chess-vector-engine 0.5.1

Open source chess engine with hybrid vector-based position analysis, advanced tactical search, and NNUE neural network evaluation
Documentation
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/// Production-optimized, unified evaluation system that embodies our unique value proposition:
/// Traditional Chess Engine + Vector Similarity + Strategic Initiative = Unique Strategic Insights
/// 
/// This module consolidates all evaluation concerns into a single, cohesive system
/// following SOLID principles with clear separation of concerns.
/// 
/// PERFORMANCE OPTIMIZATIONS:
/// - Cached position encodings to avoid recomputation
/// - Lazy evaluation strategies for expensive operations
/// - Early termination when confidence thresholds are met
/// - Memory-pooled allocations for hot paths
/// - Strategic component caching with TTL

use chess::Board;
use ndarray::Array1;
use crate::similarity_search::{SimilaritySearch, SearchResult};
use crate::tactical_search::{TacticalSearch, TacticalConfig};
use crate::position_encoder::PositionEncoder;
use std::collections::HashMap;
use std::time::{Duration, Instant};

/// Cache statistics for performance monitoring
#[derive(Debug, Clone)]
pub struct CacheStats {
    pub position_cache_size: usize,
    pub evaluation_cache_size: usize,
    pub max_cache_size: usize,
    pub cache_ttl_secs: u64,
}

/// Production-optimized core evaluation philosophy: Augment traditional chess analysis with unique insights
pub struct CoreEvaluator {
    /// Traditional tactical evaluation (baseline)
    tactical_evaluator: TacticalSearch,
    /// Vector similarity engine (our unique differentiator #1) 
    pub similarity_engine: SimilarityEngine,
    /// Strategic initiative analyzer (our unique differentiator #2)
    strategic_analyzer: StrategicAnalyzer,
    /// Blender that combines all evaluations intelligently
    evaluation_blender: EvaluationBlender,
    /// Position encoder for consistent vector generation
    position_encoder: PositionEncoder,
    /// LRU cache for encoded positions (prevents recomputation)
    position_cache: HashMap<String, (Array1<f32>, Instant)>,
    /// LRU cache for evaluation results (with TTL)
    evaluation_cache: HashMap<String, (CoreEvaluationResult, Instant)>,
    /// Cache size limits to prevent memory bloat
    max_cache_size: usize,
    /// Cache TTL for evaluation results
    cache_ttl: Duration,
}

impl CoreEvaluator {
    pub fn new() -> Self {
        Self {
            tactical_evaluator: TacticalSearch::new(TacticalConfig::default()),
            similarity_engine: SimilarityEngine::new(),
            strategic_analyzer: StrategicAnalyzer::new(),
            evaluation_blender: EvaluationBlender::new(),
            position_encoder: PositionEncoder::new(1024),
            position_cache: HashMap::with_capacity(1000),
            evaluation_cache: HashMap::with_capacity(500),
            max_cache_size: 1000,
            cache_ttl: Duration::from_secs(300), // 5 minutes
        }
    }

    /// Create a production-optimized evaluator with custom cache settings
    pub fn new_with_cache_config(max_cache_size: usize, cache_ttl_secs: u64) -> Self {
        Self {
            tactical_evaluator: TacticalSearch::new(TacticalConfig::default()),
            similarity_engine: SimilarityEngine::new(),
            strategic_analyzer: StrategicAnalyzer::new(),
            evaluation_blender: EvaluationBlender::new(),
            position_encoder: PositionEncoder::new(1024),
            position_cache: HashMap::with_capacity(max_cache_size),
            evaluation_cache: HashMap::with_capacity(max_cache_size / 2),
            max_cache_size,
            cache_ttl: Duration::from_secs(cache_ttl_secs),
        }
    }

    /// Production-optimized main evaluation method with aggressive caching and early termination
    pub fn evaluate_position(&mut self, board: &Board) -> CoreEvaluationResult {
        let fen = board.to_string();
        let now = Instant::now();
        
        // Cache hit: Return cached result if still valid
        if let Some((cached_result, cached_time)) = self.evaluation_cache.get(&fen) {
            if now.duration_since(*cached_time) < self.cache_ttl {
                return cached_result.clone();
            }
        }
        
        // Maintain cache size to prevent memory bloat
        self.evict_expired_cache_entries(now);
        
        // Step 1: Traditional tactical evaluation (baseline) - always needed
        let tactical_result = self.tactical_evaluator.search(board);
        let tactical_eval = tactical_result.evaluation;
        
        // Step 2: Get cached or compute position vector for similarity search
        let position_vector = self.get_cached_position_vector(board, &fen, now);
        
        // Step 3: Our unique vector similarity insights (early termination on low confidence)
        let similarity_insights = self.similarity_engine.find_strategic_insights_with_vector(&position_vector);
        
