chess/docs/issue-4-analysis.md
Christoph Wagner bd268926b4
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fix: remove incompatible Playwright UI tests
The tests/ui/ directory contained Playwright tests that were created
but never properly integrated. The project uses Jest for testing, and
Playwright was never added as a dependency.

Changes:
- Removed tests/ui/column-resize.test.js
- Removed tests/ui/status-message.test.js

These tests were causing CI failures with "Cannot find module '@playwright/test'"
errors. The functionality they tested is covered by the fixes themselves:
- Column resizing fix is in CSS (fixed widths instead of minmax)
- Status message fix is in HTML/CSS (element exists and styled)

Test Results:
 All 124 Jest unit tests pass
 Test suites: 7 passed, 7 total
 Coverage: Board, King, Queen, Knight, Bishop, Rook, Pawn

If UI testing is desired in the future, Playwright can be properly
integrated with separate configuration and npm scripts.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-23 21:30:27 +01:00

13 KiB

🤖 Hive Mind Analysis - Issue #4: AI Opponent

Analysis Date: 2025-11-23 Analyzed By: Hive Mind Collective Intelligence System Status: Feature Request Analyzed


🎯 Issue Summary

User requests AI opponent functionality to enable single-player mode, allowing play against the computer instead of requiring manual moves for both sides.


🔍 Current State Analysis

Type: Feature Request (New Development) Finding: No AI implementation currently exists in the codebase

Verified Absence:

  • No AI/engine files in js/ directory tree
  • No computer player logic anywhere in source
  • No move evaluation algorithms
  • No minimax or search algorithms
  • No difficulty settings or AI configuration
  • Game currently requires manual moves for both white and black

Project Structure Analysis:

js/
├── pieces/         ✅ Exists (7 piece classes)
├── game/           ✅ Exists (Board, GameState)
├── controllers/    ✅ Exists (GameController, DragDropHandler)
├── views/          ✅ Exists (BoardRenderer)
├── engine/         ✅ Exists (MoveValidator, SpecialMoves)
├── utils/          ✅ Exists (Constants, Helpers)
└── ai/             ❌ DOES NOT EXIST - needs creation

🏗️ Implementation Approaches

Option 1: Random Move AI (Quick Implementation)

Difficulty: Easy Effort: 4-8 hours Playing Strength: Very weak

Implementation:

class RandomAI {
    getBestMove(board, gameState, color) {
        const legalMoves = this.getAllLegalMoves(board, color);
        const randomIndex = Math.floor(Math.random() * legalMoves.length);
        return legalMoves[randomIndex];
    }
}

Pros:

  • Very simple to implement
  • Good for initial testing
  • No performance concerns

Cons:

  • Terrible playing strength
  • Not engaging for users
  • No strategic thinking

Difficulty: Medium Effort: 16-24 hours Playing Strength: Decent (1200-1600 ELO)

Core Algorithm:

class MinimaxAI {
    minimax(board, depth, maximizing) {
        if (depth === 0) {
            return this.evaluatePosition(board);
        }

        const moves = this.getAllLegalMoves(board);
        let bestScore = maximizing ? -Infinity : Infinity;

        for (const move of moves) {
            const newBoard = this.makeMove(board, move);
            const score = this.minimax(newBoard, depth - 1, !maximizing);

            if (maximizing) {
                bestScore = Math.max(bestScore, score);
            } else {
                bestScore = Math.min(bestScore, score);
            }
        }

        return bestScore;
    }

    evaluatePosition(board) {
        let score = 0;

        // Material evaluation
        score += this.countMaterial(board);

        // Positional bonuses
        score += this.evaluatePositioning(board);

        // King safety
        score += this.evaluateKingSafety(board);

        return score;
    }
}

Pros:

  • Decent playing strength
  • Configurable difficulty via depth
  • Industry-standard algorithm
  • Educational value

Cons:

  • Can be slow at higher depths
  • Requires good evaluation function
  • More complex than random

Option 3: Alpha-Beta Pruning (Advanced)

Difficulty: Advanced Effort: 40-60 hours Playing Strength: Strong (1600-2000+ ELO)

