feat(SCOPONE-0005): iteration 6 — rewrite AI with team cooperation and deeper search
This commit is contained in:
532
src/game/ai.ts
532
src/game/ai.ts
@@ -1,4 +1,4 @@
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import { Card, GameState, PlayerIndex, Difficulty, PRIMIERA_VALUES } from './types';
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import { Card, GameState, PlayerIndex, Difficulty, PRIMIERA_VALUES, Suit, SUITS } from './types';
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import { findCaptures, canCapture, calcPrimiera, teamOf, applyMove, buildDeck } from './engine';
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import { CardTracker } from './card-tracker';
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@@ -7,6 +7,92 @@ export interface AIMove {
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capture: Card[];
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}
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// ---------------------------------------------------------------------------
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// Helpers shared across all difficulty levels
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// ---------------------------------------------------------------------------
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/** Who plays after the given player */
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function nextPlayer(p: PlayerIndex): PlayerIndex {
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return ((p + 1) % 4) as PlayerIndex;
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}
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/** Partner of a given player (across the table) */
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function partnerOf(p: PlayerIndex): PlayerIndex {
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return ((p + 2) % 4) as PlayerIndex;
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}
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/** Is `other` an opponent of `me`? */
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function isOpponent(me: PlayerIndex, other: PlayerIndex): boolean {
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return teamOf(me) !== teamOf(other);
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}
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function primieraVal(card: Card): number {
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return PRIMIERA_VALUES[card.value] ?? 0;
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}
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/**
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* Count how many unseen cards can scopa a given table layout.
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* Returns the count and whether the immediate next player can do it.
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*/
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function countScopaThreats(
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afterTable: Card[],
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myHand: Card[],
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tracker: CardTracker | undefined,
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state: GameState,
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playerIdx: PlayerIndex,
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): { totalThreats: number; nextOpponentCanScopa: boolean } {
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if (afterTable.length === 0) return { totalThreats: 0, nextOpponentCanScopa: false };
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const unseen = tracker
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? tracker.getUnseenCards(myHand, afterTable)
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: getUnseenWithoutTracker(state, playerIdx);
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let totalThreats = 0;
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const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
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// Quick check: can any single card value clear the table?
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const threatValues = new Set<number>();
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for (const uc of unseen) {
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// Single-card scopa: card value == table sum and captures all
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if (uc.value === tableSum && afterTable.length >= 1) {
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// Check if the card actually captures all table cards
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const caps = findCaptures(uc, afterTable);
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for (const cap of caps) {
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if (cap.length === afterTable.length) {
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if (!threatValues.has(uc.value)) {
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totalThreats++;
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threatValues.add(uc.value);
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}
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}
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}
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} else {
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const caps = findCaptures(uc, afterTable);
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for (const cap of caps) {
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if (afterTable.every(tc => cap.some(cc => cc.id === tc.id))) {
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totalThreats++;
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break;
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}
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}
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}
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}
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// Check specifically the next opponent
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const next = nextPlayer(playerIdx);
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const nextIsOpp = isOpponent(playerIdx, next);
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let nextOpponentCanScopa = false;
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if (nextIsOpp && afterTable.length > 0) {
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// The next opponent's hand is hidden, but we can check if any unseen value could scopa
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// This is a probabilistic threat — the more unseen cards that scopa, the worse
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nextOpponentCanScopa = totalThreats > 0;
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}
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return { totalThreats, nextOpponentCanScopa };
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}
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/** Compute the game-phase weight multiplier (early=0..1=late) */
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function gamePhase(state: GameState): number {
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const totalCards = state.players.reduce((s, p) => s + p.hand.length, 0);
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return 1 - totalCards / 40; // 0.0 at start, 1.0 at end
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}
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// ---------------------------------------------------------------------------
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// Main entry point — dispatches by difficulty
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// ---------------------------------------------------------------------------
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@@ -18,23 +104,22 @@ export function chooseMove(
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tracker?: CardTracker,
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): AIMove {
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switch (difficulty) {
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case 'beginner': return beginnerMove(state, playerIdx);
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case 'beginner': return beginnerMove(state, playerIdx, tracker);
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case 'advanced': return advancedMove(state, playerIdx, tracker);
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case 'master': return masterMove(state, playerIdx, tracker);
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}
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}
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// ---------------------------------------------------------------------------
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// BEGINNER — weakened heuristic with random noise
