Boost Board Game Application (Fall 2022 Version)
A progressive web app (PWA) for learning and playing the board game Boost.
Boost is a turn-based abstract strategy board game like checkers, chess, Xiangqi, or Shōgi. It was designed to be new and interesting for humans to play while still admitting a simple AI and supporting various homework assignments on algorithms and data structures in the SOFT 260 course at UNL.
Quick Start
Recursively clone this repository and cd
into the root folder:
$ git clone --recursive git@git.unl.edu:soft-core/soft-260/boost-board-game.git
$ cd boost-board-game
(If you forget the --recursive
flag when cloning, you can cd
into your clone
and run git submodule update --init --recursive
instead.)
Install dependencies:
$ npm install
Optionally, run the test suites to make sure everything so far is okay:
$ npm run test
Copy the file ./boost-server/.env.example
to ./boost-server/.env
and open it
an editor. Edit it as described the instructions at the top and also the
comments above each variable—you should at a minimum set VAPID_EMAIL_ADDRESS
to your email address, VAPID_PUBLIC_KEY
and VAPID_PRIVATE_KEY
to a freshly
generated key pair, NOREPLY_ADDRESS
and NOREPLY_PASSWORD
to the address and
password for a test email account, and PEPPER
to a long, hard-to-guess string.
Save your changes.
Once the multiplayer server has been configured, start it on your local machine:
$ npm run multiplayer-server
Then, open another terminal, cd
again into the boost-board-game
directory,
and serve the application locally:
$ npm start
Once the app is running in your browser, click on the "Rules" button to read the
rules of the game. You might also try playing a local game against the AI to
make sure it is working (if not, you may have broken symlinks in
…/boost-app/public/
) and try registering a network account to make sure that
the app can communicate with your multiplayer server.
When you are done, press control-c in each terminal to stop the multiplayer server and the app server.
Development Workflow
The project includes a VSCode workspace named boost-board-game.code-workspace
.
Most development tasks can be completed from within VSCode, though command-line
development is also possible. The subsections below describe how to perform
common development tasks.
Code Generation
As described later in the architecture overview, some projects depend on code
generated by other projects. Normally this code generation happens
automatically when you lint, test, build, or run the app, but if you need to
force an update for a particular project (for example, if you change the game or
engine code while the app is still running), you can use that project's
generate
script. In VSCode, the generate
scripts can be run from the "NPM
SCRIPTS" tray, and the generate
script in the outermost package.json
also
generates code for all projects. Or, on the command line:
$ (cd …; npm run generate)
for a specific project or
$ npm run generate
for all projects.
Linting
VSCode should automatically detect each project's stylelint and ESLint configurations and dependencies and run those tools on the fly as you edit the code, though you may have to tell VSCode to trust the workspace the first time you open it.
Alternatively, you can also manually lint. In VSCode, the lint
scripts can be
run from the "NPM SCRIPTS" tray, where the lint
script in the outermost
package.json
generates code for all projects. Or, on the command line:
$ (cd …; npm run lint)
for a specific project or
$ npm run lint
for all projects.
Because of a Git precommit hook, linting happens automatically when you commit, and commits are blocked if there are any linting errors.
Unit Testing
Individual projects' unit test suites are set up to run in "watch" mode by
default, which means that you can start the test script once, and it will rerun
the test suite every time you save a code change. In VSCode, the test
scripts
can be run from the "NPM SCRIPTS" tray. Or, on the command line:
$ (cd …; npm run test)
If you want to run a project's tests only once and not watch for code changes,
you can use the test-once
scripts. On the command line:
$ (cd …; npm run test-once)
Alternatively, to run the unit tests once for all projects, run either the
test
or the test-once
script from the outermost package.json
. From the
command line:
$ npm run test
On the command line only, if you want to only run tests whose names match some
text, you can pass the standard -t
option to a project-specific test
or
test-once
script:
$ (cd …; npm run test -- -t '[some test-name text]')
Other Jest options, like -u
, can also be passed in a similar manner:
$ (cd …; npm run test -- -u)
or combined:
$ (cd …; npm run test -- -t '[some test-name text]' -u)
System Testing
Both the multiplayer server and the main app are set up to run in "watch" mode, which means that you can start them once, and every time you save a relevant code change, the multiplayer server will restart and/or the main app will refresh in your browser.
From VSCode, start the multiplayer server by running the outermost
package.json
's multiplayer-server
script from the "NPM SCRIPTS" tray. Or,
on the command line:
$ npm run multiplayer-server
(You do not need to start the multiplayer server if you will not be using the
networked portions of the app or if you have changed the server URL in
…/boost-app/.env
to point at a multiplayer server running elsewhere.)
Similarly, run the main app from VSCode using the outermost package.json
's
start
script from the "NPM SCRIPTS" tray. Or, on the command line:
$ npm run start
Alternatively, the start
script in the boost-app
project also starts the
main app, but without rebuilding the engine, which means it runs faster. It can
be run either from VSCode's "NPM SCRIPTS" tray or the command line:
$ (cd boost-app; npm run start)
Automatic refreshes due to code changes will not clear any persisted Redux
state. Because the app uses the local storage engine from redux-persist
for
persistence, you can clear your data during development by running
localStorage.clear()
in the developer console and then manually refreshing the
page.
Certain app features, like the ability to continue running offline or the
ability to receive push notifications, depend on the app's service worker, which
is normally only available in a production build. To run a production build of
the main app locally, you can either use the outermost package.json
's
production
script from the "NPM SCRIPTS" tray in VSCode or, on the command
line:
$ npm run production
Alternatively, the production
script in the boost-app
project also starts a
production build of the main app, but without rebuilding the engine, which means
it runs faster. It can be run either from VSCode's "NPM SCRIPTS" tray or the
command line:
$ (cd boost-app; npm run production)
There are some caveats to system testing with a production build.
