logging.debug("Analysing Game..." + bcolors.ENDC)

    engine.ucinewgame()

    while not node.is_end():
        next_node = node.variation(0)
        engine.position(next_node.board())

        engine.go(depth=settings.depth)
        cur_score = info_handler.info["score"][1]
        logging.debug(bcolors.OKGREEN + node.board().san(next_node.move) + bcolors.ENDC)
        logging.debug(bcolors.OKBLUE + "   CP: " + str(cur_score.cp))
        logging.debug("   Mate: " + str(cur_score.mate) + bcolors.ENDC)
        if investigate(prev_score, cur_score, node.board()):
            logging.debug(bcolors.WARNING + "   Investigate!" + bcolors.ENDC)
            puzzles.append(
                puzzle(node.board(), next_node.move, str(game_id), engine, info_handler, game, settings.strict))

        prev_score = cur_score
        node = next_node

    for i in puzzles:
        logging.debug(bcolors.WARNING + "Generating new puzzle..." + bcolors.ENDC)
        i.generate(settings.depth)
        if i.is_complete():
            puzzle_pgn = post_puzzle(i, settings.include_blunder)
            tactics_file.write(puzzle_pgn)
            tactics_file.write("\n\n")

tactics_file.close()
Beispiel #2
0
    prev_score = chess.uci.Score(None, None)
    puzzles = []

    logging.debug(bcolors.OKGREEN + "Game Length: " + str(game.end().board().fullmove_number))
    logging.debug("Analysing Game..." + bcolors.ENDC)

    engine.ucinewgame()

    while not node.is_end():
        next_node = node.variation(0)
        engine.position(next_node.board())

        engine.go(nodes=3500000)
        cur_score = info_handler.info["score"][1]
        logging.debug(bcolors.OKGREEN + node.board().san(next_node.move) + bcolors.ENDC)
        logging.debug(bcolors.OKBLUE + "   CP: " + str(cur_score.cp))
        logging.debug("   Mate: " + str(cur_score.mate) + bcolors.ENDC)
        if investigate(prev_score, cur_score, node.board()):
            logging.debug(bcolors.WARNING + "   Investigate!" + bcolors.ENDC)
            puzzles.append(puzzle(node.board(), next_node.move, game_id, engine, info_handler))

        prev_score = cur_score
        node = next_node

    for i in puzzles:
        logging.debug(bcolors.WARNING + "Generating new puzzle..." + bcolors.ENDC)
        i.generate()
        if i.is_complete():
            post_puzzle(settings.token, i, settings.name)
Beispiel #3
0
        engine.position(next_node.board())

        engine.go(depth=settings.depth)
        cur_score = info_handler.info["score"][1]
        logging.debug(bcolors.OKGREEN + node.board().san(next_node.move) +
                      bcolors.ENDC)
        logging.debug(bcolors.OKBLUE + "   CP: " + str(cur_score.cp))
        logging.debug("   Mate: " + str(cur_score.mate) + bcolors.ENDC)
        if True:

            logging.debug(bcolors.WARNING + "   Investigate!" + bcolors.ENDC)
            puzzles.append(
                puzzle(node.board(), next_node.move, str(game_id), engine,
                       info_handler, game, settings.strict))

        prev_score = cur_score
        node = next_node

    for i in puzzles:
        logging.debug(bcolors.WARNING + "Generating new puzzle..." +
                      bcolors.ENDC)
        i.generate(settings.depth)
        if i.is_complete():
            games += 1
            print(games)
            puzzle_pgn = post_puzzle(i)
            tactics_file.write(puzzle_pgn)
            tactics_file.write("\n\n")

tactics_file.close()
Beispiel #4
0
    prev_score = chess.uci.Score(None, None)
    puzzles = []

    logging.debug(bcolors.OKGREEN + "Game Length: " + str(game.end().board().fullmove_number))
    logging.debug("Analysing Game..." + bcolors.ENDC)

    engine.ucinewgame()

    while not node.is_end():
        next_node = node.variation(0)
        engine.position(next_node.board())

        engine.go(nodes=3500000)
        cur_score = info_handler.info["score"][1]
        logging.debug(bcolors.OKGREEN + node.board().san(next_node.move) + bcolors.ENDC)
        logging.debug(bcolors.OKBLUE + "   CP: " + str(cur_score.cp))
        logging.debug("   Mate: " + str(cur_score.mate) + bcolors.ENDC)
        if investigate(prev_score, cur_score, node.board()):
            logging.debug(bcolors.WARNING + "   Investigate!" + bcolors.ENDC)
            puzzles.append(puzzle(node.board(), next_node.move, game_id, engine, info_handler))

        prev_score = cur_score
        node = next_node

    for i in puzzles:
        logging.debug(bcolors.WARNING + "Generating new puzzle..." + bcolors.ENDC)
        i.generate()
        if i.is_complete():
            post_puzzle(settings.token, i)
Beispiel #5
0
    prev_score = chess.uci.Score(None, None, False, False)
    puzzles = []

