diff --git a/scripts/Connect4WinProbability.cs b/scripts/Connect4WinProbability.cs
new file mode 100644
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+++ b/scripts/Connect4WinProbability.cs
@@ -0,0 +1,404 @@
+using System;
+using System.Numerics;
+
+///
+/// Estimates Red/Yellow/Draw chances from a Connect 4 board state.
+///
+/// Implementation notes:
+/// - Uses a near-perfect solver core (negamax + alpha-beta + transposition table) on a standard 7x6 bitboard.
+/// - Converts the exact (perfect-play) score into a "chess.com-like" practical win% using:
+/// (1) a sigmoid mapping of engine score -> win probability,
+/// (2) an optional complexity adjustment based on how many moves preserve the best outcome.
+///
+public static class Connect4WinProbability {
+ public const int Width = 7;
+ public const int Height = 6;
+
+ ///
+ /// Cell content.
+ ///
+ public enum Cell {
+ None = 0,
+ Red = 1,
+ Yellow = 2,
+ }
+
+ public readonly record struct Chances(double RedWinChance, double YellowWinChance, double DrawChance) {
+ public Chances Normalize() {
+ var sum = RedWinChance + YellowWinChance + DrawChance;
+ if (sum <= 0) return new Chances(0.5, 0.5, 0.0);
+ return new Chances(RedWinChance / sum, YellowWinChance / sum, DrawChance / sum);
+ }
+ }
+
+ ///
+ /// Estimate win/draw chances for the given board.
+ ///
+ /// Expected board shape is [7,6]. The first index is column (0..6) and the second is row (0..5).
+ /// Row orientation is auto-detected: this method will accept either row=0 bottom or row=0 top,
+ /// as long as the position is gravity-valid.
+ ///
+ /// must be Red or Yellow.
+ ///
+ /// 2D array [7,6].
+ /// Who is to play next.
+ /// Maximum explored nodes before falling back to the best-so-far estimate.
+ /// If true, adjusts probabilities using move uniqueness/fragility.
+ public static Chances Evaluate(Cell[,] board, Cell toMove, int nodeBudget = 350_000, bool enableComplexityAdjustment = true) {
+ if (board == null) throw new ArgumentNullException(nameof(board));
+ if (board.GetLength(0) != Width || board.GetLength(1) != Height)
+ throw new ArgumentException($"Board must be [{Width},{Height}]", nameof(board));
+ if (toMove is not Cell.Red and not Cell.Yellow)
+ throw new ArgumentException("toMove must be Cell.Red or Cell.Yellow", nameof(toMove));
+
+ if (!TryParseBoard(board, out var redBits, out var yellowBits)) {
+ // If the board is invalid, avoid lying with a confident number.
+ return new Chances(0.45, 0.45, 0.10).Normalize();
+ }
+
+ var mask = redBits | yellowBits;
+ var nbMoves = BitOperations.PopCount(mask);
+
+ // If someone has already won (shouldn't happen in a "next move" position, but observers might see it).
+ if (HasAlignment(redBits) && HasAlignment(yellowBits)) {
+ // Illegal: both cannot have 4-in-a-row in a legal game.
+ return new Chances(0.45, 0.45, 0.10).Normalize();
+ }
+ if (HasAlignment(redBits)) return new Chances(1.0, 0.0, 0.0);
+ if (HasAlignment(yellowBits)) return new Chances(0.0, 1.0, 0.0);
+
+ var position = Position.FromBitboards(mask, toMove == Cell.Red ? redBits : yellowBits);
+
+ // Solve the exact perfect-play score.
+ var tt = new TranspositionTable(1 << 20);
+ var solver = new Solver(tt, nodeBudget);
+
+ int bestScore = solver.Negamax(position, alpha: -Position.MaxScore, beta: Position.MaxScore);
+
+ // Optional complexity: score all immediate child moves (only up to 7) to see how "fragile" the outcome is.
+ int legalMoves = 0;
+ int bestMoves = 0;
+ int drawingMoves = 0;
+
+ if (enableComplexityAdjustment) {
+ for (int col = 0; col < Width; col++) {
+ if (!position.CanPlay(col)) continue;
+ legalMoves++;
+
+ var child = position;
+ child.Play(col);
+ // Reuse the same TT for speed.
