Aniruddha Deb

Rollerball Debrief

Since the semester is finally over, I think this is a good time to discuss my primary programming project over the last semester. This is unique enough to merit it’s own blog post: It’s something that impacted a lot of people at scale, and also something I believe is novel and required a metric ton of effort from my end to make a reality.

This is Rollerball, the COL333 competitive assignment for this semester.

Context

COL333 is a junior undergraduate/graduate bridge course in Artificial Intelligence, and one of the most valuable/fun courses undergrads do in their time. Multiple reasons why, primarily how cool the field is right now, the competitive assignments, and the joy of seeing algorithms you create do tasks better than you could.

As TAs, we had to make two quizzes, work on one assignment and help grade the midterm and endterm. Seems simple enough. However, this time I wanted to do something special. The competitive assignment for every COL333 course is very exciting for students. In my opinion, the last offering’s assignment was too simple, and basically ripped off an existing assignment with minor modifications and presented it to students.

I wanted to do something different. Something groundbreaking. Something that highlighted how IITD is on par with top universities when it comes to teaching, and how we are capable of rolling out our own assignments from scratch.

Enter Rollerball. An obscure chess variant I dug up during the free time at my internship, Rollerball seemed like the perfect fit. No bots or strategy guides existed for it. The only working implementation existed in Jocly, which used a generalized MCTS written in JS, so it was also near impossible to ape. It was venturing into the unknown, and exactly the kind of assignment bright minds would need to stay occupied. I quickly hacked up a working implementation in under a couple of weeks, and presented it the first time we had a TA meet.

There were supposed to be 5 assignments, and the second and fifth ones were competitive ones. The second assignment was a 4-mark warmup, while the last would be a 12-mark tournament. With the timeline set and consensus on what we should work on, I set out to wrap up the initial starter code.

Rollerball v1

The amount of engineering that went into developing this probably places it in my top 3 projects of all time. And I’ve done a lot of projects. Rollerball shaped up to be one of those assignments where the student code is smaller than the TA code, and for good reason.

To keep things modular, I started out by separating the engine and the UI, since we don’t need the UI while evaluating. The UI was then written in JavaScript and Vue, because chessboard.js is a very nice javascript chessboard library. This would then communicate with the client engine via WebSockets. I cooked up a small protocol based on UCI, and things were good to go. We had made the entire car, but we didn’t have an engine.

Deciding which language to code the engine in was tricky. Python was my first pick, because of how simple it is. WebSockets would also be well supported. However, the last offering’s assignment was in Python, and instead of developing a good algorithm, I went into optimization hell trying to create a bitboard for Connect 4. Python is a terrible language for programming a fast tree-search algorithm, and I didn’t want students to even consider that path.

Which meant the engine was going to be written in C++.

The first task was finding and creating a WebSocket library to communicate with the frontend. I settled on using websocketpp, which in turn used asio. These libraries were include-only, which meant students would be able to use a simple Makefile and wouldn’t have to get their hands dirty with CMake or other build systems. I had a small C++ client up and running, which communicated with the frontend.

The next step was to create the move generation and validation algorithms. This was the core of the engine. My personal requirements were speed and robustness. If you’ve done any chess programming, the standard board representation is via Bitboards, and the fastest way to generate moves is using Magic Bitboards and sliding piece attacks.

There was just one gripe: This was rollerball, not chess. Chess doesn’t have a gaping hole in the middle of the board. Chess doesn’t have pieces bouncing off the corners. Chess doesn’t have pieces whose direction of movement changes depending on their location. These issues threw any and all chess-specific programming out the window, and I was back to square one on deciding how to generate moves.