First, the build will use settings from …/boost-app/.env.production
, not
…/boost-app/.env
, so make sure that that file is configured for your
environment.
Second, a production build does not run in watch mode, so it will not
automatically restart when you make code changes. You must manually stop it by
clicking the "trashcan" icon on its terminal in VSCode or pressing control-c if
you used an ordinary terminal and then rerun the production
script.
Third, even if you restart the production server, the service worker may still be caching old resources in your browser. To invalidate that cache, open your browser's developer tools while viewing the main app and, under the "Application" pane, unregister the service worker. Once it is unregistered, make sure that you close all tabs where the main app is running, and finally open the app again. You can then check that you have an updated service worker by looking at its timestamp on the "Application" pane.
Be especially careful to always unregister the service worker before going back to running a normal development build—if you are running both kinds of builds on the same port, the production build's service worker can mask changes from the development build.
Fourth, if your browser is running in HTTPS-only mode, you will need to add an
exception for the URL you are using (probably localhost:3000
) to be able to
connect to the multiplayer server. (It is technically possible to support the
wss
protocol on websocket connections to localhost by using a self-signed
certificate, but adding a exception in the browser is much easier.)
Deployment
The code for the main app runs entirely client-side, so it can be deployed as a
build
folder to be placed on any hosting platform. First, make sure that the
URL in …/boost-app/.env.production
is pointing at a non-localhost multiplayer
server. Then from VSCode, run the outermost package.json
's build
script
from the "NPM SCRIPTS" tray. Or, on the command line:
$ npm run build
Alternatively, the build
script in the boost-app
project also builds the
app, but without rebuilding the engine. It can be run either from the "NPM
SCRIPTS" tray or the command line:
$ (cd boost-app; npm run build)
At the end of either command's output you should see a link to further deployment instructions.
Architecture Overview
The code for the Boost board game application is organized as follows:
-
The project
@unlsoft/stylelint-config
contains the stylelint configuration for the CSS coding style used across the other projects. -
The project
@unlsoft/eslint-config
contains the ESLint configuration for the JavaScript coding style used across the other projects. Percreate-react-app
convention, in a development build of the main app, a separate, weaker coding style also warns at runtime about likely bugs. -
The project
@unlsoft/boost-game
is responsible for representing positions as bit boards and for features that rely on bit-board operations to run acceptably fast, primarily move generation and static evaluation. Because so much of the bit-board logic can be precomputed and unrolled,@unlsoft/boost-game
does not implement game logic itself, but is actually a parameterized code generator that writes game logic into separate JavaScript files. -
The project
@unlsoft/boost-engine
contains the game-playing engine, the application's AI. Like other abstract strategy board game engines, this engine is designed to run in a separate thread or process from any UI, and it communicates with a controller using a protocol called BEI (see the protocol documentation further below). The engine has a library of games that it knows how to play, and its build system automatically generates the source code for each of these games using@unlsoft/boost-game
. -
The project
@unlsoft/boost-app
is acreate-react-app
PWA that provides the application's game controller and UI. Like@unlsoft/boost-engine
it relies on a game library generated by@unlsoft/boost-game
, and it also includes@unlsoft/boost-engine
as a suite of web workers via symlink. -
The project
@unlsoft/boost-server
is a websocket server that coordinates communication between clients for networked multiplayer games. Like other projects, it relies on a game library generated by@unlsoft/boost-game
to generate starting positions and check move legality.
Game
Objects with boost-game
Generating When @unlsoft/boost-game
is installed as a development dependency, it provides
a command generate-boost-game
that writes a JavaScript implementation of a
Boost game to standard out. The exact code produced depends on a number of
command-line options, described below. You can also run generate-boost-game --help
to see a list of all of the above options, their short descriptions, and
their default values.
Command-Line Options Affecting Game Rules
There are six main command-line options that can be passed to
generate-boost-game
to control what kind of game is generated:
-
--board-width [number]
sets the width of the game board in points. If omitted, the default width of nine points is used. -
--board-height [number]
sets the height of the game board in points. If omitted, the default height of nine points is used. -
--player-count [number]
sets the number of players (and therefore the number of non-dragon piece colors). If omitted, the default of two players is used. -
--starting-population-limit [number]
sets the maximum number of starting pawns given to each player in a standard board setup. (It is only a maximum because the game code may give players fewer starting pieces when the board's perimeter is too crowded.) If omitted, the default limit of eight pawns is used. -
--tower-limit [number]
sets the maximum number of towers that each player may build. (This limit only affects when construction moves are available to a player; it does not preclude other code from placing extra towers on the board.) If omitted, the default limit of two towers is used. -
--demo
overrides the usual rules to allows players to move their pieces even when they are defeated. This can be useful both in testing and tutorials for keeping the number of pieces on the board down.
Based on these six options, the game will be assigned a unique string of the
form boost-[width]-[height]-[players]-[population]-[towers]
or of the form
boost-[width]-[height]-[players]-[population]-[towers]-demo
, which is called
its game identifier. For example, the game identifier for a standard Boost
game is boost-9-9-2-8-2
.
