feat(SCOPONE-0005): iteration 6 — rewrite AI with team cooperation and deeper search

This commit is contained in:
Giancarmine Salucci
2026-03-31 23:15:45 +02:00
parent d80d4df6bd
commit 0b1c7f6386

View File

@@ -1,4 +1,4 @@
import { Card, GameState, PlayerIndex, Difficulty, PRIMIERA_VALUES } from './types';
import { Card, GameState, PlayerIndex, Difficulty, PRIMIERA_VALUES, Suit, SUITS } from './types';
import { findCaptures, canCapture, calcPrimiera, teamOf, applyMove, buildDeck } from './engine';
import { CardTracker } from './card-tracker';
@@ -7,6 +7,92 @@ export interface AIMove {
capture: Card[];
}
// ---------------------------------------------------------------------------
// Helpers shared across all difficulty levels
// ---------------------------------------------------------------------------
/** Who plays after the given player */
function nextPlayer(p: PlayerIndex): PlayerIndex {
return ((p + 1) % 4) as PlayerIndex;
}
/** Partner of a given player (across the table) */
function partnerOf(p: PlayerIndex): PlayerIndex {
return ((p + 2) % 4) as PlayerIndex;
}
/** Is `other` an opponent of `me`? */
function isOpponent(me: PlayerIndex, other: PlayerIndex): boolean {
return teamOf(me) !== teamOf(other);
}
function primieraVal(card: Card): number {
return PRIMIERA_VALUES[card.value] ?? 0;
}
/**
* Count how many unseen cards can scopa a given table layout.
* Returns the count and whether the immediate next player can do it.
*/
function countScopaThreats(
afterTable: Card[],
myHand: Card[],
tracker: CardTracker | undefined,
state: GameState,
playerIdx: PlayerIndex,
): { totalThreats: number; nextOpponentCanScopa: boolean } {
if (afterTable.length === 0) return { totalThreats: 0, nextOpponentCanScopa: false };
const unseen = tracker
? tracker.getUnseenCards(myHand, afterTable)
: getUnseenWithoutTracker(state, playerIdx);
let totalThreats = 0;
const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
// Quick check: can any single card value clear the table?
const threatValues = new Set<number>();
for (const uc of unseen) {
// Single-card scopa: card value == table sum and captures all
if (uc.value === tableSum && afterTable.length >= 1) {
// Check if the card actually captures all table cards
const caps = findCaptures(uc, afterTable);
for (const cap of caps) {
if (cap.length === afterTable.length) {
if (!threatValues.has(uc.value)) {
totalThreats++;
threatValues.add(uc.value);
}
}
}
} else {
const caps = findCaptures(uc, afterTable);
for (const cap of caps) {
if (afterTable.every(tc => cap.some(cc => cc.id === tc.id))) {
totalThreats++;
break;
}
}
}
}
// Check specifically the next opponent
const next = nextPlayer(playerIdx);
const nextIsOpp = isOpponent(playerIdx, next);
let nextOpponentCanScopa = false;
if (nextIsOpp && afterTable.length > 0) {
// The next opponent's hand is hidden, but we can check if any unseen value could scopa
// This is a probabilistic threat — the more unseen cards that scopa, the worse
nextOpponentCanScopa = totalThreats > 0;
}
return { totalThreats, nextOpponentCanScopa };
}
/** Compute the game-phase weight multiplier (early=0..1=late) */
function gamePhase(state: GameState): number {
const totalCards = state.players.reduce((s, p) => s + p.hand.length, 0);
return 1 - totalCards / 40; // 0.0 at start, 1.0 at end
}
// ---------------------------------------------------------------------------
// Main entry point — dispatches by difficulty
// ---------------------------------------------------------------------------
@@ -18,23 +104,22 @@ export function chooseMove(
tracker?: CardTracker,
): AIMove {
switch (difficulty) {
case 'beginner': return beginnerMove(state, playerIdx);
case 'beginner': return beginnerMove(state, playerIdx, tracker);
case 'advanced': return advancedMove(state, playerIdx, tracker);
case 'master': return masterMove(state, playerIdx, tracker);
}
}
// ---------------------------------------------------------------------------
// BEGINNER — weakened heuristic with random noise
// BEGINNER — weakened heuristic with random noise + basic cooperation
// ---------------------------------------------------------------------------
function beginnerMove(state: GameState, playerIdx: PlayerIndex): AIMove {
function beginnerMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker): AIMove {
const player = state.players[playerIdx];
const table = state.table;
const myTeam = teamOf(playerIdx);
// 20% chance to pick a completely random legal move
if (Math.random() < 0.2) {
// 15% chance to pick a completely random legal move
if (Math.random() < 0.15) {
return randomMove(state, playerIdx);
}
@@ -45,17 +130,16 @@ function beginnerMove(state: GameState, playerIdx: PlayerIndex): AIMove {
const captures = findCaptures(card, table);
if (captures.length > 0) {
for (const captureSet of captures) {
// Weakened heuristic: half weights + random noise
const base = scoreCaptureBasic(card, captureSet, table);
const score = base * 0.5 + (Math.random() - 0.5) * base * 0.6;
const base = scoreCaptureBasic(card, captureSet, table, state, playerIdx, tracker);