The first thing to notice was the four-fold symmetry. I mapped the squares on the board to integers, and created rotation maps: maps that would take one square to another when the board was rotated by 90 degrees. All I had to do now was generate moves for one quadrant, which was 10 squares. For a piece that didn’t lie in these ten squares, I’d apply the transformation on the board to get that piece into these ten squares, generate the moves in this transformed coordinate space, and then map the squares back using the inverse transform.

move generation

Note that there were 12 pieces, and 6 of them (the black ones) would seldom be in the first 10 squares. Rotation was also an expensive operation. Instead of rotating, the faster technique was to maintain four boards, each of which would contain a particular rotation (0, 90, 180, 270). Also maintain four area maps, which would map squares to which segment of the board they lay in, and which board should be used to generate their moves.

Now that move generation was a bit simplified, it was time to think of move representation. Skylake has 64 kB L1 cache per core, which is a lot. Ideally, the entire board should fit in a fraction of that space. Since this board was 7x7, I represented each coordinate with 3 bits. A position then took 8 bits, and a move took 16. The board would then contain piece positions (12 bytes), and four boards (for preventing range errors, I let the boards be 8x8 for now). The boards took 4x64 = 256 bytes each. This was encapsulated in a BoardData struct rather than the base Board struct. The BoardData struct now looked something like this:

struct BoardData {

    U8 w_rook_ws = pos(2,1);
    U8 w_rook_bs = pos(2,2);
    ...
    U8 b_pawn_ws = pos(4,5);
    U8 b_pawn_bs = pos(4,6);

    U8 board_0[64], board_90[64], board_180[64], board_270[64];
}

The board squares also had a representation of their own: two bits were reserved for color (white|black), and six bits for piece type. The piece type and color were one-hot encoded, so that you could use bitmasks to get and modify the type and color quickly.

We now had a very small board, and a way to generate moves. The actual move generation logic that I initially wrote was super messy. For the bishop, it was an if-else over the ten squares, and I manually pushed moves onto a stack depending on the case (This raised problems later). Checking for collisions for sliding pieces was also done manually, the brute-force way. Checking for reflections was also done via conditions.

The next step was move validation. This involved checking if the king was in check, and if it was, restricting the set of possible moves. The initial version bruteforced this: it would basically evaluate the tree upto one move (2 ply), checking each of the possible moves, and seeing if the king was under threat as a result of any of them. If it was, it would simply discard the original move that put it under check.

bool Board::under_threat(U8 piece_pos) const {
    auto pseudolegal_moves = this->get_pseudolegal_moves_for_side(
            this->data.player_to_play ^ (WHITE | BLACK)
        );
    for (auto move : pseudolegal_moves) {
        if (getp1(move) == piece_pos) {
            return true;
        }
    }
    return false;
}

All this to get a simple assignment out the door. And we weren’t done yet. The guidelines mentioned that people would be able to submit their assignments in C++, Python or Java. After dropping Java submissions because it was impossible to port the code to Java, we started working on a set of Python bindings. pybind3 was our tool of choice, and the bindings it generated were quite usable. We also issued an advisory that students submitting in python may face issues because python is inherently slower, so they are strongly advised to code in c++.

Finally, the small things remained. Note that there was no move validation or arbitration on the frontend, so how would the engine know that there was a checkmate? This was done via move validation before sending the move to the engine. Since the engine could not mutate the board passed to it, we would take the gold board and check if the move the engine returned was in the set of valid moves here. This was baked into the client. Another issue was timing: We had decided on giving a fixed 2 seconds per move, and there was ambiguity regarding what action to take if a user didn’t return a move in the fixed duration, or if the user didn’t return a valid move. These were fixed by consensus.

After this, I started working on the document. ChatGPT is great at TikZ, and after some prompting attempts, I had a cool-looking rollerball board in pure LaTeX (which is what was used to generate the diagram above :))

Other requests

There was a decision between having a fixed time limit per move, or giving each engine a time budget (as is done in chess). Previous iterations of the course had done the latter, while we believed doing and implementing the former was easier, as students would crib about their clock going out of sync with the clock on the arbiter. We would need to modify the protocol to sync the arbiter clock with the student clock at each move, and that would take time, which we didn’t have.