Command-Line Options Affecting the AI
Other command-line options are also available to tweak the weights in the static
evaluation function, which is the function used by @unlsoft/boost-engine
to
estimate how favorable a position is for each player. The defaults values, used
when these options are omitted, were chosen by human intuition and are given in
decitempi (tenths of an extra turn). However, these defaults have not been
empirically validated yet. If they are changed, care must be taken to consider
what behavior is incentivized by their relative values. For example, if the
value for being in book is too high relative to the value of a tower, the AI
might forego its second tower to shuffle its pieces instead of exiting the book
line cleanly.
The command-line options for static evaluation weights are as follows:
-
--ai-pawn [number]
sets the estimated value of a pawn. The default value is 200 decitempi (20 extra turns). -
--ai-knight [number]
sets the estimated value of a knight when a player has all of their towers. The default value is 220 decitempi (a pawn plus two extra turns). -
--ai-endgame-knight [number]
sets the estimated value of a knight when a player does not have all of their towers. The game also computes an appropriate fixed penalty for a player not having all of their towers so that the AI is not incentivized to sacrifice its towers to make its knights more valuable. The default value is 350 decitempi (a pawn plus 15 extra turns). -
--ai-knight-activity [number]
sets the estimated value of moving a knight one point closer to the closest non-friendly piece (i.e., a dragon or a foe). The default value is 5 decitempi (an extra half turn). -
--ai-zero-activity-distance [number]
sets the distance, in points, that must lie between a knight and the closest non-friendly piece for that knight to have an activity score of zero. As a knight moves closer to the non-friendly piece, its activity score becomes positive (at the rate given by--ai-knight-activity
), and as it moves farther away, its activity score turns negative (at the same rate). The main use of this parameter is to control the relative value of pawns and inactive knights; because an inactive knight prevents a player from promoting a better-positioned pawn, the knight can actually be a liability. The default value is four points (so a knight eight points from the nearest non-friendly piece is estimated to be worth the same as a pawn). -
--ai-edge-knight-penalty [number]
sets the estimated decrease in value for having a knight on the edge of the board. The default value is 30 decitempi (a loss of three turns). -
--ai-in-book [number]
sets the estimated value of remaining in book during the opening. (An opening book is a precomputed policy for how to play certain opening positions, and in Boost the opening book usually covers lines up through construction of a second tower. If the AI is "in book", it has a position covered by that policy, though it is still free to improvise variations; if it is "out of book", then it must rely on search alone.) The default value is 30 decitempi (3 turns). -
--ai-construction-site [number]
sets the estimated value of a completed construction site (a circle of four friendly pieces around an empty point). Partial construction sites are awarded partial points: 1/16 value for a construction site with one piece in place, 4/16 value for a construction site with two pieces in place, and 9/16 value for a construction site with three pieces in place. The number of construction sites that the AI can score for each side is limited by the number of additional towers that the player can usefully build. Additionally, construction sites are ineligible for scoring if they are not within four points of four friendly mobile pieces. The default value is 80 decitempi (8 turns). -
--ai-tower [number]
sets the estimated value of a tower when a player has at least four mobile pieces. The default value is 125 decitempi (12.5 extra turns). -
--ai-endgame-tower [number]
sets the estimated value of a tower when a player does not have at least four mobile pieces. The game also computes an appropriate fixed penalty for a player not having four mobile pieces so that the AI is not incentivized to sacrifice its pawns and knights to make its towers more valuable. The default value is 700 decitempi (70 extra turns). -
--ai-dragon-proximity [number]
sets the estimated value of moving a dragon one point closer to the closest friendly tower when there are at least four dragons on the board. The default value is 10 decitempi (an extra turn). -
--ai-tight-spot-penalty [number]
sets the estimated decrease in value for having a dragon in a "tight spot"—diagonally between a tower and an edge of the board. The default value is 30 decitempi (three extra turns). -
--ai-circle-dragon [number]
sets the estimated additional value of moving a dragon next to a friendly tower when there are at least four dragons on the board. The default value is 100 decitempi (ten extra turns). -
--ai-crowd-member [number]
sets the estimated additional value of a piece that has at least three other friendly pieces at most four points away. The default value is 1 decitempo (one tenth of an extra turn). -
--ai-defeat [number]
sets the estimated value of defeating one opponent of many. The default value is 1,000,000 decitempi (100,000 extra turns). -
--ai-victory [number]
sets the estimated value of defeating all opponents. The default value is 10,000,000 decitempi (1,000,000 extra turns).
Typical Usage
By convention, one usually redirects the output of generate-boost-game
to
JavaScript files in a …/src/games
folder and then writes code like
import …_GAME from './games/….js';
import …_GAME from './games/….js';
const GAME_LIBRARY = new Map([
…_GAME,
…_GAME,
].map((game) => [game.identifier, game]));
export default GAME_LIBRARY;
in …/src/gameLibrary.js
so that other code can import the game library and
look up games by their identifiers.
Because Node 18 has a bug where redirection does not work from a Node process in
a package.json
, generate-boost-game
also offers a --output-file [path]
option which will cause it to save the generated code directly to a given path.
The bug appears to be fixed in the Node 19 prerelease, so hopefully that
workaround will not be required in the future.
Game
Objects from @unlsoft/boost-game
Using Game
objects from a game library provide the following fields and methods:
Constants from Game Generation
These constants are set at code generation time, as described earlier:
-
game.identifier
is the identifier for the game, as described in the previous section. -
game.boardWidth
is the width, in points, of the board on which the game is played. -
game.boardHeight
is the height, in points, of the board on which the game is played. -
game.compensationFromPoint
is the point, as a file-rank pair, on the board where a dragon compensation move would begin. -
game.compensationToPoint
is the point, as a file-rank pair, on the board where a dragon compensation move would end. -
game.playerCount
is the number of players in the game. -
game.populationLimit
is the maximum number of starting pawns given to each player in a standard board setup. -
game.towerLimit
is the maximum number of towers that each player may build. (This limit only affects when construction moves are available to a player; it does not preclude other code from placing extra towers on the board.) -
game.victory
is the static evaluation returned bygetStaticEvaluation
(see its description in the section on static evaluation) if the player has won the game.