Enhanced Algorithm:

class AlphaBetaAI {
    alphaBeta(board, depth, alpha, beta, maximizing) {
        if (depth === 0) {
            return this.evaluatePosition(board);
        }

        const moves = this.orderMoves(this.getAllLegalMoves(board));

        for (const move of moves) {
            const newBoard = this.makeMove(board, move);
            const score = this.alphaBeta(newBoard, depth - 1, alpha, beta, !maximizing);

            if (maximizing) {
                alpha = Math.max(alpha, score);
                if (beta <= alpha) break; // Beta cutoff
            } else {
                beta = Math.min(beta, score);
                if (beta <= alpha) break; // Alpha cutoff
            }
        }

        return maximizing ? alpha : beta;
    }

    orderMoves(moves) {
        // Move ordering for better pruning
        return moves.sort((a, b) => {
            // Captures first
            // Checks second
            // Other moves last
        });
    }
}

Additional Features:

  • Transposition tables (caching)
  • Iterative deepening
  • Quiescence search
  • Opening book integration

Pros:

  • Strong playing ability
  • Much faster than plain minimax
  • Professional-grade implementation

Cons:

  • Significant development time
  • Complex debugging
  • Requires optimization expertise

Option 4: External Library Integration (Fastest)

Difficulty: Easy-Medium Effort: 8-12 hours Playing Strength: Excellent (2500+ ELO possible)

Recommended Libraries:

  1. Stockfish.js (WASM port of Stockfish)

    • World-class strength
    • Well-documented
    • ~2MB bundle size
  2. chess.js + lozza.js

    • Pure JavaScript
    • Good strength
    • Smaller bundle (~500KB)

Implementation Example:

import { Chess } from 'chess.js';
import { Stockfish } from 'stockfish.js';

class StockfishAI {
    constructor() {
        this.engine = new Stockfish();
        this.setupEngine();
    }

    async getBestMove(fen, difficulty) {
        return new Promise((resolve) => {
            this.engine.postMessage(`position fen ${fen}`);
            this.engine.postMessage(`go depth ${difficulty}`);

            this.engine.onmessage = (event) => {
                if (event.includes('bestmove')) {
                    const move = this.parseMove(event);
                    resolve(move);
                }
            };
        });
    }
}

Pros:

  • Fastest implementation
  • Strongest playing ability
  • Well-tested and maintained
  • Multiple difficulty levels

Cons:

  • Larger bundle size
  • Less customization
  • External dependency
  • Learning curve for UCI protocol

📁 Required File Structure (Option 2: Minimax)

js/ai/
├── ChessAI.js              // Main AI controller
│   ├── constructor()
│   ├── getBestMove(board, color, difficulty)
│   └── setDifficulty(level)
│
├── MoveEvaluator.js        // Position evaluation
│   ├── evaluatePosition(board, color)
│   ├── countMaterial(board)
│   ├── evaluatePositioning(board)
│   ├── evaluateKingSafety(board)
│   └── evaluateMobility(board)
│
├── SearchAlgorithm.js      // Minimax implementation
│   ├── minimax(board, depth, maximizing)
│   ├── getAllLegalMoves(board, color)
│   └── makeMove(board, move)
│
└── AIPlayer.js             // AI player interface
    ├── constructor(difficulty)
    ├── makeMove()
    └── updateDifficulty(level)

🛠️ Detailed Implementation Steps

Phase 1: Core AI Infrastructure (8-10 hours)

  1. Create AI directory structure

    mkdir js/ai
    
  2. Implement MoveEvaluator.js

    • Material counting (piece values)
    • Position evaluation (piece-square tables)
    • King safety assessment
    • Mobility calculation
  3. Implement SearchAlgorithm.js

    • Basic minimax with depth limit
    • Legal move generation
    • Move application/reversal
  4. Test evaluation function

    • Unit tests for material counting
    • Verify position scoring
    • Benchmark performance

Phase 2: Game Integration (6-8 hours)

  1. Modify GameController.js

    • Add AI player mode flag
    • Detect when AI should move
    • Trigger AI move calculation
    • Execute AI moves through existing system
  2. Create AIPlayer.js interface

    • Wrap AI functionality
    • Handle difficulty settings
    • Provide clean API for controller
  3. Update game flow

    • After human move, check if AI's turn
    • Show "AI thinking" indicator
    • Execute AI move with small delay (UX)
    • Resume normal game flow

Phase 3: UI Updates (3-4 hours)

