# Performance Optimization Checklist - HTML Chess Game

## Overview

This checklist provides a comprehensive guide for implementing performance optimizations throughout the development lifecycle. Use this as a companion to the [Performance Budget](/docs/analysis/performance-budget.md) document.

---

## Pre-Implementation Optimizations

### ✅ Architecture Planning

- [ ] **Choose optimal data structures**
  - [ ] Use typed arrays for board representation (faster than objects)
  - [ ] Implement bitboards for advanced features (optional)
  - [ ] Plan for immutable game state (easier undo/redo)
  - [ ] Design for minimal object creation in hot paths

- [ ] **Plan component interfaces**
  - [ ] Define clear boundaries between modules
  - [ ] Minimize cross-module dependencies
  - [ ] Design for lazy loading (AI module separate)
  - [ ] Plan event system to reduce coupling

- [ ] **Optimize build pipeline**
  - [ ] Set up code splitting (core vs AI vs sounds)
  - [ ] Configure tree shaking (ES6 modules)
  - [ ] Enable minification and compression
  - [ ] Set up source maps for debugging

### ✅ Development Environment

- [ ] **Performance tooling setup**
  - [ ] Install Chrome DevTools extensions
  - [ ] Set up Lighthouse CI
  - [ ] Configure bundle size analyzer
  - [ ] Add performance test suite
  - [ ] Set up memory profiling

- [ ] **Budgets configuration**
  - [ ] Add webpack-bundle-analyzer
  - [ ] Configure size-limit package
  - [ ] Set up performance budgets in webpack
  - [ ] Create pre-commit hooks for budget checks

### ✅ Code Quality Standards

- [ ] **Establish coding patterns**
  - [ ] Use const/let (no var) for better optimization
  - [ ] Prefer pure functions for testability
  - [ ] Avoid premature abstraction
  - [ ] Document performance-critical sections
  - [ ] Use consistent naming conventions

- [ ] **Performance-aware coding**
  - [ ] Avoid nested loops where possible
  - [ ] Use early returns to reduce nesting
  - [ ] Cache expensive calculations
  - [ ] Minimize DOM access in loops
  - [ ] Prefer CSS classes over inline styles

---

## During-Implementation Best Practices

### ⚡ JavaScript Performance

#### 1. General Optimizations

- [ ] **Variable usage**
  - [ ] Use local variables over object properties
  - [ ] Cache array/string lengths in loops
  - [ ] Minimize global variable access
  - [ ] Use destructuring sparingly (creates overhead)

```javascript
// ❌ Bad - Property access in loop
for (let i = 0; i < pieces.length; i++) {
  if (pieces[i].color === this.currentColor) { ... }
}

// ✅ Good - Cached values
const pieceCount = pieces.length;
const currentColor = this.currentColor;
for (let i = 0; i < pieceCount; i++) {
  if (pieces[i].color === currentColor) { ... }
}
```

- [ ] **Function calls**
  - [ ] Minimize function call overhead in loops
  - [ ] Inline trivial functions (< 3 lines)
  - [ ] Use arrow functions for callbacks
  - [ ] Avoid creating functions inside loops

```javascript
// ❌ Bad - Function creation in loop
moves.forEach(function(move) {
  validateMove(move);
});

// ✅ Good - Predefined function
moves.forEach(validateMove);
```

- [ ] **Object operations**
  - [ ] Use Object.create(null) for dictionaries
  - [ ] Prefer Map for key-value pairs with many operations
  - [ ] Use WeakMap for memory-sensitive caches
  - [ ] Avoid delete operator (use null instead)

```javascript
// ❌ Bad - delete causes hidden class change
delete obj.property;

// ✅ Good - null maintains hidden class
obj.property = null;
```

#### 2. Array Operations

- [ ] **Efficient array methods**
  - [ ] Use for loops for performance-critical paths
  - [ ] Prefer forEach/map/filter for readability (non-critical)
  - [ ] Use Array.from() sparingly (creates new array)
  - [ ] Preallocate arrays when size is known

```javascript
// ❌ Bad - Dynamic growth
const moves = [];
for (let i = 0; i < 64; i++) {
  moves.push(generateMove(i));
}

// ✅ Good - Preallocated
const moves = new Array(64);
for (let i = 0; i < 64; i++) {
  moves[i] = generateMove(i);
}
```