Piece Types
These constants represent the different piece types, which are returned by
position.getColorAndPieceType
and passed to position.modified
as described
later:
-
game.dragon
is a constant value used to represent a dragon. -
game.pawn
is a constant value used to represent a pawn. -
game.knight
is a constant value used to represent a knight. -
game.tower
is a constant value used to represent a tower.
Although they must be serializable and are therefore not Symbol
s, they should
still be considered opaque. Do not write code depending on them having
particular values.
Algebraic Notation
The following fields and helper methods are useful for encoding and decoding algebraic notation for files, ranks, points, and moves:
-
game.prettifyFile(file)
takes a file as a zero-based 𝑥 coordinate and returns the corresponding letter in algebraic notation. -
game.unprettifyFile(file)
takes a file as a letter in algebraic notation and returns the corresponding zero-based 𝑥 coordinate. -
game.prettifyRank(rank)
takes a rank as a zero-based 𝑦 coordinate and returns the corresponding digits in algebraic notation. -
game.unprettifyRank(rank)
takes a rank as a string of digits in algebraic notation and returns the corresponding zero-based 𝑦 coordinate. -
game.noPoint
is the constant string representing no point at all in algebraic notation. -
game.prettifyPoint(file, rank)
takes a point as zero-based 𝑥 and 𝑦 coordinates and returns the corresponding algebraic notation. If either coordinate isundefined
, it returnsgame.noPoint
. -
game.unprettifyPoint(point)
takes a point in algebraic notation and returns the corresponding zero-based 𝑥 and 𝑦 coordinates in anArray
. If the point isgame.noPoint
, both coordinates will beundefined
. -
game.pass
is the constant string representing a pass in algebraic notation. -
game.joinPoints(fromPoint, toPoint)
takes two points in algebraic notation and returns the algebraic notation for a move fromfromPoint
totoPoint
. For constructions and promotions, one point may be omitted or set togame.noPoint
, or the two points may be set equal to each other. (For consistency withgame.splitMove
and the main app's UI, the preferred practice is to give the same point for both arguments.) For passes, both points should be omitted or set togame.noPoint
. (For consistency withgame.splitMove
, the preferred practice is to passgame.noPoint
for both arguments.) -
game.splitMove(move)
takes a move in algebraic notation and returns the algebraic notation for its "from" and "to" points in anArray
. For constructions and promotions, the "from" point will be the same as the "to" point. For passes, both points will begame.noPoint
. -
prettifyMove(fromFile, fromRank, toFile, toRank)
takes a move as zero-based 𝑥 and 𝑦 coordinates for its "from" and "to" points and returns the algebraic notation for the move. Coordinates may be omitted orundefined
for special moves in the same places wheregame.joinPoints
would takegame.noPoint
. -
unprettifyMove(move)
takes a move in algebraic notation and returns the corresponding zero-based 𝑥 and 𝑦 coordinates for its "from" and "to" points. Coordinates will be repeated for constructions and promotions, and will beundefined
for passes.
Positions
The following fields and helper method are useful for obtaining Position
objects corresponding to the game:
-
game.blankPosition
is a position containing no pieces. -
game.startingPosition
is the game's standard starting position without any dragons. -
game.buildStartingPositionWithDragons(requestedDragonCount)
creates a starting position for the game (no compensation move yet played) with up to the requested number of randomly placed dragons, where the only possible reductions from the requested count would be due to the following restrictions:-
To maintain symmetry, a game board with even width or height will not be given an odd number of dragons.
-
To maintain playability, no more than 75% of the available points will be filled with dragons. (The points just north and south of the center do not count as available because they must remain open for compensation moves.)
-
-
game.deserializePosition(serialization)
deserializes a position previously encoded as a string withposition.serialization
, a property described further below.
Position
Objects from @unlsoft/boost-game
Using Position
objects corresponding to a game provide the following fields and
methods:
Encodings
-
position.signature
is the position encoded as a singleBigInt
. This encoding is meant to be used as a reasonably fast hash-table key. (The position itself cannot be a hash-table key because ES6 does not support hash-by-value natively.) -
position.nextSignature
is equivalent toposition.nextTurn.signature
(see the description ofposition.nextTurn
in the "Moves" subsection further below), but runs faster because it does not actually advance the turn. It is mostly useful for checking candidate moves for repetitions. -
position.serialization
is the position serialized as a string. A position can later be deserialized withgame.deserializePosition
as described earlier.
Pieces
-
position.getColorAndPieceType(x, y)
returns the color and piece type of the piece at the zero-based coordinatesx
andy
as a two-elementArray
. Colors are represented by the number of turns until the corresponding player will play (e.g.,0
for the player whose turn it is and1
for the other player in a two-player game), and piece types are represented with the constantsgame.dragon
,game.pawn
,game.knight
, andgame.tower
described earlier. Dragon's colors are alwaysundefined
. If there is no piece at the given coordinates, both the color and piece type will beundefined
. -
position.modified(x, y, color, pieceType)
returns a new position (Position
objects are immutable) where the piece at the zero-based coordinatesx
andy
has been replaced with a piece of the given color and piece type. As above, the color should be given as the number of turns until the corresponding player moves next (e.g.,0
for the player whose turn it is and1
for the other player in a two-player game), and piece types should be given as one of the constantsgame.dragon
,game.pawn
,game.knight
, orgame.tower
, which are also described earlier. As special cases,color
should beundefined
ifpieceType
isgame.dragon
, and a point can be cleared by passingundefined
for bothcolor
andpieceType
.
