Further optimize this script, and debug:

```
import chess
import chess.engine
import chess.syzygy
import chess.polyglot
import random
import time
import concurrent.futures
from typing import Optional, Tuple, List, Dict
import math
import logging
from collections import defaultdict
import os

import torch
import torch.nn as nn
import torch.nn.functional as F

# --- Initialize Logging ---
logging.basicConfig(
    level=logging.INFO,
    format='%(asctime)s - %(levelname)s - %(message)s',
    handlers=[
        logging.FileHandler("devilgambit_engine.log"),
        logging.StreamHandler()
    ]
)

# --- Define Piece Values ---
PIECE_VALUES = {
    chess.PAWN: 100,
    chess.KNIGHT: 320,
    chess.BISHOP: 330,
    chess.ROOK: 500,
    chess.QUEEN: 900,
    chess.KING: 20000
}

# --- Define Piece-Square Tables ---
# Simplified example tables; in practice, use more refined tables
PIECE_SQUARE_TABLES = {
    chess.PAWN: [
        0, 0, 0, 0, 0, 0, 0, 0,
        50, 50, 50, 50, 50, 50, 50, 50,
        10, 10, 20, 30, 30, 20, 10, 10,
        5, 5, 10, 25, 25, 10, 5, 5,
        0, 0, 0, 20, 20, 0, 0, 0,
        5, -5, -10, 0, 0, -10, -5, 5,
        5, 10, 10, -20, -20, 10, 10, 5,
        0, 0, 0, 0, 0, 0, 0, 0
    ],
    chess.KNIGHT: [
        -50, -40, -30, -30, -30, -30, -40, -50,
        -40, -20, 0, 5, 5, 0, -20, -40,
        -30, 5, 10, 15, 15, 10, 5, -30,
        -30, 0, 15, 20, 20, 15, 0, -30,
        -30, 5, 15, 20, 20, 15, 5, -30,
        -30, 0, 10, 15, 15, 10, 0, -30,
        -40, -20, 0, 0, 0, 0, -20, -40,
        -50, -40, -30, -30, -30, -30, -40, -50
    ],
    chess.BISHOP: [
        -20, -10, -10, -10, -10, -10, -10, -20,
        -10, 5, 0, 0, 0, 0, 5, -10,
        -10, 10, 10, 10, 10, 10, 10, -10,
        -10, 0, 10, 10, 10, 10, 0, -10,
        -10, 5, 5, 10, 10, 5, 5, -10,
        -10, 0, 5, 10, 10, 5, 0, -10,
        -10, 0, 0, 0, 0, 0, 0, -10,
        -20, -10, -10, -10, -10, -10, -10, -20
    ],
    chess.ROOK: [
        0, 0, 0, 0, 0, 0, 0, 0,
        5, 10, 10, 10, 10, 10, 10, 5,
        -5, 0, 0, 0, 0, 0, 0, -5,
        -5, 0, 0, 0, 0, 0, 0, -5,
        -5, 0, 0, 0, 0, 0, 0, -5,
        -5, 0, 0, 0, 0, 0, 0, -5,
        -5, 0, 0, 0, 0, 0, 0, -5,
        0, 0, 0, 5, 5, 0, 0, 0
    ],
    chess.QUEEN: [
        -20, -10, -10, -5, -5, -10, -10, -20,
        -10, 0, 0, 0, 0, 0, 0, -10,
        -10, 0, 5, 5, 5, 5, 0, -10,
        -5, 0, 5, 5, 5, 5, 0, -5,
        0, 0, 5, 5, 5, 5, 0, -5,
        -10, 5, 5, 5, 5, 5, 0, -10,
        -10, 0, 5, 0, 0, 0, 0, -10,
        -20, -10, -10, -5, -5, -10, -10, -20
    ],
    chess.KING: [
        -30, -40, -40, -50, -50, -40, -40, -30,
        -30, -40, -40, -50, -50, -40, -40, -30,
        -30, -40, -40, -50, -50, -40, -40, -30,
        -30, -40, -40, -50, -50, -40, -40, -30,
        -20, -30, -30, -40, -40, -30, -30, -20,
        -10, -20, -20, -20, -20, -20, -20, -10,
        20, 20, 0, 0, 0, 0, 20, 20,
        20, 30, 10, 0, 0, 10, 30, 20
    ]
}

# --- Neural Network Definition ---

class ResidualBlock(nn.Module):
    def __init__(self, features):
        super(ResidualBlock, self).__init__()
        self.conv1 = nn.Conv2d(features, features, kernel_size=3, padding=1)
        self.bn1 = nn.BatchNorm2d(features)
        self.conv2 = nn.Conv2d(features, features, kernel_size=3, padding=1)
        self.bn2 = nn.BatchNorm2d(features)

    def forward(self, x):
        residual = x
        out = F.relu(self.bn1(self.conv1(x)))
        out = self.bn2(self.conv2(out))
        out += residual
        out = F.relu(out)
        return out

class ChessNet(nn.Module):
    def __init__(self, num_residual_blocks=20):
        super(ChessNet, self).__init__()
        self.conv1 = nn.Conv2d(14, 256, kernel_size=3, padding=1)  # 14 feature planes
        self.bn1 = nn.BatchNorm2d(256)
        self.residual_blocks = nn.Sequential(
            *[ResidualBlock(256) for _ in range(num_residual_blocks)]
        )
        self.policy_head = nn.Conv2d(256, 2, kernel_size=1)
        self.policy_bn = nn.BatchNorm2d(2)
        self.policy_fc = nn.Linear(2 * 8 * 8, 1968)  # 1968 possible moves in chess
        self.value_head = nn.Conv2d(256, 1, kernel_size=1)
        self.value_bn = nn.BatchNorm2d(1)
        self.value_fc1 = nn.Linear(1 * 8 * 8, 256)
        self.value_fc2 = nn.Linear(256, 1)

    def forward(self, x):
        x = F.relu(self.bn1(self.conv1(x)))
        x = self.residual_blocks(x)
        
        # Policy Head
        p = F.relu(self.policy_bn(self.policy_head(x)))
        p = p.view(-1, 2 * 8 * 8)
        p = self.policy_fc(p)
        p = F.log_softmax(p, dim=1)
        
        # Value Head
        v = F.relu(self.value_bn(self.value_head(x)))
        v = v.view(-1, 1 * 8 * 8)
        v = F.relu(self.value_fc1(v))
        v = torch.tanh(self.value_fc2(v))
        
        return p, v

# --- Zobrist Hashing Implementation ---
random.seed(0)  # For reproducibility

# Total of 12 piece types (6 for white, 6 for black)
ZOBRIST_TABLE = [[[random.getrandbits(64) for _ in range(12)] for _ in range(64)] for _ in range(2)]  # [color][square][piece]

# Castling rights: K, Q, k, q -> 16 possibilities (each can be present or not)
ZOBRIST_CASTLING = [random.getrandbits(64) for _ in range(16)]

# En passant: 8 possible files
ZOBRIST_ENPASSANT = [random.getrandbits(64) for _ in range(8)]

ZOBRIST_BLACK_TO_MOVE = random.getrandbits(64)

def compute_zobrist_hash(board: chess.Board) -> int:
    h = 0
    for square in chess.SQUARES:
        piece = board.piece_at(square)
        if piece:
            piece_index = piece.piece_type - 1 + (6 if piece.color == chess.BLACK else 0)
            if piece_index < 12:
                h ^= ZOBRIST_TABLE[piece.color][square][piece_index % 12]
            else:
                logging.warning(f"Unexpected piece index: {piece_index}")
    # Castling rights: index based on presence of KQkq
    castling = (
        (1 if board.has_kingside_castling_rights(chess.WHITE) else 0) |
        (2 if board.has_queenside_castling_rights(chess.WHITE) else 0) |
        (4 if board.has_kingside_castling_rights(chess.BLACK) else 0) |
        (8 if board.has_queenside_castling_rights(chess.BLACK) else 0)
    )
    h ^= ZOBRIST_CASTLING[castling]
    # En passant
    if board.ep_square is not None:
        h ^= ZOBRIST_ENPASSANT[chess.square_file(board.ep_square)]
    # Black to move
    if board.turn == chess.BLACK:
        h ^= ZOBRIST_BLACK_TO_MOVE
    return h

# --- Transposition Table Entry ---

class TranspositionTableEntry:
    def __init__(self, depth: int, value: float, flag: str, move: Optional[chess.Move]):
        self.depth = depth
        self.value = value
        self.flag = flag  # "EXACT", "LOWERBOUND", "UPPERBOUND"
        self.move = move

# --- DevilGambit Chess Engine Implementation ---

class DevilGambitChessEngine:
    def __init__(self, 
                 max_depth: int = 5, 
                 iterative_depth_limit: int = 20, 
