Add game framework tests and planning docs
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# UCI Engine Architecture Plan
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## Goal
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Support two families of executables:
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1. **GUI/UI executable**
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- Renders and tracks games.
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- Lets humans play/edit/replay games.
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- Can let people play against bots.
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- Can spawn bot/engine executables as subprocesses on demand.
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- Speaks UCI to engine subprocesses.
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- Can optionally use a user-selected external UCI engine, such as Stockfish, for playback analysis.
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- Eventually stores games in a database.
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2. **Bot/engine executables**
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- No GUI.
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- Implement chess engine logic.
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- Speak UCI over stdin/stdout.
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- Can be launched by the GUI.
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- Can also run as long-lived processes connected to external services such as lichess.org through a service adapter.
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## Important terminology
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In UCI terminology, the **engine** is the side that implements the UCI command loop over stdin/stdout.
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The GUI/app is the **UCI controller/client**:
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```text
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GUI/controller
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├── starts engine process
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├── writes UCI commands to engine stdin
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├── reads UCI responses from engine stdout
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└── applies bestmove to the current game
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```
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The engine executable is the **UCI engine/server-like process**:
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```text
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Engine
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├── reads commands from stdin
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├── maintains/searches position
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├── writes info/bestmove responses to stdout
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└── exits on quit
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```
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Avoid naming the GUI-side wrapper a "server" in code. Prefer names like:
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```text
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UciEngineClient
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UciController
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EngineProcess
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```
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## Desired long-term process architecture
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```text
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┌─────────────────────┐
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│ zig-chess-gui │
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│ │
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│ - Vulkan UI │
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│ - game tracking │
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│ - human input │
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│ - playback │
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│ - database later │
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│ - UCI client │
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└──────────┬──────────┘
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│ UCI stdin/stdout
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▼
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┌─────────────────────┐
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│ zig-chess-engine-* │
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│ │
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│ - evaluation │
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│ - search │
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│ - move selection │
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│ - UCI command loop │
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└─────────────────────┘
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```
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Future external-service architecture:
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```text
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┌─────────────────────┐
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│ lichess-adapter │
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│ │
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│ - lichess API │
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│ - account/game I/O │
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│ - UCI client │
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└──────────┬──────────┘
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│ UCI stdin/stdout or socket/process bridge
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▼
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┌─────────────────────┐
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│ zig-chess-engine-* │
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└─────────────────────┘
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```
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Key design principle:
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```text
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GUI ───────────────┐
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├── UCI ── engine executable
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Lichess adapter ───┘
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```
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The engine should not know whether it is being used by the GUI, a test harness, or a lichess adapter.
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## Suggested source layout
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Possible future layout:
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```text
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src/
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├── chess/ // board/game/FEN/PGN/legal moves
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├── main.zig // current GUI entry point, or later src/gui/main.zig
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├── uci/
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│ ├── protocol.zig // shared UCI parse/format types
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│ ├── client.zig // GUI/service side: controls engine process
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│ └── server.zig // engine side: stdin/stdout command loop
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├── engine/
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│ ├── engine.zig // common engine interface
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│ ├── eval.zig // static evaluation
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│ ├── search.zig // search algorithms
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│ └── perft.zig // move-generator validation tooling
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└── bots/
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├── random.zig // random/legal-move bot executable
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├── material.zig // material-eval bot executable
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└── search.zig // stronger search bot executable
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```
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This layout can evolve. The important boundary is that engine executables communicate with outside controllers through UCI.
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## Build targets
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Eventually `build.zig` should produce multiple executables, for example:
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```text
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zig-chess-gui
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zig-chess-random-bot
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zig-chess-material-bot
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zig-chess-search-bot
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```
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The GUI target links rendering/UI code.
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The engine targets should avoid linking Vulkan/windowing code.
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## Analysis engine policy
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The GUI should support an optional external UCI engine for real-time analysis during game playback.
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Primary intended use case:
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```text
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Playback mode
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├── user steps through game
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├── GUI sends current position to analysis engine
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├── analysis engine returns eval/PV/best line
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└── GUI displays analysis to the user
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```
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This analysis engine is separate from project bot engines:
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- It is for user-facing analysis only.
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- It must not be used by project bot engines as their search/evaluation implementation.
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- Project bots should have their own evaluation/search logic.
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- The GUI should treat the analysis engine as just another external UCI process.
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### Stockfish licensing policy
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Stockfish is GPL-3.0 licensed. Because this project is intended to be MIT licensed, do **not** bundle Stockfish directly into the executable or source distribution by default.
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Preferred approaches:
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1. **User-provided engine path**
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- User installs Stockfish or another UCI engine separately.
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- GUI stores/configures the path.
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- GUI launches it as an external process.
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2. **Optional download flow**
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- GUI can offer to download Stockfish or guide the user through downloading it.
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- The download should be explicit and optional.
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- The UI should clearly identify the engine and its license before download/use.
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- Keep downloaded engine files outside the MIT-licensed source tree/release bundle unless licensing obligations are intentionally handled.
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3. **Generic UCI analysis engine support**
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- Do not hard-code Stockfish as the only option.
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- Any compatible UCI engine path should work.
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### Analysis engine UI/config needs
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Eventually the GUI should provide:
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- analysis engine executable path
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- enable/disable analysis
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- analysis depth or movetime
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- optional thread/hash settings via UCI options
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- current eval display
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- principal variation display
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- best move display
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- start/stop analysis when stepping through playback
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Suggested app-side abstraction:
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```text
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AnalysisEngine
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├── engine_process / UciEngineClient
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├── executable_path
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├── enabled
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├── depth or movetime limit
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├── latest_score
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├── latest_pv
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└── latest_bestmove
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```
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## UCI protocol responsibilities
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### GUI/client side
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The GUI should be able to:
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- Spawn an engine executable.