- [ ] **Array searching**
  - [ ] Use indexOf/includes for small arrays
  - [ ] Use Set for large arrays (O(1) lookup)
  - [ ] Break early from loops when found
  - [ ] Consider binary search for sorted arrays

#### 3. String Operations

- [ ] **String concatenation**
  - [ ] Use template literals for readability
  - [ ] Use array.join() for multiple concatenations
  - [ ] Avoid + in loops
  - [ ] Use String.prototype methods efficiently

```javascript
// ❌ Bad - Multiple concatenations
let notation = '';
notation += piece;
notation += fromSquare;
notation += toSquare;

// ✅ Good - Template literal
const notation = `${piece}${fromSquare}${toSquare}`;
```

### ⚡ AI Performance

#### 4. Search Algorithm Optimizations

- [ ] **Alpha-Beta Pruning** (CRITICAL - 10-100x improvement)
  - [ ] Implement fail-soft alpha-beta
  - [ ] Use proper window management
  - [ ] Track pruning statistics
  - [ ] Test with various positions

```javascript
// ✅ Alpha-Beta Implementation
function alphaBeta(depth, alpha, beta, maximizing, gameState) {
  if (depth === 0 || gameState.isTerminal()) {
    return evaluate(gameState);
  }

  const moves = generateMoves(gameState);

  if (maximizing) {
    let maxEval = -Infinity;
    for (const move of moves) {
      const newState = makeMove(gameState, move);
      const eval = alphaBeta(depth - 1, alpha, beta, false, newState);
      maxEval = Math.max(maxEval, eval);
      alpha = Math.max(alpha, eval);
      if (beta <= alpha) break; // Beta cutoff
    }
    return maxEval;
  } else {
    // Similar for minimizing
  }
}
```

- [ ] **Move Ordering** (HIGH - 2-3x improvement on top of alpha-beta)
  - [ ] Evaluate captures first (MVV/LVA)
  - [ ] Try check-giving moves early
  - [ ] Use killer move heuristic
  - [ ] Use hash move from transposition table

```javascript
// ✅ Move Ordering
function orderMoves(moves, gameState) {
  return moves.sort((a, b) => {
    // 1. Hash move first
    if (a === hashMove) return -1;
    if (b === hashMove) return 1;

    // 2. Captures (MVV/LVA - Most Valuable Victim, Least Valuable Attacker)
    const aScore = getCaptureScore(a);
    const bScore = getCaptureScore(b);
    if (aScore !== bScore) return bScore - aScore;

    // 3. Killer moves
    if (isKillerMove(a)) return -1;
    if (isKillerMove(b)) return 1;

    // 4. History heuristic
    return getHistoryScore(b) - getHistoryScore(a);
  });
}
```

- [ ] **Transposition Table** (HIGH - 1.5-2x improvement)
  - [ ] Use Zobrist hashing for positions
  - [ ] Implement replacement strategy (depth-preferred)
  - [ ] Store bounds (exact, lower, upper)
  - [ ] Size table based on device memory

```javascript
// ✅ Transposition Table
class TranspositionTable {
  constructor(maxSize = 10_000_000) {
    this.table = new Map();
    this.maxSize = maxSize;
  }

  store(hash, depth, score, flag, bestMove) {
    // Replacement strategy: prefer deeper searches
    const existing = this.table.get(hash);
    if (!existing || depth >= existing.depth) {
      this.table.set(hash, { depth, score, flag, bestMove });
    }

    // Evict oldest entries if too large
    if (this.table.size > this.maxSize) {
      const firstKey = this.table.keys().next().value;
      this.table.delete(firstKey);
    }
  }

  probe(hash, depth, alpha, beta) {
    const entry = this.table.get(hash);
    if (!entry || entry.depth < depth) return null;

    // Check if we can use this score
    if (entry.flag === EXACT) return entry.score;
    if (entry.flag === LOWER && entry.score >= beta) return entry.score;
    if (entry.flag === UPPER && entry.score <= alpha) return entry.score;

    return null;
  }
}
```

- [ ] **Iterative Deepening** (MEDIUM - Better UX)
  - [ ] Start at depth 1, increment each iteration
  - [ ] Use previous iteration for move ordering
  - [ ] Support time-based termination
  - [ ] Return best move from completed depth

```javascript
// ✅ Iterative Deepening
function iterativeDeepening(gameState, maxTime = 2000) {
  const startTime = performance.now();
  let bestMove = null;
  let depth = 1;

  while (performance.now() - startTime < maxTime) {
    try {
      const result = alphaBeta(depth, -Infinity, Infinity, true, gameState);
      bestMove = result.move;
      depth++;
    } catch (e) {
      if (e instanceof TimeoutError) break;
      throw e;
    }
  }

  return bestMove;
}
```