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// BEGINNER — weakened heuristic with random noise + basic cooperation
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// ---------------------------------------------------------------------------
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function beginnerMove(state: GameState, playerIdx: PlayerIndex): AIMove {
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function beginnerMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker): AIMove {
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const player = state.players[playerIdx];
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const table = state.table;
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const myTeam = teamOf(playerIdx);
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// 20% chance to pick a completely random legal move
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if (Math.random() < 0.2) {
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// 15% chance to pick a completely random legal move
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if (Math.random() < 0.15) {
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return randomMove(state, playerIdx);
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}
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@@ -45,17 +130,16 @@ function beginnerMove(state: GameState, playerIdx: PlayerIndex): AIMove {
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const captures = findCaptures(card, table);
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if (captures.length > 0) {
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for (const captureSet of captures) {
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// Weakened heuristic: half weights + random noise
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const base = scoreCaptureBasic(card, captureSet, table);
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const score = base * 0.5 + (Math.random() - 0.5) * base * 0.6;
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const base = scoreCaptureBasic(card, captureSet, table, state, playerIdx, tracker);
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const score = base * 0.5 + (Math.random() - 0.5) * Math.abs(base) * 0.4;
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if (score > bestScore) {
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bestScore = score;
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bestMove = { card, capture: captureSet };
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}
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}
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} else {
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const base = scoreDumpBasic(card);
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const score = base * 0.5 + (Math.random() - 0.5) * Math.abs(base) * 0.6;
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const base = scoreDumpBasic(card, table, state, playerIdx, tracker);
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const score = base * 0.5 + (Math.random() - 0.5) * Math.abs(base) * 0.4;
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if (score > bestScore) {
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bestScore = score;
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bestMove = { card, capture: [] };
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@@ -76,48 +160,71 @@ function randomMove(state: GameState, playerIdx: PlayerIndex): AIMove {
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return { card, capture: [] };
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}
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// Basic scoring (no cheating, no card counting)
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function scoreCaptureBasic(played: Card, captured: Card[], table: Card[]): number {
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function scoreCaptureBasic(
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played: Card, captured: Card[], table: Card[],
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state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker,
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): number {
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let score = 100;
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const allCaptured = [played, ...captured];
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const afterTable = table.filter(c => !captured.some(cc => cc.id === c.id));
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const isScopa = afterTable.length === 0;
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if (afterTable.length === 0) score += 500;
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if (isScopa) score += 500;
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if (allCaptured.some(c => c.suit === 'denara' && c.value === 7)) score += 300;
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score += allCaptured.filter(c => c.suit === 'denara').length * 50;
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score += captured.length * 20;
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score += allCaptured.reduce((s, c) => s + primieraValue(c), 0);
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score += allCaptured.reduce((s, c) => s + primieraVal(c), 0);
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// Basic cooperation: if next player is partner, leaving cards is OK
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const next = nextPlayer(playerIdx);
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if (!isOpponent(playerIdx, next) && !isScopa) score += 20;
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// Don't leave easy scopa for next opponent
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if (!isScopa && isOpponent(playerIdx, next)) {
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const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
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if (tableSum <= 10) score -= 40;
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}
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return score;
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}
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function scoreDumpBasic(card: Card): number {
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function scoreDumpBasic(
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card: Card, table: Card[], state: GameState,
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playerIdx: PlayerIndex, tracker?: CardTracker,
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): number {
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let score = 0;
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const afterTable = [...table, card];
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if (card.suit !== 'denara') score += 30;
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if (card.suit === 'denara') score -= 40;
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if (card.suit === 'denara' && card.value === 7) score -= 300;
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if (card.value >= 8) score += 10;
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if (card.value === 7) score -= 50;
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if (card.value === 1) score -= 30;
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// Anti-scopa: prefer table sum >= 11
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const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
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if (tableSum >= 11) score += 40;
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if (tableSum < 5) score -= 30;
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return score;
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}
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function primieraValue(card: Card): number {
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const vals: Record<number, number> = { 7: 8, 6: 6, 1: 5, 5: 4, 4: 3, 3: 2, 2: 1 };
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return vals[card.value] ?? 0;
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}
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// ---------------------------------------------------------------------------
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// ADVANCED — improved heuristic with card counting
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// ADVANCED — strong heuristic with card counting + real cooperation
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// ---------------------------------------------------------------------------
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function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker): AIMove {
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const player = state.players[playerIdx];