                 stockfish_path: Optional[str] = None,  # Ensure Stockfish is in PATH or provide full path
                 tablebase_path: Optional[str] = None,  # Update with actual path
                 opening_book_path: Optional[str] = None,  # Update with actual path
                 model_path: Optional[str] = None,  # Path to neural network model
                 time_per_move: float = 5.0):
        self.board = chess.Board()
        self.max_depth = max_depth
        self.iterative_depth_limit = iterative_depth_limit
        self.stockfish_path = stockfish_path if stockfish_path else "stockfish"
        self.tablebase_path = tablebase_path
        self.opening_book_path = opening_book_path
        self.model_path = model_path
        self.time_per_move = time_per_move
        self.gambit_moves = []
        self.passive_moves = []
        self.history = defaultdict(list)  # For Smooth Transposition
        self.transposition_table: Dict[int, TranspositionTableEntry] = {}
        self.move_order_history = defaultdict(int)  # For History Heuristic

        # Initialize Stockfish Engine if path is provided
        if self.stockfish_path and os.path.exists(self.stockfish_path):
            try:
                self.engine = chess.engine.SimpleEngine.popen_uci(self.stockfish_path)
                logging.info("Stockfish engine loaded successfully.")
            except Exception as e:
                logging.error(f"Failed to load Stockfish engine: {e}")
                self.engine = None
        else:
            logging.warning("Stockfish path not provided or invalid. Stockfish assistance will be unavailable.")
            self.engine = None

        # Initialize Syzygy Tablebase if path is provided
        if self.tablebase_path and os.path.exists(self.tablebase_path):
            try:
                self.tablebase = chess.syzygy.open_tablebase(self.tablebase_path)
                logging.info("Syzygy tablebases loaded successfully.")
            except Exception as e:
                logging.error(f"Failed to load Syzygy tablebases: {e}")
                self.tablebase = None
        else:
            logging.warning("Tablebase path not provided or invalid. Syzygy tablebase assistance will be unavailable.")
            self.tablebase = None

        # Initialize Opening Book if path is provided
        self.opening_book = None
        self.load_opening_book()

        # Load neural network
        self.device = torch.device('cuda' if torch.cuda.is_available() else 'cpu')
        self.model = ChessNet(num_residual_blocks=20).to(self.device)
        self.model.eval()
        if self.model_path and os.path.exists(self.model_path):
            try:
                self.model.load_state_dict(torch.load(self.model_path, map_location=self.device))
                logging.info("Neural network model loaded successfully.")
            except Exception as e:
                logging.error(f"Failed to load neural network model: {e}")
                self.model = None
        else:
            if self.model_path:
                logging.warning("Neural network model path not found. Neural evaluations will be unavailable.")
            self.model = None

        # --- Initialize Iterative SUPER Deepening Components ---
        # Layered Selective Depth Tuning (LSDT) parameters are now part of IDSP
        # Tactical Heuristics parameters
        self.tactical_patterns = ['fork', 'pin', 'skewer', 'discovered_attack', 'double_check']

        # Tactical Pruning Filters (TPF) parameters
        self.tpf_threshold = 50  # Moves that do not meet this tactical score are pruned early

    def load_opening_book(self):
        """Load an opening book from a file."""
        if not self.opening_book_path or not os.path.exists(self.opening_book_path):
            logging.warning("Opening book path not provided or invalid. Opening book assistance will be unavailable.")
            self.opening_book = None
            return
        try:
            self.opening_book = chess.polyglot.MemoryMappedReader(self.opening_book_path)
            logging.info("Opening book loaded successfully.")
        except Exception as e:
            logging.error(f"Failed to load opening book: {e}")
            self.opening_book = None

    def board_to_tensor(self, board: chess.Board) -> torch.Tensor:
        """
        Convert a chess.Board instance to a tensor suitable for the neural network.
        """
        board_tensor = torch.zeros(14, 8, 8)  # 14 feature planes

        # Piece planes
        piece_map = board.piece_map()
        for square, piece in piece_map.items():
            row = 7 - chess.square_rank(square)
            col = chess.square_file(square)
            piece_type = piece.piece_type
            color = 0 if piece.color == chess.WHITE else 1
            plane = (piece_type - 1) + (6 * color)  # 0-5 for white, 6-11 for black
            if plane < 12:
                board_tensor[plane, row, col] = 1
            else:
                logging.warning(f"Invalid plane index: {plane} for piece {piece} at {square}")

        # Additional planes can include castling rights, en passant, etc.
        # Plane 12: White kingside castling
        board_tensor[12, :, :] = int(board.has_kingside_castling_rights(chess.WHITE))
        # Plane 13: White queenside castling
        board_tensor[13, :, :] = int(board.has_queenside_castling_rights(chess.WHITE))
        # Similarly, you can encode other game state information

        return board_tensor.unsqueeze(0).to(self.device)  # Add batch dimension and move to device

    def evaluate_board_nn(self) -> float:
        """Evaluate the board using the neural network."""
        if self.model is None:
            logging.warning("Neural network model is unavailable. Falling back to material evaluation.")
            return self.calculate_material()
        with torch.no_grad():
            board_tensor = self.board_to_tensor(self.board)
            policy, value = self.model(board_tensor)
            eval_score = value.item() * 1000  # Scale appropriately
        return eval_score

    def evaluate_board(self) -> float:
        """Override the traditional evaluation with neural network evaluation."""
        if self.model:
            return self.evaluate_board_nn()
        else:
            return self.calculate_material()

    def calculate_material(self) -> float:
        """Calculate the material balance of the board."""
        material = 0
        for piece_type in PIECE_VALUES:
            material += len(self.board.pieces(piece_type, chess.WHITE)) * PIECE_VALUES[piece_type]
            material -= len(self.board.pieces(piece_type, chess.BLACK)) * PIECE_VALUES[piece_type]
        # Optionally add positional evaluation using PIECE_SQUARE_TABLES
        # This example includes basic material only
        return material

    def is_aggressive_move(self, move: chess.Move) -> bool:
        """Determine if a move is aggressive based on captures and checks."""