#### 5. Evaluation Function Optimizations

- [ ] **Incremental Updates** (HIGH - 5x improvement)
  - [ ] Track material score incrementally
  - [ ] Update positional scores on move/unmove
  - [ ] Only recalculate complex metrics when needed
  - [ ] Cache king safety calculations

```javascript
// ✅ Incremental Evaluation
class IncrementalEvaluator {
  constructor() {
    this.materialScore = 0;
    this.positionalScore = 0;
  }

  makeMove(move) {
    // Update material
    if (move.captured) {
      this.materialScore -= PIECE_VALUES[move.captured];
    }

    // Update positional (only changed squares)
    this.positionalScore -= PIECE_SQUARE_TABLES[move.piece][move.from];
    this.positionalScore += PIECE_SQUARE_TABLES[move.piece][move.to];
  }

  unmakeMove(move) {
    // Reverse updates
    if (move.captured) {
      this.materialScore += PIECE_VALUES[move.captured];
    }
    this.positionalScore += PIECE_SQUARE_TABLES[move.piece][move.from];
    this.positionalScore -= PIECE_SQUARE_TABLES[move.piece][move.to];
  }

  getScore() {
    return this.materialScore + this.positionalScore;
  }
}
```

- [ ] **Piece-Square Tables** (MEDIUM - 2x improvement)
  - [ ] Precompute all positional values
  - [ ] Use O(1) array lookups
  - [ ] Separate tables for opening/middlegame/endgame
  - [ ] Mirror tables for black pieces

```javascript
// ✅ Piece-Square Tables
const PAWN_TABLE = [
  [  0,  0,  0,  0,  0,  0,  0,  0],
  [ 50, 50, 50, 50, 50, 50, 50, 50],
  [ 10, 10, 20, 30, 30, 20, 10, 10],
  [  5,  5, 10, 25, 25, 10,  5,  5],
  [  0,  0,  0, 20, 20,  0,  0,  0],
  [  5, -5,-10,  0,  0,-10, -5,  5],
  [  5, 10, 10,-20,-20, 10, 10,  5],
  [  0,  0,  0,  0,  0,  0,  0,  0]
];

function getPieceSquareScore(piece, square, color) {
  const [rank, file] = squareToCoords(square);
  const tableRank = color === 'white' ? rank : 7 - rank;
  return PAWN_TABLE[tableRank][file];
}
```

#### 6. Memory Optimizations

- [ ] **Object Pooling** (MEDIUM - 20-30% less GC)
  - [ ] Pool move objects
  - [ ] Pool position objects
  - [ ] Reuse evaluation contexts
  - [ ] Monitor pool size

```javascript
// ✅ Object Pool
class ObjectPool {
  constructor(factory, initialSize = 100) {
    this.factory = factory;
    this.pool = [];
    for (let i = 0; i < initialSize; i++) {
      this.pool.push(factory());
    }
  }

  acquire() {
    return this.pool.length > 0 ? this.pool.pop() : this.factory();
  }

  release(obj) {
    obj.reset(); // Clear object state
    this.pool.push(obj);
  }
}

// Usage
const movePool = new ObjectPool(() => new Move(), 1000);
const move = movePool.acquire();
// ... use move ...
movePool.release(move);
```

- [ ] **Garbage Collection Minimization**
  - [ ] Avoid creating objects in hot loops
  - [ ] Reuse arrays instead of creating new ones
  - [ ] Use primitive values where possible
  - [ ] Clear references when done

### ⚡ DOM Performance

#### 7. Rendering Optimizations

- [ ] **Virtual DOM / Diffing** (CRITICAL - 5-10x improvement)
  - [ ] Track previous board state
  - [ ] Only update changed squares
  - [ ] Batch DOM updates
  - [ ] Use DocumentFragment for batch inserts

```javascript
// ✅ DOM Diffing
function updateBoard(oldState, newState) {
  const changedSquares = [];

  for (let i = 0; i < 64; i++) {
    if (oldState[i] !== newState[i]) {
      changedSquares.push(i);
    }
  }

  // Only update changed squares
  requestAnimationFrame(() => {
    changedSquares.forEach(index => {
      updateSquare(index, newState[index]);
    });
  });
}
```