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const table = state.table;
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const myTeam = teamOf(playerIdx);
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const allyIdx = ((playerIdx + 2) % 4) as PlayerIndex;
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const allyIsNext = state.currentPlayer === playerIdx &&
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((playerIdx + 1) % 4) === allyIdx;
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const phase = gamePhase(state);
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// Analyze turn context
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const next = nextPlayer(playerIdx);
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const nextIsOpp = isOpponent(playerIdx, next);
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const partner = partnerOf(playerIdx);
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const partnerHandSize = state.players[partner].hand.length;
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let bestMove: AIMove | null = null;
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let bestScore = -Infinity;
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@@ -126,14 +233,20 @@ function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
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const captures = findCaptures(card, table);
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if (captures.length > 0) {
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for (const captureSet of captures) {
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const score = scoreCaptureAdvanced(card, captureSet, table, state, myTeam, tracker, player.hand, allyIsNext);
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const score = scoreCaptureAdv(
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card, captureSet, table, state, playerIdx, myTeam,
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tracker, player.hand, phase, nextIsOpp, partnerHandSize,
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);
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if (score > bestScore) {
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bestScore = score;
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bestMove = { card, capture: captureSet };
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}
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}
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} else {
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const score = scoreDumpAdvanced(card, table, state, myTeam, tracker, player.hand, allyIsNext);
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const score = scoreDumpAdv(
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card, table, state, playerIdx, myTeam,
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tracker, player.hand, phase, nextIsOpp, partnerHandSize,
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);
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if (score > bestScore) {
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bestScore = score;
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bestMove = { card, capture: [] };
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@@ -144,155 +257,235 @@ function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
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return bestMove!;
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}
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function scoreCaptureAdvanced(
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function scoreCaptureAdv(
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played: Card, captured: Card[], table: Card[], state: GameState,
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myTeam: 0 | 1, tracker: CardTracker | undefined, myHand: Card[],
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allyIsNext: boolean,
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playerIdx: PlayerIndex, myTeam: 0 | 1, tracker: CardTracker | undefined,
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myHand: Card[], phase: number, nextIsOpp: boolean, partnerHandSize: number,
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): number {
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let score = 100;
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const allCaptured = [played, ...captured];
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const afterTable = table.filter(c => !captured.some(cc => cc.id === c.id));
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const isScopa = afterTable.length === 0;
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// Scopa bonus
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if (isScopa) score += 600;
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// --- Core scoring ---
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// Settebello — highest priority
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if (allCaptured.some(c => c.suit === 'denara' && c.value === 7)) score += 400;
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if (table.some(c => c.suit === 'denara' && c.value === 7) &&
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captured.some(c => c.suit === 'denara' && c.value === 7)) score += 250;
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// Scopa (huge bonus, scales with game phase)
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if (isScopa) score += 700 + phase * 200;
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// Denari cards
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score += allCaptured.filter(c => c.suit === 'denara').length * 60;
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// Settebello: absolute must-capture
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const capturesSettebello = allCaptured.some(c => c.suit === 'denara' && c.value === 7);
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if (capturesSettebello) score += 500;
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// If settebello is on table and we DON'T capture it, penalty
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if (table.some(c => c.suit === 'denara' && c.value === 7) && !capturesSettebello) score -= 300;
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// Card count (carte majority)
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score += captured.length * 25;
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// Denari
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const denariCount = allCaptured.filter(c => c.suit === 'denara').length;
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score += denariCount * 70;
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// Primiera — prefer capturing 7s, then 6s, then aces
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// Card count — more important in endgame
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score += captured.length * (25 + phase * 15);
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// Primiera — 7s are critical, then 6s, aces
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for (const c of allCaptured) {
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score += PRIMIERA_VALUES[c.value] * 2;
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score += primieraVal(c) * 3;
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}
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// Extra bonus for 7s specifically (primiera control)
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const sevensCapt = allCaptured.filter(c => c.value === 7).length;
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score += sevensCapt * 40;
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// Card counting: avoid leaving settebello on table
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if (afterTable.some(c => c.suit === 'denara' && c.value === 7)) score -= 200;
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// Anti-scopa: prefer leaving table total ≥ 11
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// --- Anti-scopa defense ---
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if (!isScopa) {
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const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
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if (tableSum >= 11) score += 40;
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if (tableSum < 5) score -= 30;
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// Hard rule: NEVER leave table clearable by a single card (val 1-10)
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if (tableSum <= 10) {
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const threats = countScopaThreats(afterTable, myHand, tracker, state, playerIdx);
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if (nextIsOpp && threats.nextOpponentCanScopa) {
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score -= 400; // next opponent could scopa!
