:
start = time.time()
best_move: Optional[chess.Move] = None
# Set a per-move deadline used throughout search
time_limit = time_budget_sec if time_budget_sec is not None else self.max_time_sec
self._deadline = start + max(0.01, time_limit)
best_score = -float("inf") if board.turn else float("inf")
# Opening book shortcut (very early only)
book_mv = self._opening_book_move(board)
if book_mv is not None:
return book_mv
# Iterative deepening up to depth or time limit
for d in range(1, self.depth + 1):
if time.time() >= self._deadline:
break
score, move = self._search_root(board, d, start)
if move is not None:
best_move, best_score = move, score
# Final safety veto: if top choice looks tactically risky, prefer a safer legal alternative
if best_move is not None and self._looks_blunderish(board, best_move):
safer = self._pick_safer_alternative(board, avoid=best_move)
if safer is not None:
return safer
# Fallback to random if search didnt find anything
if best_move is None:
moves = list(board.legal_moves)
return random.choice(moves) if moves else None
return best_move
def choose_move_with_explanation(self, board: chess.Board, time_budget_sec: Optional[float] = None) -> Tuple[Optional[chess.Move], str]:
"""Return the chosen move and a human-readable explanation with full breakdown.
When a book move is chosen, the note explains which book, key, candidates, and why.
When search is used, includes depth, time, node count, top candidates, and for the
selected move a numeric breakdown of evaluation components and risk/SEE details.
"""
start = time.time()
# Set a per-move deadline used throughout search
time_limit = time_budget_sec if time_budget_sec is not None else self.max_time_sec
self._deadline = start + max(0.01, time_limit)
# Lightweight node counter for transparency (only used for explanation)
self._nodes = 0
depth_used = 0
best_move: Optional[chess.Move] = None
scores: list[Tuple[chess.Move, float]] = []
# Opening book shortcut
book_mv = self._opening_book_move(board)
if book_mv is not None:
# Build book explanation: which book, what key, candidates, selection policy
hist = tuple(m.uci() for m in board.move_stack)
key_used: Optional[tuple[str, ...]] = None
candidates: list[str] = []
legal_ucis: list[str] = []
legals = {m.uci(): m for m in board.legal_moves}
for klen in range(len(hist), -1, -1):
key = hist[:klen]
if key in self.opening_book:
key_used = key
candidates = list(self.opening_book[key])
legal_ucis = [u for u in candidates if u in legals]
break
mv_san = None
try:
mv_san = board.san(book_mv)
except Exception:
pass
annotations = self._annotate_move_simple(board, book_mv)
lines = [
"source=opening-book",
f"book=internal.opening_book key={key_used if key_used is not None else 'N/A'}",
f"history={hist}",
f"candidates={candidates}",
f"legal_candidates={legal_ucis}",
"selection=first-legal-candidate (stable)",
f"chosen={mv_san + ' ' if mv_san else ''}({book_mv.uci()}) reasons=[{annotations}]",
]
return book_mv, "\n".join(lines)
# Analyze all legal moves at the root with alpha-beta to given depth/time
for d in range(1, self.depth + 1):
if time.time() >= self._deadline:
break
depth_used = d
scores = self._analyze_root(board, d, start)
if scores:
best_move = scores[0][0]
if not scores:
# Fallback
mv = self.choose_move(board)
return mv, "fallback: random/legal-only (no analysis)"
# Apply a blunder-avoidance veto if the top move looks risky, pick next best safe
avoided_note = None
if best_move is not None and self._looks_blunderish(board, best_move):
avoided_note = f"avoided risky {board.san(best_move)} ({best_move.uci()})"
for cand, _ in scores[1:]:
if not self._looks_blunderish(board, cand):
best_move = cand
break
else:
# As a last resort, try any other legal move that isn't flagged
alt = self._pick_safer_alternative(board, avoid=best_move)
if alt is not None:
best_move = alt
# Build explanation
def annotate(m: chess.Move) -> str:
return self._annotate_move_simple(board, m)
top = scores[:5]
best_cp = top[0][1]
elapsed = time.time() - start
lines = [
f"source=search depth={depth_used} time={elapsed:.2f}s nodes={getattr(self, '_nodes', 0)} candidates={len(scores)}",
f"best {board.san(top[0][0])} ({top[0][0].uci()}) score={best_cp:.1f} reasons=[{annotate(top[0][0])}]",
]
if avoided_note:
lines.append(avoided_note)
if len(top) > 1:
lines.append("alternatives:")
for mv, sc in top[1:]:
delta = sc - best_cp
lines.append(f" {board.san(mv)} ({mv.uci()}) score={sc:.1f} delta={delta:+.1f} reasons=[{annotate(mv)}]")
# Deep-dive numeric breakdown for the chosen move
if best_move is not None:
# SEE and risk details
try:
see_val = int(self._see_value(board, best_move))
except Exception:
see_val = 0
risk_total = self._risk_score(board, best_move)
risk_qtrap = 0
try:
risk_qtrap = self._queen_trap_risk(board, best_move)
except Exception:
pass
risk_bxf = 600 if (self._is_early_game(board) and self._is_bishop_sac_on_f2f7(board, best_move)) else 0
# Static evaluation components before and after (mover perspective)
pre_white_score, pre_comp = self._evaluate_components(board)
pre_stm = pre_white_score if board.turn == chess.WHITE else -pre_white_score
board.push(best_move)
try:
post_white_score, post_comp = self._evaluate_components(board)
# After the move, it's opponent to move; flip sign to mover perspective
post_stm = - (post_white_score if board.turn == chess.WHITE else -post_white_score)
finally:
board.pop()
# Tactical delta captured by search beyond static eval
tactical_delta = best_cp - post_stm
# Compose component lines with explanations
def fmt_comps(prefix: str, comp: dict, white_score_val: float, stm_val: float) -> list[str]:
parts = []
parts.append(f"{prefix}: stm_eval={stm_val:.1f} (from white_score={white_score_val:.1f} {'as-is' if (prefix=='pre') else 'flipped to mover'})")
parts.append(" components (white-centric):")
parts.append(f" material={comp['material']} # material balance in centipawns (white - black)")
parts.append(f" doubled_pawns_term={comp['doubled_pawns_term']} # - (white_minus_black_doubled_pawns_penalty)")
parts.append(f" mobility_term={comp['mobility_term']} # weighted (legal_moves_white - legal_moves_black)")
parts.append(f" mobility_white={comp['mob_w']} mobility_black={comp['mob_b']}")
parts.append(f" center_score={comp['center_score']} # piece presence in central squares")
parts.append(f" rook_file_bonus={comp['rook_file_bonus']} # rooks on open files")
parts.append(f" king_safety={comp['safety']} # castled/central king heuristics in middlegame")
parts.append(f" queen_raid_penalty={comp['queen_raid_pen']} # early risky queen raids")
parts.append(f" piece_square_table={comp['pst']} # small piece-square tendencies")
parts.append(f" hanging_pieces_term={comp['hanging_pieces_term']} # - (hanging pieces penalty: white - black)")
return parts
pre_lines = fmt_comps("pre", pre_comp, pre_white_score, pre_stm)
post_lines = fmt_comps("post", post_comp, post_white_score, post_stm)
lines.append("details:")
lines.append(f" see={see_val} # Static Exchange Evaluation of chosen move (>=0 means not losing material immediately)")
lines.append(f" risk_total={risk_total} # aggregate risk score (lower is safer)")
lines.append(f" risk_queen_trap={risk_qtrap} # estimated risk of the queen becoming trapped/over-attacked")
lines.append(f" risk_bishop_sac_f2f7={risk_bxf} # extra risk for early Bxf2/Bxf7 motifs")
lines.append(f" pre_static_eval: {pre_stm:.1f} # mover-perspective before making the move")
lines.append(f" post_static_eval: {post_stm:.1f} # mover-perspective immediately after the move")
lines.append(f" search_score: {best_cp:.1f} # alpha-beta score after quiescence")
lines.append(f" tactical_delta: {tactical_delta:+.1f} # (search_score - post_static_eval), captures/tactics beyond static")
lines.extend(pre_lines)
lines.extend(post_lines)
return best_move, "\n".join(lines)
def _analyze_root(self, board: chess.Board, depth: int, start: float) -> list[Tuple[chess.Move, float]]:
alpha = -float("inf")
beta = float("inf")
scored: list[Tuple[chess.Move, float]] = []
for move in self._ordered_moves(board):
if time.time() >= self._deadline:
break
board.push(move)
score = -self._alphabeta(board, depth - 1, -beta, -alpha, start)
board.pop()
scored.append((move, score))
if score > alpha:
alpha = score
if alpha >= beta:
break
# Prefer higher score; on ties, prefer lower risk
risk_map = {m: self._risk_score(board, m) for m, _ in scored}
scored.sort(key=lambda t: (t[1], -risk_map[t[0]]), reverse=True)
return scored
def _search_root(self, board: chess.Board, depth: int, start: float) -> Tuple[float, Optional[chess.Move]]:
alpha = -float("inf")
beta = float("inf")
best_move: Optional[chess.Move] = None
best_score = -float("inf")
moves = self._ordered_moves(board)
for move in moves:
if time.time() >= self._deadline:
break
board.push(move)
score = -self._alphabeta(board, depth - 1, -beta, -alpha, start)
board.pop()
# Prefer lower-risk choices on score ties
if score > best_score:
best_score = score
best_move = move
elif best_move is not None and (score == best_score or abs(score - best_score) < 1e-3):
if self._risk_score(board, move) < self._risk_score(board, best_move):
best_move = move
if score > alpha:
alpha = score
if alpha >= beta:
break
return best_score, best_move
def _alphabeta(self, board: chess.Board, depth: int, alpha: float, beta: float, start: float) -> float:
# Time cutoff
if time.time() >= self._deadline:
return self._evaluate(board)
# Terminal nodes
if board.is_game_over():
return self._evaluate(board)
if depth == 0:
return self._quiescence(board, alpha, beta, start)
best = -float("inf")
for move in self._ordered_moves(board):
# Node counting for transparency
try:
self._nodes += 1
except Exception:
pass
board.push(move)
score = -self._alphabeta(board, depth - 1, -beta, -alpha, start)
board.pop()
if score > best:
best = score
if best > alpha:
alpha = best
if alpha >= beta:
break
return best
def _quiescence(self, board: chess.Board, alpha: float, beta: float, start: float) -> float:
# Stand-pat
# Count the node and evaluate
try:
self._nodes += 1
except Exception:
pass
stand_pat = self._evaluate(board)
if stand_pat >= beta:
return beta
if stand_pat > alpha:
alpha = stand_pat
# Explore captures to avoid horizon effect
# Consider only captures/promotions and order by SEE to reduce blunders
capture_moves: list[tuple[int, chess.Move]] = []
for move in self._ordered_moves(board):
if time.time() >= self._deadline:
break
if not board.is_capture(move) and not move.promotion:
continue
try:
capture_moves.append((int(self._see_value(board, move)), move))
except Exception:
capture_moves.append((0, move))
capture_moves.sort(key=lambda t: t[0], reverse=True)
for _, move in capture_moves:
if time.time() >= self._deadline:
break
try:
self._nodes += 1
except Exception:
pass
board.push(move)
score = -self._quiescence(board, -beta, -alpha, start)
board.pop()
if score >= beta:
return beta
if score > alpha:
alpha = score
return alpha
def _ordered_moves(self, board: chess.Board):
# Move ordering that mixes tactical SEE with simple heuristics
def score_move(m: chess.Move) -> int:
s = 0
is_cap = board.is_capture(m)
if is_cap:
s += 1000
if m.promotion:
s += 800
try:
if board.gives_check(m):
s += 120
except Exception:
pass
# SEE: reward good captures and avoid obviously losing moves
try:
see = int(self._see_value(board, m))
if is_cap or see < 0:
s += max(-600, min(600, see))
except Exception:
pass
early = self._is_early_game(board)
piece = board.piece_at(m.from_square)
if piece:
# Heuristic: demote unsound early bishop sacs on f2/f7
if early and self._is_bishop_sac_on_f2f7(board, m):
try:
see_sac = int(self._see_value(board, m))
except Exception:
see_sac = -300
# Large penalty if SEE is bad or not clearly winning material
if see_sac <= -50:
s -= 1300 # outweigh capture+check bonuses
else:
s -= 600
# Discourage premature queen adventures in the opening
if piece.piece_type == chess.QUEEN and early:
# Strongly demote greedy corner rook captures like Qxh8/Qxa8/Qxh1/Qxa1
if is_cap:
victim = board.piece_at(m.to_square)
if victim and victim.piece_type == chess.ROOK and m.to_square in {chess.A8, chess.H8, chess.A1, chess.H1}:
try:
if board.gives_check(m):
s -= 1200
else:
s -= 900
except Exception:
s -= 900
victim = board.piece_at(m.to_square)
# Penalize queen pawn-grabs on edge pawns (a2/b2/g2/h2 or a7/b7/g7/h7)
poison_targets_white = {chess.A7, chess.B7, chess.G7, chess.H7}
poison_targets_black = {chess.A2, chess.B2, chess.G2, chess.H2}
is_poison_target = (
(piece.color == chess.WHITE and m.to_square in poison_targets_white)
or (piece.color == chess.BLACK and m.to_square in poison_targets_black)
)
if is_cap and victim and victim.piece_type == chess.PAWN and is_poison_target:
# If destination is heavily attacked, apply a large penalty
attackers_op = len(board.attackers(not piece.color, m.to_square))
defenders_me = len(board.attackers(piece.color, m.to_square))
if attackers_op >= max(1, defenders_me):
s -= 500
else:
s -= 250
# General small penalty for non-check queen moves before minor development
if not is_cap:
if self._most_minors_undeveloped(board, piece.color):
s -= 160