        return self.board.is_capture(move) or self.board.gives_check(move)

    def order_moves(self, moves: List[chess.Move]) -> List[chess.Move]:
        """Order moves to improve alpha-beta pruning efficiency using MVV-LVA and History Heuristic."""
        def move_score(move):
            score = 0
            if self.is_aggressive_move(move):
                score += 100
            # MVV-LVA heuristic
            if self.board.is_capture(move):
                captured_piece = self.board.piece_at(move.to_square)
                if captured_piece:
                    score += PIECE_VALUES[captured_piece.piece_type] * 10
                    try:
                        attacking_piece = self.board.piece_at(move.from_square)
                        score += 1000 / PIECE_VALUES[attacking_piece.piece_type]
                    except:
                        pass
            # History heuristic
            score += self.move_order_history[move]
            return score

        return sorted(moves, key=lambda move: move_score(move), reverse=True)

    # --- Iterative Depth Scaling by Phases (IDSP) Implementation ---
    def get_game_phase(self) -> str:
        """
        Determine the current phase of the game: 'opening', 'middlegame', or 'endgame'.
        """
        # Simple criteria based on move number and material
        total_moves = self.board.fullmove_number
        total_material = self.calculate_material()

        if total_moves <= 10:
            return 'opening'
        elif self.is_endgame():
            return 'endgame'
        else:
            return 'middlegame'

    def calculate_tactical_complexity(self) -> float:
        """
        Assess tactical complexity based on piece imbalances, open lines, and threats.
        Returns a score indicating complexity.
        """
        score = 0
        # Piece imbalance
        piece_diff = 0
        for piece_type in PIECE_VALUES:
            piece_diff += len(self.board.pieces(piece_type, chess.WHITE)) - len(self.board.pieces(piece_type, chess.BLACK))
        score += abs(piece_diff) * 10  # Weight as needed

        # Open lines: count open files (no pawns)
        open_files = 0
        for file in chess.FILE_NAMES:
            file_index = chess.FILE_NAMES.index(file)
            pawns_on_file = len(self.board.pieces(chess.PAWN, chess.WHITE) & chess.BB_FILES[file_index]) + \
                            len(self.board.pieces(chess.PAWN, chess.BLACK) & chess.BB_FILES[file_index])
            if pawns_on_file == 0:
                open_files += 1
        score += open_files * 5  # Weight as needed

        # Threats: number of opponent pieces under attack
        threats = 0
        for square in chess.SQUARES:
            piece = self.board.piece_at(square)
            if piece and piece.color != self.board.turn:
                attackers = self.board.attackers(self.board.turn, square)
                if attackers:
                    threats += len(attackers)
        score += threats * 15  # Weight as needed

        return score

    def idsp_depth_scaling(self, base_depth: int) -> int:
        """
        Scale the search depth based on game phase and tactical complexity.
        """
        phase = self.get_game_phase()
        tactical_complexity = self.calculate_tactical_complexity()

        if phase == 'opening':
            scaled_depth = max(2, base_depth - 2)  # Shallower in opening
            logging.debug(f"IDSP: Opening phase detected. Base depth {base_depth} scaled to {scaled_depth}")
            return scaled_depth
        elif phase == 'middlegame':
            # Aggressively scale depth based on tactical complexity
            multiplier = 1 + min(tactical_complexity / 100.0, 1.0)  # Cap the multiplier at 2x
            scaled_depth = int(base_depth * multiplier)
            scaled_depth = min(scaled_depth, self.iterative_depth_limit)  # Do not exceed max limit
            logging.debug(f"IDSP: Middlegame phase with tactical complexity {tactical_complexity:.2f}. Base depth {base_depth} scaled to {scaled_depth}")
            return scaled_depth
        elif phase == 'endgame':
            # Balanced scaling with emphasis on mate-in-X and promotions
            scaled_depth = base_depth  # Could add more nuance if desired
            logging.debug(f"IDSP: Endgame phase detected. Base depth remains {scaled_depth}")
            return scaled_depth
        else:
            return base_depth

    def iterated_super_deepening(self) -> Optional[chess.Move]:
        """Iterative SUPER Deepening with Layered Selective Depth Tuning (IDSP), Dynamic Move Selection, Tactical Heuristics, and Tactical Pruning Filters."""
        best_move = None
        self.start_time = time.time()
        self.time_limit = self.time_per_move

        with concurrent.futures.ThreadPoolExecutor(max_workers=1) as executor:
            future = executor.submit(self.iterative_super_deepening_search)
            try:
                best_move = future.result(timeout=self.time_limit)
            except concurrent.futures.TimeoutError:
                logging.info("Iterative SUPER Deepening search timed out.")
                # best_move remains None or last best_move
        return best_move

    def iterative_super_deepening_search(self) -> Optional[chess.Move]:
        """Perform iterated super deepening with IDSP enhancements."""
        best_move = None
        depth = 1
        while depth <= self.iterative_depth_limit:
            logging.debug(f"IDSP: Starting search at depth {depth}")
            # Apply IDSP to scale depth based on game phase and tactical complexity
            scaled_depth = self.idsp_depth_scaling(depth)
            eval_score, move = self.super_deepening_pvs(scaled_depth, float('-inf'), float('inf'))
            if move:
                best_move = move
                logging.debug(f"IDSP: Best move at depth {depth} (scaled to {scaled_depth}): {move} with eval {eval_score}")
            current_time = time.time()
            if current_time - self.start_time > self.time_limit:
                logging.debug("IDSP: Time limit exceeded during search.")
                break
            depth += 1
        return best_move

    def super_deepening_pvs(self, depth: int, alpha: float, beta: float) -> Tuple[float, Optional[chess.Move]]:
        """Principal Variation Search (PVS) with IDSP enhancements."""
        legal_moves = list(self.board.legal_moves)
        
        # Apply Tactical Pruning Filters (TPF)
        legal_moves = self.apply_tactical_pruning_filters(legal_moves)

        if not legal_moves:
            # If all moves are pruned, fallback to all legal moves
            legal_moves = list(self.board.legal_moves)
            logging.debug("super_deepening_pvs: All moves were pruned by TPF. Proceeding without pruning.")

        # Dynamic Move Selection (DMS): Reorder moves dynamically during search
        legal_moves = self.dynamic_move_selection(legal_moves)

        best_move = None

        for i, move in enumerate(legal_moves):
            self.board.push(move)

            # Layered Selective Depth Tuning (LSDT): Adjust depth based on position
            tuned_depth = self.layered_selective_depth_tuning(depth)

            if i == 0:
                score, _ = self.gambit_pruning(tuned_depth - 1, alpha, beta, False)
            else:
                score, _ = self.gambit_pruning(tuned_depth - 1, alpha, alpha + 1, False)
                if alpha < score < beta:
                    score, _ = self.gambit_pruning(tuned_depth - 1, score, beta, False)

            self.board.pop()

            # Tactical Heuristics: Adjust evaluation based on tactical patterns
            score += self.apply_tactical_heuristics(move)

            if score > alpha:
                alpha = score
                best_move = move
                if alpha >= beta:
                    break  # Beta cutoff

        return alpha, best_move

    def apply_tactical_pruning_filters(self, moves: List[chess.Move]) -> List[chess.Move]:
        """Apply Tactical Pruning Filters (TPF) to eliminate unlikely moves early."""