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}
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score -= threats.totalThreats * 60;
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}
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// Card tracking threat assessment (no cheating)
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if (tracker) {
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// Prefer leaving table sum >= 11 (unclearable by one card)
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if (tableSum >= 11) score += 80;
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else if (tableSum >= 8) score += 20;
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else score -= 40;
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// Avoid leaving exactly one card (easy scopa for opponent)
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if (afterTable.length === 1 && nextIsOpp) score -= 150;
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}
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// --- Cooperation with partner ---
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if (!isScopa && !nextIsOpp) {
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// Next player is partner — leaving cards for them is good
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// Partner might be able to scopa or capture denari
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score += 30;
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// If table has denari and partner can still play, leaving is OK
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if (afterTable.some(c => c.suit === 'denara') && partnerHandSize > 0) {
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score += 20;
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}
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}
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// Endgame: if partner has no cards left, capture everything you can
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if (partnerHandSize === 0) {
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score += captured.length * 15;
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}
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// --- Card tracking threats ---
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if (tracker && !isScopa) {
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const unseen = tracker.getUnseenCards(myHand, afterTable);
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// Check if any unseen card could scopa the remaining table
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for (const uc of unseen) {
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const caps = findCaptures(uc, afterTable);
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for (const cap of caps) {
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if (afterTable.filter(c => !cap.some(cc => cc.id === c.id)).length === 0) {
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score -= 200; // potential opponent scopa
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break;
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}
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}
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// Check settebello still in play — protect it
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if (tracker.isSettebelloUnseen() && !capturesSettebello) {
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// Don't leave table where opponent could capture settebello + table
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if (afterTable.some(c => c.suit === 'denara' && c.value === 7)) {
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score -= 250;
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}
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}
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// Cooperative: if ally is next, allow leaving cards ally can capture
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if (allyIsNext && !isScopa) {
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score += 15; // slight preference if we leave cards and ally plays next
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// Count how many suits we're missing for primiera
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const myPile = state.players[playerIdx].pile.concat(
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state.players[partnerOf(playerIdx)].pile
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);
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const allTeamCards = [...myPile, ...allCaptured];
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for (const suit of SUITS) {
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const hasSeven = allTeamCards.some(c => c.suit === suit && c.value === 7);
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if (!hasSeven) {
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// If this capture gives us a 7 of a missing suit, bonus
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if (allCaptured.some(c => c.suit === suit && c.value === 7)) {
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score += 60;
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}
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}
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}
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}
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return score;
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}
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function scoreDumpAdvanced(
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function scoreDumpAdv(
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card: Card, table: Card[], state: GameState,
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myTeam: 0 | 1, tracker: CardTracker | undefined, myHand: Card[],
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allyIsNext: boolean,
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playerIdx: PlayerIndex, myTeam: 0 | 1, tracker: CardTracker | undefined,
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myHand: Card[], phase: number, nextIsOpp: boolean, partnerHandSize: number,
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): number {
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let score = 0;
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const afterTable = [...table, card];
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const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
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// Never dump settebello
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if (card.suit === 'denara' && card.value === 7) score -= 500;
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// --- Card value protection ---
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// NEVER dump settebello
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if (card.suit === 'denara' && card.value === 7) return -10000;
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// Avoid dumping denari
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if (card.suit === 'denara') score -= 50;
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if (card.suit !== 'denara') score += 30;
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if (card.suit === 'denara') score -= 80;
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// Avoid dumping 7s (primiera)
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if (card.value === 7) score -= 60;
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// Avoid dumping 7s (primiera), especially in endgame
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if (card.value === 7) score -= 80 - phase * 20;
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// Avoid dumping 6s and aces (primiera)
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if (card.value === 6) score -= 40;
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if (card.value === 1) score -= 35;
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|
||||
// Prefer dumping face cards
|
||||
if (card.value >= 8) score += 15;
|
||||
// Prefer dumping face cards (8, 9, 10) — low primiera value
|
||||
if (card.value >= 8) score += 20 + card.value * 2;
|
||||
|
||||
// Anti-scopa: prefer leaving table total ≥ 11
|
||||
const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
|
||||
if (tableSum >= 11) score += 50;
|
||||
if (tableSum < 5) score -= 40;
|
||||
// --- Anti-scopa defense (CRITICAL) ---
|
||||
|
||||
// Card tracking: check if unseen cards could scopa after this dump
|
||||
if (tableSum >= 11) {
|
||||
score += 100; // excellent — no single card can scopa
|
||||
} else if (tableSum <= 10) {
|
||||
const threats = countScopaThreats(afterTable, myHand, tracker, state, playerIdx);
|
||||
if (nextIsOpp && threats.nextOpponentCanScopa) {
|
||||
score -= 500; // DANGER — next opponent can likely scopa
|
||||
}
|
||||
score -= threats.totalThreats * 80;
|
||||
|
||||
// Especially bad: leaving table sum that matches a common value
|
||||
if (tableSum <= 3) score -= 60;
|
||||
}
|
||||
|
||||
// Prefer making tableSum awkward (e.g., large primes: 11, 13, etc.)
