chess/planning/research/implementation-findings.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

25 KiB

Chess Game Implementation Research Findings

Research Agent Report Date: 2025-11-22 Session: swarm-chess-research


Executive Summary

This comprehensive research analysis extracts all critical implementation requirements from the planning documentation for the HTML Chess Game project. The analysis covers timeline, architecture, chess rules, testing requirements, code standards, and risk factors.

Key Metrics:

  • Timeline: 4-5 weeks (100-125 hours)
  • Team Size: 3-5 developers optimal (solo possible with extended timeline)
  • Test Coverage Target: 80%+ (90%+ recommended)
  • Risk Level: MEDIUM-HIGH
  • Critical Risks: 3 identified
  • Total Test Cases: 50+ documented

1. Implementation Timeline & Milestones

Phase 1: Core Architecture (Week 1) - 20-25 hours

Deliverables:

  • Working board displaying initial position
  • Core classes: Board, Piece (base), ChessGame
  • 60%+ test coverage
  • Basic rendering (CSS grid, Unicode symbols)

Success Criteria:

  • Board renders correctly in browser
  • Can programmatically place and move pieces
  • All tests passing

Key Tasks:

  1. Project setup (2 hours) - directory structure, package.json, dev server, linting
  2. Board implementation (6 hours) - 8x8 grid, piece placement, manipulation methods
  3. Base Piece class (4 hours) - properties, interface methods, clone functionality
  4. ChessGame controller (6 hours) - turn management, move skeleton, state tracking
  5. Basic rendering (2-4 hours) - CSS grid layout, piece symbols

Phase 2: Piece Movement (Week 2) - 25-30 hours

Deliverables:

  • All 6 piece types with correct movement
  • 80%+ test coverage for movement
  • Move validation working
  • Blocking and capture logic

Success Criteria:

  • Each piece moves according to chess rules
  • Pieces can capture opponent pieces
  • Pieces cannot move through others (except Knight)
  • All unit tests passing

Implementation Order (simplest → complex):

  1. Rook (10 hours) - straight lines
  2. Bishop (included in Rook) - diagonals
  3. Queen (included) - rook + bishop
  4. Knight (4 hours) - L-shaped, jump logic
  5. King (4 hours) - one square, castling prep
  6. Pawn (7 hours) - forward, diagonal capture, first move

Critical Note: Pawns are most complex - budget extra time!


Phase 3: Game Logic (Week 3) - 30-35 hours

Deliverables:

  • Complete chess rule implementation
  • All special moves working (castling, en passant, promotion)
  • Check and checkmate detection
  • State management with undo/redo

Success Criteria:

  • Check detection 100% accurate
  • Checkmate scenarios work correctly
  • All special moves functional
  • Can play a complete game

Task Breakdown:

  1. Check Detection (8 hours)

    • isKingInCheck method
    • Test all piece types attacking king
    • Integrate with move validation
    • Prevent moves leaving king in check
  2. Checkmate & Stalemate (8 hours)

    • Checkmate detection
    • Stalemate detection
    • Endgame scenario tests
    • Game status updates
  3. Special Moves (14 hours):

    • Castling (6 hours) - validation, execution, blocking scenarios
    • En Passant (4 hours) - validation, target tracking, timing
    • Pawn Promotion (4 hours) - detection, promotion logic, all piece types
  4. GameState Management (5 hours)

    • Move history tracking
    • Captured pieces tracking
    • Undo/redo functionality
    • State persistence

Phase 4: User Interface (Week 4) - 25-30 hours

Deliverables:

  • Fully interactive UI
  • Drag-and-drop working
  • All game controls functional
  • Visual feedback for all states

Success Criteria:

  • Intuitive piece movement
  • Clear visual feedback
  • Responsive design
  • No UI bugs

Components:

  1. Board Rendering (8 hours) - BoardRenderer class, highlighting, move indication
  2. Drag and Drop (8 hours) - DragDropHandler, drag start/over/drop, visual feedback
  3. Click-to-Move (4 hours) - click selection, legal move display
  4. Game Controls (5 hours) - new game, undo/redo, resign, draw offer/accept
  5. Status Display (4 hours) - turn indicator, check status, game result, move history

Phase 5: Polish & Testing (Week 5) - 20-25 hours

Deliverables:

  • Complete, tested application
  • Full test coverage (80%+)
  • User documentation
  • Production-ready code

Success Criteria:

  • All tests passing
  • Works in all target browsers
  • Accessible to all users
  • Professional appearance

Tasks:

  1. Notation System (6 hours) - algebraic notation, FEN import/export, PGN export
  2. Storage & Persistence (4 hours) - save/load via localStorage, auto-save
  3. Testing (8 hours) - integration tests, famous games, browser testing, performance
  4. Documentation (3 hours) - code comments, user guide, API docs, README
  5. Accessibility & UX (4 hours) - keyboard navigation, ARIA labels, animations

2. Critical Chess Rules & Edge Cases

2.1 En Passant

Complexity: HIGH | Common Mistakes: Timing expiration

Rules:

  • Opponent pawn moves two squares from starting position
  • Lands beside your pawn (same rank)
  • Can capture as if it moved only one square
  • MUST be done immediately (expires after one turn)

Implementation Requirements:

// Track en passant target in game state
gameState.enPassantTarget = null; // Reset after EACH move

// Validation conditions:
1. Pawn on correct rank (white: row 3, black: row 4)
2. Last move was opponent pawn moving 2 squares
3. Opponent pawn adjacent to capturing pawn
4. Must execute on next move (timing critical!)

Test Cases Required: 8+

  • Valid en passant capture
  • Expired opportunity (didn't capture immediately)
  • Wrong rank positioning
  • No adjacent pawn
  • Last move was not pawn double-move

2.2 Castling

Complexity: CRITICAL | Validation Conditions: 8+

ALL Conditions Must Be Met:

  1. King has never moved (king.hasMoved === false)
  2. Rook has never moved (rook.hasMoved === false)
  3. No pieces between king and rook
  4. King not currently in check
  5. King doesn't pass through check (intermediate squares)
  6. King doesn't land in check (destination square)
  7. Correct squares: Kingside (e1→g1, e8→g8), Queenside (e1→c1, e8→c8)
  8. Rook positioning correct

Common Pitfalls:

  • Forgetting to check intermediate squares for attacks
  • Not marking pieces as moved after castling
  • Allowing castling when rook moved (even if back to original square)

Implementation Pattern:

// Check EACH square king passes through
for (let col = kingCol; col !== targetCol; col += direction) {
  if (isSquareUnderAttack(board, kingRow, col, opponentColor)) {
    return false; // Cannot castle through check
  }
}

Test Cases Required: 12+

  • Kingside castling (valid)
  • Queenside castling (valid)
  • King has moved (invalid)
  • Rook has moved (invalid)
  • Pieces blocking path (invalid)
  • King in check (invalid)
  • King passes through check (invalid)
  • King lands in check (invalid)

2.3 Checkmate vs Stalemate

Complexity: CRITICAL | Distinction: King in check vs NOT in check

Checkmate:

  • King IS in check
  • No legal moves available
  • Result: Game over, attacker wins

Stalemate:

  • King NOT in check
  • No legal moves available
  • Result: Draw (not a win!)

Implementation Logic:

function isCheckmate(board, color) {
  // MUST be in check first
  if (!isKingInCheck(board, color)) return false;

  // Then check if any legal move exists
  return !hasAnyLegalMove(board, color);
}

function isStalemate(board, color) {
  // MUST NOT be in check
  if (isKingInCheck(board, color)) return false;

  // But has no legal moves
  return !hasAnyLegalMove(board, color);
}

Test Cases Required: 15+

  • Fool's Mate (2-move checkmate)
  • Scholar's Mate (4-move checkmate)
  • Back rank mate
  • Stalemate positions (king trapped but not in check)
  • Near-stalemate (one legal move available)

2.4 Pawn Promotion

Complexity: MEDIUM | Options: 4 pieces (Queen, Rook, Bishop, Knight)

Rules:

  • Pawn reaches opposite end (rank 8 for white, rank 1 for black)
  • Can promote to: Queen, Rook, Bishop, Knight
  • Cannot promote to King or Pawn
  • Most common: Queen (90%+ of cases)
  • Under-promotion: Knight (for checkmate patterns), Rook/Bishop (rare)

UI Consideration: Must show dialog for player selection

Implementation:

function canPromote(pawn) {
  const promotionRank = pawn.color === 'white' ? 0 : 7;
  return pawn.row === promotionRank;
}

// Show UI dialog, then execute
function promote(board, pawn, pieceType) {
  const PieceClass = getPieceClass(pieceType);
  const newPiece = new PieceClass(pawn.color, pawn.position);
  board.setPiece(pawn.row, pawn.col, newPiece);
  return newPiece;
}

2.5 Check Detection & Prevention

Complexity: CRITICAL | Recursion Risk: HIGH

Problem: Checking for check while validating moves causes infinite recursion!