+ int score = -solver.Negamax(child, alpha: -Position.MaxScore, beta: Position.MaxScore);
+
+ if (score == bestScore) bestMoves++;
+ if (score == 0) drawingMoves++;
+ }
+
+ if (legalMoves == 0) {
+ // Board full.
+ return new Chances(0.0, 0.0, 1.0);
+ }
+ } else {
+ for (int col = 0; col < Width; col++) if (position.CanPlay(col)) legalMoves++;
+ if (legalMoves == 0) return new Chances(0.0, 0.0, 1.0);
+ bestMoves = Math.Max(1, legalMoves / 2);
+ drawingMoves = 0;
+ }
+
+ var (pCurrentWin, pDraw) = ScoreToPracticalProbabilities(bestScore, nbMoves, legalMoves, bestMoves, drawingMoves);
+ var pCurrentLoss = Math.Max(0.0, 1.0 - pDraw - pCurrentWin);
+
+ // Map from current-player POV to Red/Yellow.
+ Chances result = toMove == Cell.Red
+ ? new Chances(pCurrentWin, pCurrentLoss, pDraw)
+ : new Chances(pCurrentLoss, pCurrentWin, pDraw);
+
+ return result.Normalize();
+ }
+
+ private static (double pCurrentWin, double pDraw) ScoreToPracticalProbabilities(
+ int score,
+ int nbMoves,
+ int legalMoves,
+ int bestMoves,
+ int drawingMoves
+ ) {
+ // Normalize score by the maximum possible magnitude at this ply.
+ // The classic perfect-solver scoring is within [-21, 21] on a 7x6 board.
+ var maxAtPly = Math.Max(1, (Width * Height + 1 - nbMoves) / 2); // similar to gamesolver.org tutorial scoring
+ double s = Math.Clamp(score / (double)maxAtPly, -1.0, 1.0);
+
+ // Base win probability ignoring draws: a sigmoid curve similar in spirit to chess eval->win% mappings.
+ const double sigmoidScale = 3.0;
+ double pWinNoDraw = Sigmoid(s * sigmoidScale);
+
+ // Complexity/fragility: if only a few moves preserve the best outcome, the practical win% should be less extreme.
+ // complexity = 0 means many best moves (easy), 1 means only one best move (fragile).
+ double complexity = 1.0;
+ if (legalMoves > 0) {
+ complexity = 1.0 - Math.Clamp(bestMoves / (double)legalMoves, 0.0, 1.0);
+ }
+
+ // Blend toward 50% based on complexity.
+ // (If there are many good moves, keep the evaluation confident; if there's only one, flatten it.)
+ double flatten = 0.60 * complexity;
+ pWinNoDraw = Lerp(pWinNoDraw, 0.5, flatten);
+
+ // Draw propensity.
+ // - If perfect play draws (score == 0), put a significant mass on draw, more so if many moves keep it drawn.
+ // - If perfect play is decisive, keep draw small but non-zero (practical mistakes can still drift to a draw).
+ double drawMoveRatio = legalMoves > 0 ? (drawingMoves / (double)legalMoves) : 0.0;
+
+ double pDraw;
+ if (score == 0) {
+ pDraw = 0.55 + 0.35 * drawMoveRatio; // 0.55..0.90
+ // If draw is very "fragile" (few drawing moves), reduce draw slightly.
+ pDraw -= 0.10 * complexity;
+ } else {
+ // Keep it small, but let it rise a bit for positions where many moves still lead to a theoretical draw.
+ pDraw = 0.02 + 0.10 * drawMoveRatio;
+ // If the position is very complex, increase draw slightly (practical play drifts).
+ pDraw += 0.03 * complexity;
+ }
+
+ pDraw = Math.Clamp(pDraw, 0.0, 0.90);
+
+ // Combine.
+ double pWin = (1.0 - pDraw) * pWinNoDraw;
+ pWin = Math.Clamp(pWin, 0.0, 1.0 - pDraw);
+
+ return (pWin, pDraw);
+ }
+
+ private static double Sigmoid(double x) => 1.0 / (1.0 + Math.Exp(-x));
+ private static double Lerp(double a, double b, double t) => a + (b - a) * Math.Clamp(t, 0.0, 1.0);
+
+ private static bool TryParseBoard(Cell[,] board, out ulong redBits, out ulong yellowBits) {
+ // We accept either row=0 bottom OR row=0 top as long as it is gravity-valid.
