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blunderboard-py/.idea/workspace.xml
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69
blunderboard-py/.idea/workspace.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="AutoImportSettings">
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<option name="autoReloadType" value="SELECTIVE" />
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</component>
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<component name="ChangeListManager">
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<list default="true" id="3e262a23-1a63-4818-97cf-591091cd1e52" name="Changes" comment="">
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<change beforePath="$PROJECT_DIR$/blunderboard.py" beforeDir="false" afterPath="$PROJECT_DIR$/blunderboard.py" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/requirements.txt" beforeDir="false" afterPath="$PROJECT_DIR$/requirements.txt" afterDir="false" />
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
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<option name="LAST_RESOLUTION" value="IGNORE" />
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</component>
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<component name="MarkdownSettingsMigration">
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<option name="stateVersion" value="1" />
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</component>
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<component name="ProjectId" id="2JHA16UVCORl9oGXtkokQL85N3r" />
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<component name="ProjectViewState">
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<option name="hideEmptyMiddlePackages" value="true" />
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<option name="showLibraryContents" value="true" />
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</component>
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<component name="PropertiesComponent"><![CDATA[{
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"keyToString": {
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"RunOnceActivity.OpenProjectViewOnStart": "true",
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"RunOnceActivity.ShowReadmeOnStart": "true",
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"WebServerToolWindowFactoryState": "false",
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"last_opened_file_path": "/home/hagenest/Repos/blunderboard/blunderboard-py",
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"node.js.detected.package.eslint": "true",
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"node.js.detected.package.tslint": "true",
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"node.js.selected.package.eslint": "(autodetect)",
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"node.js.selected.package.tslint": "(autodetect)",
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"vue.rearranger.settings.migration": "true"
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}
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}]]></component>
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<component name="SpellCheckerSettings" RuntimeDictionaries="0" Folders="0" CustomDictionaries="0" DefaultDictionary="application-level" UseSingleDictionary="true" transferred="true" />
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<component name="TaskManager">
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<task active="true" id="Default" summary="Default task">
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<changelist id="3e262a23-1a63-4818-97cf-591091cd1e52" name="Changes" comment="" />
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<created>1671724416846</created>
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<option name="number" value="Default" />
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<option name="presentableId" value="Default" />
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<updated>1671724416846</updated>
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<workItem from="1671724417946" duration="16204000" />
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</task>
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<servers />
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</component>
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<component name="TypeScriptGeneratedFilesManager">
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<option name="version" value="3" />
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<component name="UnknownFeatures">
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<option featureType="com.intellij.fileTypeFactory" implementationName="requirements.txt" />
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<component name="Vcs.Log.Tabs.Properties">
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<option name="TAB_STATES">
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<map>
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<entry key="MAIN">
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<value>
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<State />
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</value>
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</entry>
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</map>
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</option>
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</component>
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<component name="com.intellij.coverage.CoverageDataManagerImpl">
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<SUITE FILE_PATH="coverage/blunderboard_py$blunderboard.coverage" NAME="blunderboard Coverage Results" MODIFIED="1671828227830" SOURCE_PROVIDER="com.intellij.coverage.DefaultCoverageFileProvider" RUNNER="coverage.py" COVERAGE_BY_TEST_ENABLED="true" COVERAGE_TRACING_ENABLED="false" WORKING_DIRECTORY="$PROJECT_DIR$" />
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</component>
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</project>
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@ -1,7 +1,10 @@
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from stockfish import Stockfish
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from stockfish import Stockfish
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from playsound import playsound
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from pygame import mixer
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import time
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from pathlib import Path
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from pathlib import Path
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import random
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import random
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import os
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import RPi.GPIO as GPIO
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settings = {
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settings = {
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"Debug Log File": "",
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"Debug Log File": "",
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@ -24,7 +27,7 @@ settings = {
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"UCI_Elo": 1350
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"UCI_Elo": 1350
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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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class BoardReader:
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class BoardReader:
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@ -41,44 +44,71 @@ class BoardReader:
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return ""
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return ""
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def play_sound() -> None:
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"""
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Plays a random sound from the sound path
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:return: None
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"""
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mixer.init()
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mixer.music.load("sounds/" + random.choice(os.listdir(sound_path)))
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mixer.music.play()
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while mixer.music.get_busy():
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time.sleep(0.1)
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class Game:
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class Game:
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"""
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"""
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A class representing the game state
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A class representing the game state
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"""
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"""
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def __init__(self, settings: dict):
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def __init__(self, engine_settings: dict):
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self.engine = Stockfish("/usr/local/bin/stockfish")
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self.engine = Stockfish("/usr/bin/stockfish")
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self.settings = settings
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self.settings = engine_settings
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self.engine.update_engine_parameters(self.settings)
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self.engine.update_engine_parameters(self.settings)
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self.matrix = BoardReader()
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self.matrix = BoardReader()
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self.current_evaluation = self.engine.get_evaluation()
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self.current_evaluation = self.engine.get_evaluation() # This is not necessary, now that I think about it.
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self.evaluations = []
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self.evaluations = []
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self.engine.set_position()
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self.engine.set_position()
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def make_move(move) -> None:
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def move_was_blunder(self) -> bool:
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"""
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"""
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Makes a move on the board and updates the game state
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Returns true if the last move was a blunder
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:param move:
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:return: bool
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:return: None
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"""
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"""
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if len(self.evaluations) > 1: # Don't check for blunders on the first move
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if self.engine.is_move_correct(move):
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previous_evaluation = self.evaluations[len(self.evaluations) - 2]
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self.engine.make_moves_from_current_position([move])
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return abs(self.current_evaluation["value"] - previous_evaluation["value"]) > 100
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self.current_evaluation = self.engine.get_evaluation()
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# TODO This is not a particularly good way to identify a blunder
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self.evaluations.append(self.current_evaluation)
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else:
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if move_was_blunder():
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return False
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# If the played move was a blunder play a random sound from the sound path
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playsound(random.choice(sound_path))
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def move_was_blunder() -> bool:
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def make_move(self, move) -> None:
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"""
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"""
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Returns true if the last move was a blunder
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Makes a move on the board and updates the game state
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:return: bool
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:param move: str
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"""
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:return: None
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previous_evaluation = self.evaluations[-1]
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"""
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return self.current_evaluation["value"] < (previous_evaluation["value"] + 3) # TODO This is not a
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if self.engine.is_move_correct(move):
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# particularly good way to identify a blunder
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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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print(test_game.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 sound path
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play_sound()
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print("Blunder!")
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else:
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print("Invalid move")
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def __str__(self):
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def __str__(self):
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return ""
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return ""
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test_game = Game(settings)
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moves_manual = ["e2e4", "e7e6", "e4e5", "d7d5", "e5d6", "c7d6", "b1c3", "b8c6", "f1b5", "a7a6", "b5a4", "b7b5", "a4b3",
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"d6d5", "a2a4", "c8b7", "a4b5", "a6b5", "a1a8", "d8a8", "c3b5", "a8a5", "c2c4", "b7a6", "b5c3", "a6c4",
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"b3c4", "d5c4", "d1g4", "a5a1"]
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for move in moves_manual:
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print(move)
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test_game.make_move(move)
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@ -1,2 +1,17 @@
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stockfish
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stockfish
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playsound
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<<<<<<< Updated upstream
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playsound
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=======
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<<<<<<< Updated upstream
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playsound
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pygobject
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pgn_parser
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=======
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<<<<<<< Updated upstream
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playsound
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=======
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pygame
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pgn_parser
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>>>>>>> Stashed changes
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>>>>>>> Stashed changes
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>>>>>>> Stashed changes
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