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- Send UCI commands.
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- Read engine output asynchronously or incrementally.
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- Track engine readiness.
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- Track available engine options.
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- Send current game position.
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- Request a move/search.
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- Stop a search.
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- Shut down the engine process cleanly.
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Common commands sent by GUI:
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```text
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uci
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isready
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ucinewgame
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position startpos
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position startpos moves e2e4 e7e5
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position fen <fen fields> moves ...
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go depth 5
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go movetime 1000
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stop
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quit
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```
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Common responses parsed by GUI:
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```text
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id name <name>
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id author <author>
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option name <name> type <type> ...
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uciok
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readyok
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info depth 3 score cp 20 nodes 1234 time 10 pv e2e4 e7e5
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bestmove e2e4
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bestmove e2e4 ponder e7e5
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```
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### Engine/server side
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Each engine executable should:
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- Read one line at a time from stdin.
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- Parse UCI commands.
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- Maintain an internal position.
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- Search when given `go`.
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- Print `bestmove ...` when done.
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- Print `info ...` optionally during search.
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- Respond to `stop` promptly.
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- Exit on `quit`.
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## First milestone: minimal UCI engine executable
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Implement an engine executable that supports only:
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Input:
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```text
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uci
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isready
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quit
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```
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Output:
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```text
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id name ZigChess Random Bot
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id author WayfinderAK
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uciok
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readyok
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```
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No search or move generation required yet.
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Purpose:
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- Prove executable separation.
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- Prove stdin/stdout loop.
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- Prove GUI/test harness can launch and communicate with engine.
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## Second milestone: GUI-side engine process wrapper
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Implement a UI/application-side wrapper that can:
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- Start an engine executable by path.
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- Send `uci`.
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- Wait for `uciok`.
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- Send `isready`.
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- Wait for `readyok`.
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- Send `quit` on shutdown.
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Suggested name:
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```zig
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UciEngineClient
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```
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or:
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```zig
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EngineProcess
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```
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This code belongs on the GUI/controller side, not inside the engine bot.
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## Third milestone: position and bestmove
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Add UCI support for:
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```text
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position startpos
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position startpos moves e2e4 e7e5
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position fen <fen> moves ...
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go depth 1
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bestmove <move>
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```
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For the first engine, `go depth 1` can simply pick the first legal move or a random legal move.
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Move format is UCI long algebraic coordinate format:
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```text
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e2e4
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e7e8q
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e1g1
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```
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This is different from SAN/PGN notation.
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## Fourth milestone: reusable protocol module
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Create shared parse/format helpers for UCI text:
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```text
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src/uci/protocol.zig
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```
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Potential responsibilities:
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- Parse GUI-to-engine commands.
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- Parse engine-to-GUI responses.
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- Format moves as UCI coordinate moves.
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- Parse UCI coordinate moves into from/to/promotion.
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- Format `position ...` commands from a `Game` move list.
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Keep protocol parsing separate from subprocess management and separate from search/evaluation.
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## Fifth milestone: stronger engines
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Once the protocol boundary works:
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- random legal move engine
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- material evaluation engine
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- shallow search engine
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- alpha-beta search engine
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- improved move ordering
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- transposition table
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- time management
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Each stronger engine can be its own executable or selected by options/config.
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## Future lichess adapter
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Do not put lichess-specific code inside the engine.
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Instead, later create a separate adapter/service that:
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- talks to lichess.org APIs
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- manages authentication/account events
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- receives games/moves from lichess
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- launches or connects to an engine executable
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- sends positions/search commands via UCI
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- sends engine moves back to lichess
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This keeps engines reusable by:
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- GUI
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- lichess adapter
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- local match runner
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- tournament harness
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- tests/benchmarks
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## Future playback analysis milestone
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After the generic UCI client exists, add analysis support to playback mode:
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1. Let the user configure an external UCI engine path.
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2. Start that engine as an analysis process.
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3. Send `uci` / `isready` handshake.
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4. When playback cursor changes, send:
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```text
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position fen <current playback FEN>
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go depth <n>
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```
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or:
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```text
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position fen <current playback FEN>
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go movetime <ms>
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```
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5. Parse `info` lines for score and PV.
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6. Display the latest analysis in the UI.
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7. Send `stop` when the user moves to another ply or disables analysis.
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8. Send `quit` when closing the app or changing engine path.
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Keep this separate from bot-vs-human play. The analysis engine is an advisor for the user, not the implementation of project bots.
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## References
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Primary UCI reference:
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- Stefan Meyer-Kahlen, **Universal Chess Interface (UCI)** protocol, April 2006. Commonly distributed as `uci.txt` and mirrored by chess-programming resources. Covers `uci`, `isready`, `position`, `go`, `stop`, `quit`, `info`, `bestmove`, and engine options.
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Stockfish licensing/reference:
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- Official Stockfish repository: https://github.com/official-stockfish/Stockfish
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- Stockfish `Copying.txt`: GNU General Public License v3.0, https://github.com/official-stockfish/Stockfish/blob/master/Copying.txt
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- Because the project goal is MIT licensing, Stockfish should be user-provided or optionally downloaded rather than bundled by default.
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Useful related notation distinction:
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- UCI moves are coordinate moves such as `e2e4` or `e7e8q`.
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- PGN/SAN moves are display/game-record notation such as `e4`, `Nf3`, `O-O`, `Qxf7#`.
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- The GUI move list should display PGN/SAN.
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- Engine communication should use UCI coordinate moves.
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