Solution: Separate validation levels

// Level 1: Basic movement (no check validation)
static getValidMoves(board, piece) {
  // Get moves based on piece type only
}

// Level 2: Legal moves (includes check constraint)
static getLegalMoves(board, piece, gameState) {
  return this.getValidMoves(board, piece)
    .filter(move => !this.leavesKingInCheck(board, piece, move));
}

Rules:

  • Player in check MUST get out of check
  • Cannot make any move that leaves king in check
  • Three ways to escape check:
    1. Move king to safe square
    2. Block the attack
    3. Capture the attacking piece

3. Class Signatures & Method Interfaces

3.1 Core Classes

ChessGame (Main Controller)

class ChessGame {
  constructor(config?: GameConfig)

  // Properties
  board: Board
  currentTurn: 'white' | 'black'
  gameState: GameState
  status: GameStatus
  winner: 'white' | 'black' | null

  // Methods
  makeMove(fromRow, fromCol, toRow, toCol): MoveResult
  getLegalMoves(piece): Position[]
  isInCheck(color): boolean
  newGame(): void
  undo(): boolean
  redo(): boolean
  resign(): void
  offerDraw(): void
  acceptDraw(): void
}

Board

class Board {
  constructor()

  // Properties
  grid: (Piece | null)[][]  // 8x8 array

  // Methods
  getPiece(row, col): Piece | null
  setPiece(row, col, piece): void
  movePiece(fromRow, fromCol, toRow, toCol): Piece | null
  clone(): Board
  setupInitialPosition(): void
  clear(): void
  toFEN(): string
  fromFEN(fen: string): void
}

Piece (Abstract Base)

class Piece {
  constructor(color, position)

  // Properties
  color: 'white' | 'black'
  position: {row: number, col: number}
  type: PieceType
  hasMoved: boolean

  // Methods
  getValidMoves(board): Position[]
  isValidMove(board, toRow, toCol): boolean
  clone(): Piece
  getSymbol(): string  // Unicode: ♔, ♕, ♖, ♗, ♘, ♙
}

MoveValidator (Static Utility)

class MoveValidator {
  static isMoveLegal(board, piece, toRow, toCol, gameState): boolean
  static isKingInCheck(board, color): boolean
  static isCheckmate(board, color): boolean
  static isStalemate(board, color): boolean
  static hasAnyLegalMove(board, color): boolean
  static simulateMove(board, piece, toRow, toCol): Board
}

SpecialMoves (Static Utility)

class SpecialMoves {
  static canCastle(board, king, rook, side): boolean
  static executeCastle(board, king, rook, side): void
  static canEnPassant(board, pawn, targetCol, gameState): boolean
  static executeEnPassant(board, pawn, targetRow, targetCol): Piece
  static canPromote(pawn): boolean
  static promote(board, pawn, pieceType): Piece
}

3.2 Data Structures

// Types
type Color = 'white' | 'black'
type PieceType = 'pawn' | 'knight' | 'bishop' | 'rook' | 'queen' | 'king'
type GameStatus = 'active' | 'check' | 'checkmate' | 'stalemate' | 'draw' | 'resigned'

// Position
interface Position {
  row: number  // 0-7
  col: number  // 0-7
}

// Move
interface Move {
  from: Position
  to: Position
  piece: Piece
  captured?: Piece
  notation: string
  special?: 'castle-kingside' | 'castle-queenside' | 'en-passant' | 'promotion'
  promotedTo?: PieceType
  timestamp: number
}

// MoveResult
interface MoveResult {
  success: boolean
  move?: Move
  error?: string
  gameStatus?: GameStatus
}

// Game Configuration
interface GameConfig {
  autoSave?: boolean
  enableTimer?: boolean
  timeControl?: number
}

