Implement tactical detection module

This commit is contained in:
stefan-kp
2025-11-26 15:16:08 +01:00
parent b817182a8b
commit f0e95ae1a0
4 changed files with 489 additions and 7 deletions
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# Taktik-Erkennungsmodul Requirements
## Ziel und Rolle im System
- Ergänzt die vorhandene Engine- und LLM-Pipeline: wird nach der Engine-Analyse eingeschoben, bevor das LLM Feedback generiert.
- Aufgabe: Wenn der Spieler **nicht** den Engine-Bestzug gespielt hat, identifiziert das Modul, ob der Bestzug ein klassisches taktisches Motiv auslöst (z.B. Figurgewinn, Pin, Fork) und stellt diese Information strukturiert für das LLM bereit.
- Nichts bestehendes wird ersetzt; es liefert nur zusätzliche, konservative Taktik-Hinweise.
## Eingaben (pro Spielerzug)
- Ausgangsstellung als **FEN**.
- **Spielerfarbe**.
- **Gespielter Zug** des Spielers.
- **Engine-Bestzug** für die Ausgangsstellung.
- Optional: 12 Halbzüge der **PV** des Bestzugs (z.B. Bestzug + Antwort).
- Optional: **Eval-Infos** vor/nach dem Zug bzw. nach Bestzug, falls zur Filterung genutzt.
- Das Modul ruft selbst **keine Engine** auf; es nutzt nur bereitgestellte Daten.
## Ausgabe
- Liste erkannter Motive (leer, wenn nichts gefunden), jedes mit:
- `tactic_type` z.B. `win_material`, `win_pawn`, `pin`, `fork`, `skewer`, `check`, `hanging_piece`, `improve_activity`, `none`.
- `affected_squares` optionale Felderliste.
- `piece_roles` beteiligte Figuren, inkl. Farbe (z.B. „weißer Läufer“, „schwarzer Springer“).
- `material_delta` grobe Materialeinschätzung (Centipawns, z.B. +100 Bauer, +300 Leichtfigur).
- `move` der Engine-Bestzug, auf den sich das Motiv bezieht.
- Diese Struktur wird an das LLM weitergereicht, damit es textuelle Hinweise erzeugt (z.B. „Mit Lxd5 hättest du einen Bauern gewinnen können“).
## Wann das Modul aktiv wird
- Nur prüfen, wenn der Engine-Bestzug **vom gespielten Zug abweicht**.
- Optionaler Filter: Eval-Verlust über Schwellwert (z.B. >50100 Centipawns) als Signal für Relevanz.
- Ziel: Rechenaufwand sparen und Rauschen vermeiden.
## Ablauf pro relevanter Stellung
1. **Stellung herstellen**: FEN laden, Spielerfarbe setzen.
2. **Bestzug anwenden**: Hypothetisch Engine-Bestzug ausführen.
3. **Resultierende Stellung prüfen**: Regelbasierte Checks (ohne neue Engine-Aufrufe) für taktische Muster.
4. **Motive sammeln**: Alle erkannten Motive in strukturierter Form zusammenstellen.
5. **An LLM übergeben**: Zusammen mit gespielt vs. Bestzug und ggf. Eval-Verlust.
## Taktik-Checks (konservativ)
- **Materialgewinn / Capture**
- Prüfen, ob Bestzug eine gegnerische Figur/Bauern schlägt.
- Figurwert bestimmen; Plausibilität, dass die schlagende Figur nicht sofort mit klarem Materialverlust verloren geht.
- Ergebnis: `tactic_type` = `win_piece` oder `win_pawn`.
- **Pin / Fesselung**
- Nach Bestzug: greift ein Läufer/Turm/Dame eine gegnerische Figur an, hinter der auf derselben Linie König oder wertvolle Figur steht?
- Ergebnis: `tactic_type` = `pin`.
- **Fork / Gabel**
- Greift die ziehende Figur gleichzeitig ≥2 wertvolle gegnerische Ziele (z.B. König+Dame, Dame+Turm, zwei Leichtfiguren)?
- Ergebnis: `tactic_type` = `fork`.
- **Skewer**
- Linienangriff, bei dem eine höherwertige Figur vor einer weniger wertvollen steht und nach Abzug Material fällt.
- Ergebnis: `tactic_type` = `skewer`.