Static Evaluation
-
position.getStaticEvaluation(color)
is the static evaluation of the position from the perspective of the player who is to play incolor
turns (hence, the possible values forcolor
are the same as the values returned byposition.getColorAndPieceType
or passed toposition.modified
). Higher static evaluation scores are more favorable for that player. A score equal togame.victory
means that the player to move next has already won. -
position.getCircleEvaluation(color)
is the contribution to the static evaluation forcolor
from that player's progress on a dragon circle. It ignores all other factors, even other player's progress on dragon circles. A score equal togame.victory
means that the player has won by completing a dragon circle. -
position.inBookBonus
is the adjustment to make to a static evaluation when a player is in book (see--ai-in-book
above). This value is provided separately because the opening book, if any, is the engine's responsibility, and thegetStaticEvaluation
method only gives a bookless evaluation. -
position.live
istrue
if the game is still ongoing,false
if any player has won.
Moves
-
position.children
is the list of positions that the current player can move to, not considering the repetition rule. Note that it is the same player's turn in the children positions as in the parent position; a turn is not considered complete until the code usesposition.nextTurn
. -
position.getEncodedMoveTo(child)
returns an opaque representation of the move fromposition
tochild
. This method runs faster thangetMoveTo
, described below, but the move is not human-readable. -
position.getChildByEncodedMove(encodedMove)
returns the child reached by playing the move given by its opaque representation. -
position.getMoveTo(child)
returns the algebraic notation for the move fromposition
tochild
. -
position.getChildByMove(move)
returns the child reached by playing the move given in algebraic notation. -
position.nextTurn
is the same asposition
, except that inposition.nextTurn
it is the next player's turn. So, for example,position.getChildByMove('a1a3').nextTurn
would be the position after the current player played the movea1a3
.
Side Statistics
The field position.sides
is an array of Side
objects, one for each player,
indexed by the number of turns until that player is to play (hence, the possible
values for the array index are the same as the values returned by
position.getColorAndPieceType
or passed to position.modified
). The field
position.dragons
is a Side
object for the neutral dragons. Each Side
object has the following fields:
-
side.openingSignature
is the player's pieces encoded as a singleBigInt
, but without promotion information, so it treats pawns and knights identically. This encoding is meant to be used as a reasonably fast hash-table key in the code for an opening book. (The side itself cannot be a hash-table key because ES6 does not support hash-by-value natively.) -
side.pawnCount
is the number of pawns controlled by the player as aBigInt
. Dragons count as pawns for the dragon side. -
side.knightCount
is the number of knights controlled by the player as aBigInt
. This count is always zero for the dragon side. -
side.towerCount
is the number of towers controlled by the player as aBigInt
. This count is always zero for the dragon side. -
side.population
is the total number of mobile pieces (pawns and knights) controlled by the player as aBigInt
. Dragons count as pawns for the dragon side.
Controller
Objects from @unlsoft/boost-engine
Using When @unlsoft/boost-game
is installed as a development dependency, it provides
two minified files, …/node_modules/@unlsoft/boost-engine/dist/engine.js
and
…/node_modules/@unlsoft/boost-engine/dist/engineThread.js
that implement the
engine's web workers. These files should be included as-is in any app that
wants to use the engine; for a create-react-app
app, the easiest approach is
to symlink them to the public
folder.
For talking to these web workers, the default export from
@unlsoft/boost-engine
is a Controller
class, where Controller
objects
provide the following methods:
-
new Controller(engineURL, engineThreadURL, gameIdentifier, propertyHandler, moveHandler)
creates a controller for an engine whose web workers' source code is located at the given URLs and that will play the game identified bygameIdentifier
. Two callbacks must be provided:-
propertyHandler
will be called with a property name and a value whenever the engine sends a description of itself (see the documentation for theid
BEI message below). -
moveHandler
will be called with four arguments whenever the engine makes a move (see the documentation for themove
BEI message below):-
the engine's score for the position in decitempi,
-
the chosen move in algebraic notation, and
-
a list of the moves the engine considers best, including the chosen move, also in algebraic notation.
-
-
-
controller.setStrength(strength)
sets the engine's strength as close as possible tostrength
on a scale where100
is the strength for giving a new player an instructive but winnable game,1500
is the strength of the average experienced human player, and2500
is the strength of a grandmaster. At the moment, for performance reasons, the engine only supports strengths up to 2000. -
controller.setDepth(depth)
is an alternative tocontroller.setStrength
that sets the engine's search depth as close as possible todepth
. At the moment, for performance reasons, the engine only supports depths up to 5 ply. -
controller.setLine(position, taboo)
sends a position and an array of preceding positions (which are taboo under the repetition rule) to the engine. -
go()
tells the engine to choose a move to play in the last sent position. The engine's reply will be sent to themoveHandler
callback once the engine is done thinking. -
stop(wantMove)
tells the engine stop thinking early. IfwantMove
istrue
, the controller will still callmoveHandler
with the best move the engine found so far; otherwise that move will be discarded.
Under the hood, the Controller
constructor creates associated web workers, and
its other methods communicate with these web workers using BEI, a protocol
described in the next section.