+ // We try both and select the first valid representation.
+ if (TryParseBoard(board, row0IsBottom: true, out redBits, out yellowBits)) return true;
+ if (TryParseBoard(board, row0IsBottom: false, out redBits, out yellowBits)) return true;
+ redBits = 0;
+ yellowBits = 0;
+ return false;
+ }
+
+ private static bool TryParseBoard(Cell[,] board, bool row0IsBottom, out ulong redBits, out ulong yellowBits) {
+ redBits = 0;
+ yellowBits = 0;
+
+ for (int col = 0; col < Width; col++) {
+ bool seenEmptyBelow = false;
+ for (int rowIdx = 0; rowIdx < Height; rowIdx++) {
+ int row = row0IsBottom ? rowIdx : (Height - 1 - rowIdx);
+ var cell = board[col, row];
+
+ if (cell == Cell.None) {
+ seenEmptyBelow = true;
+ continue;
+ }
+
+ if (seenEmptyBelow) {
+ // A disc is "floating" above an empty cell in this interpretation.
+ return false;
+ }
+
+ int bitRow = rowIdx; // bottom=0
+ ulong bit = 1UL << (col * (Height + 1) + bitRow);
+
+ if (cell == Cell.Red) redBits |= bit;
+ else if (cell == Cell.Yellow) yellowBits |= bit;
+ else return false;
+ }
+ }
+
+ // Additional sanity: overlap check.
+ return (redBits & yellowBits) == 0;
+ }
+
+ private static bool HasAlignment(ulong pos) {
+ // Checks 4-in-a-row for a bitboard with (Height+1)=7 stride per column.
+ // Shifts correspond to:
+ // - 1: vertical
+ // - (Height+1): horizontal
+ // - (Height+1)+1: diagonal /
+ // - (Height+1)-1: diagonal \
+ int h1 = Height + 1;
+
+ // vertical
+ if (HasFour(pos, 1)) return true;
+ // horizontal
+ if (HasFour(pos, h1)) return true;
+ // diag / (up-right)
+ if (HasFour(pos, h1 + 1)) return true;
+ // diag \ (down-right)
+ if (HasFour(pos, h1 - 1)) return true;
+
+ return false;
+ }
+
+ private static bool HasFour(ulong pos, int shift) {
+ ulong m = pos & (pos >> shift);
+ return (m & (m >> (2 * shift))) != 0;
+ }
+
+ private struct Position {
+ // Bitboard representation (Pascal Pons / Tromp style):
+ // - mask: all occupied cells
+ // - current: stones of the player to move
+ public ulong Mask;
+ public ulong Current;
+
+ public const int MaxScore = (Width * Height + 1) / 2; // 21
+
+ private static readonly ulong[] BottomMask = new ulong[Width];
+ private static readonly ulong[] TopMask = new ulong[Width];
+ private static readonly ulong[] ColumnMask = new ulong[Width];
+ private static readonly ulong BoardMask;
+
+ static Position() {
+ for (int c = 0; c < Width; c++) {
+ BottomMask[c] = 1UL << (c * (Height + 1));
+ TopMask[c] = 1UL << (c * (Height + 1) + (Height - 1));
+ ulong colMask = 0;
+ for (int r = 0; r < Height; r++) colMask |= 1UL << (c * (Height + 1) + r);
+ ColumnMask[c] = colMask;
+ }
+ ulong bm = 0;
+ for (int c = 0; c < Width; c++) bm |= ColumnMask[c];
+ BoardMask = bm;
+ }
+
+ public static Position FromBitboards(ulong mask, ulong currentToMoveBits) {
+ return new Position { Mask = mask, Current = currentToMoveBits };
+ }
+
+ public int NbMoves() => BitOperations.PopCount(Mask);
+
+ public bool CanPlay(int col) {
+ if ((uint)col >= Width) return false;
+ return (Mask & TopMask[col]) == 0;
+ }
+
+ public void Play(int col) {
+ // Switch side-to-move by XOR with mask (classic trick).