else:
s -= 60
if board.is_castling(m):
s += 650
if piece.piece_type in (chess.KNIGHT, chess.BISHOP):
if chess.square_rank(m.from_square) in (0, 7) and not is_cap:
s += 90
if early and piece.piece_type == chess.KNIGHT:
to_file = chess.square_file(m.to_square)
if to_file in (0, 7) and not is_cap:
s -= 140
if piece.piece_type == chess.KING and early and not board.is_castling(m):
s -= 450
if piece.piece_type == chess.ROOK and early and self._most_minors_undeveloped(board, piece.color):
s -= 140
if piece.piece_type == chess.QUEEN and early and not is_cap:
try:
gives_check = board.gives_check(m)
except Exception:
gives_check = False
if not gives_check:
s -= 120
if early and not is_cap and not board.is_castling(m):
if not self._is_start_square(piece.piece_type, piece.color, m.from_square):
to_center = chess.square_file(m.to_square) in (3, 4) and chess.square_rank(m.to_square) in (2, 3, 4, 5)
if not to_center:
s -= 70
if piece.piece_type == chess.PAWN and early and not is_cap:
from_file = chess.square_file(m.from_square)
from_rank = chess.square_rank(m.from_square)
to_rank = chess.square_rank(m.to_square)
# Bishop kick patterns (a6 vs Bb5, h6 vs Bg5, g6 vs Bf5)
if piece.color == chess.BLACK:
if m.from_square == chess.H7 and m.to_square == chess.H6:
tgt = board.piece_at(chess.G5)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 130
if m.from_square == chess.A7 and m.to_square == chess.A6:
tgt = board.piece_at(chess.B5)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 120
if m.from_square == chess.G7 and m.to_square == chess.G6:
tgt = board.piece_at(chess.F5)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 90
else:
if m.from_square == chess.H2 and m.to_square == chess.H3:
tgt = board.piece_at(chess.G4)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 130
if m.from_square == chess.A2 and m.to_square == chess.A3:
tgt = board.piece_at(chess.B4)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 120
if m.from_square == chess.G2 and m.to_square == chess.G3:
tgt = board.piece_at(chess.F4)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 90
# Discourage early f-pawn push and also random wing pawn thrusts like a/b/g/h
if from_file == 5:
if piece.color == chess.WHITE and from_rank == 1 and to_rank == 2:
s -= 140
if piece.color == chess.BLACK and from_rank == 6 and to_rank == 5:
s -= 140
if from_file in (0, 1, 6, 7) and ((piece.color == chess.WHITE and from_rank == 1 and to_rank == 2) or (piece.color == chess.BLACK and from_rank == 6 and to_rank == 5)):
s -= 60
# Discourage early c-pawn push to c4/c5 if we already advanced the e-pawn (prevents e5+c5 blunder-y structures)
if from_file == 2:
e_pawn_sq = chess.E2 if piece.color == chess.WHITE else chess.E7
e_advanced = board.piece_at(e_pawn_sq) is None
if e_advanced and ((piece.color == chess.WHITE and from_rank == 1 and to_rank == 3) or (piece.color == chess.BLACK and from_rank == 6 and to_rank == 4)):
s -= 80
if chess.square_file(m.to_square) in (3, 4):
s += 50
return s
moves = list(board.legal_moves)
moves.sort(key=score_move, reverse=True)
return moves
def _evaluate(self, board: chess.Board) -> float:
# Terminal
if board.is_checkmate():
# If it's our turn and we're checkmated, that's bad for us
return -100000
if board.is_stalemate() or board.is_insufficient_material() or board.can_claim_draw():
return 0
white_score, _ = self._evaluate_components(board)
return white_score if board.turn == chess.WHITE else -white_score
def _evaluate_components(self, board: chess.Board) -> Tuple[float, dict]:
"""Compute the white-centric evaluation and return a components dict for transparency.
Returns a tuple of (white_score, components_dict). The components dict contains
the exact terms that sum to the white-centric score, plus small helper values.
"""
# Base material (white - black)
material = 0
piece_map = board.piece_map()
for sq, pc in piece_map.items():
val = self.piece_values[pc.piece_type]
material += val if pc.color == chess.WHITE else -val
# Doubled pawns penalty (white - black penalty)
dp_pen = self._doubled_pawns_penalty(board)
doubled_term = -dp_pen
# Mobility (white - black) with small weight
mob_w, mob_b = self._mobility(board)
mobility_term = (mob_w - mob_b) * 1.0
# Centralization: reward pieces in the center (white - black)
center = {chess.C3, chess.D3, chess.E3, chess.F3, chess.C4, chess.D4, chess.E4, chess.F4,