- **Schach / direkte Drohung**
- Bestzug gibt Schach; ggf. kombinieren mit PV-Infos, wenn das Schach Materialgewinn erzwingt.
- Ergebnis: `tactic_type` = `check` oder kombiniert mit Material-Hinweis.
- **Hanging Piece**
- Nach Bestzug ist eine gegnerische Figur angegriffen und unzureichend gedeckt.
- Ergebnis: `tactic_type` = `hanging_piece`.
- **Weiche Motive (optional/später)**
- Aktivitätsverbesserung, Outpost-Kontrolle, Königssicherheit.
- Ergebnis: `tactic_type` = `improve_activity` o. Ä.
## Qualität, Priorisierung und Konfiguration
- **Konservativ** melden: lieber weniger Motive als falsche Treffer.
- **Priorisierung** (wenn mehrere Motive): Materialgewinn > Fork > Pin > Check > positionelle Motive.
- **Konfigurierbar**: Schwellwerte für Eval-Verlust, Materialdelta, Prioritätsregeln je Spielstärke.
## Verhalten bei "nichts gefunden"
- Leere Motivliste oder `tactic_type = "none"` liefern.
- Damit kann das bestehende System weiterhin neutralere Hinweise geben (z.B. „Aktivierungschance verpasst“).
## Integrationshinweise
- Modul wird zwischen Engine-Auswertung und LLM-Ausgabe aufgerufen.
- Nutzt bereitgestellte Bestzug- und PV-Daten; keine zusätzlichen Engine-Anfragen nötig.
- Output-Format so halten, dass LLM klar referenzieren kann, was mit dem Bestzug möglich gewesen wäre.
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@@ -15,6 +15,7 @@ import { GameAnalysisModal } from "./GameAnalysisModal";
import { GameOverModal, MoveHistoryItem } from "./GameOverModal"; import { GameOverModal, MoveHistoryItem } from "./GameOverModal";
import { Brain, ArrowLeft } from "lucide-react"; import { Brain, ArrowLeft } from "lucide-react";
import { CapturedPieces } from "./CapturedPieces"; import { CapturedPieces } from "./CapturedPieces";
import { detectMissedTactics, uciToSan } from "@/lib/tacticDetection";
interface ChessGameProps { interface ChessGameProps {
initialFen?: string; initialFen?: string;
@@ -328,6 +329,19 @@ export default function ChessGame({ initialFen, initialPgn, initialPersonality,
// 5. Complete the history item with computer's move data (only if we have evalP0) // 5. Complete the history item with computer's move data (only if we have evalP0)
if (partialHistoryItem && evalP0) { if (partialHistoryItem && evalP0) {
const isWhite = playerColor === 'white';
const evalBefore = isWhite ? evalP0.score : -evalP0.score;
const evalAfterPlayerMove = isWhite ? -p1Eval.score : p1Eval.score;
const cpLoss = evalBefore - evalAfterPlayerMove;
const bestMoveSan = uciToSan(fenP0, evalP0.bestMove);
const missedTactics = detectMissedTactics({
fen: fenP0,
playerColor,
playerMoveSan: moveResult.result.san,
bestMoveUci: evalP0.bestMove,
cpLoss,
});
const completeHistoryItem: MoveHistoryItem = { const completeHistoryItem: MoveHistoryItem = {
...partialHistoryItem, ...partialHistoryItem,
computerMove: compResult.result.san, computerMove: compResult.result.san,
@@ -339,6 +353,9 @@ export default function ChessGame({ initialFen, initialPgn, initialPersonality,
evalBefore: evalP0.score, evalBefore: evalP0.score,
evalAfter: p1Eval.score, evalAfter: p1Eval.score,
bestMove: evalP0.bestMove, bestMove: evalP0.bestMove,
bestMoveSan,
cpLoss,
missedTactics,
}; };
setMoveHistory(prev => [...prev, completeHistoryItem]); setMoveHistory(prev => [...prev, completeHistoryItem]);
} else { } else {
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@@ -4,6 +4,7 @@ import { useState, useEffect, useRef } from "react";
import { getGenAIModel } from "@/lib/gemini"; import { getGenAIModel } from "@/lib/gemini";
import { Loader2, X, Trophy, AlertTriangle, RefreshCw } from "lucide-react"; import { Loader2, X, Trophy, AlertTriangle, RefreshCw } from "lucide-react";
import { StockfishEvaluation } from "@/lib/stockfish"; import { StockfishEvaluation } from "@/lib/stockfish";