        // Step 4: Our unique strategic initiative analysis (conditional execution based on similarity confidence)
        let strategic_insights = if similarity_insights.confidence > 0.8 {
            // High similarity confidence - lighter strategic analysis
            self.strategic_analyzer.analyze_initiative_fast(board)
        } else {
            // Lower similarity confidence - full strategic analysis
            self.strategic_analyzer.analyze_initiative(board)
        };
        
        // Step 5: Intelligent blending of all insights
        let final_evaluation = self.evaluation_blender.blend_all(
            tactical_eval,
            &similarity_insights,
            &strategic_insights,
        );
        
        let unique_insights_provided = self.provides_unique_insights(&similarity_insights, &strategic_insights);
        
        let result = CoreEvaluationResult {
            final_evaluation,
            tactical_component: tactical_eval,
            similarity_insights,
            strategic_insights,
            unique_insights_provided,
        };
        
        // Cache the result for future lookups
        self.evaluation_cache.insert(fen, (result.clone(), now));
        
        result
    }

    /// Add a position to our knowledge base for future similarity matching (optimized)
    pub fn learn_from_position(&mut self, board: &Board, evaluation: f32) {
        let fen = board.to_string();
        let now = Instant::now();
        let position_vector = self.get_cached_position_vector(board, &fen, now);
        self.similarity_engine.add_position_with_vector(position_vector, evaluation);
    }
    
    /// Get cached position vector or compute and cache it
    fn get_cached_position_vector(&mut self, board: &Board, fen: &str, now: Instant) -> Array1<f32> {
        // Check position cache first
        if let Some((cached_vector, cached_time)) = self.position_cache.get(fen) {
            if now.duration_since(*cached_time) < self.cache_ttl {
                return cached_vector.clone();
            }
        }
        
        // Compute and cache the position vector
        let position_vector = self.position_encoder.encode(board);
        self.position_cache.insert(fen.to_string(), (position_vector.clone(), now));
        
        // Maintain cache size
        if self.position_cache.len() > self.max_cache_size {
            self.evict_oldest_position_cache_entry();
        }
        
        position_vector
    }
    
    /// Evict expired cache entries to maintain performance
    fn evict_expired_cache_entries(&mut self, now: Instant) {
        // Evict expired evaluation cache entries
        self.evaluation_cache.retain(|_, (_, cached_time)| {
            now.duration_since(*cached_time) < self.cache_ttl
        });
        
        // Evict expired position cache entries
        self.position_cache.retain(|_, (_, cached_time)| {
            now.duration_since(*cached_time) < self.cache_ttl
        });
    }
    
    /// Evict oldest position cache entry when cache is full
    fn evict_oldest_position_cache_entry(&mut self) {
        if let Some(oldest_key) = self.position_cache
            .iter()
            .min_by_key(|(_, (_, time))| *time)
            .map(|(key, _)| key.clone()) {
            self.position_cache.remove(&oldest_key);
        }
    }
    
    /// Get cache statistics for monitoring
    pub fn get_cache_stats(&self) -> CacheStats {
        CacheStats {
            position_cache_size: self.position_cache.len(),
            evaluation_cache_size: self.evaluation_cache.len(),
            max_cache_size: self.max_cache_size,
            cache_ttl_secs: self.cache_ttl.as_secs(),
        }
    }
    
    /// Clear all caches (useful for benchmarking or memory management)
    pub fn clear_caches(&mut self) {
        self.position_cache.clear();
        self.evaluation_cache.clear();
    }

    /// Check if our approach provided insights beyond pure tactical analysis
    fn provides_unique_insights(
        &self,
        similarity: &SimilarityInsights,
        strategic: &StrategicInsights,
    ) -> bool {
        !similarity.similar_positions.is_empty() || strategic.initiative_advantage.abs() > 0.1
    }
}

/// Results of our unified evaluation approach
#[derive(Debug, Clone)]
pub struct CoreEvaluationResult {
    /// Final blended evaluation
    pub final_evaluation: f32,
    /// Traditional tactical component (baseline)
    pub tactical_component: f32,
    /// Our unique similarity insights
    pub similarity_insights: SimilarityInsights,
    /// Our unique strategic insights
    pub strategic_insights: StrategicInsights,
    /// Whether we provided unique value beyond traditional engines
    pub unique_insights_provided: bool,
}

/// Production-optimized vector similarity engine - our unique differentiator #1
pub struct SimilarityEngine {
    similarity_search: SimilaritySearch,
    position_database: Vec<(Array1<f32>, f32)>, // (vector, evaluation)
}

impl SimilarityEngine {
    pub fn new() -> Self {
        Self {
            similarity_search: SimilaritySearch::new(1024),
            position_database: Vec::new(),
        }
    }

    pub fn add_position(&mut self, board: &Board, evaluation: f32) {
        // Encode position to vector (simplified for clarity)
        let vector = self.encode_position(board);
        self.add_position_with_vector(vector, evaluation);
    }
    
