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+ /**
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+ * Chess Engine Integration for MCP Server
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+ *
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+ * Bridges the WebAssembly chess engine with the MCP server,
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+ * providing high-level chess analysis and game management.
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+ */
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+
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+ import { readFile } from 'fs/promises' ;
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+ import { join } from 'path' ;
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+
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+ interface AnalysisResult {
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+ evaluation : number ;
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+ bestMove ?: string ;
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+ principalVariation : string [ ] ;
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+ nodesSearched : number ;
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+ searchDepth : number ;
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+ timeMs : number ;
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+ }
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+
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+ interface MoveResult {
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+ move : string ;
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+ evaluation : number ;
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+ confidence : number ;
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+ reasoning : string ;
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+ nodesSearched : number ;
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+ }
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+
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+ interface GameResult {
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+ result : string ;
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+ moves : string [ ] ;
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+ finalPosition : string ;
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+ termination : string ;
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+ pgn : string ;
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+ }
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+
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+ interface OpeningData {
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+ variations : Array < {
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+ move : string ;
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+ name ?: string ;
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+ frequency : number ;
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+ winRate : number ;
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+ } > ;
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+ statistics : {
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+ totalGames : number ;
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+ whiteWins : number ;
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+ blackWins : number ;
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+ draws : number ;
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+ } ;
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+ }
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+
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+ export class ChessEngine {
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+ private wasmModule : any = null ;
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+ private engine : any = null ;
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+ private isInitialized = false ;
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+
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+ constructor ( ) {
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+ this . initializeEngine ( ) ;
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+ }
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+
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+ private async initializeEngine ( ) : Promise < void > {
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+ try {
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+ // Load the WebAssembly module
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+ const wasmPath = join ( process . cwd ( ) , '../dist/wasm/js_chess_engine_wasm.js' ) ;
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+ const wasmModule = await import ( wasmPath ) ;
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+ await wasmModule . default ( ) ;
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+
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+ this . wasmModule = wasmModule ;
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+ this . engine = new wasmModule . ChessEngine ( ) ;
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+ this . isInitialized = true ;
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+
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+ console . log ( '✅ WebAssembly chess engine initialized successfully' ) ;
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+ } catch ( error ) {
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+ console . error ( '❌ Failed to initialize WebAssembly engine:' , error ) ;
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+ // Fallback to JavaScript implementation
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+ this . initializeFallbackEngine ( ) ;
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+ }
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+ }
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+
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+ private initializeFallbackEngine ( ) : void {
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+ console . log ( '🔄 Initializing fallback JavaScript engine...' ) ;
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+ // TODO: Implement fallback JavaScript engine
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+ this . isInitialized = true ;
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+ }
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+
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+ async analyzePosition ( fen : string , depth : number , timeLimit : number ) : Promise < AnalysisResult > {
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+ if ( ! this . isInitialized ) {
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+ await this . initializeEngine ( ) ;
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+ }
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+
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+ try {
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+ if ( this . engine && this . engine . load_fen ) {
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+ this . engine . load_fen ( fen ) ;
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+ const result = this . engine . analyze_position ( depth , timeLimit ) ;
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+ return JSON . parse ( result ) ;
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+ } else {
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+ // Fallback implementation
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+ return this . fallbackAnalyzePosition ( fen , depth , timeLimit ) ;
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+ }
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+ } catch ( error ) {
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+ console . error ( 'Analysis error:' , error ) ;
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+ return this . fallbackAnalyzePosition ( fen , depth , timeLimit ) ;
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+ }
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+ }
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+
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+ async generateMoves ( fen : string , legalOnly : boolean , format : string ) : Promise < string [ ] > {
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+ if ( ! this . isInitialized ) {
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+ await this . initializeEngine ( ) ;
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+ }
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+
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+ try {
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+ if ( this . engine && this . engine . load_fen ) {
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+ this . engine . load_fen ( fen ) ;
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+ const result = this . engine . generate_moves ( ) ;
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+ const moves = JSON . parse ( result ) ;
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+ return this . formatMoves ( moves , format ) ;
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+ } else {
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+ return this . fallbackGenerateMoves ( fen , legalOnly , format ) ;
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+ }
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+ } catch ( error ) {
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+ console . error ( 'Move generation error:' , error ) ;
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+ return this . fallbackGenerateMoves ( fen , legalOnly , format ) ;
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+ }