Other issues centered around keeping the board size flexible, as was done in all of the previous iterations of the prof’s course. I felt like this was more of a non-issue, as the final assignment would be competitive and centered around Deep Learning. Wishful thinking would inevitably come and bite me in the ass later.

A barrage of issues

Testing is a thing. There is a reason Facebook spends millions to maintain a farm of mobile phones to test their apps on, and there is a reason why software quality assurance is a job in and of itself. If 200 students play the game even ten times, they’ve just played it 2000 times in total. The probability of a bug popping up in those 2000 attempts is much more than it popping up in the less than hundred or so times I ran the game. The best I could do is urge my co-TAs to play around and stress test it (Which I don’t think anyone did).

And soon, the bugs started popping up one by one. My piazza started buzzing off the hook with bug reports, for things such as ‘Sir, my program isn’t compiling’ to ‘Sir, the bishop is moving weirdly’. Most annoying were the followup comments on bugs which I had fixed already, and just updating the code would have helped. I think we also made a mistake with distribution: The starter code was distributed via a zip on the course webpage, which linked to google drive. To push an update, I had to package the code and upload it to google drive. Another one of the many things I hoped to fix next time.

Rollerball v2

For version 2, we initially planned on making it deep-learning based. We’d provide PyTorch bindings. All these hopes were dashed when we walked into the Professor’s office to discuss the assignment.

Deep Learning is taught to them only for a week, and they simply won’t know how to use it practically. You should have said this before.

We’ll do what we did previously: Make 3 different boards, and run 3 different tournaments. I hope that’s not too much work, considering your code would be modular as we had discussed this possibility before.

I now had to refactor and include three boards, along with a UI for them. There goes my weekend!

The big refactor

There was a huge checklist of things to get done. Some of these were hard requirements, and some were things that would be nice to have. In no particular order, here was the list of things I got done:

  • Three Boards: There would be a 8x4 board (8x8 with a 4x4 hole in the middle), and a 8x2 board in addition to the 7x3 board we already had. Each board would have a different tournament, and the final scores would be summed across all three tournaments.

  • Fixing the clock: We’d move to giving each user a time budget, and syncing the clocks at each move. This would require adding a time field in the protocol, and maintaining a clock in the engine.

  • Move validation on the Arbiter: Since we would extend the A2 arbiter for move validation and since it was written in C++, we could plug in the same board library. Validating the moves on the client side was no longer a requirement.

  • Knight moves: We planned on introducing a Knight to the 8x2 board. The knight would move in the same manner as a chess knight, and would be able to jump and ignore directions. We would need to create a new piece type, allocate a new bit to it and create a new method to generate moves for it.

  • Better UI: The UI was hacky. It didn’t maintain state properly, and had to be reloaded and reconnected to bots every time a new game was to be started. I wanted to create state machines for the connection and game in the UI so that we could connect/disconnect and start games on demand.

  • More robust move generation: Since board layouts were going to be generalized, we could no longer do a hacky if-else over the squares to generate moves. Cleaning up that code would also remove any hidden bugs in the move generation

  • Tournament Rules: Deciding on seeding, tournament allocations, group stage matchups etc. Points scoring. This was less of code and more of decision making.

  • Generalized Pawn Promotion: Each board would have it’s own squares for pawn promotion, and we would need to generate moves keeping that in mind.

  • Distribution: We’d distribute the source code over Git this time. It’s easier to push updates.

What followed were five days of pure coding. In a feat reminiscent to the Seven days of creation, I spent two days doing a variable-sized board the right way, by creating board maps and rotation matrices for 8x8 boards.

constexpr U8 board_8_2[64] = {
    3, 2, 2, 2, 2, 2, 2, 2,
    3, 3, 2, 2, 2, 2, 2, 5,
    3, 3, 3, 2, 2, 2, 5, 5,
    3, 3, 3, 1, 1, 5, 5, 5,
    3, 3, 3, 1, 1, 5, 5, 5,
    3, 3, 4, 4, 4, 5, 5, 5,
    3, 4, 4, 4, 4, 4, 5, 5,
    4, 4, 4, 4, 4, 4, 4, 5
};