The Boost Engine Interface (BEI) Protocol
BEI is a text-based protocol for communication between a controller (a program that wants to incorporate a Boost-playing AI) and an engine (a Boost-playing AI). It is based on and simplified from the Arimaa Engine Interface (AEI), which in turn is based on the Universal Chess Interface (UCI).
BEI is built on asynchronous bidirectional communication of short strings called
messages between the controller and engine. For example, a controller might
send messages as lines of text to an engine's standard input and read messages
from the engine's standard output, or the controller and engine might exchange
BEI messages as string payloads in web worker messages.
(@unlsoft/boost-engine
uses the latter approach.)
Generally the engine should not process later messages until it has finished processing earlier ones. The two exceptions are pondering (speculatively searching ahead during an opponent's turn) and thinking (deciding what move to make during the engine's own turn), long-running operations that should effectively happen "in the background" and not prevent the engine from responding to other communication.
Controller-to-Engine Messages
The following messages may be sent by a controller to an engine:
-
bei [value] [value] …
is sent to initiate communication and optionally to provide engine-specific startup arguments. (It must be possible to configure an engine to take no startup arguments so that the engine can be used with an implementation-agnostic controller, but an engine may still opt to take arguments in other settings.) The engine will reply with aprotocol
message, possibly someid
messages, and thenbeiok
. Apart fromisready
messages, the controller must not send any other communication until it has confirmed that it is using a compatible protocol version and has received abeiok
. -
isready
is sent to ping the engine and ensure that the engine has finished processing any previous messages. The engine will reply withreadyok
once all previous messages have been handled. -
newgame [identifier]
is sent to start a new game with the given game identifier. The engine will reply withknown
if it can play that game,unknown
if it cannot. -
setoption [option] [value]
is sent to set the named engine option to the given value. Currently there are only two supported option names:-
strength
should be followed by a rating on a scale where100
is the strength for giving a new player an instructive but winnable game,1500
is the strength of the average experienced human player, and2500
is the strength of a grandmaster. If the engine strength is never set, the engine should default to its strongest setting; if an engine cannot play at the requested strength, it should set its strength as close as possible. -
depth
should be followed by a search depth and is an alternative way to configure the engine's strength. Again, if the engine's search depth is never set, the engine should default to its strongest setting; if an engine cannot search to the requested depth, it should set its search depth as close as possible.
-
-
setline [serialization] [tabooSerialization] [tabooSerialization] …
is sent to tell the engine about a new board position, which is given by the first serialization, and all of the previous board positions that affect the repetition rule, which are give by the following serializations. The serialization format is the same format as used byposition.serialization
from@unlsoft/boost-game
. -
ponder [turns]
is sent to tell the engine that it will be playing after the given number of turns and that it may ponder in the background. Thenewgame
,setline
,go
, andstop
messages all stop pondering. -
go
is sent to tell the engine that it should start thinking in the background about what move to play in the current position. When it is done thinking, the engine will respond withmove
message reporting the best moves that it was able to find (or one move, a pass, if no real moves are possible because the game has already been won or lost). Thenewgame
,setline
,ponder
,go
, andstop
messages all stop any previous thinking and trigger amove
message, even if the engine was not done considering the position. -
stop
is sent to tell the engine that it should stop any pondering or thinking. If the engine is thinking, this will prompt it to reply with amove
message. -
quit
is sent to tell the engine that no further messages will be sent and that it may exit.
Engine-to-Controller Messages
The following messages may be sent by an engine to a controller:
-
protocol [version]
is sent as the first message in response to abei
message to tell the controller what version of BEI the engine uses. The version described here is2.0.0
. -
id [property] [value]
is sent in response to abei
message to describe the engine to the controller. Each property should be sent at most once. Three property names are supported:-
The value for the
name
property is the name of the engine. -
The value for the
author
property is the name of the engine's author (or the names of the engine's authors if there are more than one). -
The value for the
version
property is the version number of the engine.
-
-
beiok
is sent to indicate the end of responses to abei
message. -
readyok
is sent to reply to anisready
message. -
known
is sent to reply to anewgame
message when the engine is able to load the specified game from its game library. -
unknown
is sent to reply to anewgame
message when the engine is unable to load the specified game from its game library. -
move [score] [move] [move] …
is sent to report the best score and best moves the engine was able to find whenever the engine stops thinking. The first move is the one chosen by the engine to play. However, the engine should not assume that this move will actually be made; if it is, the engine will receive an appropriatesetline
message. If no moves are possible because the game has already been won or lost, the engine must send a single placeholder move: a pass. -
log [text]
is sent to report a log message from the engine.
The Networked Multiplayer API
Clients communicate with the multiplayer server over websockets by sending
stringified JSON objects where the object's action
field determines the type
of message and then waiting for a matching response. For example, if a client
sends a message of the form
{
action: 'foo',
…
}
then the server will reply with a matching response of either the form
{
action: 'foo',
success: true,
…
}
or the form
{
action: 'foo',
success: false,
…
}
depending upon whether or not the requested action was successful.
Therefore, from a client's perspective, using the API is very similar to using a
REST webservice where the action
field is analogous to the resource part of a
REST URL, and the success
field is analogous to the HTTP status code.
However, there are two important exceptions: (1) the server may also send
messages to the client unprompted, and (2) the server may also send the messages
as web push notifications if the client is not connected via a websocket.
To reduce friction (though at a slight reduction in security), any messages
delivered as web push notifications also include a token
field with a
notification token that can be used to log in quickly without user interaction
(see the description of claimToken
messages below).