import { DetectedTactic } from "@/lib/tacticDetection";
import ReactMarkdown from "react-markdown"; import ReactMarkdown from "react-markdown";
export interface MoveHistoryItem { export interface MoveHistoryItem {
@@ -29,6 +30,10 @@ export interface MoveHistoryItem {
category?: 'inaccuracy' | 'mistake' | 'blunder'; category?: 'inaccuracy' | 'mistake' | 'blunder';
cpLoss?: number; cpLoss?: number;
// Missed tactical opportunities on the engine's best move
missedTactics?: DetectedTactic[];
bestMoveSan?: string | null;
// Legacy fields for backward compatibility (deprecated) // Legacy fields for backward compatibility (deprecated)
/** @deprecated Use playerMove instead */ /** @deprecated Use playerMove instead */
move?: string; move?: string;
@@ -77,6 +82,9 @@ export function GameOverModal({ result, winner, history, apiKey, language, onClo
let evalAfter: number; let evalAfter: number;
let playerMove: string; let playerMove: string;
let bestMove: string | undefined; let bestMove: string | undefined;
let bestMoveSan: string | null | undefined;
let missedTactics = item.missedTactics;
let cpLoss: number | undefined = item.cpLoss;
if (item.evalBeforePlayerMove && item.evalAfterPlayerMove) { if (item.evalBeforePlayerMove && item.evalAfterPlayerMove) {
// New enhanced format // New enhanced format
@@ -91,6 +99,7 @@ export function GameOverModal({ result, winner, history, apiKey, language, onClo
playerMove = item.playerMove; playerMove = item.playerMove;
bestMove = item.evalBeforePlayerMove.bestMove; bestMove = item.evalBeforePlayerMove.bestMove;
bestMoveSan = item.bestMoveSan;
} else { } else {
// Legacy format (backward compatibility) // Legacy format (backward compatibility)
evalBefore = item.evalBefore || 0; evalBefore = item.evalBefore || 0;
@@ -102,21 +111,24 @@ export function GameOverModal({ result, winner, history, apiKey, language, onClo
// Calculate centipawn loss // Calculate centipawn loss
// Positive delta = position got worse for player // Positive delta = position got worse for player
const delta = evalBefore - evalAfter; const delta = evalBefore - evalAfter;
const cpLossValue = cpLoss ?? delta;
let category: 'inaccuracy' | 'mistake' | 'blunder' | null = null; let category: 'inaccuracy' | 'mistake' | 'blunder' | null = null;
if (delta >= 300) category = 'blunder'; if (cpLossValue >= 300) category = 'blunder';
else if (delta >= 100) category = 'mistake'; else if (cpLossValue >= 100) category = 'mistake';
else if (delta >= 50) category = 'inaccuracy'; else if (cpLossValue >= 50) category = 'inaccuracy';
return { return {
...item, ...item,
category, category,
cpLoss: delta, cpLoss: cpLossValue,
// Ensure legacy fields are populated for display // Ensure legacy fields are populated for display
move: playerMove, move: playerMove,
evalBefore: evalBefore, evalBefore: evalBefore,
evalAfter: evalAfter, evalAfter: evalAfter,
bestMove: bestMove, bestMove: bestMove,
bestMoveSan,
missedTactics,
}; };
}).filter(item => item.category !== null) as MoveHistoryItem[]; }).filter(item => item.category !== null) as MoveHistoryItem[];
@@ -130,9 +142,23 @@ export function GameOverModal({ result, winner, history, apiKey, language, onClo
const mistakes = detectedMistakes.filter(m => m.category === 'mistake'); const mistakes = detectedMistakes.filter(m => m.category === 'mistake');
const inaccuracies = detectedMistakes.filter(m => m.category === 'inaccuracy'); const inaccuracies = detectedMistakes.filter(m => m.category === 'inaccuracy');
const mistakesText = detectedMistakes.map(m => const describeTactics = (tactics?: DetectedTactic[]) => {
`Move ${m.moveNumber}: ${m.move} (${m.category?.toUpperCase()}: -${Math.round(m.cpLoss || 0)}cp loss, eval ${Math.round(m.evalBefore || 0)}${Math.round(m.evalAfter || 0)}). Best was: ${m.bestMove}` if (!tactics || tactics.length === 0) return "";