- [ ] **CSS Transform Animations** (CRITICAL - GPU acceleration)
  - [ ] Use transform instead of top/left
  - [ ] Use translate3d for GPU acceleration
  - [ ] Avoid animating layout properties
  - [ ] Use will-change sparingly

```css
/* ❌ Bad - Triggers layout */
.piece {
  transition: top 0.3s, left 0.3s;
}

/* ✅ Good - GPU accelerated */
.piece {
  transition: transform 0.3s;
  will-change: transform;
}
```

```javascript
// ✅ Transform Animation
function animatePiece(piece, fromSquare, toSquare) {
  const fromPos = getSquarePosition(fromSquare);
  const toPos = getSquarePosition(toSquare);
  const deltaX = toPos.x - fromPos.x;
  const deltaY = toPos.y - fromPos.y;

  piece.style.transform = `translate3d(${deltaX}px, ${deltaY}px, 0)`;
}
```

- [ ] **CSS Classes over Inline Styles** (MEDIUM - 2x improvement)
  - [ ] Define CSS classes for all states
  - [ ] Use classList API for toggling
  - [ ] Avoid style.property = value
  - [ ] Batch class changes

```javascript
// ❌ Bad - Inline styles
square.style.backgroundColor = '#f0d9b5';
square.style.boxShadow = '0 0 10px rgba(0,0,0,0.3)';

// ✅ Good - CSS classes
square.classList.add('highlighted');
```

- [ ] **RequestAnimationFrame** (MEDIUM - Smooth animations)
  - [ ] Use RAF for all animations
  - [ ] Batch reads and writes
  - [ ] Avoid layout thrashing
  - [ ] Cancel RAF on cleanup

```javascript
// ✅ RequestAnimationFrame
function smoothUpdate() {
  // Read phase (all DOM reads together)
  const positions = pieces.map(p => p.getBoundingClientRect());

  requestAnimationFrame(() => {
    // Write phase (all DOM writes together)
    positions.forEach((pos, i) => {
      pieces[i].style.transform = `translate3d(${pos.x}px, ${pos.y}px, 0)`;
    });
  });
}
```

#### 8. Event Handling

- [ ] **Event Delegation** (MEDIUM - Reduces listeners)
  - [ ] Use single listener on board container
  - [ ] Identify target square from event.target
  - [ ] Avoid listeners on every square
  - [ ] Clean up listeners on destroy

```javascript
// ❌ Bad - 64 event listeners
squares.forEach(square => {
  square.addEventListener('click', handleSquareClick);
});

// ✅ Good - 1 event listener
board.addEventListener('click', (event) => {
  const square = event.target.closest('.square');
  if (square) handleSquareClick(square);
});
```

- [ ] **Debouncing and Throttling**
  - [ ] Debounce window resize handlers
  - [ ] Throttle scroll handlers
  - [ ] Use passive listeners for scroll/touch
  - [ ] Remove listeners when not needed

```javascript
// ✅ Passive Listeners
board.addEventListener('touchstart', handleTouch, { passive: true });

// ✅ Throttle
function throttle(func, delay) {
  let lastCall = 0;
  return function(...args) {
    const now = Date.now();
    if (now - lastCall >= delay) {
      lastCall = now;
      func.apply(this, args);
    }
  };
}

window.addEventListener('resize', throttle(handleResize, 200));
```

### ⚡ Asset Optimization

#### 9. Image Optimization

- [ ] **SVG Sprites** (MEDIUM - 50% size reduction)
  - [ ] Combine all pieces into single SVG
  - [ ] Use <use> tags to reference pieces
  - [ ] Optimize SVG with SVGO
  - [ ] Inline critical SVG in HTML

```html
<!-- ✅ SVG Sprite -->
<svg style="display: none;">
  <symbol id="piece-king-white" viewBox="0 0 45 45">
    <path d="..."/>
  </symbol>
  <!-- ... other pieces ... -->
</svg>

<!-- Usage -->
<svg class="piece"><use href="#piece-king-white"/></svg>
```

- [ ] **Lazy Loading** (MEDIUM - Faster initial load)
  - [ ] Load sounds on first interaction
  - [ ] Load AI module on game start
  - [ ] Use loading="lazy" for images
  - [ ] Prefetch critical assets

```javascript
// ✅ Lazy Load AI
let aiModule = null;

async function loadAI() {
  if (!aiModule) {
    aiModule = await import('./ai-engine.js');
  }
  return aiModule;
}
```