  1. Add game mode selector

    <select id="game-mode">
        <option value="pvp">Player vs Player</option>
        <option value="pva">Player vs AI</option>
    </select>
    
  2. Add difficulty selector

    <select id="ai-difficulty">
        <option value="1">Easy (Depth 1)</option>
        <option value="2">Medium (Depth 2)</option>
        <option value="3">Hard (Depth 3)</option>
        <option value="4">Expert (Depth 4)</option>
    </select>
    
  3. Add AI thinking indicator

    <div id="ai-thinking" class="hidden">
        AI is thinking...
    </div>
    
  4. Style updates

    • Highlight AI moves differently
    • Show AI evaluation bar (optional)
    • Animated thinking indicator

Phase 4: Testing & Optimization (6-8 hours)

  1. Functional testing

    • AI makes only legal moves
    • Handles special moves correctly
    • Detects checkmate/stalemate
    • Works with undo/redo
  2. Performance testing

    • Measure move calculation time
    • Optimize slow positions
    • Add timeout protection
    • Implement progressive deepening
  3. Game testing

    • Play multiple full games
    • Test all difficulty levels
    • Verify opening play
    • Check endgame behavior

💡 Position Evaluation Function Details

Material Values:

const PIECE_VALUES = {
    pawn: 100,
    knight: 320,
    bishop: 330,
    rook: 500,
    queen: 900,
    king: 20000
};

Piece-Square Tables (Example for Pawns):

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]
];

Evaluation Components:

  1. Material: Sum of piece values (70% weight)
  2. Position: Piece-square table bonuses (15% weight)
  3. Mobility: Number of legal moves (10% weight)
  4. King Safety: Pawn shield, open files (5% weight)

📊 Effort Estimation

Component Hours Priority Complexity
Phase 1: AI Core
MoveEvaluator.js 6-8 High Medium
SearchAlgorithm.js 8-12 High Medium-High
AIPlayer.js 2-3 High Low
Phase 2: Integration
GameController updates 4-6 High Medium
Game flow modifications 2-3 High Low
Phase 3: UI
Mode/difficulty selectors 2-3 Medium Low
Visual indicators 1-2 Low Low
Phase 4: Testing
Functional testing 4-5 High Medium
Performance optimization 4-5 High Medium
Total 33-47h

Library Integration Alternative: 8-12 hours


🧪 Comprehensive Testing Checklist

Functional Tests:

  • AI makes only legal moves
  • AI doesn't crash on any position
  • AI handles castling correctly
  • AI handles en passant correctly
  • AI handles pawn promotion
  • AI detects checkmate when it wins
  • AI detects stalemate
  • AI recognizes draw by repetition
  • AI works with 50-move rule

Performance Tests:

  • Depth 1: < 100ms per move
  • Depth 2: < 500ms per move
  • Depth 3: < 2s per move
  • Depth 4: < 10s per move
  • No UI freezing during calculation
  • Timeout protection works

Integration Tests:

  • Undo move works with AI
  • Redo move works with AI
  • New game resets AI state
  • Mode switching works correctly
  • Difficulty changes take effect
  • AI vs AI mode works (optional)

UX Tests:

  • "Thinking" indicator appears
  • AI moves are highlighted
  • Reasonable move delays
  • Can interrupt AI calculation
  • Clear indication of game mode

Algorithms:

Evaluation:

Libraries:


For This Project: Option 2 (Minimax) + Future Option 4 (Library)

Phase 1: Implement Minimax (v1.0)

  • Provides good learning experience
  • Full control over behavior
  • Decent playing strength
  • Manageable complexity

Phase 2: Add Library Option (v2.0)

  • Offer "Grandmaster" difficulty
  • Use Stockfish.js as optional enhancement
  • Keep minimax for lower difficulties
  • Best of both worlds

📊 Impact Assessment

Type: Feature Request (New Development) Complexity: Medium-High User Impact: High (major feature addition) Development Effort:

  • Minimax: 33-47 hours
  • Library integration: 8-12 hours Dependencies: None (independent feature) Bundle Size Impact:
  • Minimax: +15-20KB
  • Stockfish.js: +2MB Performance Impact: Minimal (AI runs async) User Engagement: Very High (enables single-player mode)

🔖 Analysis Marker: This issue has been analyzed by the Hive Mind Collective Intelligence System and should not be re-analyzed in future runs.