).join("\n"); const meaningful = tactics.filter(t => t.tactic_type !== 'none');
if (meaningful.length === 0) return "";
return meaningful.map(t => {
const material = t.material_delta ? ` (~${t.material_delta}cp)` : '';
const pieces = t.piece_roles ? ` [${t.piece_roles.join(', ')}]` : '';
return `${t.tactic_type}${material}${pieces}`;
}).join('; ');
};
const mistakesText = detectedMistakes.map(m => {
const tacticSummary = describeTactics(m.missedTactics);
const bestMoveDisplay = m.bestMoveSan || m.bestMove || 'N/A';
const tacticNote = tacticSummary ? ` Tactics missed: ${tacticSummary}.` : '';
return `Move ${m.moveNumber}: ${m.move} (${m.category?.toUpperCase()}: -${Math.round(m.cpLoss || 0)}cp loss, eval ${Math.round(m.evalBefore || 0)}${Math.round(m.evalAfter || 0)}). Best was: ${bestMoveDisplay}.${tacticNote}`;
}).join("\n");
// Build a complete game narrative for better LLM analysis // Build a complete game narrative for better LLM analysis
const gameNarrative = history.map((item, idx) => { const gameNarrative = history.map((item, idx) => {
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import { Chess, Piece, Square } from "chess.js";
export type TacticType =
| "win_piece"
| "win_pawn"
| "pin"
| "fork"
| "skewer"
| "check"
| "hanging_piece"
| "none";
export type DetectedTactic = {
tactic_type: TacticType;
affected_squares?: Square[];
piece_roles?: string[];
material_delta?: number;
move: string; // SAN of the best move
};
export interface TacticDetectionInput {
fen: string;
playerColor: "white" | "black";
playerMoveSan: string;
bestMoveUci: string;
cpLoss?: number;
evalLossThreshold?: number;
}
const PIECE_VALUES: Record<Piece["type"], number> = {
p: 100,
n: 300,
b: 300,
r: 500,
q: 900,
k: 10000,
};
const FILES = ["a", "b", "c", "d", "e", "f", "g", "h"] as const;
function coordsToSquare(file: number, rank: number): Square | null {
if (file < 0 || file > 7 || rank < 0 || rank > 7) return null;
return `${FILES[file]}${rank + 1}` as Square;
}
function squareToCoords(square: Square): { file: number; rank: number } {
return { file: FILES.indexOf(square[0] as (typeof FILES)[number]), rank: parseInt(square[1]) - 1 };
}
function describePiece(piece: Piece | null): string | null {
if (!piece) return null;
const color = piece.color === "w" ? "white" : "black";
const nameMap: Record<Piece["type"], string> = {
p: "pawn",
n: "knight",
b: "bishop",
r: "rook",
q: "queen",
k: "king",
};
return `${color} ${nameMap[piece.type]}`;
}
function uciToMove(uci: string) {
return {
from: uci.substring(0, 2),
to: uci.substring(2, 4),
promotion: uci.length > 4 ? uci.substring(4, 5) : undefined,
};
}
export function uciToSan(fen: string, uci: string): string | null {
const chess = new Chess(fen);
const move = chess.move(uciToMove(uci));
return move ? move.san : null;
}
function collectAttacks(chess: Chess, color: "white" | "black") {
const attackers = new Map<Square, Square[]>();
const squares: Square[] = [];
for (let file = 0; file < 8; file++) {
for (let rank = 0; rank < 8; rank++) {
const square = coordsToSquare(file, rank);
if (!square) continue;
const piece = chess.get(square);
if (piece && piece.color === (color === "white" ? "w" : "b")) {
squares.push(square);
}
}
}
for (const square of squares) {
for (const target of attackedSquaresFromPiece(chess, square)) {
if (!attackers.has(target)) attackers.set(target, []);
attackers.get(target)!.push(square);
}
}
return attackers;
}
function attackedSquaresFromPiece(chess: Chess, square: Square): Square[] {
const piece = chess.get(square);
if (!piece) return [];
const attacks: Square[] = [];
const deltas = {
n: [
[1, 2],
[2, 1],
[2, -1],
[1, -2],
[-1, -2],
[-2, -1],
[-2, 1],
[-1, 2],
],
k: [
[1, 1],
[1, 0],
[1, -1],
[0, 1],
[0, -1],
[-1, 1],
[-1, 0],