#### 10. Code Splitting

- [ ] **Module Splitting** (HIGH - 2x faster initial load)
  - [ ] Separate core UI from AI
  - [ ] Split by route (if multi-page)
  - [ ] Use dynamic imports
  - [ ] Analyze bundle with webpack-bundle-analyzer

```javascript
// ✅ Code Splitting
// main.js - Core UI only (35KB)
import { ChessBoard } from './core/ChessBoard.js';
import { GameController } from './core/GameController.js';

// Lazy load AI when needed
async function startAIGame() {
  const { AIPlayer } = await import('./ai/AIPlayer.js'); // +28KB
  return new AIPlayer();
}
```

- [ ] **Tree Shaking** (MEDIUM - 20-30% reduction)
  - [ ] Use ES6 modules (not CommonJS)
  - [ ] Mark side-effect-free packages
  - [ ] Avoid default exports for better shaking
  - [ ] Import only what you need

```javascript
// ❌ Bad - Imports everything
import _ from 'lodash';

// ✅ Good - Imports only needed functions
import { debounce, throttle } from 'lodash-es';
```

### ⚡ Web Workers (CRITICAL)

#### 11. Background AI Computation

- [ ] **Web Worker Setup**
  - [ ] Move AI calculation to worker
  - [ ] Use structured clone for messages
  - [ ] Handle worker errors gracefully
  - [ ] Terminate worker when done

```javascript
// ✅ Web Worker for AI
// main.js
const aiWorker = new Worker('ai-worker.js');

function calculateAIMove(gameState) {
  return new Promise((resolve, reject) => {
    aiWorker.onmessage = (e) => resolve(e.data.move);
    aiWorker.onerror = reject;
    aiWorker.postMessage({ type: 'calculate', gameState });
  });
}

// ai-worker.js
self.onmessage = function(e) {
  if (e.data.type === 'calculate') {
    const move = calculateBestMove(e.data.gameState);
    self.postMessage({ move });
  }
};
```

- [ ] **Message Optimization**
  - [ ] Minimize message size
  - [ ] Use Transferable objects for large data
  - [ ] Batch messages when possible
  - [ ] Use SharedArrayBuffer for shared state (advanced)

---

## Post-Implementation Optimization

### 🔍 Performance Testing

- [ ] **Automated Performance Tests**
  - [ ] Add performance test suite
  - [ ] Test AI calculation time
  - [ ] Test rendering frame rate
  - [ ] Test memory usage
  - [ ] Test bundle size

```javascript
// ✅ Performance Test Example
describe('Performance', () => {
  it('should render in <16ms', () => {
    const duration = measurePerformance(() => renderBoard());
    expect(duration).toBeLessThan(16);
  });

  it('should calculate AI move in <1s', () => {
    const duration = measurePerformance(() => ai.calculateMove(position));
    expect(duration).toBeLessThan(1000);
  });
});
```

- [ ] **Lighthouse Audits**
  - [ ] Run Lighthouse on every build
  - [ ] Target score > 90
  - [ ] Fix all critical issues
  - [ ] Document score in README

- [ ] **Real Device Testing**
  - [ ] Test on 3+ different desktop browsers
  - [ ] Test on 3+ different mobile devices
  - [ ] Test on slow 3G connection
  - [ ] Test with throttled CPU (6x slowdown)

### 🔍 Profiling

- [ ] **Chrome DevTools Profiling**
  - [ ] Record CPU profile during AI calculation
  - [ ] Record performance timeline during gameplay
  - [ ] Take heap snapshots to find leaks
  - [ ] Analyze network waterfall
  - [ ] Check for memory leaks with allocation timeline

- [ ] **Performance API**
  - [ ] Add performance.mark() for key operations
  - [ ] Measure critical paths
  - [ ] Log performance metrics
  - [ ] Set up Real User Monitoring (future)

```javascript
// ✅ Performance Measurement
performance.mark('ai-start');
const move = calculateBestMove(position);
performance.mark('ai-end');
performance.measure('ai-calculation', 'ai-start', 'ai-end');

const measures = performance.getEntriesByName('ai-calculation');
console.log(`AI calculation took ${measures[0].duration}ms`);
```

### 🔍 Optimization Opportunities

- [ ] **Bottleneck Analysis**
  - [ ] Identify slowest operations
  - [ ] Profile with Chrome DevTools
  - [ ] Measure before/after optimization
  - [ ] Document improvements