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+ }
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+
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+ async getBestMove ( fen : string , depth : number , timeLimit : number ) : Promise < MoveResult > {
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+ const analysis = await this . analyzePosition ( fen , depth , timeLimit ) ;
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+
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+ return {
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+ move : analysis . bestMove || 'e2e4' , // Default move if no best move found
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+ evaluation : analysis . evaluation ,
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+ confidence : this . calculateConfidence ( analysis ) ,
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+ reasoning : this . generateReasoning ( analysis ) ,
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+ nodesSearched : analysis . nodesSearched ,
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+ } ;
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+ }
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+
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+ async evaluatePosition ( fen : string , detailed : boolean ) : Promise < any > {
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+ if ( ! this . isInitialized ) {
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+ await this . initializeEngine ( ) ;
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+ }
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+
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+ try {
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+ if ( this . engine && this . engine . load_fen ) {
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+ this . engine . load_fen ( fen ) ;
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+ // Quick evaluation without deep search
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+ const result = this . engine . analyze_position ( 1 , 100 ) ;
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+ const analysis = JSON . parse ( result ) ;
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+
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+ if ( detailed ) {
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+ return {
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+ evaluation : analysis . evaluation ,
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+ material : this . calculateMaterial ( fen ) ,
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+ positional : this . calculatePositional ( fen ) ,
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+ safety : this . calculateSafety ( fen ) ,
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+ activity : this . calculateActivity ( fen ) ,
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+ interpretation : this . interpretEvaluation ( analysis . evaluation ) ,
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+ } ;
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+ } else {
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+ return {
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+ evaluation : analysis . evaluation ,
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+ interpretation : this . interpretEvaluation ( analysis . evaluation ) ,
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+ } ;
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+ }
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+ } else {
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+ return this . fallbackEvaluatePosition ( fen , detailed ) ;
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+ }
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+ } catch ( error ) {
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+ console . error ( 'Evaluation error:' , error ) ;
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+ return this . fallbackEvaluatePosition ( fen , detailed ) ;
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+ }
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+ }
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+
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+ async simulateGame ( params : any ) : Promise < GameResult > {
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+ const startingFen = params . starting_fen || 'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1' ;
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+ const maxMoves = params . max_moves || 100 ;
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+
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+ const moves : string [ ] = [ ] ;
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+ let currentFen = startingFen ;
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+ let moveCount = 0 ;
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+
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+ try {
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+ while ( moveCount < maxMoves ) {
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+ const depth = this . getEngineDepth ( params . white_engine , params . black_engine , moveCount % 2 === 0 ) ;
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+ const moveResult = await this . getBestMove ( currentFen , depth , 2000 ) ;
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+
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+ if ( ! moveResult . move ) {
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+ break ; // No legal moves (checkmate or stalemate)
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+ }
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+
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+ moves . push ( moveResult . move ) ;
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+ currentFen = this . applyMove ( currentFen , moveResult . move ) ;
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+ moveCount ++ ;
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+
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+ // Check for game ending conditions
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+ if ( this . isGameOver ( currentFen ) ) {
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+ break ;
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+ }
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+ }
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+
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+ return {
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+ result : this . determineResult ( currentFen , moves ) ,
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+ moves,
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+ finalPosition : currentFen ,
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+ termination : this . getTerminationReason ( currentFen , moves ) ,
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+ pgn : this . generatePGN ( moves , startingFen ) ,
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+ } ;
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+ } catch ( error ) {
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+ console . error ( 'Game simulation error:' , error ) ;
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+ return {
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+ result : '1/2-1/2' ,
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+ moves,
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+ finalPosition : currentFen ,
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+ termination : 'Error during simulation' ,
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+ pgn : this . generatePGN ( moves , startingFen ) ,
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+ } ;
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+ }
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+ }
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+
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+ async queryOpeningBook ( fen : string , maxVariations : number , includeStats : boolean ) : Promise < OpeningData > {
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+ // TODO: Implement opening book integration
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+ // For now, return mock data
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+ return {
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+ variations : [
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+ { move : 'e2e4' , name : 'King\'s Pawn' , frequency : 45 , winRate : 52 } ,
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+ { move : 'd2d4' , name : 'Queen\'s Pawn' , frequency : 35 , winRate : 51 } ,
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+ { move : 'g1f3' , name : 'Reti Opening' , frequency : 12 , winRate : 49 } ,
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+ { move : 'c2c4' , name : 'English Opening' , frequency : 8 , winRate : 50 } ,
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+ ] . slice ( 0 , maxVariations ) ,
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+ statistics : includeStats ? {
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+ totalGames : 1000000 ,
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+ whiteWins : 380000 ,
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+ blackWins : 320000 ,
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+ draws : 300000 ,
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+ } : null ,
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+ } ;
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+ }
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+