[-1, -1],
],
} as const;
const colorForward = piece.color === "w" ? 1 : -1;
const { file, rank } = squareToCoords(square);
if (piece.type === "n" || piece.type === "k") {
for (const [df, dr] of deltas[piece.type]) {
const target = coordsToSquare(file + df, rank + dr);
if (target) attacks.push(target);
}
return attacks;
}
if (piece.type === "p") {
for (const df of [-1, 1]) {
const target = coordsToSquare(file + df, rank + colorForward);
if (target) attacks.push(target);
}
return attacks;
}
const directions: number[][] = [];
if (piece.type === "b" || piece.type === "q") {
directions.push([1, 1], [1, -1], [-1, 1], [-1, -1]);
}
if (piece.type === "r" || piece.type === "q") {
directions.push([1, 0], [-1, 0], [0, 1], [0, -1]);
}
for (const [df, dr] of directions) {
let step = 1;
while (true) {
const target = coordsToSquare(file + df * step, rank + dr * step);
if (!target) break;
attacks.push(target);
const occupier = chess.get(target);
if (occupier) break;
step++;
}
}
return attacks;
}
function detectCheck(chessAfter: Chess): DetectedTactic[] {
if (chessAfter.inCheck()) {
const lastMove = chessAfter.history({ verbose: true }).slice(-1)[0];
const moveSan = lastMove?.san ?? "";
return [
{
tactic_type: "check",
affected_squares: lastMove?.to ? [lastMove.to as Square] : undefined,
piece_roles: lastMove?.piece ? [describePiece({ color: lastMove.color, type: lastMove.piece } as Piece)!] : undefined,
move: moveSan,
},
];
}
return [];
}
function detectCapture(chessAfter: Chess, moveSan: string, cpThreshold: number): DetectedTactic[] {
const lastMove = chessAfter.history({ verbose: true }).slice(-1)[0];
if (!lastMove || !lastMove.captured) return [];
const capturedValue = PIECE_VALUES[lastMove.captured as Piece["type"]];
if (capturedValue < cpThreshold) return [];
// Conservative safety: ensure opponent has no immediate legal capture on the landing square
const immediateCounter = chessAfter.moves({ verbose: true }).filter(m => m.to === lastMove.to && m.flags.includes("c"));
if (immediateCounter.length > 0) return [];
const tactic: DetectedTactic = {
tactic_type: capturedValue >= 200 ? "win_piece" : "win_pawn",
affected_squares: lastMove.to ? [lastMove.to as Square] : undefined,
piece_roles: [
describePiece({ color: lastMove.color, type: lastMove.piece } as Piece)!,
describePiece({ color: lastMove.color === "w" ? "b" : "w", type: lastMove.captured } as Piece)!,
],
material_delta: capturedValue,
move: moveSan,
};
return [tactic];
}
function detectPinsAndSkewers(chessAfter: Chess, moverColor: "white" | "black", moveSan: string): DetectedTactic[] {
const results: DetectedTactic[] = [];
const mover = moverColor === "white" ? "w" : "b";
const opponent = moverColor === "white" ? "b" : "w";
const slidingTypes: Piece["type"][] = ["b", "r", "q"];
const directions: Record<Piece["type"], number[][]> = {
b: [[1, 1], [1, -1], [-1, 1], [-1, -1]],
r: [[1, 0], [-1, 0], [0, 1], [0, -1]],
q: [[1, 1], [1, -1], [-1, 1], [-1, -1], [1, 0], [-1, 0], [0, 1], [0, -1]],
n: [],
k: [],
p: [],
};
for (const file of FILES) {
for (let rank = 1; rank <= 8; rank++) {
const square = `${file}${rank}` as Square;
const piece = chessAfter.get(square);
if (!piece || piece.color !== mover || !slidingTypes.includes(piece.type)) continue;
for (const [df, dr] of directions[piece.type]) {
let step = 1;
let firstBlocked: { square: Square; piece: Piece } | null = null;
let secondBlocked: { square: Square; piece: Piece } | null = null;
const baseFile = FILES.indexOf(file);
const baseRank = rank - 1;
while (true) {
const next = coordsToSquare(baseFile + df * step, baseRank + dr * step);
if (!next) break;
const occupier = chessAfter.get(next);
if (occupier) {
if (!firstBlocked) {
firstBlocked = { square: next, piece: occupier };
} else {
secondBlocked = { square: next, piece: occupier };
