Simplified tool selection for ChessAgent
Browse files
agent.py
CHANGED
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@@ -9,7 +9,7 @@ from smolagents import LiteLLMModel, CodeAgent
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from smolagents import GoogleSearchTool, VisitWebpageTool, FinalAnswerTool
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from smolagents.local_python_executor import BASE_PYTHON_TOOLS
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from tools import GetTaskFileTool, VideoUnderstandingTool, AudioUnderstandingTool
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from tools import
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# Base tools may use these to process files
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@@ -63,8 +63,7 @@ class ChessAgent:
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name="chess_player",
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description="Makes a chess move. Give it a query including board image filepath and player turn (black or white).",
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add_base_tools=False,
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tools=[
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ChessGameFenTool(settings, OpenRouterModelID.GPT_O4_MINI),
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BestChessMoveTool(settings),
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ConvertChessMoveTool(settings, OpenRouterModelID.QWEN_3_14B_FREE),
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],
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from smolagents import GoogleSearchTool, VisitWebpageTool, FinalAnswerTool
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from smolagents.local_python_executor import BASE_PYTHON_TOOLS
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from tools import GetTaskFileTool, VideoUnderstandingTool, AudioUnderstandingTool
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from tools import ChessBoardFENTool, BestChessMoveTool, ConvertChessMoveTool
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# Base tools may use these to process files
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name="chess_player",
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description="Makes a chess move. Give it a query including board image filepath and player turn (black or white).",
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add_base_tools=False,
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tools=[ChessBoardFENTool(),
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BestChessMoveTool(settings),
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ConvertChessMoveTool(settings, OpenRouterModelID.QWEN_3_14B_FREE),
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],
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tools.py
CHANGED
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@@ -2,6 +2,7 @@ import os
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import json
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import logging
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logger = logging.getLogger(__name__)
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import requests
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import shutil
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from typing import Any
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@@ -125,10 +126,12 @@ class ConvertChessMoveTool(BaseCustomTool):
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self.model = model
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def forward(self, piece_placement: str, move: str) -> str:
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move_message =
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response = completion(
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model=self.model,
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temperature=0.0,
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@@ -158,45 +161,164 @@ class BestChessMoveTool(BaseCustomTool):
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except Exception as e:
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logger.error(f"Error getting chess evaluation: {e}")
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class
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name = "
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description = "Get
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inputs = {
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"
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"player_turn": {"type": "string",
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}
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output_type = "string"
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import json
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import logging
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logger = logging.getLogger(__name__)
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+
import re
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import requests
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import shutil
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from typing import Any
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self.model = model
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def forward(self, piece_placement: str, move: str) -> str:
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move_message = (
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f"Convert this chess move from coordinate notation to algebraic "
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f"notation: {move}. Use the following {piece_placement}. Do not provide any additional "
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"thinking or commentary in the response, the algebraic notation only."
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)
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messages = [{ "content": move_message, "role": "user"}]
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response = completion(
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model=self.model,
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temperature=0.0,
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except Exception as e:
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logger.error(f"Error getting chess evaluation: {e}")
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class ChessBoardFENTool(Tool):
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name = "ChessBoardFEN"
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description = "Get the FEN representation from an image of a chess board and a player turn."
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inputs = {
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"image_path": {"type": "string", "description": "The local file of the chess board image"},
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"player_turn": {"type": "string",
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"description": "The player with the next turn in the match, black or white"}
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}
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output_type = "string"
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def _expand_fen_rank(self, rank_str):
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"""
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Expands a single rank string from FEN notation (e.g., 'p2b4')
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into a list of 8 characters representing the squares.
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Uses ' ' for empty squares.
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"""
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expanded_rank = []
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for char in rank_str:
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if char.isdigit():
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# Add number of empty squares specified by the digit
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expanded_rank.extend([' '] * int(char))
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else:
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# Add the piece character
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expanded_rank.append(char)
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# Validate rank length
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if len(expanded_rank) != 8:
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raise ValueError(f"Invalid FEN rank string (length != 8): {rank_str}")
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return expanded_rank
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def _compress_fen_rank(self, rank_list):
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"""
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Compresses a list of 8 characters (representing a rank)
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back into FEN rank notation (e.g., turns [' ', 'K', ...] into '1K6').
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Assumes ' ' represents an empty square.