|
||||
if (tableSum >= 11) score += 30;
|
||||
if (afterTable.length >= 3 && tableSum >= 15) score += 20;
|
||||
|
||||
// --- Cooperation ---
|
||||
if (!nextIsOpp) {
|
||||
// Partner plays next — dumping is safer
|
||||
score += 40;
|
||||
|
||||
// If we dump a card our partner might capture with... that's actually helpful
|
||||
// Dump cards that create capturable sums for partner
|
||||
if (partnerHandSize > 0) score += 15;
|
||||
}
|
||||
|
||||
// --- Card tracking ---
|
||||
if (tracker) {
|
||||
const unseen = tracker.getUnseenCards(myHand, afterTable);
|
||||
let scopaThreat = 0;
|
||||
for (const uc of unseen) {
|
||||
const caps = findCaptures(uc, afterTable);
|
||||
for (const cap of caps) {
|
||||
if (afterTable.filter(c => !cap.some(cc => cc.id === c.id)).length === 0) {
|
||||
scopaThreat++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
score -= scopaThreat * 80;
|
||||
}
|
||||
|
||||
// Cooperative: if ally is next, leaving captures for ally is OK
|
||||
if (allyIsNext) {
|
||||
score += 10;
|
||||
// Check specific scopa threats by value
|
||||
let directThreats = 0;
|
||||
for (const uc of unseen) {
|
||||
if (uc.value === tableSum && afterTable.length >= 1) {
|
||||
directThreats++;
|
||||
}
|
||||
}
|
||||
score -= directThreats * 50;
|
||||
|
||||
// Late game: if we know most cards, we can be more precise
|
||||
if (phase > 0.6) {
|
||||
// Fewer unseen cards = more confident threat assessment
|
||||
const confidence = Math.min(1, tracker.playedCount / 30);
|
||||
score *= (1 + confidence * 0.3);
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// MASTER — minimax with alpha-beta pruning and determinization
|
||||
// MASTER — deep minimax + alpha-beta + determinization + move ordering
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
function masterMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker): AIMove {
|
||||
const player = state.players[playerIdx];
|
||||
const table = state.table;
|
||||
const myTeam = teamOf(playerIdx);
|
||||
const NUM_SAMPLES = 12;
|
||||
const MAX_DEPTH = 4; // 4 plies = one full rotation
|
||||
const phase = gamePhase(state);
|
||||
|
||||
// Adaptive search parameters based on game phase and remaining moves
|
||||
const cardsRemaining = state.players.reduce((s, p) => s + p.hand.length, 0);
|
||||
const NUM_SAMPLES = cardsRemaining <= 12 ? 20 : 16;
|
||||
const MAX_DEPTH = cardsRemaining <= 8 ? 8 : 6; // deeper search in endgame
|
||||
|
||||
// Generate all legal moves for this player
|
||||
const legalMoves = getLegalMoves(state, playerIdx);
|
||||
if (legalMoves.length === 1) return legalMoves[0];
|
||||
|
||||
// Score accumulator for each move
|
||||
const moveScores = new Map<string, number>();
|
||||
for (const m of legalMoves) {
|
||||
moveScores.set(moveKey(m), 0);
|
||||
}
|
||||
// Sort moves by quick heuristic for better pruning
|
||||
const quickScored = legalMoves.map(m => ({
|
||||
move: m,
|
||||
quick: quickEval(m, state, playerIdx, tracker),
|
||||
}));
|
||||
quickScored.sort((a, b) => b.quick - a.quick);
|
||||
const sortedMoves = quickScored.map(qs => qs.move);
|
||||
|
||||
const moveScores = new Map<string, number>();
|
||||
for (const m of sortedMoves) moveScores.set(moveKey(m), 0);
|
||||
|
||||
// Determinization: sample possible opponent hand assignments
|
||||