4. Test Coverage Requirements

4.1 Test Count Summary

Total Test Cases: 50+ documented

By Category:

  • Chess Rules Testing: 20 test cases
  • Game State Testing: 8 test cases
  • UI Testing: 10 test cases
  • Edge Cases: 5 test cases
  • Performance Testing: 3 test cases
  • Accessibility Testing: 3 test cases
  • Cross-Browser Testing: 2 test cases

Coverage Targets:

  • Minimum: 80% code coverage
  • Recommended: 90%+ code coverage
  • Critical paths: 100% coverage (check/checkmate, special moves)

4.2 Critical Test Cases

Unit Tests (Required)

Must Test:

  • All piece movement patterns
  • Move validation (legal vs illegal)
  • Check detection (all piece types)
  • Checkmate detection (multiple scenarios)
  • Special moves (castling, en passant, promotion)
  • Notation conversion (FEN, PGN, algebraic)
  • State management (save/load, undo/redo)

Coverage Target: 80%+

Integration Tests (Required)

Scenarios to Test:

  1. Complete games:

    • Scholar's Mate (4 moves)
    • Fool's Mate (2 moves)
    • Famous endgames
  2. Special move scenarios:

    • Castling (kingside, queenside, blocked)
    • En passant (timing, expiration)
    • Pawn promotion (all piece types)
  3. Draw conditions:

    • Stalemate positions
    • Insufficient material
    • Threefold repetition
    • Fifty-move rule
  4. Undo/redo sequences:

    • Multiple undo operations
    • Redo after undo
    • State consistency

4.3 Performance Benchmarks

Move Validation: < 100ms for complex positions Board Render: < 50ms per render Animation Frame Rate: Maintain 60 FPS AI Response Time:

  • Beginner: < 500ms
  • Intermediate: < 1s
  • Advanced: < 2s

Memory:

  • No memory leaks in long games
  • Maximum heap size < 50MB

4.4 Browser Compatibility Testing

Required Browsers:

  • Chrome (latest)
  • Firefox (latest)
  • Safari (latest)
  • Edge (latest)

Manual Testing Checklist:

  • Play complete game
  • All special moves work
  • Save and load game
  • Undo/redo works
  • UI responsive on mobile
  • Drag-and-drop functions
  • Keyboard navigation
  • Touch controls (mobile)

5. Code Quality Standards

5.1 JavaScript Standards (ES6+)

Naming Conventions:

  • camelCase: variables, functions (playerTurn, calculateValidMoves)
  • PascalCase: classes (GameController, MoveValidator)
  • UPPER_SNAKE_CASE: constants (BOARD_SIZE, PIECE_TYPES)
  • _prefix: private members (_initializeBoard, _privateProperty)

Module Structure:

/**
 * @file ClassName.js
 * @description Brief description
 * @author Implementation Team
 */

import Dependency from './Dependency.js';

class ClassName {
  // Implementation
}

export default ClassName;

Documentation (JSDoc):

/**
 * Validates whether a move is legal
 *
 * @param {Piece} piece - The piece to move
 * @param {Position} from - Starting position {row, col}
 * @param {Position} to - Target position {row, col}
 * @returns {boolean} True if the move is legal
 * @throws {Error} If piece is null or positions invalid
 */
isValidMove(piece, from, to) { }

File Length:

  • Target: 150-300 lines per file
  • Maximum: 500 lines
  • If exceeding: Split into smaller modules

Best Practices:

  • Use const/let (never var)
  • Arrow functions for callbacks
  • Destructuring for objects/arrays
  • Template literals for strings
  • Array methods over loops (.map, .filter, .some)
  • No magic numbers (use named constants)

5.2 Testing Requirements

Every public method must have:

  • Happy path test
  • Edge case tests
  • Error case tests

Test Structure:

describe('MoveValidator', () => {
  describe('isValidMove', () => {
    it('should allow valid pawn moves', () => {
      // Test implementation
    });

    it('should reject moves off the board', () => {
      // Test implementation
    });

    it('should throw error for null piece', () => {
      // Test implementation
    });
  });
});

5.3 CSS Standards

Naming: BEM (Block Element Modifier)

.board { }
.board__square { }
.board__square--light { }
.board__square--dark { }
.board__square--selected { }