    logging.debug(bcolors.OKGREEN + "Game Length: " + str(game.end().board().fullmove_number))
    logging.debug("Analysing Game..." + bcolors.ENDC)

    engine.ucinewgame()

    while not node.is_end():
        next_node = node.variation(0)
        engine.position(next_node.board())

        engine.go(nodes=3500000)
        cur_score = info_handler.info["score"][1]
        logging.debug(bcolors.OKGREEN + node.board().san(next_node.move) + bcolors.ENDC)
        logging.debug(bcolors.OKBLUE + "   CP: " + str(cur_score.cp))
        logging.debug("   Mate: " + str(cur_score.mate) + bcolors.ENDC)
        if investigate(prev_score, cur_score, node.board()):
            logging.debug(bcolors.WARNING + "   Investigate!" + bcolors.ENDC)
            puzzles.append(puzzle(node.board(), next_node.move, game_id, engine, info_handler))

        prev_score = cur_score
        node = next_node

    for i in puzzles:
        logging.debug(bcolors.WARNING + "Generating new puzzle..." + bcolors.ENDC)
        i.generate()
        if i.is_complete():
            post_puzzle(settings.token, i, slack_key, settings.name)
Beispiel #6
0
            prev_score = chess.uci.Score(None, None)

            logging.debug(bcolors.OKGREEN + "Game Length: " + str(game.end().board().fullmove_number))
            logging.debug("Analysing Game..." + bcolors.ENDC)

            engine.ucinewgame()

            while not node.is_end():
                next_node = node.variation(0)
                engine.position(next_node.board())

                engine.go(depth=settings.depth)
                cur_score = info_handler.info["score"][1]
                logging.debug(bcolors.OKGREEN + node.board().san(next_node.move) + bcolors.ENDC)
                logging.debug(bcolors.OKBLUE + "   CP: " + str(cur_score.cp))
                logging.debug("   Mate: " + str(cur_score.mate) + bcolors.ENDC)
                if investigate(prev_score, cur_score, node.board()):
                    logging.debug(bcolors.WARNING + "   Investigate!" + bcolors.ENDC)
                    logging.debug(bcolors.WARNING + "Generating new puzzle..." + bcolors.ENDC)
                    currentPuzzle = puzzle(node.board(), next_node.move, str(game_id), engine, info_handler, game, settings.strict)
                    currentPuzzle.generate(settings.depth)
                    if currentPuzzle.is_complete():
                        puzzle_pgn = post_puzzle(currentPuzzle, settings.include_blunder)
                        puzzle_json = currentPuzzle.to_json(settings.user, puzzle_pgn)
                        insertPuzzle(puzzle_json)
                prev_score = cur_score
                node = next_node
            updateGame(game_id)  
except Exception as err:
    print(err)
        logging.info("Analysing Game..." + bcolors.ENDC)

        engine.ucinewgame()

        while not node.is_end():
            next_node = node.variation(0)
            engine.position(next_node.board())

            engine.go(nodes=3500000)
            cur_score = info_handler.info["score"][1]
            logging.debug(bcolors.OKGREEN + node.board().san(next_node.move) +
                          bcolors.ENDC)
            logging.debug(bcolors.OKBLUE + "   CP: " + str(cur_score.cp))
            logging.debug("   Mate: " + str(cur_score.mate) + bcolors.ENDC)
            if investigate(prev_score, cur_score, node.board()):
                logging.debug(bcolors.WARNING + "   Investigate!" +
                              bcolors.ENDC)
                puzzles.append(
                    puzzle(node.board(), next_node.move, game_id, engine,
                           info_handler))

            prev_score = cur_score
            node = next_node

        for i in puzzles:
            logging.info(bcolors.WARNING + "Generating new puzzle..." +
                         bcolors.ENDC)
            i.generate()
            if i.is_complete():
                post_puzzle(i)
    engine.ucinewgame()
    engine.setoption({'UCI_Variant': board.uci_variant})

    while not node.is_end():
        next_node = node.variation(0)
        b = next_node.board()
        engine.position(b)

        engine.go(nodes=3500000)
        cur_score = info_handler.info["score"][1]
        logging.debug(bcolors.OKGREEN + node.board().san(next_node.move) +
                      bcolors.ENDC)
        logging.debug(bcolors.OKBLUE + "   CP: " + str(cur_score.cp))
        logging.debug("   Mate: " + str(cur_score.mate) + bcolors.ENDC)
        if investigate(prev_score, cur_score, node.board(), variant):
            logging.debug(bcolors.WARNING + "   Investigate!" + bcolors.ENDC)
            puzzles.append(
                puzzle(node.board(), next_node.move, variant, engine,
                       info_handler))

        prev_score = cur_score
        node = next_node

    for i in puzzles:
        logging.debug(bcolors.WARNING + "Generating new puzzle..." +
                      bcolors.ENDC)
        i.generate()
        if i.is_complete():
            post_puzzle(cvt_cookies, i)