        filtered_moves = []
        for move in moves:
            tactical_score = self.evaluate_move_tactics(move)
            if tactical_score >= self.tpf_threshold:
                filtered_moves.append(move)
        logging.debug(f"TPF: Pruned {len(moves) - len(filtered_moves)} moves.")
        return filtered_moves

    def evaluate_move_tactics(self, move: chess.Move) -> float:
        """Evaluate the tactical potential of a move."""
        score = 0
        # Example: Assign points based on tactical motifs
        if self.detect_fork(move):
            score += 100
        if self.detect_pin(move):
            score += 80
        if self.detect_skewer(move):
            score += 80
        if self.detect_discovered_attack(move):
            score += 90
        if self.detect_double_check(move):
            score += 120
        return score

    def detect_fork(self, move: chess.Move) -> bool:
        """Detect if a move creates a fork."""
        temp_board = self.board.copy()
        temp_board.push(move)
        # Count the number of opponent's pieces attacked after the move
        attacked_pieces = []
        for piece_square in chess.SQUARES:
            piece = temp_board.piece_at(piece_square)
            if piece and piece.color != temp_board.turn:
                if temp_board.is_attacked_by(not temp_board.turn, piece_square):
                    attacked_pieces.append(piece_square)
        return len(attacked_pieces) >= 2

    def detect_pin(self, move: chess.Move) -> bool:
        """Detect if a move creates a pin."""
        temp_board = self.board.copy()
        temp_board.push(move)
        # Check if any piece is pinned after the move
        for square in chess.SQUARES:
            if temp_board.is_pinned(temp_board.turn, square):
                return True
        return False

    def detect_skewer(self, move: chess.Move) -> bool:
        """Detect if a move creates a skewer."""
        temp_board = self.board.copy()
        temp_board.push(move)
        # Simplistic skewer detection: if after the move, a piece is attacking along a line
        # from a high-value piece to a lower-value piece
        # This requires scanning lines like ranks, files, and diagonals
        high_value_pieces = [chess.PIECE_TYPES[chess.QUEEN], chess.PIECE_TYPES[chess.ROOK], chess.PIECE_TYPES[chess.BISHOP], chess.PIECE_TYPES[chess.KNIGHT]]
        for square in chess.SQUARES:
            piece = temp_board.piece_at(square)
            if piece and piece.color == temp_board.turn and piece.piece_type in high_value_pieces:
                attacks = temp_board.attacks(square)
                for target in attacks:
                    target_piece = temp_board.piece_at(target)
                    if target_piece and target_piece.color != temp_board.turn:
                        # Check if there's another piece behind the target along the same line
                        direction = chess.square_distance(square, target)
                        if direction == 0:
                            continue
                        rank_sq = chess.square_rank(square)
                        file_sq = chess.square_file(square)
                        rank_tgt = chess.square_rank(target)
                        file_tgt = chess.square_file(target)
                        delta_rank = rank_tgt - rank_sq
                        delta_file = file_tgt - file_sq
                        step_rank = 0
                        step_file = 0
                        if delta_rank > 0:
                            step_rank = 1
                        elif delta_rank < 0:
                            step_rank = -1
                        if delta_file > 0:
                            step_file = 1
                        elif delta_file < 0:
                            step_file = -1
                        # Move in the same direction beyond the target square
                        current_rank = rank_tgt + step_rank
                        current_file = file_tgt + step_file
                        while 0 <= current_rank < 8 and 0 <= current_file < 8:
                            current_square = chess.square(current_file, current_rank)
                            current_piece = temp_board.piece_at(current_square)
                            if current_piece:
                                if current_piece.color == temp_board.turn:
                                    return True
                                else:
                                    break
                            current_rank += step_rank
                            current_file += step_file
        return False

    def detect_discovered_attack(self, move: chess.Move) -> bool:
        """Detect if a move creates a discovered attack."""
        temp_board = self.board.copy()
        temp_board.push(move)
        # Check if moving a piece uncovers an attack from another piece
        # Example: Moving a pawn to uncover a rook's line
        attackers_before = self.get_discovered_attackers(self.board, move)
        attackers_after = self.get_discovered_attackers(temp_board, move)
        return len(attackers_after - attackers_before) > 0

    def get_discovered_attackers(self, board: chess.Board, move: chess.Move) -> set:
        """Helper function to find attackers that could create a discovered attack."""
        attackers = set()
        for piece_square in chess.SQUARES:
            piece = board.piece_at(piece_square)
            if piece and piece.color == board.turn:
                for attack in board.attacks(piece_square):
                    if attack == move.to_square:
                        # Potential for discovered attack
                        attackers.add(piece_square)
        return attackers

    def detect_double_check(self, move: chess.Move) -> bool:
        """Detect if a move creates a double check."""
        temp_board = self.board.copy()
        temp_board.push(move)
        if temp_board.is_check():
            checking_pieces = []
            for attacker in chess.SQUARES:
                if temp_board.is_attacked_by(not temp_board.turn, attacker):
                    checking_pieces.append(attacker)
            return len(checking_pieces) >= 2
        return False

def apply_tactical_heuristics(self, move: chess.Move) -> float:
    """Adjust evaluation score based on tactical heuristics."""
    score = 0
    # Example: Reward moves that result in tactical advantages
    if self.detect_fork(move):
        score += 50
    if self.detect_pin(move):
        score += 40
    if self.detect_skewer(move):
        score += 40
    if self.detect_discovered_attack(move):
        score += 45
    if self.detect_double_check(move):
        score += 60
    return score

    def dynamic_move_selection(self, moves: List[chess.Move]) -> List[chess.Move]:
        """Reorder moves dynamically based on tactical and positional evaluations."""
        def move_score(move):
            score = 0
            # Apply tactical heuristics
            score += self.evaluate_move_tactics(move)
            # Apply positional heuristics
            if self.board.is_capture(move):
                captured_piece = self.board.piece_at(move.to_square)
                if captured_piece:
                    score += PIECE_VALUES[captured_piece.piece_type] * 10
                    try:
                        attacking_piece = self.board.piece_at(move.from_square)
                        score += 1000 / PIECE_VALUES[attacking_piece.piece_type]
                    except:
                        pass
            # History heuristic
            score += self.move_order_history[move]
            return score

        return sorted(moves, key=lambda move: move_score(move), reverse=True)

    def layered_selective_depth_tuning(self, depth: int) -> int:
        """Adjust depth based on position evaluation and IDSP."""
        # This function can be enhanced or merged with IDSP
        # Currently, it's more generic and can be modified to integrate IDSP
        return depth  # Placeholder: currently does not alter depth

    def idsp_depth_scaling(self, base_depth: int) -> int:
        """
        Scale the search depth based on game phase and tactical complexity.