- [ ] **Low-Hanging Fruit**
  - [ ] Cache expensive calculations
  - [ ] Reduce unnecessary re-renders
  - [ ] Minimize network requests
  - [ ] Compress assets
  - [ ] Enable gzip/brotli compression

### 🔍 Long-Term Monitoring

- [ ] **Regression Prevention**
  - [ ] Add performance budgets to CI
  - [ ] Fail builds that exceed budgets
  - [ ] Track performance over time
  - [ ] Create performance dashboard

- [ ] **Continuous Improvement**
  - [ ] Review performance quarterly
  - [ ] Update budgets as needed
  - [ ] Adopt new browser features
  - [ ] Monitor web performance best practices

---

## Platform-Specific Optimizations

### 📱 Mobile Optimizations

- [ ] **Touch Interactions**
  - [ ] Use touch events (touchstart, touchmove, touchend)
  - [ ] Add passive: true to touch listeners
  - [ ] Implement touch-action CSS
  - [ ] Provide larger touch targets (44x44px minimum)

- [ ] **Responsive Performance**
  - [ ] Use CSS media queries for layout
  - [ ] Reduce AI depth on mobile
  - [ ] Disable animations on low-end devices
  - [ ] Use smaller transposition table

```javascript
// ✅ Device-Specific Configuration
function getDeviceConfig() {
  const cores = navigator.hardwareConcurrency || 2;
  const memory = navigator.deviceMemory || 2;

  if (cores >= 8 && memory >= 6) {
    return { depth: 6, tableSize: 50_000_000, animations: true };
  } else if (cores >= 4 && memory >= 2) {
    return { depth: 5, tableSize: 10_000_000, animations: true };
  } else {
    return { depth: 4, tableSize: 3_000_000, animations: false };
  }
}
```

### 🖥️ Desktop Optimizations

- [ ] **Keyboard Shortcuts**
  - [ ] Implement keyboard navigation
  - [ ] Add undo/redo shortcuts (Ctrl+Z, Ctrl+Y)
  - [ ] Support arrow keys for piece selection
  - [ ] Add accessibility shortcuts

- [ ] **Advanced Features**
  - [ ] Enable deeper AI search
  - [ ] Use larger transposition tables
  - [ ] Add advanced animations
  - [ ] Support multiple game modes

---

## Final Performance Checklist

### Before Release

- [ ] **Performance Metrics**
  - [ ] Lighthouse score > 90
  - [ ] Bundle size < 150KB gzipped
  - [ ] FCP < 500ms
  - [ ] TTI < 1s
  - [ ] 60fps rendering
  - [ ] AI response < 1s (depth 5)

- [ ] **Cross-Browser Testing**
  - [ ] Chrome (latest 2 versions)
  - [ ] Firefox (latest 2 versions)
  - [ ] Safari (latest 2 versions)
  - [ ] Edge (latest 2 versions)

- [ ] **Device Testing**
  - [ ] Desktop (1920x1080, 1366x768)
  - [ ] Tablet (iPad, Android tablet)
  - [ ] Mobile (iPhone, Android phone)
  - [ ] Low-end device (throttled)

- [ ] **Network Testing**
  - [ ] 5G / Fast connection
  - [ ] 4G / Regular connection
  - [ ] 3G / Slow connection
  - [ ] Offline mode (service worker)

---

## Performance Optimization Priority

### Critical (Do First)
1. Alpha-Beta Pruning
2. Web Workers
3. DOM Diffing
4. CSS Transforms
5. Code Splitting

### High (Do Second)
6. Move Ordering
7. Transposition Tables
8. Bundle Optimization
9. Mobile Optimization

### Medium (Do Third)
10. Object Pooling
11. Iterative Deepening
12. SVG Optimization

---

## Resources

- [Web.dev Performance](https://web.dev/performance/)
- [Chrome DevTools Performance](https://developer.chrome.com/docs/devtools/performance/)
- [MDN Performance](https://developer.mozilla.org/en-US/docs/Web/Performance)
- [Chess Programming Wiki](https://www.chessprogramming.org/)
- [Webpack Bundle Analyzer](https://github.com/webpack-contrib/webpack-bundle-analyzer)

---

**Remember**: "Premature optimization is the root of all evil, but planning for performance is wisdom."

**Document Version**: 1.0.0
**Last Updated**: 2025-11-22
**Owner**: Performance Optimizer Agent