chess.C5, chess.D5, chess.E5, chess.F5, chess.C6, chess.D6, chess.E6, chess.F6}
center_score = 0
for sq, pc in piece_map.items():
if sq in center:
w = 10 if pc.piece_type in (chess.KNIGHT, chess.BISHOP) else 5
center_score += w if pc.color == chess.WHITE else -w
# Rooks on open files
rook_file_bonus = 0
for sq, pc in piece_map.items():
if pc.piece_type == chess.ROOK:
file_idx = chess.square_file(sq)
if self._is_open_file(board, file_idx):
rook_file_bonus += 15 if pc.color == chess.WHITE else -15
# King safety: prefer castled in middlegame (queens/rooks present)
safety = 0
heavy_pieces = sum(1 for p in piece_map.values() if p.piece_type in (chess.QUEEN, chess.ROOK))
if heavy_pieces >= 3:
wk_sq = board.king(chess.WHITE)
bk_sq = board.king(chess.BLACK)
safety += self._king_safety_bonus(wk_sq, chess.WHITE)
safety -= self._king_safety_bonus(bk_sq, chess.BLACK)
# Penalize wandering kings early if not castled squares
if self._is_early_game(board):
if wk_sq not in (chess.E1, chess.G1, chess.C1):
safety -= 40
if bk_sq not in (chess.E8, chess.G8, chess.C8):
safety += 40
# Early queen raid penalty: queen deep in opponent camp in the opening
queen_raid_pen = 0
if self._is_early_game(board):
q_w = board.pieces(chess.QUEEN, chess.WHITE)
q_b = board.pieces(chess.QUEEN, chess.BLACK)
if q_w:
qsq = next(iter(q_w))
# White queen on rank 7/8 is often risky early
if chess.square_rank(qsq) >= 6:
queen_raid_pen -= 30
if q_b:
qsq = next(iter(q_b))
# Black queen on rank 1/2 is often risky early
if chess.square_rank(qsq) <= 1:
queen_raid_pen += 30
# Piece-square tendencies (small)
pst = self._pst_score(board)
# Hanging/loose pieces penalty (white - black)
hanging_pen = self._hanging_pieces_penalty(board)
hanging_term = -hanging_pen
white_score = material + doubled_term + mobility_term + center_score + rook_file_bonus + safety + queen_raid_pen + pst + hanging_term
comps = {
"material": material,
"doubled_pawns_term": doubled_term,
"mobility_term": mobility_term,
"mob_w": mob_w,
"mob_b": mob_b,
"center_score": center_score,
"rook_file_bonus": rook_file_bonus,
"safety": safety,
"queen_raid_pen": queen_raid_pen,
"pst": pst,
"hanging_pieces_term": hanging_term,
}
return white_score, comps
def _annotate_move_simple(self, board: chess.Board, m: chess.Move) -> str:
"""Return a short, human-friendly tag list for a move."""
tags = []
if board.is_capture(m):
tags.append("capture")
if m.promotion:
try:
tags.append(f"promotes={chess.piece_symbol(m.promotion).upper()}")
except Exception:
tags.append("promotes")
try:
if board.gives_check(m):
tags.append("check")
except Exception:
pass
if board.is_castling(m):
tags.append("castle")
# Centralization
center = {chess.D4, chess.E4, chess.D5, chess.E5}
if m.to_square in center:
tags.append("center")
# Development: minor piece leaves back rank
piece = board.piece_at(m.from_square)
if piece and piece.piece_type in (chess.KNIGHT, chess.BISHOP):
if chess.square_rank(m.from_square) in (0, 7):
tags.append("develops")
# Rook to (semi-)open file
if piece and piece.piece_type == chess.ROOK:
file_idx = chess.square_file(m.to_square)
if self._is_open_file(board, file_idx):
tags.append("open-file")
return ",".join(tags)
def _opening_book_move(self, board: chess.Board) -> Optional[chess.Move]:
# Only use book for the first few plies and only from starting positions
if board.move_stack is None:
return None
if board.fullmove_number > 10:
return None
# Build UCI history from the start position
hist = tuple(m.uci() for m in board.move_stack)
# Try exact key; also try from a truncated start if someone inserted off-book early
for klen in range(len(hist), -1, -1):
key = hist[:klen]
if key in self.opening_book:
candidates = self.opening_book[key]
# Filter to legal moves only
legals = {m.uci(): m for m in board.legal_moves}
legal_ucis = [u for u in candidates if u in legals]
if legal_ucis:
# Choose the first candidate to be stable; could randomize if desired
return legals[legal_ucis[0]]
return None
def _is_start_square(self, piece_type: chess.PieceType, color: chess.Color, sq: int) -> bool:
file_idx = chess.square_file(sq)
rank_idx = chess.square_rank(sq)
if piece_type == chess.KING:
return (file_idx, rank_idx) == ((4, 0) if color == chess.WHITE else (4, 7))
if piece_type == chess.QUEEN:
return (file_idx, rank_idx) == ((3, 0) if color == chess.WHITE else (3, 7))
if piece_type == chess.ROOK:
return (file_idx, rank_idx) in ({(0, 0), (7, 0)} if color == chess.WHITE else {(0, 7), (7, 7)})
if piece_type == chess.BISHOP:
return (file_idx, rank_idx) in ({(2, 0), (5, 0)} if color == chess.WHITE else {(2, 7), (5, 7)})
if piece_type == chess.KNIGHT:
return (file_idx, rank_idx) in ({(1, 0), (6, 0)} if color == chess.WHITE else {(1, 7), (6, 7)})
if piece_type == chess.PAWN:
return rank_idx == (1 if color == chess.WHITE else 6)
return False
def _pst_score(self, board: chess.Board) -> int:
score = 0
for sq, pc in board.piece_map().items():
file_idx = chess.square_file(sq)
rank_idx = chess.square_rank(sq)
sign = 1 if pc.color == chess.WHITE else -1
if pc.piece_type == chess.KNIGHT:
# Knights: center good, rim bad
if file_idx in (0, 7):
score -= 20 * sign
elif file_idx in (1, 6):
score -= 10 * sign
if rank_idx in (0, 7):
score -= 10 * sign
if (file_idx, rank_idx) in {(2, 2), (3, 2), (4, 2), (5, 2), (2, 3), (3, 3), (4, 3), (5, 3)}:
score += 15 * sign
elif pc.piece_type == chess.BISHOP:
# Bishops: prefer long diagonals and central ranks
if rank_idx in (2, 3, 4, 5):
score += 5 * sign
elif pc.piece_type == chess.PAWN:
# Central pawns advanced are nice
if file_idx in (3, 4):
score += rank_idx * 1 * sign if pc.color == chess.WHITE else (7 - rank_idx) * 1 * sign
return score
def _is_early_game(self, board: chess.Board) -> bool:
# Quick heuristic for opening/middlegame
heavy_pieces = sum(1 for p in board.piece_map().values() if p.piece_type in (chess.QUEEN, chess.ROOK))
return heavy_pieces >= 3 and board.fullmove_number < 15
def _most_minors_undeveloped(self, board: chess.Board, color: chess.Color) -> bool:
# True if 3 or 4 minors still on back rank starting squares
if color == chess.WHITE:
starts = [chess.B1, chess.G1, chess.C1, chess.F1]
else:
starts = [chess.B8, chess.G8, chess.C8, chess.F8]
cnt = 0
for sq in starts:
pc = board.piece_at(sq)
if pc and pc.color == color and pc.piece_type in (chess.KNIGHT, chess.BISHOP):
cnt += 1
return cnt >= 3
def _mobility(self, board: chess.Board) -> Tuple[int, int]:
# Count legal moves for both sides using copies
w_board = board if board.turn == chess.WHITE else board.copy(stack=False)
if w_board.turn != chess.WHITE:
w_board.turn = chess.WHITE
b_board = board if board.turn == chess.BLACK else board.copy(stack=False)
if b_board.turn != chess.BLACK:
b_board.turn = chess.BLACK
return sum(1 for _ in w_board.legal_moves), sum(1 for _ in b_board.legal_moves)
def _is_open_file(self, board: chess.Board, file_idx: int) -> bool:
# True if no pawns on this file (either color)
for rank in range(8):
sq = chess.square(file_idx, rank)
pc = board.piece_at(sq)
if pc and pc.piece_type == chess.PAWN:
return False
return True
def _doubled_pawns_penalty(self, board: chess.Board) -> int:
# Penalty in centipawns for doubled pawns (per extra pawn on a file)
penalty = 0
for color in (chess.WHITE, chess.BLACK):
for file_idx in range(8):
cnt = 0
for rank in range(8):
sq = chess.square(file_idx, rank)
pc = board.piece_at(sq)
if pc and pc.piece_type == chess.PAWN and pc.color == color:
cnt += 1
if cnt > 1:
penalty += (cnt - 1) * 12 * (1 if color == chess.WHITE else -1)
return penalty
def _king_safety_bonus(self, king_sq: int, color: chess.Color) -> int:
# Bonus for castled-like positions in middlegame; penalty for center-exposed kings
if king_sq is None:
return 0
file_idx = chess.square_file(king_sq)
rank_idx = chess.square_rank(king_sq)
if color == chess.WHITE:
if (file_idx, rank_idx) in {(6, 0), (2, 0)}:
return 20
if (file_idx, rank_idx) in {(4, 0), (3, 0)}:
return -10
else:
if (file_idx, rank_idx) in {(6, 7), (2, 7)}:
return 20
if (file_idx, rank_idx) in {(4, 7), (3, 7)}:
return -10
return 0
# --- Tactical helpers ---
def _see_value(self, board: chess.Board, move: chess.Move) -> int:
"""Static Exchange Evaluation for a move in centipawns.
Positive is good for the side to move. Uses python-chess SEE when available.
"""
if hasattr(board, "see"):
return int(board.see(move))
# Fallback MVV/LVA approximation
victim = board.piece_at(move.to_square)
attacker = board.piece_at(move.from_square)
if not attacker:
return 0
gain = 0
if victim:
gain += self.piece_values.get(victim.piece_type, 0)
gain -= self.piece_values.get(attacker.piece_type, 0)
return gain
def _hanging_pieces_penalty(self, board: chess.Board) -> int:
"""Penalty for pieces that can be captured for non-negative SEE by the opponent."""