        """
        phase = self.get_game_phase()
        tactical_complexity = self.calculate_tactical_complexity()

        if phase == 'opening':
            scaled_depth = max(2, base_depth - 2)  # Shallower in opening
            logging.debug(f"IDSP: Opening phase detected. Base depth {base_depth} scaled to {scaled_depth}")
            return scaled_depth
        elif phase == 'middlegame':
            # Aggressively scale depth based on tactical complexity
            multiplier = 1 + min(tactical_complexity / 100.0, 1.0)  # Cap the multiplier at 2x
            scaled_depth = int(base_depth * multiplier)
            scaled_depth = min(scaled_depth, self.iterative_depth_limit)  # Do not exceed max limit
            logging.debug(f"IDSP: Middlegame phase with tactical complexity {tactical_complexity:.2f}. Base depth {base_depth} scaled to {scaled_depth}")
            return scaled_depth
        elif phase == 'endgame':
            # Balanced scaling with emphasis on mate-in-X and promotions
            scaled_depth = base_depth + 1  # Slightly deeper in endgame
            logging.debug(f"IDSP: Endgame phase detected. Base depth {base_depth} scaled to {scaled_depth}")
            return scaled_depth
        else:
            return base_depth  # Default behavior

    def calculate_tactical_complexity(self) -> float:
        """
        Assess tactical complexity based on piece imbalances, open lines, and threats.
        Returns a score indicating complexity.
        """
        score = 0
        # Piece imbalance
        piece_diff = 0
        for piece_type in PIECE_VALUES:
            piece_diff += len(self.board.pieces(piece_type, chess.WHITE)) - len(self.board.pieces(piece_type, chess.BLACK))
        score += abs(piece_diff) * 10  # Weight as needed

        # Open lines: count open files (no pawns)
        open_files = 0
        for file in chess.FILE_NAMES:
            file_index = chess.FILE_NAMES.index(file)
            pawns_on_file = len(self.board.pieces(chess.PAWN, chess.WHITE) & chess.BB_FILES[file_index]) + \
                            len(self.board.pieces(chess.PAWN, chess.BLACK) & chess.BB_FILES[file_index])
            if pawns_on_file == 0:
                open_files += 1
        score += open_files * 5  # Weight as needed

        # Threats: number of opponent pieces under attack
        threats = 0
        for square in chess.SQUARES:
            piece = self.board.piece_at(square)
            if piece and piece.color != self.board.turn:
                attackers = self.board.attackers(not piece.color, square)
                if attackers:
                    threats += len(attackers)
        score += threats * 15  # Weight as needed

        return score

    def drm_apply_idsp(self, depth: int) -> int:
        """
        Apply IDSP to scale depth based on game phase and tactical complexity.
        """
        return self.idsp_depth_scaling(depth)

    # --- Iterative SUPER Deepening (ISD) Implementation ---
    def iterated_super_deepening_search(self) -> Optional[chess.Move]:
        """Perform iterated super deepening with advanced features."""
        best_move = None
        depth = 1
        while depth <= self.iterative_depth_limit:
            logging.debug(f"IDSP: Starting search at depth {depth}")
            # Apply IDSP to scale depth based on game phase and tactical complexity
            scaled_depth = self.idsp_depth_scaling(depth)
            eval_score, move = self.super_deepening_pvs(scaled_depth, float('-inf'), float('inf'))
            if move:
                best_move = move
                logging.debug(f"IDSP: Best move at depth {depth} (scaled to {scaled_depth}): {move} with eval {eval_score}")
            current_time = time.time()
            if current_time - self.start_time > self.time_limit:
                logging.debug("IDSP: Time limit exceeded during search.")
                break
            depth += 1
        return best_move

    def super_deepening_pvs(self, depth: int, alpha: float, beta: float) -> Tuple[float, Optional[chess.Move]]:
        """Principal Variation Search (PVS) with IDSP enhancements."""
        legal_moves = list(self.board.legal_moves)
        
        # Apply Tactical Pruning Filters (TPF)
        legal_moves = self.apply_tactical_pruning_filters(legal_moves)

        if not legal_moves:
            # If all moves are pruned, fallback to all legal moves
            legal_moves = list(self.board.legal_moves)
            logging.debug("super_deepening_pvs: All moves were pruned by TPF. Proceeding without pruning.")

        # Dynamic Move Selection (DMS): Reorder moves dynamically during search
        legal_moves = self.dynamic_move_selection(legal_moves)

        best_move = None

        for i, move in enumerate(legal_moves):
            self.board.push(move)

            # Depth scaling with IDSP
            tuned_depth = self.idsp_depth_scaling(depth)

            if i == 0:
                score, _ = self.gambit_pruning(tuned_depth - 1, alpha, beta, False)
            else:
                score, _ = self.gambit_pruning(tuned_depth - 1, alpha, alpha + 1, False)
                if alpha < score < beta:
                    score, _ = self.gambit_pruning(tuned_depth - 1, score, beta, False)

            self.board.pop()

            # Tactical Heuristics: Adjust evaluation based on tactical patterns
            score += self.apply_tactical_heuristics(move)

            if score > alpha:
                alpha = score
                best_move = move
                if alpha >= beta:
                    break  # Beta cutoff

        return alpha, best_move

    def apply_tactical_pruning_filters(self, moves: List[chess.Move]) -> List[chess.Move]:
        """Apply Tactical Pruning Filters (TPF) to eliminate unlikely moves early."""
        filtered_moves = []
        for move in moves:
            tactical_score = self.evaluate_move_tactics(move)
            if tactical_score >= self.tpf_threshold:
                filtered_moves.append(move)
        logging.debug(f"TPF: Pruned {len(moves) - len(filtered_moves)} moves.")
        return filtered_moves

    def evaluate_move_tactics(self, move: chess.Move) -> float:
        """Evaluate the tactical potential of a move."""
        score = 0
        # Example: Assign points based on tactical motifs
        if self.detect_fork(move):
            score += 100
        if self.detect_pin(move):
            score += 80
        if self.detect_skewer(move):
            score += 80
        if self.detect_discovered_attack(move):
            score += 90
        if self.detect_double_check(move):
            score += 120
        return score

    def detect_fork(self, move: chess.Move) -> bool:
        """Detect if a move creates a fork."""
        temp_board = self.board.copy()
        temp_board.push(move)
        # Count the number of opponent's pieces attacked after the move
        attacked_pieces = []
        for piece_square in chess.SQUARES:
            piece = temp_board.piece_at(piece_square)
            if piece and piece.color != temp_board.turn:
                if temp_board.is_attacked_by(not temp_board.turn, piece_square):
                    attacked_pieces.append(piece_square)
        return len(attacked_pieces) >= 2

    def detect_pin(self, move: chess.Move) -> bool:
        """Detect if a move creates a pin."""
        temp_board = self.board.copy()
        temp_board.push(move)
        # Check if any piece is pinned after the move
        for square in chess.SQUARES:
            if temp_board.is_pinned(temp_board.turn, square):
                return True
        return False

    def detect_skewer(self, move: chess.Move) -> bool:
        """Detect if a move creates a skewer."""
        temp_board = self.board.copy()
        temp_board.push(move)
        # Simplistic skewer detection: if after the move, a piece is attacking along a line
        # from a high-value piece to a lower-value piece
        # This requires scanning lines like ranks, files, and diagonals
        high_value_pieces = [chess.QUEEN, chess.ROOK, chess.BISHOP, chess.KNIGHT]
        for square in chess.SQUARES:
            piece = temp_board.piece_at(square)
            if piece and piece.color == temp_board.turn and piece.piece_type in high_value_pieces:
                attacks = temp_board.attacks(square)
                for target in attacks:
                    target_piece = temp_board.piece_at(target)
                    if target_piece and target_piece.color != temp_board.turn:
                        # Check if there's another piece behind the target along the same line
                        direction = self.get_direction(square, target)
                        if direction is None:
                            continue
                        step_rank, step_file = direction
                        current_rank = chess.square_rank(target)
                        current_file = chess.square_file(target)
                        current_rank += step_rank
                        current_file += step_file
                        while 0 <= current_rank < 8 and 0 <= current_file < 8:
                            current_square = chess.square(current_file, current_rank)
                            current_piece = temp_board.piece_at(current_square)
                            if current_piece:
                                if current_piece.color == temp_board.turn:
                                    return True
                                else:
                                    break
                            current_rank += step_rank
                            current_file += step_file
        return False

    def get_direction(self, from_square: int, to_square: int) -> Optional[Tuple[int, int]]:
        """Determine the direction from one square to another."""
