blunderevaluator
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sounds/blunder/tts_what_a_blunder.mp3
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sounds/blunder/tts_what_a_blunder.mp3
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sounds/illegal/alarm.mp3
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sounds/illegal/alarm.mp3
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@ -28,7 +28,7 @@ settings = {
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"NNUE": "true",
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"NNUE": "true",
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}
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}
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sound_path = Path("sounds")
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sound_path = Path("../../sounds")
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def play_sound() -> None:
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def play_sound() -> None:
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@ -1,6 +1,109 @@
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class BlunderEvaluator:
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import os
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def reset(self) -> None:
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from pathlib import Path
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pass
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from pygame import mixer
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import random
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from stockfish import Stockfish
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import time
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import movegenerator
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def move(self, move: str) -> None:
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sound_path = Path("../../sounds")
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pass
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settings = { # TODO Move to a config file
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"Debug Log File": "stocklog.txt",
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"Contempt": 0,
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"Min Split Depth": 0,
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"Threads": 1,
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# More threads will make the engine stronger, but should be kept at less than the
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# number of logical processors on your computer.
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"Ponder": "false",
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"Hash": 256,
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# Default size is 16 MB. It's recommended that you increase this value, but keep it
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# as some power of 2. E.g., if you're fine using 2 GB of RAM, set Hash to 2048
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# (11th power of 2).
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"MultiPV": 1,
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"Skill Level": 20,
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"Move Overhead": 10,
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"Minimum Thinking Time": 20,
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"Slow Mover": 100,
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"UCI_Chess960": "false",
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"UCI_LimitStrength": "false",
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"UCI_Elo": 1350,
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# "NNUE": "true", # TODO Find out if NNUE can be used with the python wrapper
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}
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class BlunderEvaluator:
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def __init__(self, engine_settings: dict):
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self.engine = Stockfish("/usr/bin/stockfish")
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self.settings = engine_settings
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self.engine.update_engine_parameters(self.settings)
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self.current_evaluation = (
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self.engine.get_evaluation()
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) # This is not necessary, now that I think about it.
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self.evaluations: list[dict] = []
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self.current_wdl = self.engine.get_wdl_stats()
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self.wdls: list[tuple[int, int, int]] = []
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self.engine.set_position()
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def reset(self):
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self.engine.set_position()
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def make_move(self, move) -> None:
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"""
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Makes a move on the board and updates the game state
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:param move: str
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:return: None
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"""
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if self.engine.is_move_correct(move):
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self.engine.make_moves_from_current_position([move])
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self.current_evaluation = self.engine.get_evaluation()
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self.evaluations.append(self.current_evaluation)
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self.current_wdl = self.engine.get_wdl_stats()
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self.wdls.append(self.current_wdl)
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print(self.current_wdl)
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print(self.current_evaluation)
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if self.move_was_blunder():
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# If the played move was a blunder play a random sound from the blunder path
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self.play_sound("blunder")
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print("Blunder!")
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else:
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print("Invalid move")
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self.play_sound("illegal")
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def move_was_blunder(self) -> bool:
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"""
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Returns true if the last move was a blunder
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:return: bool
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"""
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if len(self.wdls) > 1: # Don't check for blunders on the first move
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previous_wdl = self.wdls[len(self.evaluations) - 2]
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if abs(previous_wdl[0] - self.current_wdl[0]) > 300:
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return True
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elif abs(previous_wdl[2] - self.current_wdl[2]) > 300:
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return True
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else:
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return False
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return False
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@staticmethod
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def play_sound(move_type: str) -> None:
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"""
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Plays a random sound for the type of move (blunder, illegal)
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:param move_type: str
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:return: None
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"""
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path = sound_path / move_type
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mixer.init()
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mixer.music.load("sounds/" + random.choice(os.listdir(path)))
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mixer.music.play()
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# while mixer.music.get_busy():
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# time.sleep(0.)
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# I guess we won't want this, since it will block the main thread.
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def get_board(self) -> str:
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"""
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Returns the current board state
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:return: str
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"""
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return self.engine.get_board_visual()
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