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from pathlib import Path
from typing import Optional
import chess
import chess.engine
import chess.svg
import chess.pgn

from src.llm.sambanova_wrapper import SambaNovaWrapper
from src.util.pgn_util import add_variation, format_pv


class ThinkSquareEngine:
    _ENGINE = str(Path("bin/stockfish").resolve())
    llm_commentator = SambaNovaWrapper()

    @staticmethod
    def get_best_move(fen: Optional[str] = None, time_limit=0.1):
        if fen is None:
            fen = chess.STARTING_FEN

        board = chess.Board(fen)

        with chess.engine.SimpleEngine.popen_uci(ThinkSquareEngine._ENGINE) as engine:
            result = engine.play(board, chess.engine.Limit(time=time_limit))
            best_move = result.move
            bestmove_san = board.san(best_move)

        return bestmove_san

    @staticmethod
    def get_engine_analysis(board, analysis_time=0.1):
        with chess.engine.SimpleEngine.popen_uci(ThinkSquareEngine._ENGINE) as engine:
            pre_info = engine.analyse(board, chess.engine.Limit(time=analysis_time))
        return pre_info

    @staticmethod
    def _perform_post_analysis_and_add_comment(
        analysis_time,
        board,
        played_node,
        pre_eval,
        engine_best_move_san,
        pv,
    ):
        post_info = ThinkSquareEngine.get_engine_analysis(board, analysis_time)
        post_eval = post_info["score"].white().score(mate_score=100000)

        # Evaluation drop
        eval_drop = (
            (pre_eval - post_eval)
            if pre_eval is not None and post_eval is not None
            else 0
        )

        # Classification
        if eval_drop > 200:
            label = "Blunder"
        elif eval_drop > 100:
            label = "Mistake"
        elif eval_drop > 50:
            label = "Inaccuracy"
        elif eval_drop < -150:
            label = "Brilliant"
        elif eval_drop < -60:
            label = "Very Good"
        elif abs(eval_drop) <= 30:
            label = None
        else:
            label = None  # "Good"

        if post_eval is not None:
            if post_eval > 200:
                overall_situation = "White is better"
            elif post_eval > 100:
                overall_situation = "White has a slight advantage"
            elif post_eval < -200:
                overall_situation = "Black is better"
            elif post_eval < -100:
                overall_situation = "Black has a slight advantage"
            else:
                overall_situation = "No side has a significant advantage"
        else:
            overall_situation = None

        node_reference = None
        _comment = None
        variation = None
        variation_san = None
        post_eval_score = post_eval

        if label is not None:
            comment = f"{label}. "

            node_reference = played_node
            _comment = comment

            if eval_drop > 0 and engine_best_move_san is not None:
                comment += f"Better was {engine_best_move_san} "
                _comment = comment
                # played_node.comment = comment
                if pv is not None:
                    # add_variation(played_node.parent, pv)
                    variation = pv
                    variation_san = format_pv(pv, played_node.parent.board())
            else:
                # played_node.comment = comment
                _comment = comment

        if overall_situation is not None:
            if _comment is not None:
                _comment += f"\n Overall, {overall_situation}."
            else:
                _comment = f"Overall, {overall_situation}."

        return node_reference, _comment, variation, variation_san, post_eval_score

    @staticmethod
    def annotate(game, analysis_time: float = 0.1, llm_character: Optional[str] = None):

        if not isinstance(game, chess.pgn.Game):
            raise ValueError("Input must be a chess.pgn.Game object")

        if not game.variations:
            raise ValueError("Game must have at least one variation")

        if analysis_time <= 0:
            raise ValueError("Analysis time must be greater than 0")

        node = game

        comment_refs = []
        node_refs = []
        comments = []
        variations = []
        variation_sans = []
        move_numbers = []
        played_moves = []
        played_by = []
        pre_eval_scores = []
        post_eval_scores = []

        while node.variations:
            board = node.board()
            played_node = node.variation(0)
            played_move = played_node.move

            # Get engine's best move BEFORE the actual move
            pre_info = ThinkSquareEngine.get_engine_analysis(board, analysis_time)

            pre_eval = pre_info["score"].white().score(mate_score=100000)

            # Best move suggestion
            engine_best_move = pre_info.get("pv", [None])[0]
            engine_best_move_san = (
                board.san(engine_best_move) if engine_best_move else None
            )