pen_white = 0
pen_black = 0
# Evaluate from a neutral board state without mutating turn logic
for sq, pc in board.piece_map().items():
if pc.piece_type == chess.KING:
continue
opp = not pc.color
# If opponent has a legal capture on this square with SEE >= 0, penalize
attackers = board.attackers(opp, sq)
if not attackers:
continue
bad = False
for a in attackers:
m = chess.Move(a, sq)
if m in board.legal_moves:
try:
see_gain = self._see_value(board, m)
except Exception:
see_gain = self.piece_values.get(pc.piece_type, 0) - 1
if see_gain >= 0:
bad = True
break
if bad:
val = int(self.piece_values.get(pc.piece_type, 0) * 0.33)
if pc.color == chess.WHITE:
pen_white += val
else:
pen_black += val
# Convert to white-centric score
return pen_white - pen_black
# --- Risk/Pattern helpers ---
def _is_bishop_sac_on_f2f7(self, board: chess.Board, move: chess.Move) -> bool:
pc = board.piece_at(move.from_square)
if not pc or pc.piece_type != chess.BISHOP:
return False
# Only consider captures of the f-pawn on its home square
target = chess.F2 if pc.color == chess.BLACK else chess.F7
if move.to_square != target:
return False
if not board.is_capture(move):
return False
victim = board.piece_at(move.to_square)
if not victim or victim.piece_type != chess.PAWN:
return False
# Typically it's tempting because it's check; if not a check, still likely bad
try:
is_check = board.gives_check(move)
except Exception:
is_check = False
return True
def _risk_score(self, board: chess.Board, move: chess.Move) -> int:
"""Lower is safer. Positive values indicate tactical/material risk for the mover."""
risk = 0
# Negative SEE means we may be losing material on this move
try:
see = int(self._see_value(board, move))
except Exception:
see = 0
if see < 0:
risk += -see
# Extra risk for early bishop sac on f2/f7
if self._is_early_game(board) and self._is_bishop_sac_on_f2f7(board, move):
risk += 600
# Queen trap risk (e.g., greedy corner rook grabs like Qxh8?)
try:
risk += self._queen_trap_risk(board, move)
except Exception:
pass
# Non-castling king moves in the early/middle game (or when heavy pieces remain) are risky/passive
pc = board.piece_at(move.from_square)
if pc and pc.piece_type == chess.KING and not board.is_castling(move):
heavy_pieces = sum(1 for p in board.piece_map().values() if p.piece_type in (chess.QUEEN, chess.ROOK))
if self._is_early_game(board) or heavy_pieces >= 2:
risk += 300
return risk
def _queen_trap_risk(self, board: chess.Board, move: chess.Move) -> int:
"""Estimate risk of the mover's queen becoming trapped or heavily attacked after this move.
Adds a notable penalty for queen captures on corner rooks when defenders outweigh attackers
or when the queen has very limited safe mobility from the destination square.
"""
pc = board.piece_at(move.from_square)
if not pc or pc.piece_type != chess.QUEEN:
return 0
# Pre-move info about target square
victim_pre = board.piece_at(move.to_square)
is_corner = move.to_square in {chess.A8, chess.H8, chess.A1, chess.H1}
is_corner_rook_capture = bool(victim_pre and victim_pre.piece_type == chess.ROOK and is_corner)
# Simulate the move
board.push(move)
try:
my_color = not board.turn # after push, side to move flipped; queen belongs to the previous mover
qsq = move.to_square
risk = 0
# If queen moved to a corner, that's typically risky (limited squares)
if qsq in {chess.A8, chess.H8, chess.A1, chess.H1}:
risk += 120
# Count attackers/defenders on the queen's square
attackers = len(board.attackers(not my_color, qsq))
defenders = len(board.attackers(my_color, qsq))
if attackers >= max(1, defenders):
# Heavily attacked or under-defended queen on destination
risk += 350
# Estimate queen mobility: how many immediate moves are not landing on attacked squares
safe_exits = 0
for m in board.legal_moves:
if m.from_square == qsq:
# Quick static safety: avoid landing on currently attacked squares
if not board.is_attacked_by(not my_color, m.to_square):
safe_exits += 1
if safe_exits >= 4:
break
if safe_exits <= 1:
risk += 450
elif safe_exits <= 3:
risk += 200
# Extra penalty if this was a corner rook capture and exits are limited or square is contested
if is_corner_rook_capture:
base = 300
# If heavily attacked or exits are poor, escalate
if attackers >= max(1, defenders) or safe_exits <= 2:
base += 600
# Taking with check is often tempting; still risky. Keep the penalty significant.
risk += base
finally:
board.pop()
return risk
# --- Blunder veto helpers ---
def _looks_blunderish(self, board: chess.Board, move: chess.Move) -> bool:
"""Lightweight tactical sanity checks to avoid common blunders.