const samples = generateSamples(state, playerIdx, tracker, NUM_SAMPLES);
|
||||
|
||||
for (const sample of samples) {
|
||||
for (const move of legalMoves) {
|
||||
for (const move of sortedMoves) {
|
||||
const result = applyMove(sample, playerIdx, move.card, move.capture.length > 0 ? move.capture : undefined);
|
||||
const score = alphaBeta(result.nextState, MAX_DEPTH - 1, -Infinity, Infinity, false, myTeam, playerIdx);
|
||||
const score = alphaBeta(
|
||||
result.nextState, MAX_DEPTH - 1, -Infinity, Infinity,
|
||||
false, myTeam, playerIdx, phase, tracker,
|
||||
);
|
||||
moveScores.set(moveKey(move), (moveScores.get(moveKey(move)) ?? 0) + score);
|
||||
}
|
||||
}
|
||||
|
||||
// Pick move with highest total score across samples
|
||||
let bestMove = legalMoves[0];
|
||||
let bestMove = sortedMoves[0];
|
||||
let bestScore = -Infinity;
|
||||
for (const move of legalMoves) {
|
||||
for (const move of sortedMoves) {
|
||||
const totalScore = moveScores.get(moveKey(move)) ?? 0;
|
||||
if (totalScore > bestScore) {
|
||||
bestScore = totalScore;
|
||||
@@ -303,6 +496,48 @@ function masterMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTrac
|
||||
return bestMove;
|
||||
}
|
||||
|
||||
/** Quick heuristic to order moves for better alpha-beta pruning */
|
||||
function quickEval(move: AIMove, state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker): number {
|
||||
let score = 0;
|
||||
const table = state.table;
|
||||
const afterTable = table.filter(c => !move.capture.some(cc => cc.id === c.id));
|
||||
|
||||
// Scopa: best
|
||||
if (move.capture.length > 0 && afterTable.length === 0) score += 1000;
|
||||
|
||||
// Settebello capture
|
||||
if (move.capture.some(c => c.suit === 'denara' && c.value === 7) ||
|
||||
(move.card.suit === 'denara' && move.card.value === 7 && move.capture.length > 0)) {
|
||||
score += 800;
|
||||
}
|
||||
|
||||
// More captures first
|
||||
score += move.capture.length * 50;
|
||||
|
||||
// Denari captures
|
||||
score += [move.card, ...move.capture].filter(c => c.suit === 'denara').length * 80;
|
||||
|
||||
// 7s captured (primiera)
|
||||
score += [move.card, ...move.capture].filter(c => c.value === 7).length * 60;
|
||||
|
||||
// Dump: prefer high face cards
|
||||
if (move.capture.length === 0) {
|
||||
score -= 200;
|
||||
if (move.card.value >= 8) score += 30;
|
||||
if (move.card.suit === 'denara') score -= 100;
|
||||
if (move.card.value === 7) score -= 80;
|
||||
}
|
||||
|
||||
// Anti-scopa: penalize leaving clearable table
|
||||
if (afterTable.length > 0) {
|
||||
const sum = afterTable.reduce((s, c) => s + c.value, 0);
|
||||
if (sum <= 10) score -= 120;
|
||||
if (afterTable.length === 1) score -= 80;
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
function moveKey(move: AIMove): string {
|
||||
const capIds = move.capture.map(c => c.id).sort().join(',');
|
||||
return `${move.card.id}|${capIds}`;
|
||||
@@ -330,9 +565,9 @@ function generateSamples(
|
||||
state: GameState, playerIdx: PlayerIndex, tracker: CardTracker | undefined, count: number,
|
||||
): GameState[] {
|
||||
const myHand = state.players[playerIdx].hand;
|
||||
const partner = partnerOf(playerIdx);
|
||||
const samples: GameState[] = [];
|
||||
|
||||
// Cards we know about: our hand + table + tracked
|
||||
const unseen = tracker
|