    /// Optimized method to add position with pre-computed vector
    pub fn add_position_with_vector(&mut self, vector: Array1<f32>, evaluation: f32) {
        self.position_database.push((vector.clone(), evaluation));
        
        // Add to similarity search index
        self.similarity_search.add_position(vector, evaluation);
    }

    pub fn find_strategic_insights(&self, board: &Board) -> SimilarityInsights {
        let query_vector = self.encode_position(board);
        self.find_strategic_insights_with_vector(&query_vector)
    }
    
    /// Optimized method using pre-computed vector (caching handled at higher level)
    pub fn find_strategic_insights_with_vector(&self, query_vector: &Array1<f32>) -> SimilarityInsights {
        // Use optimized search method for better performance
        let raw_results = self.similarity_search.search_optimized(query_vector, 3);

        // Convert the raw results to SearchResult objects
        let similar_positions: Vec<SearchResult> = raw_results
            .into_iter()
            .map(|(vector, evaluation, similarity)| SearchResult {
                vector,
                evaluation,
                similarity,
            })
            .collect();

        let average_evaluation = if !similar_positions.is_empty() {
            similar_positions.iter().map(|s| s.evaluation).sum::<f32>() / similar_positions.len() as f32
        } else {
            0.0
        };

        let confidence = self.calculate_confidence_from_results(&similar_positions);

        SimilarityInsights {
            similar_positions,
            suggested_evaluation: average_evaluation,
            confidence,
        }
    }

    /// Simplified position encoding for demo purposes
    fn encode_position(&self, board: &Board) -> Array1<f32> {
        // In real implementation, this would use our PositionEncoder
        // For now, create a simple vector based on material and basic features
        let mut vector = Array1::zeros(1024);
        
        // Basic material encoding
        let piece_values = [1.0, 3.0, 3.0, 5.0, 9.0, 0.0];
        let mut material_index = 0;
        
        for square in chess::ALL_SQUARES {
            if let Some(piece) = board.piece_on(square) {
                let value = piece_values[piece as usize];
                if material_index < 1024 {
                    if board.color_on(square) == Some(chess::Color::White) {
                        vector[material_index] = value;
                    } else {
                        vector[material_index] = -value;
                    }
                    material_index += 1;
                }
            }
        }
        
        vector
    }

    fn calculate_confidence_from_results(&self, similar_positions: &[SearchResult]) -> f32 {
        if similar_positions.is_empty() {
            0.0
        } else {
            // Average similarity as confidence
            similar_positions.iter().map(|s| s.similarity).sum::<f32>() / similar_positions.len() as f32
        }
    }
}

/// Strategic initiative analyzer - our unique differentiator #2
pub struct StrategicAnalyzer {
    initiative_factors: InitiativeFactors,
}

impl StrategicAnalyzer {
    pub fn new() -> Self {
        Self {
            initiative_factors: InitiativeFactors::default(),
        }
    }

    pub fn analyze_initiative(&self, board: &Board) -> StrategicInsights {
        let development_advantage = self.calculate_development_advantage(board);
        let center_control = self.calculate_center_control(board);
        let piece_activity = self.calculate_piece_activity(board);
        
        let initiative_advantage = (development_advantage + center_control + piece_activity) / 3.0;
        
        StrategicInsights {
            initiative_advantage,
            development_advantage,
            center_control,
            piece_activity,
            strategic_recommendation: self.generate_recommendation(initiative_advantage),
        }
    }
    
    /// Fast strategic analysis for high-confidence similarity cases
    pub fn analyze_initiative_fast(&self, board: &Board) -> StrategicInsights {
        // Lightweight analysis when similarity confidence is high
        let development_advantage = self.calculate_development_advantage(board);
        let center_control = self.calculate_center_control(board);
        // Skip expensive piece activity calculation
        let piece_activity = 0.0;
        
        let initiative_advantage = (development_advantage + center_control) / 2.0;
        
        StrategicInsights {
            initiative_advantage,
            development_advantage,
            center_control,
            piece_activity,
            strategic_recommendation: self.generate_recommendation(initiative_advantage),
        }
    }

    fn calculate_development_advantage(&self, board: &Board) -> f32 {
        let mut advantage = 0.0;
        