        from_rank = chess.square_rank(from_square)
        from_file = chess.square_file(from_square)
        to_rank = chess.square_rank(to_square)
        to_file = chess.square_file(to_square)
        delta_rank = to_rank - from_rank
        delta_file = to_file - from_file

        step_rank = 0
        step_file = 0
        if delta_rank > 0:
            step_rank = 1
        elif delta_rank < 0:
            step_rank = -1
        if delta_file > 0:
            step_file = 1
        elif delta_file < 0:
            step_file = -1

        if step_rank == 0 and step_file == 0:
            return None  # Same square

        # Ensure the move is along a straight or diagonal line
        if abs(delta_rank) == abs(delta_file) or delta_rank == 0 or delta_file == 0:
            return (step_rank, step_file)
        return None  # Not along a straight or diagonal line

    def detect_discovered_attack(self, move: chess.Move) -> bool:
        """Detect if a move creates a discovered attack."""
        temp_board = self.board.copy()
        temp_board.push(move)
        # Check if moving a piece uncovers an attack from another piece
        # Example: Moving a pawn to uncover a rook's line
        for square in chess.SQUARES:
            piece = self.board.piece_at(square)
            if piece and piece.color == self.board.turn:
                if self.board.is_pinned(self.board.turn, square):
                    continue  # Moving this piece would expose the king
                if temp_board.is_attacked_by(self.board.turn, square):
                    # If after the move, the piece at 'square' is now attacking
                    attackers = temp_board.attackers(self.board.turn, square)
                    if len(attackers) > 1:
                        return True
        return False

    def detect_double_check(self, move: chess.Move) -> bool:
        """Detect if a move creates a double check."""
        temp_board = self.board.copy()
        temp_board.push(move)
        if not temp_board.is_check():
            return False
        checking_pieces = []
        for attacker_square in chess.SQUARES:
            if temp_board.is_attacked_by(not temp_board.turn, attacker_square):
                checking_pieces.append(attacker_square)
        return len(checking_pieces) >= 2

    def dynamic_move_selection(self, moves: List[chess.Move]) -> List[chess.Move]:
        """Reorder moves dynamically based on tactical and positional evaluations."""
        def move_score(move):
            score = 0
            # Apply tactical heuristics
            score += self.evaluate_move_tactics(move)
            # Apply positional heuristics
            if self.board.is_capture(move):
                captured_piece = self.board.piece_at(move.to_square)
                if captured_piece:
                    score += PIECE_VALUES[captured_piece.piece_type] * 10
                    try:
                        attacking_piece = self.board.piece_at(move.from_square)
                        score += 1000 / PIECE_VALUES[attacking_piece.piece_type]
                    except:
                        pass
            # History heuristic
            score += self.move_order_history[move]
            return score

        return sorted(moves, key=lambda move: move_score(move), reverse=True)

    def idsp_depth_scaling(self, base_depth: int) -> int:
        """
        Scale the search depth based on game phase and tactical complexity.
        """
        phase = self.get_game_phase()
        tactical_complexity = self.calculate_tactical_complexity()

        if phase == 'opening':
            scaled_depth = max(2, base_depth - 2)  # Shallower in opening
            logging.debug(f"IDSP: Opening phase detected. Base depth {base_depth} scaled to {scaled_depth}")
            return scaled_depth
        elif phase == 'middlegame':
            # Aggressively scale depth based on tactical complexity
            multiplier = 1 + min(tactical_complexity / 100.0, 1.0)  # Cap the multiplier at 2x
            scaled_depth = int(base_depth * multiplier)
            scaled_depth = min(scaled_depth, self.iterative_depth_limit)  # Do not exceed max limit
            logging.debug(f"IDSP: Middlegame phase with tactical complexity {tactical_complexity:.2f}. Base depth {base_depth} scaled to {scaled_depth}")
            return scaled_depth
        elif phase == 'endgame':
            # Balanced scaling with emphasis on mate-in-X and promotions
            scaled_depth = base_depth + 1  # Slightly deeper in endgame
            logging.debug(f"IDSP: Endgame phase detected. Base depth {base_depth} scaled to {scaled_depth}")
            return scaled_depth
        else:
            return base_depth  # Default behavior

    def calculate_tactical_complexity(self) -> float:
        """
        Assess tactical complexity based on piece imbalances, open lines, and threats.
        Returns a score indicating complexity.
        """
        score = 0
        # Piece imbalance
        piece_diff = 0
        for piece_type in PIECE_VALUES:
            piece_diff += len(self.board.pieces(piece_type, chess.WHITE)) - len(self.board.pieces(piece_type, chess.BLACK))
        score += abs(piece_diff) * 10  # Weight as needed

        # Open lines: count open files (no pawns)
        open_files = 0
        for file in chess.FILE_NAMES:
            file_index = chess.FILE_NAMES.index(file)
            pawns_on_file = len(self.board.pieces(chess.PAWN, chess.WHITE) & chess.BB_FILES[file_index]) + \
                            len(self.board.pieces(chess.PAWN, chess.BLACK) & chess.BB_FILES[file_index])
            if pawns_on_file == 0:
                open_files += 1
        score += open_files * 5  # Weight as needed

        # Threats: number of opponent pieces under attack
        threats = 0
        for square in chess.SQUARES:
            piece = self.board.piece_at(square)
            if piece and piece.color != self.board.turn:
                attackers = self.board.attackers(not piece.color, square)
                if attackers:
                    threats += len(attackers)
        score += threats * 15  # Weight as needed

        return score

    # --- Iterative SUPER Deepening (ISD) Implementation ---
    def iterated_super_deepening(self) -> Optional[chess.Move]:
        """Iterative SUPER Deepening with IDSP, Dynamic Move Selection, Tactical Heuristics, and Tactical Pruning Filters."""
        best_move = None
        self.start_time = time.time()
        self.time_limit = self.time_per_move

        with concurrent.futures.ThreadPoolExecutor(max_workers=1) as executor:
            future = executor.submit(self.iterative_super_deepening_search)
            try:
                best_move = future.result(timeout=self.time_limit)
            except concurrent.futures.TimeoutError:
                logging.info("Iterative SUPER Deepening search timed out.")