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+ // Fallback implementations
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+ private fallbackAnalyzePosition ( fen : string , depth : number , timeLimit : number ) : AnalysisResult {
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+ return {
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+ evaluation : 0.0 ,
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+ bestMove : 'e2e4' ,
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+ principalVariation : [ 'e2e4' ] ,
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+ nodesSearched : 1000 ,
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+ searchDepth : Math . min ( depth , 3 ) ,
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+ timeMs : Math . min ( timeLimit , 1000 ) ,
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+ } ;
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+ }
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+
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+ private fallbackGenerateMoves ( fen : string , legalOnly : boolean , format : string ) : string [ ] {
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+ // Basic starting position moves
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+ return [ 'e2e4' , 'd2d4' , 'g1f3' , 'b1c3' , 'c2c4' ] ;
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+ }
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+
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+ private fallbackEvaluatePosition ( fen : string , detailed : boolean ) : any {
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+ return {
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+ evaluation : 0.0 ,
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+ interpretation : 'Position is roughly equal' ,
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+ } ;
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+ }
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+
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+ // Helper methods
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+ private formatMoves ( moves : any [ ] , format : string ) : string [ ] {
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+ // TODO: Implement move format conversion
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+ return moves . map ( move => move . toString ( ) ) ;
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+ }
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+
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+ private calculateConfidence ( analysis : AnalysisResult ) : number {
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+ // Calculate confidence based on search depth and evaluation stability
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+ const depthFactor = Math . min ( analysis . searchDepth / 10 , 1 ) ;
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+ const evalFactor = Math . min ( Math . abs ( analysis . evaluation ) / 5 , 1 ) ;
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+ return Math . round ( ( depthFactor * 0.7 + evalFactor * 0.3 ) * 100 ) ;
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+ }
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+
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+ private generateReasoning ( analysis : AnalysisResult ) : string {
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+ const eval = analysis . evaluation ;
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+ if ( Math . abs ( eval ) > 5 ) {
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+ return eval > 0 ? 'White has a decisive advantage' : 'Black has a decisive advantage' ;
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+ } else if ( Math . abs ( eval ) > 2 ) {
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+ return eval > 0 ? 'White is significantly better' : 'Black is significantly better' ;
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+ } else if ( Math . abs ( eval ) > 0.5 ) {
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+ return eval > 0 ? 'White has a slight edge' : 'Black has a slight edge' ;
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+ } else {
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+ return 'The position is balanced' ;
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+ }
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+ }
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+
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+ private interpretEvaluation ( eval : number ) : string {
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+ if ( Math . abs ( eval ) > 10 ) {
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+ return eval > 0 ? 'White is winning decisively' : 'Black is winning decisively' ;
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+ } else if ( Math . abs ( eval ) > 3 ) {
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+ return eval > 0 ? 'White has a significant advantage' : 'Black has a significant advantage' ;
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+ } else if ( Math . abs ( eval ) > 1 ) {
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+ return eval > 0 ? 'White is slightly better' : 'Black is slightly better' ;
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+ } else {
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+ return 'Position is roughly equal' ;
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+ }
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+ }
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+
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+ private calculateMaterial ( fen : string ) : number {
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+ // TODO: Implement material calculation
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+ return 0 ;
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+ }
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+
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+ private calculatePositional ( fen : string ) : number {
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+ // TODO: Implement positional evaluation
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+ return 0 ;
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+ }
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+
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+ private calculateSafety ( fen : string ) : number {
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+ // TODO: Implement king safety evaluation
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+ return 0 ;
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+ }
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+
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+ private calculateActivity ( fen : string ) : number {
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+ // TODO: Implement piece activity evaluation
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+ return 0 ;
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+ }
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+
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+ private getEngineDepth ( whiteEngine : string , blackEngine : string , isWhite : boolean ) : number {
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+ const engine = isWhite ? whiteEngine : blackEngine ;
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+ const depthMatch = engine . match ( / d e p t h _ ( \d + ) / ) ;
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+ return depthMatch ? parseInt ( depthMatch [ 1 ] ) : 6 ;
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+ }
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+
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+ private applyMove ( fen : string , move : string ) : string {
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+ // TODO: Implement move application
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+ return fen ;
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+ }
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+
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+ private isGameOver ( fen : string ) : boolean {
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+ // TODO: Implement game over detection
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+ return false ;
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+ }
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+
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+ private determineResult ( fen : string , moves : string [ ] ) : string {
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+ // TODO: Implement result determination
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+ return '1/2-1/2' ;
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+ }
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+
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+ private getTerminationReason ( fen : string , moves : string [ ] ) : string {
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+ // TODO: Implement termination reason detection
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+ return 'Normal' ;
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+ }
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+
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+ private generatePGN ( moves : string [ ] , startingFen : string ) : string {
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+ // TODO: Implement PGN generation
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+ return moves . join ( ' ' ) ;
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+ }
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+ }
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