// ...

constexpr U8 cw_90_8x8[64] = {
    56, 48, 40, 32, 24, 16, 8,  0,
    57, 49, 41, 33, 25, 17, 9,  1,
    58, 50, 42, 34, 26, 18, 10, 2,
    59, 51, 43, 35, 27, 19, 11, 3,
    60, 52, 44, 36, 28, 20, 12, 4,
    61, 53, 45, 37, 29, 21, 13, 5,
    62, 54, 46, 38, 30, 22, 14, 6,
    63, 55, 47, 39, 31, 23, 15, 7
};

// ...

our BoardData struct would now have pointers to the rotation matrices, and the board map and board type.

struct BoardData {
    ...

    // Variables that record the game status and configuration.
    BoardType board_type = SEVEN_THREE;
    U8 *board_mask;

    // Transformation arrays for 90, 180, and 270 degree rotations of the matrix.
    U8 *transform_array[4];
    U8 *inverse_transform_array[4];

    ...
};

BoardData also had a lot of new pieces and pawns, so we used the suffixes _1, _2 … instead of _ws, _bs (white square / black square). We also had to change the DEAD constant from pos(7,7) to 0xff because the (7,7) square would now be in use.

The next step was cleaning up the move generation. The king move generation was okay, using a loop around the king with a range/piece check. I copied this over for the knight. Rook and bishop move generation had to be rewritten almost from scratch, taking me a couple hours to implement and debug.

Pawn promotion was a bit trickier. I created an array to store the squares where pawns can be promoted, and did an inclusion check to see if the final position is in these two/three squares, and if the square is opposite the color.

It was mostly smooth sailing after this point. Once I was confident the moves were okay, I started testing other boards. Ironing out the kinks across boards took a day, mostly due to some annoying small things. We had to leave out promotions to knight in the larger board because only two bits were reserved for promotions in moves. I then added the time, redid the engine so that it inherited from the AbstractEngine class, and people could now modify the header file (something they raised on Piazza previously). Two-sided timing was also implemented.

Once the board was done, I moved on to redoing the UI. This took one and a half days, mostly because my Vue was very rusty. First course of action was to formalize the state, and then write the functions that would modify state. Once I made sure this was robust (with some logging to console), I laid out the UI and started tying the UI components to the code. Once the UI was done, it was time to integration test: I spun up two bots, and tried to disconnect and connect.

As usual, nothing worked the first time. Stopping the game merely stopped the timer, but the bots kept playing with each other. I had around a day left, and needed to wrap this up pronto. Cue another day of frustratedly debugging JS, and I was finally done. I still think the UI came out very neat, supporting switching between three boards, a timer, and multiplayer connections across different machines. Most importantly, I had made this nearly from scratch, and I never considered myself much of a frontend designer. Being a full stack engineer is it’s own reward :)

Fewer bugs

This time, the release was not as turbulent. There were way fewer bugs, and most bugs were a consequence of student code.

Unfortunately, impressions stick. I got the feeling that students perceived that if a bug popped up, it was there in the TA code instead of in their code, as there were quite a few bugs in the first iteration. Other than logistic doubts, there were very few updates pushed this time, and I’m happy the code stood up.

Conclusion

This was not all that went into creating Rollerball: We had to develop TA bots, an arbiter, an evaluation framework and finally seed and run the tournaments. This was a team effort after all, and these things wouldn’t have been possible without the other TAs on this assignment.

I’m quite pleased with how this turned out. Was it hectic? Sure. Was there a better way to spend my time? Yes. I had to give up quite a bit of my life to make this happen. Would I do it again? Probably not. Doing it once is enough pain.

Every cloud has a silver lining, though. In terms of pushing my engineering skills, very little comes close to creating, deploying and managing an assignment like this, and I’m happy I got the chance to do so.

If you want to try your hand at this, the starter code is here, and the assignment guidelines for A2 and A5 are public. Happy Hacking!