Chess.com Bot — With Evaluation Bar (Updated Stockfish) newer

thehackerclient
2025-09-29T09:57:32Z

Improved userscript: top 3 moves & threats, persistent settings, debounce/throttle, safer engine lifecycle, promotion handling, better board detection, min/max delay, and real-time evaluation bar. Now using updated Stockfish from a new resource.

1. What this script does

This is for Chess.com that integrates Stockfish to analyze games in real-time. Key features:

Dynamic Time Management: Adjusts thinking time based on opening/middlegame/endgame.

Stockfish Settings: Configurable threads and hash.

Move Classification: Labels moves as Best, Excellent, Good, Mistake, Blunder, etc., using centipawn loss.

Highlighting: Shows top moves, threats, and PV (principal variation) visually on the board.

Auto-Move: Can move pieces automatically if enabled.

GUI: Provides a slider for depth, inputs for threads/hash, and buttons for reload/analyze.

2. Technical Strengths

Modern Stockfish Integration: Uses CDN for web worker—avoids local file dependency.

Robust board detection: Checks multiple selectors, works on standard and flipped boards.

Dynamic evaluation: Uses centipawn thresholds and mate detection for move classification.

Smart engine restart: Safely reloads Stockfish if threads/hash are changed.

Throttling/debouncing: Prevents excessive engine calls and ensures smooth performance.

Visual feedback: Highlights moves and threats for intuitive analysis.

3. Configurations

Threads = 4, Hash = 256 MB:

Threads: Uses 4 cores; fine for most modern quad-core CPUs.

Hash: 256 MB is enough for light to medium analysis but will recalc positions for very deep searches.

These values are safe for casual/medium analysis, but if you want longer deeper analysis, increasing hash (e.g., 1024 MB) would improve performance.

Depth = 18:

Reasonably deep; engines can calculate strong moves, especially for level 8–12 analysis.

Combined with Stockfish worker, this should be responsive.

Dynamic delays (1–3s):

Makes the bot look more human-like.

Shorter times for early moves, longer times for complex middlegame positions.