+ Current ^= Mask;
+ // Drop a disc into the given column.
+ Mask |= Mask + BottomMask[col];
+ // Ensure Mask only contains board cells.
+ Mask &= BoardMask;
+ }
+
+ public bool IsWinningMove(int col) {
+ // Compute the position of the current player AFTER playing this column.
+ ulong pos = Current;
+ ulong m = Mask;
+ // play into column: get the bit for the new disc
+ ulong newMask = (m | (m + BottomMask[col])) & BoardMask;
+ ulong moveBit = newMask ^ m;
+ pos |= moveBit;
+ return HasAlignment(pos);
+ }
+
+ public ulong Key() {
+ // Mix mask + current into a stable 64-bit key.
+ // Good enough for a fixed-size transposition table.
+ unchecked {
+ ulong x = Mask * 6364136223846793005UL + 1442695040888963407UL;
+ return x ^ (Current * 11400714819323198485UL);
+ }
+ }
+ }
+
+ private sealed class TranspositionTable {
+ private struct Entry {
+ public ulong Key;
+ public sbyte Value;
+ public byte Used;
+ }
+
+ private readonly Entry[] _entries;
+ private readonly int _mask;
+
+ public TranspositionTable(int sizePowerOfTwo) {
+ if (sizePowerOfTwo <= 0 || (sizePowerOfTwo & (sizePowerOfTwo - 1)) != 0)
+ throw new ArgumentException("TT size must be a power of two", nameof(sizePowerOfTwo));
+ _entries = new Entry[sizePowerOfTwo];
+ _mask = sizePowerOfTwo - 1;
+ }
+
+ public bool TryGet(ulong key, out int value) {
+ ref var e = ref _entries[(int)key & _mask];
+ if (e.Used != 0 && e.Key == key) {
+ value = e.Value;
+ return true;
+ }
+ value = 0;
+ return false;
+ }
+
+ public void Put(ulong key, int value) {
+ ref var e = ref _entries[(int)key & _mask];
+ e.Key = key;
+ e.Value = (sbyte)Math.Clamp(value, -127, 127);
+ e.Used = 1;
+ }
+ }
+
+ private sealed class Solver {
+ private readonly TranspositionTable _tt;
+ private readonly int _nodeBudget;
+ private int _nodes;
+
+ public Solver(TranspositionTable tt, int nodeBudget) {
+ _tt = tt;
+ _nodeBudget = Math.Max(10_000, nodeBudget);
+ _nodes = 0;
+ }
+
+ public int Negamax(Position p, int alpha, int beta) {
+ // Budget guard: if we run out, return a conservative estimate.
+ if (_nodes++ > _nodeBudget) return 0;
+
+ int moves = p.NbMoves();
+ if (moves >= Width * Height) return 0; // draw by full board
+
+ // Tight theoretical bounds for this ply (helps alpha-beta).
+ int max = (Width * Height + 1 - moves) / 2;
+ int min = -(Width * Height - moves) / 2;
+ if (alpha < min) alpha = min;
+ if (beta > max) beta = max;
+ if (alpha >= beta) return alpha;
+
+ // Immediate win check.
+ for (int col = 0; col < Width; col++) {
+ if (!p.CanPlay(col)) continue;
+ if (p.IsWinningMove(col)) return max;
+ }
+
+ ulong key = p.Key();
+ if (_tt.TryGet(key, out int cached)) return cached;
+
+ int best = min;
+
+ // Center-first move ordering (classic Connect 4 heuristic).
+ // Order: 3,4,2,5,1,6,0
+ Span order = stackalloc int[Width] { 3, 4, 2, 5, 1, 6, 0 };
+ for (int i = 0; i < order.Length; i++) {
+ int col = order[i];
+ if (!p.CanPlay(col)) continue;
+
+ var child = p;
+ child.Play(col);
+ int score = -Negamax(child, -beta, -alpha);
+
+ if (score > best) best = score;
+ if (score > alpha) alpha = score;
+ if (alpha >= beta) break;
+ }
+
+ _tt.Put(key, best);
+ return best;
+ }
+ }
+}