                # best_move remains None or last best_move
        return best_move

    def iterative_super_deepening_search(self) -> Optional[chess.Move]:
        """Perform iterated super deepening with advanced features."""
        best_move = None
        depth = 1
        while depth <= self.iterative_depth_limit:
            logging.debug(f"IDSP: Starting search at depth {depth}")
            # Apply IDSP to scale depth based on game phase and tactical complexity
            scaled_depth = self.idsp_depth_scaling(depth)
            eval_score, move = self.super_deepening_pvs(scaled_depth, float('-inf'), float('inf'))
            if move:
                best_move = move
                logging.debug(f"IDSP: Best move at depth {depth} (scaled to {scaled_depth}): {move} with eval {eval_score}")
            current_time = time.time()
            if current_time - self.start_time > self.time_limit:
                logging.debug("IDSP: Time limit exceeded during search.")
                break
            depth += 1
        return best_move

    def super_deepening_pvs(self, depth: int, alpha: float, beta: float) -> Tuple[float, Optional[chess.Move]]:
        """Principal Variation Search (PVS) with IDSP enhancements."""
        legal_moves = list(self.board.legal_moves)
        
        # Apply Tactical Pruning Filters (TPF)
        legal_moves = self.apply_tactical_pruning_filters(legal_moves)

        if not legal_moves:
            # If all moves are pruned, fallback to all legal moves
            legal_moves = list(self.board.legal_moves)
            logging.debug("super_deepening_pvs: All moves were pruned by TPF. Proceeding without pruning.")

        # Dynamic Move Selection (DMS): Reorder moves dynamically during search
        legal_moves = self.dynamic_move_selection(legal_moves)

        best_move = None

        for i, move in enumerate(legal_moves):
            self.board.push(move)

            # Depth scaling with IDSP
            tuned_depth = self.idsp_depth_scaling(depth)

            if i == 0:
                score, _ = self.gambit_pruning(tuned_depth - 1, alpha, beta, False)
            else:
                score, _ = self.gambit_pruning(tuned_depth - 1, alpha, alpha + 1, False)
                if alpha < score < beta:
                    score, _ = self.gambit_pruning(tuned_depth - 1, score, beta, False)

            self.board.pop()

            # Tactical Heuristics: Adjust evaluation based on tactical patterns
            score += self.apply_tactical_heuristics(move)

            if score > alpha:
                alpha = score
                best_move = move
                if alpha >= beta:
                    break  # Beta cutoff

        return alpha, best_move

    def apply_tactical_pruning_filters(self, moves: List[chess.Move]) -> List[chess.Move]:
        """Apply Tactical Pruning Filters (TPF) to eliminate unlikely moves early."""
        filtered_moves = []
        for move in moves:
            tactical_score = self.evaluate_move_tactics(move)
            if tactical_score >= self.tpf_threshold:
                filtered_moves.append(move)
        logging.debug(f"TPF: Pruned {len(moves) - len(filtered_moves)} moves.")
        return filtered_moves

    def evaluate_move_tactics(self, move: chess.Move) -> float:
        """Evaluate the tactical potential of a move."""
        score = 0
        # Example: Assign points based on tactical motifs
        if self.detect_fork(move):
            score += 100
        if self.detect_pin(move):
            score += 80
        if self.detect_skewer(move):
            score += 80
        if self.detect_discovered_attack(move):
            score += 90
        if self.detect_double_check(move):
            score += 120
        return score

    def gambit_pruning(self, depth: int, alpha: float, beta: float, is_maximizing: bool) -> Tuple[float, Optional[chess.Move]]:
        """Minimax with alpha-beta pruning, quiescence search, transposition tables, and advanced pruning."""
        current_time = time.time()
        if current_time - self.start_time > self.time_limit:
            logging.debug("Time limit exceeded during search.")
            return self.evaluate_board(), None

        zobrist_hash = compute_zobrist_hash(self.board)
        if zobrist_hash in self.transposition_table:
            entry = self.transposition_table[zobrist_hash]
            if entry.depth >= depth:
                if entry.flag == "EXACT":
                    return entry.value, entry.move
                elif entry.flag == "LOWERBOUND":
                    alpha = max(alpha, entry.value)
                elif entry.flag == "UPPERBOUND":
                    beta = min(beta, entry.value)
                if alpha >= beta:
                    return entry.value, entry.move

        # Endgame tablebase check
        if self.is_endgame() and self.tablebase:
            tablebase_result = self.query_tablebase()
            if tablebase_result is not None:
                return tablebase_result, None

        if depth == 0:
            return self.quiescence_search(alpha, beta), None

        if self.board.is_game_over():
            result = self.get_game_result()
            return result, None

        legal_moves = list(self.board.legal_moves)

        # Move ordering: prioritize aggressive moves using MVV-LVA and History Heuristic.
        legal_moves = self.order_moves(legal_moves)

        best_move = None

        if is_maximizing:
            max_eval = float('-inf')
            for move in legal_moves:
                self.board.push(move)
                eval_score, _ = self.gambit_pruning(depth - 1, alpha, beta, False)
                self.board.pop()
                if eval_score > max_eval:
                    max_eval = eval_score
                    best_move = move
                alpha = max(alpha, eval_score)
                if beta <= alpha:
                    break  # Beta cutoff
            # Store in transposition table
            flag = "EXACT"
            if max_eval <= alpha:
                flag = "UPPERBOUND"
            elif max_eval >= beta:
                flag = "LOWERBOUND"
            self.transposition_table[zobrist_hash] = TranspositionTableEntry(depth, max_eval, flag, best_move)
            return max_eval, best_move
        else:
            min_eval = float('inf')
            for move in legal_moves:
                self.board.push(move)
                eval_score, _ = self.gambit_pruning(depth - 1, alpha, beta, True)
                self.board.pop()
                if eval_score < min_eval:
                    min_eval = eval_score
                    best_move = move
                beta = min(beta, eval_score)
                if beta <= alpha:
                    break  # Alpha cutoff
            # Store in transposition table
            flag = "EXACT"
            if min_eval <= alpha:
                flag = "UPPERBOUND"
            elif min_eval >= beta:
                flag = "LOWERBOUND"
            self.transposition_table[zobrist_hash] = TranspositionTableEntry(depth, min_eval, flag, best_move)
            return min_eval, best_move

    def quiescence_search(self, alpha: float, beta: float) -> float:
        """Extend search in volatile positions to avoid horizon effect."""
        stand_pat = self.evaluate_board()
        if stand_pat >= beta:
            return beta
        if stand_pat > alpha:
            alpha = stand_pat

        # Explore only aggressive moves (captures and checks)
        aggression_moves = [move for move in self.board.legal_moves if self.is_aggressive_move(move)]
        aggression_moves = self.order_moves(aggression_moves)

        for move in aggression_moves:
            self.board.push(move)
            score = -self.quiescence_search(-beta, -alpha)
            self.board.pop()

            if score >= beta:
                return beta
            if score > alpha:
                alpha = score
        return alpha

    def get_game_result(self) -> float:
        """Assign evaluation based on the game result."""
        if self.board.is_checkmate():
            if self.board.turn == chess.WHITE:
                return -math.inf  # Black wins
            else:
                return math.inf   # White wins
        elif self.board.is_stalemate() or self.board.is_insufficient_material() or \
             self.board.can_claim_fifty_moves() or self.board.can_claim_threefold_repetition():
            return 0  # Draw
        return 0  # Default

    def is_endgame(self) -> bool:
        """Determine if the current position is in the endgame."""