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"""
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if len(rank_list) != 8:
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raise ValueError(f"Invalid rank list (length != 8): {rank_list}")
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compressed_rank = ""
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empty_count = 0
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for char in rank_list:
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if char == ' ':
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empty_count += 1
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else:
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# If we encountered a piece after empty squares, add the count
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if empty_count > 0:
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compressed_rank += str(empty_count)
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empty_count = 0
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# Add the piece
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compressed_rank += char
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# If the rank ends with empty squares, add the final count
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if empty_count > 0:
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compressed_rank += str(empty_count)
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return compressed_rank
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def _invert_mirror_fen(self, fen_string):
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"""
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Takes a FEN string, inverts the board vertically, mirrors it horizontally,
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and returns the new FEN string representing this transformed view.
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The other FEN fields (turn, castling, etc.) are preserved.
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"""
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try:
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# 1. Split FEN into parts
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parts = fen_string.strip().split(' ')
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if len(parts) != 6:
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raise ValueError("FEN string must have 6 space-separated fields.")
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board_part = parts[0]
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other_parts = parts[1:] # Side-to-move, castling, ep, halfmove, fullmove
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# 2. Parse the board part into an 8x8 representation
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rank_strings = board_part.split('/')
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if len(rank_strings) != 8:
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raise ValueError("FEN board part must have 8 ranks separated by '/'.")
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# original_board[0] corresponds to rank 8, original_board[7] to rank 1
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original_board = [self._expand_fen_rank(r) for r in rank_strings]
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# 3. Create a new empty 8x8 board for the transformed state
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# Using ' ' as the placeholder for empty squares
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transformed_board = [[' ' for _ in range(8)] for _ in range(8)]
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# 4. Apply the inversion (vertical flip) and mirror (horizontal flip)
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for r in range(8): # Iterate through original rows (ranks 8 down to 1)
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for c in range(8): # Iterate through original columns (files a to h)
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# The piece at original [r][c] moves to transformed [7-r][7-c]
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transformed_board[7 - r][7 - c] = original_board[r][c]
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# 5. Generate the new FEN board string from the transformed board
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# Read ranks from top (index 0 = rank 8) to bottom (index 7 = rank 1)
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new_rank_strings = [self._compress_fen_rank(row) for row in transformed_board]
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new_board_part = "/".join(new_rank_strings)
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# 6. Reassemble the full FEN string
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return " ".join([new_board_part] + other_parts)
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except Exception as e:
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# Return error message if parsing or processing fails
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return f"Error processing FEN: {e}. Input: '{fen_string}'"
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def _add_fen_game_state(self, board_placement,
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side_to_move,
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castling="-",
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en_passant="-",
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halfmove_clock=0,
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fullmove_number=1):
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"""
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Appends standard game state information to a FEN board placement string.
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Args:
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board_placement (str): The board layout part of the FEN string
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(e.g., "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR").
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side_to_move (str): The active color ('w' for White, 'b' for Black).
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Case-insensitive, will be converted to lowercase.
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castling (str, optional): Castling availability string (e.g., "KQkq", "-").
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Defaults to "-".
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en_passant (str, optional): En passant target square string (e.g., "e3", "-").
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Defaults to "-".
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halfmove_clock (int, optional): The number of halfmoves since the last
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capture or pawn advance. Defaults to 0.
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fullmove_number (int, optional): The number of the full move. Starts at 1
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and increments after Black's move. Defaults to 1.
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Returns:
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str: The complete FEN string including the game state,
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or an error message string if inputs are invalid.
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"""
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# Validate side_to_move
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side_to_move_lower = str(side_to_move).lower()
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if side_to_move_lower not in ['w', 'b']:
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return f"Error: side_to_move must be 'w' or 'b', received '{side_to_move}'"
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+
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# Validate clock values (should be non-negative integers, fullmove >= 1)
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try:
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halfmove_clock = int(halfmove_clock)
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fullmove_number = int(fullmove_number)
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if halfmove_clock < 0:
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raise ValueError("halfmove_clock cannot be negative.")
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if fullmove_number < 1:
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raise ValueError("fullmove_number must be 1 or greater.")
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except (ValueError, TypeError):
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return (f"Error: halfmove_clock ('{halfmove_clock}') and "
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f"fullmove_number ('{fullmove_number}') must be valid integers "
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f"(non-negative and positive respectively).")
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# Assemble the full FEN string using the validated/defaulted values
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# Note: castling and en_passant strings are used directly as passed or defaulted.
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# More complex validation could be added for them if needed.
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full_fen = (f"{board_placement} {side_to_move_lower} {castling} "
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f"{en_passant} {halfmove_clock} {fullmove_number}")
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return full_fen
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+
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def forward(self, image_path: str, player_turn: str) -> str:
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board_placement = get_fen_from_image_path(image_path)
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# Inversion makes board_to_fen output Stockfish compatible
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board_fen = self._add_fen_game_state(board_placement, player_turn)
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board_fen_inverted = self._invert_mirror_fen(board_fen)
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return board_fen_inverted
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