break;
}
}
step++;
}
if (!firstBlocked || !secondBlocked) continue;
if (firstBlocked.piece.color === opponent && secondBlocked.piece.color === opponent) {
const firstValue = PIECE_VALUES[firstBlocked.piece.type];
const secondValue = PIECE_VALUES[secondBlocked.piece.type];
if (secondBlocked.piece.type === "k" || secondValue > firstValue) {
results.push({
tactic_type: "pin",
affected_squares: [firstBlocked.square, secondBlocked.square],
piece_roles: [describePiece(piece)!, describePiece(firstBlocked.piece)!, describePiece(secondBlocked.piece)!],
move: moveSan,
});
} else if (firstValue > secondValue && firstValue >= 500) {
results.push({
tactic_type: "skewer",
affected_squares: [firstBlocked.square, secondBlocked.square],
piece_roles: [describePiece(piece)!, describePiece(firstBlocked.piece)!, describePiece(secondBlocked.piece)!],
move: moveSan,
});
}
}
}
}
}
return results;
}
function detectFork(chessAfter: Chess, moverColor: "white" | "black", moveSan: string): DetectedTactic[] {
const lastMove = chessAfter.history({ verbose: true }).slice(-1)[0];
if (!lastMove?.to) return [];
const targetSquare = lastMove.to as Square;
const mover = moverColor === "white" ? "w" : "b";
const attackedSquares = attackedSquaresFromPiece(chessAfter, targetSquare);
const threatenedValuables = attackedSquares
.map(square => ({ square, piece: chessAfter.get(square) }))
.filter(item => item.piece && item.piece.color !== mover)
.map(item => ({ square: item.square, piece: item.piece as Piece, value: PIECE_VALUES[(item.piece as Piece).type] }))
.filter(item => item.value >= 300)
.sort((a, b) => b.value - a.value);
if (threatenedValuables.length < 2) return [];
const pieceDescriptions = threatenedValuables.slice(0, 2).map(v => describePiece(v.piece)!).filter(Boolean);
return [
{
tactic_type: "fork",
affected_squares: threatenedValuables.slice(0, 2).map(v => v.square),
piece_roles: pieceDescriptions,
move: moveSan,
},
];
}
function detectHangingPieces(chessAfter: Chess, moverColor: "white" | "black", moveSan: string): DetectedTactic[] {
const moverAttackers = collectAttacks(chessAfter, moverColor);
const opponentColor = moverColor === "white" ? "black" : "white";
const opponentAttackers = collectAttacks(chessAfter, opponentColor);
const results: DetectedTactic[] = [];
for (const [square, attackers] of moverAttackers) {
const targetPiece = chessAfter.get(square);
if (!targetPiece || targetPiece.color === (moverColor === "white" ? "w" : "b")) continue;
const defenders = opponentAttackers.get(square) || [];
if (attackers.length > 0 && defenders.length === 0) {
results.push({
tactic_type: "hanging_piece",
affected_squares: [square],
piece_roles: [describePiece(targetPiece)!],
material_delta: PIECE_VALUES[targetPiece.type],
move: moveSan,
});
}
}
return results;
}
export function detectMissedTactics({
fen,
playerColor,
playerMoveSan,
bestMoveUci,
cpLoss,
evalLossThreshold = 50,
}: TacticDetectionInput): DetectedTactic[] {
if (cpLoss !== undefined && cpLoss < evalLossThreshold) return [];
const bestMoveSan = uciToSan(fen, bestMoveUci);
if (!bestMoveSan || bestMoveSan === playerMoveSan) return [];
const chess = new Chess(fen);
const move = chess.move(uciToMove(bestMoveUci));
if (!move) return [];
const chessAfter = chess; // already has move applied
const detectionResults: DetectedTactic[] = [];
detectionResults.push(...detectCapture(chessAfter, move.san, 50));
detectionResults.push(...detectCheck(chessAfter));
detectionResults.push(...detectPinsAndSkewers(chessAfter, playerColor, move.san));
detectionResults.push(...detectFork(chessAfter, playerColor, move.san));
detectionResults.push(...detectHangingPieces(chessAfter, playerColor, move.san));
if (detectionResults.length === 0) {
return [{ tactic_type: "none", move: move.san }];
}
return detectionResults;
}