        # Simple criterion: total material below a threshold
        total_material = self.calculate_material()
        return abs(total_material) < 1500  # Adjust threshold as needed

    def query_tablebase(self) -> Optional[float]:
        """Query the endgame tablebase for a perfect evaluation."""
        if not self.tablebase:
            return None
        try:
            result = self.tablebase.probe_wdl(self.board)
            if result is not None:
                if result == chess.syzygy.WDL_WIN:
                    return math.inf if self.board.turn == chess.WHITE else -math.inf
                elif result == chess.syzygy.WDL_DRAW:
                    return 0
                elif result == chess.syzygy.WDL_LOSS:
                    return -math.inf if self.board.turn == chess.WHITE else math.inf
        except Exception as e:
            logging.error(f"Tablebase query failed: {e}")
        return None

    def make_gambit_move(self) -> Optional[chess.Move]:
        """Attempt to make a gambit move early in the game."""
        # Attempt to play from the opening book
        if self.opening_book:
            opening_move = self.play_from_opening_book()
            if opening_move:
                self.gambit_moves.append(opening_move)
                self.move_order_history[opening_move] += 1  # Update history heuristic
                logging.info(f"Played opening book move: {opening_move}")
                return opening_move

        # If not in opening book, proceed with gambit strategy
        legal_moves = list(self.board.legal_moves)
        gambit_moves = [move for move in legal_moves if self.is_aggressive_move(move)]

        if gambit_moves and self.board.fullmove_number < 10:
            move = random.choice(gambit_moves)
            self.gambit_moves.append(move)
            self.move_order_history[move] += 1  # Update history heuristic
            logging.info(f"Made gambit move: {move}")
            return move

        return None

    def play_from_opening_book(self) -> Optional[chess.Move]:
        """Attempt to select a move from the opening book."""
        try:
            entry = self.opening_book.choice(self.board)
            if entry and entry.move:
                return entry.move
        except Exception as e:
            logging.error(f"Opening book error: {e}")
        return None

    def gambit_variation(self) -> Optional[chess.Move]:
        """Implement specific gambit variations."""
        # Example: Always try to sacrifice a pawn for initiative
        sacrificial_moves = [move for move in self.board.legal_moves 
                             if self.board.is_capture(move) and 
                             (self.board.piece_at(move.to_square) and 
                              self.board.piece_at(move.to_square).piece_type == chess.PAWN)]
        if sacrificial_moves:
            move = random.choice(sacrificial_moves)
            self.gambit_moves.append(move)
            self.move_order_history[move] += 1  # Update history heuristic
            logging.info(f"Made sacrificial gambit move: {move}")
            return move
        return None

    def passive_tactic_play(self) -> Optional[chess.Move]:
        """Fallback strategy that emphasizes defense and solid play."""
        legal_moves = list(self.board.legal_moves)
        if not legal_moves:
            return None

        # Evaluate moves and choose one that minimizes opponent's opportunities
        best_move = max(legal_moves, key=lambda move: self.evaluate_move(move))
        self.passive_moves.append(best_move)
        self.move_order_history[best_move] += 1  # Update history heuristic
        logging.info(f"Made passive tactic move: {best_move}")
        return best_move

    def evaluate_move(self, move: chess.Move) -> float:
        """Evaluate a single move."""
        self.board.push(move)
        evaluation = self.evaluate_board()
        self.board.pop()
        return evaluation

    def stockfish_helper(self) -> Optional[chess.Move]:
        """Use Stockfish engine for assistance in complex positions."""
        if not self.engine:
            return None
        try:
            result = self.engine.play(self.board, chess.engine.Limit(time=0.1))
            if result:
                logging.info(f"Stockfish suggests move: {result.move}")
                return result.move
        except Exception as e:
            logging.error(f"Stockfish error: {e}")
        return None

    def play_engine_move(self, use_gambit: bool = True) -> Optional[chess.Move]:
        """Main engine move logic integrating all strategies."""
        move = None

        # Use Gambit move if conditions met
        if use_gambit and len(self.gambit_moves) < 5:
            move = self.make_gambit_move()

        # If not used gambit move, try gambit variation
        if move is None and self.board.fullmove_number < 10:
            move = self.gambit_variation()

        # If gambit move not made, try opening book
        if move is None and self.opening_book:
            move = self.play_from_opening_book()

        # If none of the above, proceed with ISD
        if move is None:
            move = self.iterated_super_deepening()

        # If deep search fails or time runs out, use passive tactic play
        if move is None:
            move = self.passive_tactic_play()

        # If still no move, fallback to Stockfish
        if move is None and len(self.board.piece_map()) < 10:
            move = self.stockfish_helper()

        if move:
            self.board.push(move)
            self.smooth_transposition(move)
            # Update history heuristic for killer moves or commonly good moves
            self.move_order_history[move] += 1
            logging.info(f"Engine played move: {move}")
        return move

    def smooth_transposition(self, move: chess.Move):
        """Adjust move selection to avoid transposition repetition."""
        move_key = compute_zobrist_hash(self.board)
        self.history[move_key].append(move)
        # Potentially deprioritize moves that lead to repeated positions

    # --- Iterative SUPER Deepening Enhancements Continued ---
    # (All ISD related methods are integrated above)

    # --- End of Iterative SUPER Deepening Enhancements ---

    def display_board(self) -> str:
        """Returns the current board state as a Unicode string."""
        return str(self.board)

    def close(self):
        """Close the Stockfish engine and tablebase to release resources."""
        if self.engine:
            self.engine.quit()
        if self.tablebase:
            self.tablebase.close()
        if self.opening_book:
            self.opening_book.close()

    def __del__(self):
        """Destructor to ensure resources are freed."""
        self.close()

# --- Main Function to Run the Engine ---

def main():
    # Initialize the engine with appropriate paths
    engine = DevilGambitChessEngine(
        max_depth=5, 
        iterative_depth_limit=20, 
        stockfish_path=r"C:\Users\hp\Downloads\Stock\stockfish\Stocky.exe",  # Update with actual path if required
        tablebase_path=r"path_to_syzygy_tablebases",  # Update with actual path if available
        opening_book_path=r"M11.2.bin",  # Update with actual path if available
        model_path=r"path_to_pretrained_model.pth",  # Update with actual model path
        time_per_move=5.0
    )

    print("Welcome to The DEVIL's Gambit Chess Engine!")
    print("This advanced engine plays aggressively with gambit variations and passive tactics when needed.")
    print("It leverages a deep neural network for board evaluation, Stockfish's assistance, Syzygy tablebases for endgames, and an opening book.")
    print("Enter your moves in standard algebraic notation (e.g., e4, Nf3). Type 'quit' to exit.")

    while not engine.board.is_game_over():
        print("\nCurrent Board:")
        print(engine.display_board())
        print(f"FEN: {engine.board.fen()}")
        user_move = input("Your move: ").strip()
        if user_move.lower() == 'quit':
            break
        try:
            move = engine.board.parse_san(user_move)
            engine.board.push(move)
        except ValueError:
            try:
                move = chess.Move.from_uci(user_move)
                if move in engine.board.legal_moves:
                    engine.board.push(move)
                else:
                    print("Move is not legal. Please try again.")
                    continue
            except Exception:
                print("Invalid move format. Please try again.")
                continue

        if engine.board.is_game_over():
            break

        print("Engine is thinking...")
        start_time = time.time()
        engine_move = engine.play_engine_move()
        end_time = time.time()
        if engine_move:
            print(f"Engine move: {engine_move} (computed in {end_time - start_time:.2f} seconds)")
        else:
            print("Engine did not make a move.")

    print("\nGame over!")
    result = engine.board.result()
    print(f"Result: {result}")
    print(engine.display_board())
    engine.close()

if __name__ == "__main__":
    main()
```