src/game/engine.js (view raw)
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const ENGINE_URL = `${import.meta.env.BASE_URL}stockfish/stockfish-18-lite-single.js`;
// A thin wrapper around Stockfish running in a Web Worker. Besides talking UCI it
// enforces a minimum "thinking" time, so even when the engine answers instantly the
// opponent still appears to sit and consider the move.
export class Engine {
constructor() {
this.listeners = [];
this.worker = new Worker(ENGINE_URL);
this.worker.onmessage = (e) => {
const line = typeof e.data === "string" ? e.data : String(e.data?.data ?? "");
for (const fn of this.listeners)
fn(line);
};
this.ready = this.handshake();
}
send(cmd) {
this.worker.postMessage(cmd);
}
waitFor(token) {
return new Promise((resolve) => {
const fn = (line) => {
if (line.includes(token)) {
this.listeners = this.listeners.filter((l) => l !== fn);
resolve();
}
};
this.listeners.push(fn);
});
}
async handshake() {
this.send("uci");
await this.waitFor("uciok");
this.send("isready");
await this.waitFor("readyok");
}
async configure(p) {
await this.ready;
this.send("setoption name Skill Level value " + p.skill);
this.send("setoption name MultiPV value " + Math.max(1, p.multipv));
this.send("isready");
await this.waitFor("readyok");
}
// Returns a move in UCI form (e.g. "e2e4"), never before the personality's think
// floor has passed. `legal` lets us occasionally throw a beginner's blunder.
async chooseMove(fen, p, legal) {
await this.ready;
const started = performance.now();
const floor = p.think[0] + Math.random() * (p.think[1] - p.think[0]);
let move;
if (legal.length && Math.random() < p.blunderChance) {
move = legal[Math.floor(Math.random() * legal.length)];
}
else {
move = await this.search(fen, p);
}
const elapsed = performance.now() - started;
if (elapsed < floor)
await sleep(floor - elapsed);
return move;
}
search(fen, p) {
return new Promise((resolve) => {
const candidates = new Map();
const fn = (line) => {
if (line.startsWith("info")) {
const pv = line.match(/multipv (\d+).*? pv (\w+)/);
if (pv)
candidates.set(Number(pv[1]), pv[2]);
}
else if (line.startsWith("bestmove")) {
this.listeners = this.listeners.filter((l) => l !== fn);
const best = line.split(" ")[1];
resolve(best === "(none)" ? null : pick(candidates, best, p.multipv));
}
};
this.listeners.push(fn);
this.send("setoption name Skill Level value " + p.skill);
this.send("setoption name MultiPV value " + Math.max(1, p.multipv));
this.send("position fen " + fen);
this.send("go movetime " + p.movetime);
});
}
// Full-strength evaluation for the coach, from the side-to-move's point of view.
async evaluate(fen, movetime = 500) {
await this.ready;
return new Promise((resolve) => {
let cp = null;
let mate = null;
const fn = (line) => {
if (line.startsWith("info")) {
const s = line.match(/score (cp|mate) (-?\d+)/);
if (s) {
if (s[1] === "cp") {
cp = Number(s[2]);
mate = null;
}
else {
mate = Number(s[2]);
cp = null;
}
}
}
else if (line.startsWith("bestmove")) {
this.listeners = this.listeners.filter((l) => l !== fn);
resolve({ cp, mate });
}
};
this.listeners.push(fn);
this.send("setoption name Skill Level value 20");
this.send("setoption name MultiPV value 1");
this.send("position fen " + fen);
this.send("go movetime " + movetime);
});
}
destroy() {
this.send("quit");
this.worker.terminate();
}
}
// With MultiPV the softer opponents don't always grab the single best line; they lean
// toward it but sometimes take the second- or third-best, which feels more human.
function pick(candidates, best, multipv) {
if (multipv <= 1 || candidates.size <= 1)
return best;
const weights = [0.62, 0.26, 0.09, 0.03];
const roll = Math.random();
let acc = 0;
for (let i = 1; i <= Math.min(multipv, candidates.size); i++) {
acc += weights[i - 1] ?? 0.02;
if (roll < acc && candidates.has(i))
return candidates.get(i);
}
return best;
}
function sleep(ms) {
return new Promise((r) => setTimeout(r, ms));
}
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