blunderevaluator
This commit is contained in:
parent
49e7c9a7f9
commit
3f7de52e8c
BIN
sounds/blunder/tts_what_a_blunder.mp3
Normal file
BIN
sounds/blunder/tts_what_a_blunder.mp3
Normal file
Binary file not shown.
BIN
sounds/illegal/alarm.mp3
Normal file
BIN
sounds/illegal/alarm.mp3
Normal file
Binary file not shown.
|
@ -28,7 +28,7 @@ settings = {
|
|||
"NNUE": "true",
|
||||
}
|
||||
|
||||
sound_path = Path("sounds")
|
||||
sound_path = Path("../../sounds")
|
||||
|
||||
|
||||
def play_sound() -> None:
|
||||
|
|
|
@ -1,6 +1,109 @@
|
|||
class BlunderEvaluator:
|
||||
def reset(self) -> None:
|
||||
pass
|
||||
import os
|
||||
from pathlib import Path
|
||||
from pygame import mixer
|
||||
import random
|
||||
from stockfish import Stockfish
|
||||
import time
|
||||
import movegenerator
|
||||
|
||||
def move(self, move: str) -> None:
|
||||
pass
|
||||
sound_path = Path("../../sounds")
|
||||
|
||||
|
||||
settings = { # TODO Move to a config file
|
||||
"Debug Log File": "stocklog.txt",
|
||||
"Contempt": 0,
|
||||
"Min Split Depth": 0,
|
||||
"Threads": 1,
|
||||
# More threads will make the engine stronger, but should be kept at less than the
|
||||
# number of logical processors on your computer.
|
||||
"Ponder": "false",
|
||||
"Hash": 256,
|
||||
# Default size is 16 MB. It's recommended that you increase this value, but keep it
|
||||
# as some power of 2. E.g., if you're fine using 2 GB of RAM, set Hash to 2048
|
||||
# (11th power of 2).
|
||||
"MultiPV": 1,
|
||||
"Skill Level": 20,
|
||||
"Move Overhead": 10,
|
||||
"Minimum Thinking Time": 20,
|
||||
"Slow Mover": 100,
|
||||
"UCI_Chess960": "false",
|
||||
"UCI_LimitStrength": "false",
|
||||
"UCI_Elo": 1350,
|
||||
# "NNUE": "true", # TODO Find out if NNUE can be used with the python wrapper
|
||||
}
|
||||
|
||||
class BlunderEvaluator:
|
||||
|
||||
def __init__(self, engine_settings: dict):
|
||||
self.engine = Stockfish("/usr/bin/stockfish")
|
||||
self.settings = engine_settings
|
||||
self.engine.update_engine_parameters(self.settings)
|
||||
self.current_evaluation = (
|
||||
self.engine.get_evaluation()
|
||||
) # This is not necessary, now that I think about it.
|
||||
self.evaluations: list[dict] = []
|
||||
self.current_wdl = self.engine.get_wdl_stats()
|
||||
self.wdls: list[tuple[int, int, int]] = []
|
||||
self.engine.set_position()
|
||||
|
||||
def reset(self):
|
||||
self.engine.set_position()
|
||||
|
||||
def make_move(self, move) -> None:
|
||||
"""
|
||||
Makes a move on the board and updates the game state
|
||||
:param move: str
|
||||
:return: None
|
||||
"""
|
||||
if self.engine.is_move_correct(move):
|
||||
self.engine.make_moves_from_current_position([move])
|
||||
self.current_evaluation = self.engine.get_evaluation()
|
||||
self.evaluations.append(self.current_evaluation)
|
||||
self.current_wdl = self.engine.get_wdl_stats()
|
||||
self.wdls.append(self.current_wdl)
|
||||
print(self.current_wdl)
|
||||
print(self.current_evaluation)
|
||||
if self.move_was_blunder():
|
||||
# If the played move was a blunder play a random sound from the blunder path
|
||||
self.play_sound("blunder")
|
||||
print("Blunder!")
|
||||
else:
|
||||
print("Invalid move")
|
||||
self.play_sound("illegal")
|
||||
|
||||
def move_was_blunder(self) -> bool:
|
||||
"""
|
||||
Returns true if the last move was a blunder
|
||||
:return: bool
|
||||
"""
|
||||
if len(self.wdls) > 1: # Don't check for blunders on the first move
|
||||
previous_wdl = self.wdls[len(self.evaluations) - 2]
|
||||
if abs(previous_wdl[0] - self.current_wdl[0]) > 300:
|
||||
return True
|
||||
elif abs(previous_wdl[2] - self.current_wdl[2]) > 300:
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
return False
|
||||
|
||||
@staticmethod
|
||||
def play_sound(move_type: str) -> None:
|
||||
"""
|
||||
Plays a random sound for the type of move (blunder, illegal)
|
||||
:param move_type: str
|
||||
:return: None
|
||||
"""
|
||||
path = sound_path / move_type
|
||||
mixer.init()
|
||||
mixer.music.load("sounds/" + random.choice(os.listdir(path)))
|
||||
mixer.music.play()
|
||||
# while mixer.music.get_busy():
|
||||
# time.sleep(0.)
|
||||
# I guess we won't want this, since it will block the main thread.
|
||||
|
||||
def get_board(self) -> str:
|
||||
"""
|
||||
Returns the current board state
|
||||
:return: str
|
||||
"""
|
||||
return self.engine.get_board_visual()
|
Loading…
Reference in a new issue