Heuristics:
- Use a small DB of logged blunders
- Negative SEE on the move beyond a threshold (typically losing material)
- Large immediate static-eval drop
- Opponent has mate-in-1 or many forcing checks
- Opponent has profitable captures right away
- Destination under-defended and opponent can capture for non-negative SEE
- Tiny depth-2 probe is very favorable for the opponent
- Non-forced king moves in middlegame
"""
# Known logged blunder?
try:
if self._is_logged_blunder(board, move):
return True
except Exception:
pass
# Strongly negative SEE on our own move
try:
see = int(self._see_value(board, move))
except Exception:
see = 0
if see <= -120:
return True
# Pre-move static eval (from mover perspective)
pre_eval = self._evaluate(board)
board.push(move)
try:
# Post-move eval (flip sign back to mover perspective)
post_eval_for_opp = self._evaluate(board)
post_eval_for_us = -post_eval_for_opp
if post_eval_for_us < pre_eval - 220:
return True
# Opponent mate-in-1?
for opp in board.legal_moves:
board.push(opp)
try:
if board.is_checkmate():
return True
finally:
board.pop()
# Forcing checks right away
check_count = 0
heavy_check = False
my_color = not board.turn
for opp in board.legal_moves:
try:
if board.gives_check(opp):
check_count += 1
pc = board.piece_at(opp.from_square)
if pc and pc.piece_type in (chess.QUEEN, chess.ROOK, chess.BISHOP):
heavy_check = True
if board.is_capture(opp) or opp.promotion:
heavy_check = True
except Exception:
pass
if check_count >= 2 or (check_count >= 1 and heavy_check):
return True
# King exits limited after check presence
ksq = board.king(my_color)
if ksq is not None and check_count >= 1:
king_exits = 0
for m in board.legal_moves:
if m.from_square == ksq and not board.is_capture(m):
king_exits += 1
if king_exits >= 2:
break
if king_exits <= 1:
return True
# Under-defended destination
moved_piece = board.piece_at(move.to_square)
if moved_piece:
attackers_op = len(board.attackers(not my_color, move.to_square))
defenders_me = len(board.attackers(my_color, move.to_square))
if attackers_op >= max(1, defenders_me):
for opp in board.legal_moves:
if opp.to_square == move.to_square and board.is_capture(opp):
try:
opp_see2 = int(self._see_value(board, opp))
except Exception:
opp_see2 = 0
if opp_see2 >= 0:
return True
# Tiny probe depth-2 for opponent side
try:
old_deadline = getattr(self, "_deadline", None)
self._deadline = time.time() + 0.03
probe = self._alphabeta(board, 2, -float('inf'), float('inf'), time.time())
if old_deadline is not None:
self._deadline = old_deadline
if probe >= 250:
return True
except Exception:
try:
if old_deadline is not None:
self._deadline = old_deadline
except Exception:
pass
finally:
board.pop()
# Non-forced king move in middlegame
pc0 = board.piece_at(move.from_square)
if pc0 and pc0.piece_type == chess.KING and not board.is_check() and not board.is_castling(move):
return True
return False
def _pick_safer_alternative(self, board: chess.Board, avoid: Optional[chess.Move] = None) -> Optional[chess.Move]:
"""Pick a safer alternative move using ordering heuristics, avoiding a specific move if provided.
Prefers non-logged, non-blunderish moves; falls back to the least-risk option.
"""
moves = [m for m in self._ordered_moves(board) if avoid is None or m != avoid]
if not moves:
return None
def is_non_forced_king_move(mv: chess.Move) -> bool:
pc = board.piece_at(mv.from_square)
if not pc or pc.piece_type != chess.KING:
return False
if board.is_castling(mv):
return False
# Non-check, non-capture king moves are considered non-forced
if board.is_capture(mv):
return False
try:
if board.gives_check(mv):
return False
except Exception:
pass
# Avoid passive king shuffles when heavy pieces remain
heavy_pieces = sum(1 for p in board.piece_map().values() if p.piece_type in (chess.QUEEN, chess.ROOK))
return heavy_pieces >= 2 or self._is_early_game(board)
# First pass: strictly avoid logged blunders and blunderish moves; also skip passive king shuffles if possible
for m in moves:
try:
if self._is_logged_blunder(board, m):
continue
except Exception:
pass
if is_non_forced_king_move(m):
continue
if not self._looks_blunderish(board, m):
return m
# Second pass: choose least-risk non-logged move
scored: list[tuple[int, chess.Move]] = []
for m in moves:
try:
if self._is_logged_blunder(board, m):
continue
except Exception:
pass
try:
r = self._risk_score(board, m)
except Exception:
r = 9999
# Slightly inflate risk for passive king moves to avoid endless shuffling when heavy pieces remain
if is_non_forced_king_move(m):
r += 250
scored.append((r, m))
if scored:
scored.sort(key=lambda t: t[0])
return scored[0][1]
# Last resort: still avoid logged blunders if at all possible
non_logged = []
for m in moves:
try:
if self._is_logged_blunder(board, m):
continue
except Exception:
pass
non_logged.append(m)
if not non_logged and avoid is not None:
# Better to take the previously avoided (but not logged) move than a known logged blunder
try:
if not self._is_logged_blunder(board, avoid):
return avoid
except Exception:
return avoid
target_pool = non_logged if non_logged else moves
try:
target_pool.sort(key=lambda m: self._risk_score(board, m))
except Exception:
pass
return target_pool[0]
def _is_logged_blunder(self, board: chess.Board, move: chess.Move) -> bool:
fen = board.fen()
bad = self._logged_blunders.get(fen)
return bool(bad and move.uci() in bad)