Variables: CSS custom properties

:root {
  --board-size: 600px;
  --square-size: 75px;
  --light-square: #f0d9b5;
  --dark-square: #b58863;
}

5.4 Code Review Checklist

  • Follows naming conventions
  • Includes JSDoc documentation
  • Has error handling
  • No magic numbers
  • Uses ES6+ features appropriately
  • Has corresponding tests
  • No console.log statements
  • Follows single responsibility principle
  • Code is DRY (Don't Repeat Yourself)
  • Passes ESLint (if configured)

6. Key Risks & Recommendations

6.1 Critical Risks (Score 8-10/10)

Risk 1: Chess Rules Compliance

Probability: 80% | Impact: CRITICAL | Score: 9/10

Specific Risks:

  • Castling validation (8+ conditions)
  • En passant timing expiration
  • Pinned pieces movement
  • Stalemate vs checkmate distinction
  • Discovery check scenarios

Mitigation:

  1. TDD Approach (12-15 hours)

    • Create comprehensive test suite FIRST
    • Test against known positions (Lichess database)
    • Use chess.js as reference
    • Implement FEN import for position testing
  2. Expert Review (10-12 hours)

    • Recruit chess player for testing
    • Validate against FIDE official rules
    • Use online validators

Cost if Risk Occurs: 30-40 hours (debugging + refactoring)


Risk 2: Performance Degradation

Probability: 70% | Impact: HIGH | Score: 8/10

Specific Risks:

  • Move validation blocks UI (300ms-3s)
  • Mobile devices 3-5x slower
  • Memory overflow with large histories
  • Animation frame drops (< 60fps)
  • DOM reflows on move updates

Mitigation:

  1. Performance Budgets (4-5 hours)

    • Move validation < 100ms
    • UI animations at 60fps
    • First render < 100ms
  2. Optimization (8-10 hours)

    • Efficient move generation
    • Minimal DOM manipulation
    • Memoization for expensive calculations

Cost if Risk Occurs: Major architectural changes (40+ hours)


6.2 High Risks (Score 6-7/10)

Risk 3: Browser Compatibility

Probability: 60% | Impact: MEDIUM-HIGH | Score: 7/10

Mitigation: Progressive enhancement, early cross-browser testing (16-20 hours)

Risk 4: Scope Creep

Probability: 85% | Impact: MEDIUM | Score: 7/10

Common Additions: Online multiplayer, analysis, ratings, puzzles, tournaments

Mitigation: Strict MVP definition, phased releases (4-6 hours)

Risk 5: Insufficient Testing

Probability: 75% | Impact: MEDIUM-HIGH | Score: 7/10

Mitigation: TDD, automated test suite, manual QA sessions (48-60 hours)

Risk 6: Knowledge Gap in Chess Rules

Probability: 70% | Impact: HIGH | Score: 7/10

Mitigation: Chess expert involvement, study FIDE rules (23-28 hours)


6.3 Risk Mitigation Budget

Total Mitigation Effort: 208-259 hours across all risks

Priority Allocation:

  • CRITICAL risks: 46-58 hours (22%)
  • HIGH risks: 124-156 hours (60%)
  • MEDIUM risks: 38-45 hours (18%)

Recommendation: Allocate 15-20% of project time to risk mitigation upfront

For 100-125 hour project:

  • Risk budget: 15-25 hours
  • Focus on CRITICAL and HIGH risks
  • Accept some MEDIUM/LOW risks

7. Common Pitfalls to Avoid

7.1 Implementation Pitfalls

Check Detection Recursion:

  • Problem: Validating moves while checking for check causes infinite loop
  • Solution: Separate getValidMoves() from getLegalMoves()

En Passant Timing:

  • Problem: Forgetting en passant expires after one turn
  • Solution: Reset enPassantTarget in game state after each move

Castling Through Check:

  • Problem: Not validating intermediate squares
  • Solution: Check each square king passes through

Pawn Direction:

  • Problem: Hardcoding pawn direction
  • Solution: Use direction = color === 'white' ? -1 : 1

DOM Performance:

  • Problem: Re-rendering entire board on each move
  • Solution: Update only changed squares

Deep Copy vs Reference:

  • Problem: Board clone shares references
  • Solution: Implement proper deep clone method