Conventions for Failure Responses
In most cases, if a request fails, the response will merely be
{
action: …,
success: false,
}
with no explanatory details in order to avoid revealing information that could be useful to someone attempting a cyberattack. The one exception is that a message of the form
{
action: …,
success: false,
recourse: 'logIn',
}
is always sent if the client's session is no longer valid and the user must log in again.
Conventions for Success Responses
Most success responses have a format specific to the action the correspond to, but one recurring pattern across these responses is the set of fields used to describe an invite or game. Those fields are as follows:
-
code
holds the invite or game code that uniquely identifies the invite or game. This code can be used to refer to the invite or game in subsequent communication, and the server furthermore guarantees that a game created by accepting an invite will be the same as the original invite code, so this code persists across acceptances. -
timestamp
holds the time the invite or game was created as a number of milliseconds since the ECMAScript epoch (January 1, 1970, UTC, the same as the UNIX epoch). A game created by invitation is considered to be created at the time the invitation was accepted, not the time it was extended. -
gameIdentifier
holds the game identifier describing the rules of the game (see the section "Command-Line Options Affecting Game Rules" from earlier in this document). -
timeControls
holds the game's time controls in seconds per side and is always a multiple of 60 so that the time can be accurately displayed as an integer number of minutes. -
timeUsed
holds a two-element list where the first entry is the number of seconds already used by the first player and likewise for the second entry and second player. These numbers may be slightly out of date when they reach the client due to network lag. -
winnerOnTime
holds the index of the player that won because their opponent's time ran out:0
for the first player,1
for the second player, ornull
if neither player has won for that reason. This field is necessary because players can continue playing even after someone's time has expired, and it would not be possible to determine who won if both players thereby both used up all of their time. -
winnerByResignation
holds the index of the player that won because their opponent resigned:0
for the first player,1
for the second player, ornull
if neither player has won for that reason. -
dragons
holds a list of strings, each being the name of a point where a dragon was initially placed in algebraic notation (see theunprettify*
methods in the section on algebraic notation). It does not account for the subsequently played compensation move. -
violet
holds the name of the first player orundefined
if they have not accepted their invitation yet. -
cyan
holds the name of the second player orundefined
if they have not accepted their invitation yet. -
color
is the color that the client is playing in the game: the string'violet'
if they are the first player, the string'cyan'
if they are the second, orundefined
if they are an observer. -
record
is a list of all moves played in algebraic notation (see theunprettify*
methods in the section on algebraic notation). It does not include the compensation move; client may assume that the compensation move has been played once both theviolet
andcyan
fields have been filled with player names.
Client-to-Server Messages and their Responses
The following messages may be sent by an client to a server:
-
{ action: 'logInAsGuest' }
is sent to log in as a guest, which will grant the client a newly created guest account and start a one-time session under that account. On success, the response will take the form{ action: 'logInAsGuest', success: true, name: …, email: null, session: … }
where thename
field holds the guest account's username as a string and thesession
field holds the session key also as a string. -
{ action: 'register', name: …, email: …, password: … }
is sent to register a new non-guest account using the name, email address, and password provided as strings and immediately log in and start a session under that account. The name must not contain spaces or at signs (@
), and the email address must be valid. On success, the response will take the form{ action: 'register', success: true, name: …, email: …, session: …, vapidPublicKey: … }
where thename
andemail
fields repeat the name and email address from the request (possibly normalized), thesession
field holds the session key as a string, and thevapidPublicKey
field holds the server's VAPID public key as a string (which the interested client could use to subscribe to push notifications). -
{ action: 'logIn', identity: …, password: … }
is sent to log in to an existing account using a name or email address (case insensitive) and a password. On success, the response will take the form{ action: 'logIn', success: true, name: …, email: …, session: …, vapidPublicKey: … }
where thename
andemail
fields contain the name and email address from the account (possibly normalized), thesession
field holds the session key as a string, and thevapidPublicKey
field holds the server's VAPID public key as a string (which the interested client could use to subscribe to push notifications). -
{ action: 'claimToken', session: …, token: … }
is sent to log in without user interaction in response to a user tapping a notification. The session key is optional, but should be provided if the client has one to avoid an unnecessary logout/login cycle. The token must be a notification token provided in a recent web push notification. On success, the response will take the form{ action: 'claimToken', success: true, name: …, email: …, session: …, }
where thename
andemail
fields contain the name and email address from the account logged into (possibly normalized), and thesession
field holds the session key as a string. -
{ action: 'logOut', session: … }
is sent to log out of an account's active session by providing the session key. The response will always take the form{ action: 'logOut', success: true }
. -
{ action: 'changeEmail', session: …, email: …, password: … }
is sent to change the email address associated with the logged-in account indicated by the given session key. The account's password is also required to confirm the change. On success, the response will take the form{ action: 'changeEmail', success: true, name: …, email: null, session: … }
where thename
field holds the account's username, theemail
field repeats the new email address (possibly normalized), and thesession
field repeats the provided session key. -
{ action: 'changePassword', session: …, oldPassword: …, newPassword: … }
is sent to change the password for the logged-in account indicated by the given session key. The account's old password is also required to confirm the change. On success, the response will take the form{ action: 'changePassword', success: true }
. -
{ action: 'requestPasswordResetEmail', identity: …, }
is sent to request a password-reset email be sent for an account identified by the provided name or email address (case insensitive). On success, the response will take the form{ action: 'requestPasswordResetEmail', success: true }
. -
{ action: 'resetPassword', identity: …, passwordResetCode: …, password: … }
is sent to reset an account's password using a code from a recent password-reset email. On success, the response will take the form{ action: 'resetPassword', success: true }
