chess/planning/implementation/optimization-checklist.md
Christoph Wagner 5ad0700b41 refactor: Consolidate repository structure - flatten from workspace pattern
Restructured project from nested workspace pattern to flat single-repo layout.
This eliminates redundant nesting and consolidates all project files under version control.

## Migration Summary

**Before:**
```
alex/ (workspace, not versioned)
├── chess-game/ (git repo)
│   ├── js/, css/, tests/
│   └── index.html
└── docs/ (planning, not versioned)
```

**After:**
```
alex/ (git repo, everything versioned)
├── js/, css/, tests/
├── index.html
├── docs/ (project documentation)
├── planning/ (historical planning docs)
├── .gitea/ (CI/CD)
└── CLAUDE.md (configuration)
```

## Changes Made

### Structure Consolidation
- Moved all chess-game/ contents to root level
- Removed redundant chess-game/ subdirectory
- Flattened directory structure (eliminated one nesting level)

### Documentation Organization
- Moved chess-game/docs/ → docs/ (project documentation)
- Moved alex/docs/ → planning/ (historical planning documents)
- Added CLAUDE.md (workspace configuration)
- Added IMPLEMENTATION_PROMPT.md (original project prompt)

### Version Control Improvements
- All project files now under version control
- Planning documents preserved in planning/ folder
- Merged .gitignore files (workspace + project)
- Added .claude/ agent configurations

### File Updates
- Updated .gitignore to include both workspace and project excludes
- Moved README.md to root level
- All import paths remain functional (relative paths unchanged)

## Benefits

 **Simpler Structure** - One level of nesting removed
 **Complete Versioning** - All documentation now in git
 **Standard Layout** - Matches open-source project conventions
 **Easier Navigation** - Direct access to all project files
 **CI/CD Compatible** - All workflows still functional

## Technical Validation

-  Node.js environment verified
-  Dependencies installed successfully
-  Dev server starts and responds
-  All core files present and accessible
-  Git repository functional

## Files Preserved

**Implementation Files:**
- js/ (3,517 lines of code)
- css/ (4 stylesheets)
- tests/ (87 test cases)
- index.html
- package.json

**CI/CD Pipeline:**
- .gitea/workflows/ci.yml
- .gitea/workflows/release.yml

**Documentation:**
- docs/ (12+ documentation files)
- planning/ (historical planning materials)
- README.md

**Configuration:**
- jest.config.js, babel.config.cjs, playwright.config.js
- .gitignore (merged)
- CLAUDE.md

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-23 10:05:26 +01:00

882 lines
23 KiB
Markdown

# 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)
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**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