Merge Python Branch into Main #1
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import os
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from pathlib import Path
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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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settings = {
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"Debug Log File": "",
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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": 16,
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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",
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}
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sound_path = Path("../../sounds")
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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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"""
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A class representing the game state
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"""
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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 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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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 sound
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# 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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return ""
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test_game = Game(settings)
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moves_manual = [
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"e2e4",
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"e7e6",
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"e4e5",
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"d7d5",
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"e5d6",
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"c7d6",
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"b1c3",
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"b8c6",
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"f1b5",
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"a7a6",
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"b5a4",
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"b7b5",
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"a4b3",
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"d6d5",
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"a2a4",
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"c8b7",
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"a4b5",
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"a6b5",
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"a1a8",
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"d8a8",
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"c3b5",
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"a8a5",
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"c2c4",
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"b7a6",
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"b5c3",
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"a6c4",
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"b3c4",
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"d5c4",
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"d1g4",
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"a5a1",
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]
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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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