. -
{ action: 'subscribe', session: …, subscription: … }
is sent to subscribe to push notifications from the server under the account indicated by the given session key. The subscription should be a valid JSON-encodedPushSubscription
, which can be created withregistration.pushManager.subscribe(…)
or retrieved withawait registration.pushManager.getSubscription()
and then encoded withsubscription.toJSON()
(see https://developer.mozilla.org/en-US/docs/Web/API/Push_API for details). On success, the response will take the form{ action: 'subscribe', success: true }
. -
{ action: 'seek', session: …, fastestTimeControls: …, slowestTimeControls: …, colorSought: … }
is sent to seek a new game through the server's autopairing system under the account indicated by the given session key. The fastest and slowest time controls should be given in seconds per side, must be positive, and must be multiples of 60 so that the time can be accurately displayed as an integer number of minutes. The color sought should beundefined
if the player is willing to play either color, the string'violet'
if the player wants their opponent to move first, or the string'cyan'
if the player wants their opponent to move second. On success, the seek will be created and the response will take the form{ action: 'seek', success: true }
. If the seek is eventually matched, the server will at that time also send aseekReady
message (see its description in the next section). -
{ action: 'unseek', session: … }
is sent to cancel any created but still unresolved seek associated with the provided session. On success, the response will take the form{ action: 'unseek', success: true }
. -
{ action: 'invite', session: …, dragons: …, timeControls: …, colorSought: … }
is sent to create an invite under the account indicated by the given session key. The initial dragon placements (before any compensation move) should be given as a list of strings, each being the name of an otherwise open point on the board in algebraic notation (see theprettify*
methods in the section on algebraic notation), and the color sought should either be the string'violet'
if the inviting player wants their opponent to move first or the string'cyan'
if they want their opponent to move second. The time controls should be given in seconds per side and must be multiples of 60 so that the time can be accurately displayed as an integer number of minutes. On success, the response will take the form{ action: 'invite', success: true, … }
where the ellipses indicates fields describing the created invite (see the previous section). -
{ action: 'uninvite', session: …, code: … }
is sent to cancel a still-open invite made by the account identified by the provided session and also having the given invite code. On success, the response will take the form{ action: 'uninvite', success: true, code: … }
where thecode
field repeats the given code. -
{ action: 'accept', session: …, code: … }
is sent to accept an invite with the provided invite code using the account indicated by the given session key. On success, the response will take the form{ action: 'accept', success: true, … }
where the ellipses indicates fields describing the created game (see the previous section). -
{ action: 'observeLiveGames', session: …, }
is sent to begin observing all games that are live (or were recently live) on the server, the session required only to verify that the request is from a logged-in account. (Note that the server tracks whether a connection is observing all live games separately from the individual games it is observing, so a connection observing all live games will see updates even about live games it has chosen to unobserve individually.) On success, the response will take the form{ action: 'observeLiveGames', success: true, games: … }
where thegames
field holds of list of game description object (see the previous section for a complete description of their fields) covering not only these games but also any invites or games belonging to the player. Whenever moves or resignations are made in observed games, the server will at that time also sendmove
andresign
messages (see their descriptions in the next section). -
{ action: 'unobserveLiveGames' }
is sent to stop observing all live games. (Note that the server tracks whether a connection is observing all live games separately from the individual games it is observing, so a connection unobserving all live games will still see updates about live games it has chosen to observe individually.) On success, the response will take the form{ action: 'unobserveLiveGames', success: true }
. -
{ action: 'observeGame', session: …, code: … }
is sent to observe a specific game identified by its code, the session required only to verify that the request is from a logged-in account. (Note that the server tracks whether a connection is observing all live games separately from the individual games it is observing, so a connection will still see updates a specifically observed live game even if it requests to unobserve all live games.) On success, the response will take the form{ action: 'observeGame', success: true, … }
where the ellipses indicates fields describing the game (see the previous section). -
{ action: 'unobserveGame', code: …, }
is sent to stop observing a specific game. (Note that the server tracks whether a connection is observing all live games separately from the individual games it is observing, so a connection will still see updates about a game it has unobserved if it has also requested to observe all live games.) On success, the response will take the form{ action: 'unobserveGame', success: true }
. -
{ action: 'makeMove', session: …, code: …, move: … }
is sent to make a move given in algebraic notation in themove
field in a game identified by thecode
field as a player whose account is identified by the provided session key. On success, the response will take the form{ action: 'makeMove', success: true, … }
where the ellipses indicates fields describing the updated game (see the previous section). -
{ action: 'resign', session: …, code: … }
is sent to resign a game identified by thecode
field as a player whose account is identified by the provided session key. On success, the response will take the form{ action: 'resign', success: true, … }
where the ellipses indicates fields describing the updated game (see the previous section).
Spontaneous Server-to-Client Messages
The following messages may also be sent unprompted by an server to a client:
-
{ action: 'seekReady', success: true, … }
is sent to indicate that the autopairing has found a match for the client's outstanding seek and has started the new game. The ellipses indicates fields describing the created game (see their explanation two sections prior). -
{ action: 'accept', success: true, … }
is sent to indicate that an opponent has accepted one of the client's outstanding invites and has started the new game. The ellipses indicates fields describing the created game (see their explanation two sections prior). -
{ action: 'move, success: true, … }
is sent to indicate that another player has made a move in a game the client is playing in or observing. The ellipses indicates fields describing the updated game (see their explanation two sections prior). -
{ action: 'resign', success: true, … }
is sent to indicate that another player has resigned in a game the client is playing in or observing. The ellipses indicates fields describing the updated game (see their explanation two sections prior).