||||
? tracker.getUnseenCards(myHand, state.table)
|
||||
: getUnseenWithoutTracker(state, playerIdx);
|
||||
@@ -341,7 +576,6 @@ function generateSamples(
|
||||
const sample = JSON.parse(JSON.stringify(state)) as GameState;
|
||||
const shuffled = shuffleArray([...unseen]);
|
||||
|
||||
// Distribute unseen cards among other players proportionally to their hand sizes
|
||||
let idx = 0;
|
||||
for (let p = 0; p < 4; p++) {
|
||||
if (p === playerIdx) continue;
|
||||
@@ -357,11 +591,9 @@ function generateSamples(
|
||||
}
|
||||
|
||||
function getUnseenWithoutTracker(state: GameState, playerIdx: PlayerIndex): Card[] {
|
||||
// Without tracker, we only know our own hand and the table
|
||||
const known = new Set<string>();
|
||||
for (const c of state.players[playerIdx].hand) known.add(c.id);
|
||||
for (const c of state.table) known.add(c.id);
|
||||
// Also know cards in all players' piles (they've been captured visibly)
|
||||
for (const p of state.players) {
|
||||
for (const c of p.pile) known.add(c.id);
|
||||
}
|
||||
@@ -385,22 +617,38 @@ function shuffleArray<T>(arr: T[]): T[] {
|
||||
function alphaBeta(
|
||||
state: GameState, depth: number, alpha: number, beta: number,
|
||||
maximizing: boolean, myTeam: 0 | 1, rootPlayer: PlayerIndex,
|
||||
phase: number, tracker?: CardTracker,
|
||||
): number {
|
||||
if (depth === 0 || state.roundOver) {
|
||||
return evaluate(state, myTeam);
|
||||
return evaluate(state, myTeam, phase);
|
||||
}
|
||||
|
||||
const cur = state.currentPlayer;
|
||||
const isMyTeam = teamOf(cur) === myTeam;
|
||||
const moves = getLegalMoves(state, cur);
|
||||
|
||||
if (moves.length === 0) return evaluate(state, myTeam);
|
||||
if (moves.length === 0) return evaluate(state, myTeam, phase);
|
||||
|
||||
// Move ordering within alpha-beta for better pruning
|
||||
if (moves.length > 3) {
|
||||
moves.sort((a, b) => {
|
||||
let sa = 0, sb = 0;
|
||||
if (a.capture.length > 0) sa += 100 + a.capture.length * 10;
|
||||
if (b.capture.length > 0) sb += 100 + b.capture.length * 10;
|
||||
// Scopa
|
||||
const aAfter = state.table.filter(c => !a.capture.some(cc => cc.id === c.id));
|
||||
const bAfter = state.table.filter(c => !b.capture.some(cc => cc.id === c.id));
|
||||
if (a.capture.length > 0 && aAfter.length === 0) sa += 500;
|
||||
if (b.capture.length > 0 && bAfter.length === 0) sb += 500;
|
||||
return isMyTeam ? sb - sa : sa - sb;
|
||||
});
|
||||
}
|
||||
|
||||
if (isMyTeam) {
|
||||
let value = -Infinity;
|
||||
for (const move of moves) {
|
||||
const result = applyMove(state, cur, move.card, move.capture.length > 0 ? move.capture : undefined);
|
||||
const child = alphaBeta(result.nextState, depth - 1, alpha, beta, !isMyTeam, myTeam, rootPlayer);
|
||||
const child = alphaBeta(result.nextState, depth - 1, alpha, beta, !isMyTeam, myTeam, rootPlayer, phase, tracker);
|
||||
value = Math.max(value, child);
|
||||
alpha = Math.max(alpha, value);
|
||||
if (beta <= alpha) break;
|
||||
@@ -410,7 +658,7 @@ function alphaBeta(
|
||||
let value = Infinity;
|
||||
for (const move of moves) {
|
||||
const result = applyMove(state, cur, move.card, move.capture.length > 0 ? move.capture : undefined);
|
||||
const child = alphaBeta(result.nextState, depth - 1, alpha, beta, !isMyTeam, myTeam, rootPlayer);
|
||||