8. Documentation Package

8.1 Available Documentation

README.md - Project overview and quick start IMPLEMENTATION_GUIDE.md - Step-by-step implementation handbook API_REFERENCE.md - Complete API documentation with examples CHESS_RULES.md - Chess rules and logic reference DEVELOPER_GUIDE.md - Development workflow and best practices HANDOFF_CHECKLIST.md - Implementation roadmap diagrams/ - Architecture and flow diagrams

8.2 Planning Artifacts

Architecture Design - System architecture and component relationships Component Specifications - Detailed specs for each component (10 components) Data Models - Board state, game state, move structures API Contracts - Method signatures and interfaces Test Scenarios - 50+ unit and integration test cases UI Mockups - Visual design and layout (in diagrams)


9. Quick Start Recommendations

Day 1: Setup & Planning

  1. Read HANDOFF_CHECKLIST.md completely
  2. Review IMPLEMENTATION_GUIDE.md
  3. Study architecture diagrams
  4. Review API_REFERENCE.md
  5. Set up development environment
  6. Create project structure
  7. Break down Phase 1 into daily tasks

Day 2-5: Phase 1 Implementation

  • Follow IMPLEMENTATION_GUIDE.md Phase 1 step-by-step
  • Focus on core architecture
  • Establish testing patterns early

Week 2+: Continue Through Phases

  • Follow roadmap sequentially
  • Test thoroughly at each phase
  • Review risk mitigation strategies weekly

10. Coordination Memory Keys

Findings stored in collective memory:

  • swarm/researcher/handoff-analysis - Complete handoff checklist
  • swarm/researcher/implementation-timeline - Phase-by-phase breakdown
  • swarm/researcher/chess-rules - All critical rules and edge cases
  • swarm/researcher/class-signatures - API interfaces and method signatures
  • swarm/researcher/test-requirements - Test coverage and case catalog
  • swarm/researcher/code-standards - Quality standards and conventions
  • swarm/researcher/risk-assessment - All risks and mitigation strategies

11. Success Metrics

Functional Requirements

  • All pieces move correctly (6 piece types)
  • Check detection accurate
  • Checkmate detection accurate
  • Stalemate detection accurate
  • Castling (both sides) functional
  • En passant functional
  • Pawn promotion functional

Non-Functional Requirements

  • 80%+ test coverage (90%+ recommended)
  • No console errors
  • Modular architecture
  • Well-documented code
  • Intuitive interface
  • Responsive design
  • Clear visual feedback
  • Smooth performance (<100ms moves)

Technical Requirements

  • Zero external dependencies (vanilla JS/HTML/CSS)
  • Browser compatible (Chrome, Firefox, Safari, Edge)
  • Accessible (WCAG 2.1)
  • Optimized performance

12. Next Steps for Implementation Team

Immediate Actions

  1. Set up test framework (Jest or similar)
  2. Create directory structure per specifications
  3. Initialize git repository with proper .gitignore
  4. Configure linter and formatter (ESLint, Prettier)
  5. Create base HTML file per IMPLEMENTATION_GUIDE.md

Phase 1 Sprint Planning

  • Allocate 20-25 hours
  • Break down into daily tasks
  • Assign responsibilities (if team)
  • Set up task tracking
  • Schedule daily standups

Risk Mitigation Priorities

  1. Week 1: Set up comprehensive test suite (TDD)
  2. Week 1: Recruit chess expert for consultation
  3. Week 2: Establish performance benchmarks
  4. Week 3: Cross-browser testing begins
  5. Ongoing: Strict scope control (reject feature creep)

Conclusion

This research analysis provides a complete foundation for implementing the HTML Chess Game. The documentation is comprehensive, risks are identified, and mitigation strategies are clear.

Critical Success Factors:

  1. Test-driven development from Day 1
  2. Chess expert involvement for rule validation
  3. Performance budgets enforced throughout
  4. Strict scope control (resist feature creep)
  5. 20% time buffer for unknowns and edge cases

Estimated Timeline: 4-5 weeks (100-125 hours) Difficulty Level: Intermediate to Advanced Risk Level: MEDIUM-HIGH (manageable with proper mitigation)

All findings have been stored in collective memory for coordination with other swarm agents (planner, coder, tester, reviewer).


Research Agent: Analysis Complete Session: swarm-chess-research Date: 2025-11-22