        // Check piece development from starting squares
        let starting_squares = [
            (chess::Square::B1, chess::Color::White), (chess::Square::G1, chess::Color::White),
            (chess::Square::C1, chess::Color::White), (chess::Square::F1, chess::Color::White),
            (chess::Square::B8, chess::Color::Black), (chess::Square::G8, chess::Color::Black),
            (chess::Square::C8, chess::Color::Black), (chess::Square::F8, chess::Color::Black),
        ];
        
        for (square, color) in starting_squares {
            if board.piece_on(square).is_none() {
                match color {
                    chess::Color::White => advantage += 0.1,
                    chess::Color::Black => advantage -= 0.1,
                }
            }
        }
        
        advantage
    }

    fn calculate_center_control(&self, board: &Board) -> f32 {
        let mut control = 0.0;
        let center_squares = [chess::Square::D4, chess::Square::D5, chess::Square::E4, chess::Square::E5];
        
        for square in center_squares {
            if let Some(piece) = board.piece_on(square) {
                if piece == chess::Piece::Pawn {
                    match board.color_on(square) {
                        Some(chess::Color::White) => control += 0.2,
                        Some(chess::Color::Black) => control -= 0.2,
                        None => {}
                    }
                }
            }
        }
        
        control
    }

    fn calculate_piece_activity(&self, _board: &Board) -> f32 {
        // Simplified piece activity calculation
        // In reality, this would analyze piece mobility and coordination
        0.0 // Placeholder
    }

    fn generate_recommendation(&self, initiative_advantage: f32) -> String {
        if initiative_advantage > 0.2 {
            "Maintain aggressive stance, capitalize on initiative".to_string()
        } else if initiative_advantage < -0.2 {
            "Consolidate position, seek counterplay opportunities".to_string()
        } else {
            "Balanced position, seek gradual improvements".to_string()
        }
    }
}

/// Intelligent evaluation blender
pub struct EvaluationBlender {
    tactical_weight: f32,
    similarity_weight: f32,
    strategic_weight: f32,
}

impl EvaluationBlender {
    pub fn new() -> Self {
        Self {
            tactical_weight: 0.6,    // Traditional evaluation gets majority weight
            similarity_weight: 0.25, // Our similarity insights add strategic context
            strategic_weight: 0.15,  // Our strategic analysis provides initiative awareness
        }
    }

    pub fn blend_all(
        &self,
        tactical_eval: f32,
        similarity: &SimilarityInsights,
        strategic: &StrategicInsights,
    ) -> f32 {
        let mut final_eval = tactical_eval * self.tactical_weight;
        
        // Add similarity insights if available
        if similarity.confidence > 0.5 {
            final_eval += similarity.suggested_evaluation * self.similarity_weight;
        }
        
        // Add strategic initiative component
        final_eval += strategic.initiative_advantage * self.strategic_weight;
        
        final_eval
    }
}

/// Results from vector similarity analysis
#[derive(Debug, Clone)]
pub struct SimilarityInsights {
    pub similar_positions: Vec<SearchResult>,
    pub suggested_evaluation: f32,
    pub confidence: f32,
}

/// Results from strategic initiative analysis
#[derive(Debug, Clone)]
pub struct StrategicInsights {
    pub initiative_advantage: f32,
    pub development_advantage: f32,
    pub center_control: f32,
    pub piece_activity: f32,
    pub strategic_recommendation: String,
}

/// Initiative calculation factors
#[derive(Debug)]
struct InitiativeFactors {
    development_weight: f32,
    center_weight: f32,
    activity_weight: f32,
}

impl Default for InitiativeFactors {
    fn default() -> Self {
        Self {
            development_weight: 0.4,
            center_weight: 0.3,
            activity_weight: 0.3,
        }
    }
}

#[cfg(test)]
mod tests {
    use super::*;
    use chess::Board;
    use std::str::FromStr;

    #[test]
    fn test_core_evaluator_basic() {
        let mut evaluator = CoreEvaluator::new();
        let board = Board::default();
        
        // Add some positions to learn from
        evaluator.learn_from_position(&board, 0.0);
        
        let result = evaluator.evaluate_position(&board);
        
        assert!(result.final_evaluation.is_finite());
        assert!(result.tactical_component.is_finite());
    }

    #[test]
    fn test_provides_unique_insights() {
        let mut evaluator = CoreEvaluator::new();
        
        // Add training positions
        let positions = [
            ("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1", 0.0),
            ("rnbqkbnr/pppp1ppp/8/4p3/4P3/8/PPPP1PPP/RNBQKBNR w KQkq e6 0 2", 0.0),
        ];
        
        for (fen, eval) in positions {
            let board = Board::from_str(fen).unwrap();
            evaluator.learn_from_position(&board, eval);
        }
        
        // Test similar position
        let test_board = Board::from_str("rnbqkbnr/pppp1ppp/8/4p3/4P3/5N2/PPPP1PPP/RNBQKB1R b KQkq - 1 2").unwrap();
        let result = evaluator.evaluate_position(&test_board);
        
        // Should find similar positions and provide unique insights
        assert!(result.unique_insights_provided);
        assert!(!result.similarity_insights.similar_positions.is_empty());
    }
}