const child = alphaBeta(result.nextState, depth - 1, alpha, beta, !isMyTeam, myTeam, rootPlayer, phase, tracker);
|
||||
value = Math.min(value, child);
|
||||
beta = Math.min(beta, value);
|
||||
if (beta <= alpha) break;
|
||||
@@ -419,7 +667,7 @@ function alphaBeta(
|
||||
}
|
||||
}
|
||||
|
||||
function evaluate(state: GameState, myTeam: 0 | 1): number {
|
||||
function evaluate(state: GameState, myTeam: 0 | 1, phase: number): number {
|
||||
const oppTeam = myTeam === 0 ? 1 : 0;
|
||||
const myPlayers = myTeam === 0 ? [state.players[0], state.players[2]] : [state.players[1], state.players[3]];
|
||||
const oppPlayers = oppTeam === 0 ? [state.players[0], state.players[2]] : [state.players[1], state.players[3]];
|
||||
@@ -429,33 +677,51 @@ function evaluate(state: GameState, myTeam: 0 | 1): number {
|
||||
|
||||
let score = 0;
|
||||
|
||||
// Cards (20 = majority)
|
||||
score += (myPile.length - oppPile.length) * 10;
|
||||
// --- Cards majority (1 point) ---
|
||||
const cardDiff = myPile.length - oppPile.length;
|
||||
score += cardDiff * (15 + phase * 10); // more weight in endgame
|
||||
|
||||
// Denari
|
||||
// --- Denari majority (1 point) ---
|
||||
const myDenari = myPile.filter(c => c.suit === 'denara').length;
|
||||
const oppDenari = oppPile.filter(c => c.suit === 'denara').length;
|
||||
score += (myDenari - oppDenari) * 30;
|
||||
score += (myDenari - oppDenari) * 40;
|
||||
|
||||
// Settebello
|
||||
if (myPile.some(c => c.suit === 'denara' && c.value === 7)) score += 200;
|
||||
if (oppPile.some(c => c.suit === 'denara' && c.value === 7)) score -= 200;
|
||||
// --- Settebello (1 point) ---
|
||||
if (myPile.some(c => c.suit === 'denara' && c.value === 7)) score += 250;
|
||||
if (oppPile.some(c => c.suit === 'denara' && c.value === 7)) score -= 250;
|
||||
|
||||
// Primiera
|
||||
// --- Primiera (1 point) ---
|
||||
const myPrim = calcPrimiera(myPile);
|
||||
const oppPrim = calcPrimiera(oppPile);
|
||||
if (myPrim > 0 && oppPrim > 0) {
|
||||
score += (myPrim - oppPrim) * 2;
|
||||
score += (myPrim - oppPrim) * 3;
|
||||
} else if (myPrim > 0) {
|
||||
score += 100;
|
||||
score += 120;
|
||||
} else if (oppPrim > 0) {
|
||||
score -= 100;
|
||||
score -= 120;
|
||||
}
|
||||
|
||||
// Scope
|
||||
// Primiera component tracking: count 7s per suit
|
||||
for (const suit of SUITS) {
|
||||
const my7 = myPile.some(c => c.suit === suit && c.value === 7);
|
||||
const opp7 = oppPile.some(c => c.suit === suit && c.value === 7);
|
||||
if (my7 && !opp7) score += 30;
|
||||
if (opp7 && !my7) score -= 30;
|
||||
}
|
||||
|
||||
// --- Scope (1 point each, most valuable!) ---
|
||||
const myScope = myPlayers.reduce((s, p) => s + p.scope, 0);
|
||||
const oppScope = oppPlayers.reduce((s, p) => s + p.scope, 0);
|
||||
score += (myScope - oppScope) * 150;
|
||||
score += (myScope - oppScope) * 200;
|
||||
|
||||
// --- Table position (non-terminal) ---
|
||||
if (!state.roundOver && state.table.length > 0) {
|
||||
const tableSum = state.table.reduce((s, c) => s + c.value, 0);
|
||||
const curTeam = teamOf(state.currentPlayer);
|
||||
// If it's our team's turn and table is capturable, that's good
|
||||
if (curTeam === myTeam && tableSum <= 10) score += 15;
|
||||
if (curTeam !== myTeam && tableSum <= 10) score -= 15;
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user