DrawOfferLogic

dicechess.engine.search.DrawOfferLogic

Mix-in that equips a SearchAlgorithm with draw-awareness based on insufficient material and evaluation thresholds.

Bots mixing in this trait will offer a draw when neither side can force a king capture — the win condition in Dice Chess. This happens with king + at most one bishop each, no other pieces, kings safely separated and the defending king on the opposite square colour from the enemy bishop. They will accept a draw offer in the same dead-material positions, and otherwise when the position evaluation drops below −200 centipawns (down material) — so a bot never declines a position it would itself offer.

The trait is designed to be reusable — any SearchAlgorithm can gain draw logic simply by declaring:

object MyBot extends SearchAlgorithm with DrawOfferLogic

Why separate from SearchAlgorithm

The base SearchAlgorithm defaults both draw methods to false so that simple bots remain silent. This trait packages a single, consistent draw policy that can be composed with any strategy without code duplication.

Attributes

Source
DrawOfferLogic.scala
Graph
Supertypes
class Object
trait Matchable
class Any
Known subtypes

Members list

Value members

Concrete methods

override def shouldAcceptDraw(state: GameState): Boolean

Accepts a draw when the position is a dead draw by shouldOfferDraw's own test, or when it is so unfavourable that playing on is worse than splitting the point.

Accepts a draw when the position is a dead draw by shouldOfferDraw's own test, or when it is so unfavourable that playing on is worse than splitting the point.

The second branch uses the centipawn evaluation from Evaluator.evaluate from the active side's perspective. The threshold of −200cp (a pawn's disadvantage) is deliberately conservative — it avoids accepting draws in roughly equal positions while cutting losses in clearly lost ones. The first branch keeps offering and accepting consistent: a position the bot would offer a draw in is never one it declines.

Attributes

Definition Classes
Source
DrawOfferLogic.scala
override def shouldOfferDraw(state: GameState): Boolean

Offers a draw when the position is a theoretical dead draw: neither player can ever force a king capture — the win condition in Dice Chess.

Offers a draw when the position is a theoretical dead draw: neither player can ever force a king capture — the win condition in Dice Chess.

The check requires all of the following:

  • No pawns, knights, rooks, or queens on the board.
  • Each side has at most one bishop.
  • The two kings are not on adjacent squares.
  • For every bishop on the board, the opposing king stands on a square of the opposite colour — making a diagonal attack impossible in either direction.

These constraints capture the standard "insufficient material" cases:

  • K vs K
  • K+B vs K (defending king on correct colour)
  • K+B vs K+B (one bishop each, both kings safe)

Attributes

Definition Classes
Source
DrawOfferLogic.scala

Inherited methods

protected def estimateWinProbability(state: GameState): Double

Estimates the winning probability in [0.0, 1.0] for the side to move. Convenience over winProbability for offer decisions, where the deciding side is the active colour; do not override it, override winProbability.

Estimates the winning probability in [0.0, 1.0] for the side to move. Convenience over winProbability for offer decisions, where the deciding side is the active colour; do not override it, override winProbability.

Attributes

Inherited from:
SearchAlgorithm
Source
SearchAlgorithm.scala
def findBestMove(state: GameState, random: Random): Option[ScoredSequence]

Finds the best full-turn path, drawing any randomness (e.g. tie-breaking among equally-valued turns) from the supplied random. Lets a caller make a whole game reproducible from one seed — most importantly the bot arena, which otherwise gets a fresh unseeded Random per move and so is non-deterministic.

Finds the best full-turn path, drawing any randomness (e.g. tie-breaking among equally-valued turns) from the supplied random. Lets a caller make a whole game reproducible from one seed — most importantly the bot arena, which otherwise gets a fresh unseeded Random per move and so is non-deterministic.

The default ignores random and delegates to the no-arg findBestMove; randomised strategies override it to route their tie-breaking through the given source.

Attributes

Inherited from:
SearchAlgorithm
Source
SearchAlgorithm.scala
def shouldAcceptDouble(state: GameState, currentStake: Int): Boolean

Determines whether the bot should accept (Take) or decline (Drop) a double from the opponent, taking the side to move as the responder. Kept for source and binary compatibility; it delegates to the three-argument overload.

Determines whether the bot should accept (Take) or decline (Drop) a double from the opponent, taking the side to move as the responder. Kept for source and binary compatibility; it delegates to the three-argument overload.

Value parameters

currentStake

the proposed double stake (e.g. 2, 4...)

state

current game state (dice pool is empty)

Attributes

Returns

true to accept the double (Take), false to resign the current stake (Drop)

Note

Perspective hazard: this overload evaluates the win probability of state.activeColor. In a double decision state, state.activeColor is the player who offered the double, NOT the responder, so a caller that feeds the delivered position here asks whether the offerer should take. Callers must prefer shouldAcceptDouble(state, currentStake, responder); strategies must override that overload, not this one.

Inherited from:
SearchAlgorithm
Source
SearchAlgorithm.scala
def shouldAcceptDouble(state: GameState, currentStake: Int, responder: Color): Boolean

Determines whether the bot should accept (Take) or decline (Drop) a double from the opponent, evaluated from the perspective of responder.

Determines whether the bot should accept (Take) or decline (Drop) a double from the opponent, evaluated from the perspective of responder.

This is the single policy point for the take/drop decision: strategies that want their own threshold or estimator override this overload. The two-argument form below only delegates here, so a policy written against it is bypassed whenever a caller names the responder explicitly (which every caller holding a doubleDecision state must, see the hazard note there).

Value parameters

currentStake

the proposed double stake (e.g. 2, 4...)

responder

the colour of the player responding to the double offer

state

current game state (dice pool is empty); its active colour is the side to move, which in a double decision is the offerer, not the responder

Attributes

Returns

true to accept the double (Take), false to resign the current stake (Drop)

Inherited from:
SearchAlgorithm
Source
SearchAlgorithm.scala
def shouldOfferDouble(state: GameState, currentStake: Int): Boolean

Determines whether the bot should offer a double before its dice roll.

Determines whether the bot should offer a double before its dice roll.

Value parameters

currentStake

the current stake of the game

state

current game state (dice pool is empty)

Attributes

Returns

true to offer a double, false otherwise

Inherited from:
SearchAlgorithm
Source
SearchAlgorithm.scala
protected def winProbability(state: GameState, color: Color): Double

Estimates the winning probability in [0.0, 1.0] of color, whichever side is to move.

Estimates the winning probability in [0.0, 1.0] of color, whichever side is to move.

This is the estimator hook: a strategy with its own equity model (for example a Monte-Carlo rollout) overrides this method, so that both the offer decision (active colour) and the take/drop decision (responder colour) see the same estimate. The default maps the centipawn evaluation to a probability with a logistic sigmoid.

Attributes

Inherited from:
SearchAlgorithm
Source
SearchAlgorithm.scala

Inherited and Abstract methods

def findBestMove(state: GameState): Option[ScoredSequence]

Finds and returns the best full-turn path according to this strategy.

Finds and returns the best full-turn path according to this strategy.

Value parameters

state

the current dicechess.engine.domain.GameState; state.activeColor identifies the side to move

Attributes

Returns

Some([[ScoredSequence]]) when at least one legal path exists; None when the player must pass

Inherited from:
SearchAlgorithm
Source
SearchAlgorithm.scala