            # Get principal variation (PV)
            pv = pre_info.get("pv", [])

            # Make the played move and get new evaluation
            played_move_san = board.san(played_move) if played_move else None
            board.push(played_move)

            if played_move_san != engine_best_move_san:
                node_referece, _comment, variation, variation_san, post_eval_score = (
                    ThinkSquareEngine._perform_post_analysis_and_add_comment(
                        analysis_time,
                        board,
                        played_node,
                        pre_eval,
                        engine_best_move_san,
                        pv,
                    )
                )
            else:
                node_referece = played_node
                _comment = "Best move played."
                variation = None
                variation_san = None
                post_info = ThinkSquareEngine.get_engine_analysis(board, analysis_time)
                post_eval = post_info["score"].white().score(mate_score=100000)
                post_eval_score = post_eval

            if node_referece is not None:
                node_refs.append(node_referece)
                comments.append(_comment)
                variations.append(variation)
                variation_sans.append(variation_san)
                move_numbers.append(played_node.parent.board().fullmove_number)
                played_moves.append(played_move_san)
                played_by.append(
                    "white" if played_node.parent.board().turn else "black"
                )
                pre_eval_scores.append(pre_eval)
                post_eval_scores.append(post_eval_score)
                comment_refs.append(len(comment_refs) + 1)

            node = played_node

        if llm_character is not None:
            formatted_comments = ThinkSquareEngine.llm_commentator.comment(
                character=llm_character,
                game=str(game),
                comment_refs=comment_refs,
                move_nums=move_numbers,
                comments=comments,
                move_suggestions=variation_sans,
                played_moves=played_moves,
                played_by=played_by,
                pre_eval_scores=pre_eval_scores,
                post_eval_scores=post_eval_scores,
            )
            for comment_with_move_num in formatted_comments["comments"]:
                comment_ref = comment_with_move_num["comment_ref"]
                comment = comment_with_move_num["comment"]

                if comment_ref not in comment_refs:
                    raise ValueError(
                        f"Comment reference {comment_ref} not found in comment_refs."
                    )

                index = comment_refs.index(comment_ref)
                comments[index] = comment

        for node_ref, comment, variation in zip(node_refs, comments, variations):
            if node_ref is None:
                continue
            node_ref.comment = comment
            if variation is not None:
                add_variation(node_ref.parent, variation)

        return game

    @staticmethod
    def is_valid_move(
        move_san: str,
        fen: Optional[str] = None,
    ) -> bool:
        if fen is None:
            fen = chess.STARTING_FEN

        board = chess.Board(fen)

        try:
            move = board.parse_san(move_san)
            return board.is_legal(move)
        except ValueError:
            return False

    @staticmethod
    def get_fen_after_move(
        move_san: str,
        fen: Optional[str] = None,
    ) -> Optional[str]:
        if fen is None:
            fen = chess.STARTING_FEN

        board = chess.Board(fen)

        try:
            move = board.parse_san(move_san)
            if board.is_legal(move):
                board.push(move)
                return board.fen()
            else:
                return None
        except ValueError:
            return None

    @staticmethod
    def render_board_ascii(fen: Optional[str] = None) -> str:
        if fen is None:
            fen = chess.STARTING_FEN

        board = chess.Board(fen)

        orientation = chess.WHITE if board.turn == chess.WHITE else chess.BLACK

        ascii_board = str(board).split("\n")

        if orientation == chess.BLACK:
            # Flip both vertically and horizontally
            ascii_board = [row[::-1] for row in ascii_board[::-1]]

        return "\n".join(ascii_board)

    @staticmethod
    def render_board_svg(fen: Optional[str] = None):
        if fen is None:
            fen = chess.STARTING_FEN

        board = chess.Board(fen)

        orientation = chess.WHITE if board.turn == chess.WHITE else chess.BLACK

        svg = chess.svg.board(
            board=board, orientation=orientation, size=400, coordinates=True
        )

        return svg

    @staticmethod
    def render_board_unicode(fen: Optional[str] = None) -> str:
        if fen is None:
            fen = chess.STARTING_FEN

        board = chess.Board(fen)
        orientation = chess.WHITE if board.turn == chess.WHITE else chess.BLACK

        unicode_representation = board.unicode(
            invert_color=False, borders=True, empty_square=".", orientation=orientation
        )

        return unicode_representation