blunder.changes
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5d61d69c1a
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@ -4,17 +4,17 @@ 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 os
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import RPi.GPIO as GPIO
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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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"Contempt": 0,
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"Contempt": 0,
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"Min Split Depth": 0,
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"Min Split Depth": 0,
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"Threads": 1,
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"Threads": 10,
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# More threads will make the engine stronger, but should be kept at less than the number of logical processors on
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# More threads will make the engine stronger, but should be kept at less than the number of logical processors on
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# your computer.
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# your computer.
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"Ponder": "false",
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"Ponder": "false",
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"Hash": 16,
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"Hash": 8100,
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# Default size is 16 MB. It's recommended that you increase this value, but keep it as some power of 2. E.g.,
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# Default size is 16 MB. It's recommended that you increase this value, but keep it as some power of 2. E.g.,
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# if you're fine using 2 GB of RAM, set Hash to 2048 (11th power of 2).
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# if you're fine using 2 GB of RAM, set Hash to 2048 (11th power of 2).
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"MultiPV": 1,
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"MultiPV": 1,
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@ -24,7 +24,8 @@ settings = {
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"Slow Mover": 100,
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"Slow Mover": 100,
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"UCI_Chess960": "false",
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"UCI_Chess960": "false",
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"UCI_LimitStrength": "false",
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"UCI_LimitStrength": "false",
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"UCI_Elo": 1350
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"UCI_Elo": 1350,
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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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@ -68,6 +69,8 @@ class Game:
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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() # This is not necessary, now that I think about it.
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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.current_wdl = self.engine.get_wdl_stats()
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self.wdls = []
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self.engine.set_position()
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self.engine.set_position()
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def move_was_blunder(self) -> bool:
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def move_was_blunder(self) -> bool:
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@ -75,12 +78,14 @@ class Game:
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Returns true if the last move was a blunder
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Returns true if the last move was a blunder
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:return: bool
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:return: bool
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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 len(self.wdls) > 1: # Don't check for blunders on the first move
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previous_evaluation = self.evaluations[len(self.evaluations) - 2]
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previous_wdl = self.wdls[len(self.evaluations) - 2]
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return abs(self.current_evaluation["value"] - previous_evaluation["value"]) > 100
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if abs(previous_wdl[0] - self.current_wdl[0]) > 300:
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# TODO This is not a particularly good way to identify a blunder
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return True
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else:
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elif abs(previous_wdl[2] - self.current_wdl[2]) > 300:
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return False
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return True
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else:
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return False
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def make_move(self, move) -> None:
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def make_move(self, move) -> None:
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"""
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"""
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@ -92,10 +97,13 @@ class Game:
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self.engine.make_moves_from_current_position([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.current_evaluation = self.engine.get_evaluation()
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self.evaluations.append(self.current_evaluation)
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self.evaluations.append(self.current_evaluation)
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print(test_game.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 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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# 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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#play_sound()
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print("Blunder!")
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print("Blunder!")
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else:
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else:
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print("Invalid move")
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print("Invalid move")
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