const score = base * 0.5 + (Math.random() - 0.5) * Math.abs(base) * 0.4;
if (score > bestScore) {
bestScore = score;
bestMove = { card, capture: captureSet };
}
}
} else {
const base = scoreDumpBasic(card);
const score = base * 0.5 + (Math.random() - 0.5) * Math.abs(base) * 0.6;
const base = scoreDumpBasic(card, table, state, playerIdx, tracker);
const score = base * 0.5 + (Math.random() - 0.5) * Math.abs(base) * 0.4;
if (score > bestScore) {
bestScore = score;
bestMove = { card, capture: [] };
@@ -76,48 +160,71 @@ function randomMove(state: GameState, playerIdx: PlayerIndex): AIMove {
return { card, capture: [] };
}
// Basic scoring (no cheating, no card counting)
function scoreCaptureBasic(played: Card, captured: Card[], table: Card[]): number {
function scoreCaptureBasic(
played: Card, captured: Card[], table: Card[],
state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker,
): number {
let score = 100;
const allCaptured = [played, ...captured];
const afterTable = table.filter(c => !captured.some(cc => cc.id === c.id));
const isScopa = afterTable.length === 0;
if (afterTable.length === 0) score += 500;
if (isScopa) score += 500;
if (allCaptured.some(c => c.suit === 'denara' && c.value === 7)) score += 300;
score += allCaptured.filter(c => c.suit === 'denara').length * 50;
score += captured.length * 20;
score += allCaptured.reduce((s, c) => s + primieraValue(c), 0);
score += allCaptured.reduce((s, c) => s + primieraVal(c), 0);
// Basic cooperation: if next player is partner, leaving cards is OK
const next = nextPlayer(playerIdx);
if (!isOpponent(playerIdx, next) && !isScopa) score += 20;
// Don't leave easy scopa for next opponent
if (!isScopa && isOpponent(playerIdx, next)) {
const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
if (tableSum <= 10) score -= 40;
}
return score;
}
function scoreDumpBasic(card: Card): number {
function scoreDumpBasic(
card: Card, table: Card[], state: GameState,
playerIdx: PlayerIndex, tracker?: CardTracker,
): number {
let score = 0;
const afterTable = [...table, card];
if (card.suit !== 'denara') score += 30;
if (card.suit === 'denara') score -= 40;
if (card.suit === 'denara' && card.value === 7) score -= 300;
if (card.value >= 8) score += 10;
if (card.value === 7) score -= 50;
if (card.value === 1) score -= 30;
// Anti-scopa: prefer table sum >= 11
const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
if (tableSum >= 11) score += 40;
if (tableSum < 5) score -= 30;
return score;
}
function primieraValue(card: Card): number {
const vals: Record<number, number> = { 7: 8, 6: 6, 1: 5, 5: 4, 4: 3, 3: 2, 2: 1 };
return vals[card.value] ?? 0;
}
// ---------------------------------------------------------------------------
// ADVANCED — improved heuristic with card counting
// ADVANCED — strong heuristic with card counting + real cooperation
// ---------------------------------------------------------------------------
function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker): AIMove {
const player = state.players[playerIdx];
const table = state.table;
const myTeam = teamOf(playerIdx);
const allyIdx = ((playerIdx + 2) % 4) as PlayerIndex;
const allyIsNext = state.currentPlayer === playerIdx &&
((playerIdx + 1) % 4) === allyIdx;
const phase = gamePhase(state);
// Analyze turn context
const next = nextPlayer(playerIdx);
const nextIsOpp = isOpponent(playerIdx, next);
const partner = partnerOf(playerIdx);
const partnerHandSize = state.players[partner].hand.length;
let bestMove: AIMove | null = null;
let bestScore = -Infinity;
@@ -126,14 +233,20 @@ function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
const captures = findCaptures(card, table);
if (captures.length > 0) {
for (const captureSet of captures) {
const score = scoreCaptureAdvanced(card, captureSet, table, state, myTeam, tracker, player.hand, allyIsNext);
const score = scoreCaptureAdv(
card, captureSet, table, state, playerIdx, myTeam,
tracker, player.hand, phase, nextIsOpp, partnerHandSize,
);
if (score > bestScore) {
bestScore = score;
bestMove = { card, capture: captureSet };
}
}
} else {
const score = scoreDumpAdvanced(card, table, state, myTeam, tracker, player.hand, allyIsNext);
const score = scoreDumpAdv(
card, table, state, playerIdx, myTeam,
tracker, player.hand, phase, nextIsOpp, partnerHandSize,
);
if (score > bestScore) {
bestScore = score;
bestMove = { card, capture: [] };
@@ -144,155 +257,235 @@ function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
return bestMove!;
}
function scoreCaptureAdvanced(
function scoreCaptureAdv(
played: Card, captured: Card[], table: Card[], state: GameState,
myTeam: 0 | 1, tracker: CardTracker | undefined, myHand: Card[],
allyIsNext: boolean,
playerIdx: PlayerIndex, myTeam: 0 | 1, tracker: CardTracker | undefined,
myHand: Card[], phase: number, nextIsOpp: boolean, partnerHandSize: number,
): number {
let score = 100;
const allCaptured = [played, ...captured];
const afterTable = table.filter(c => !captured.some(cc => cc.id === c.id));
const isScopa = afterTable.length === 0;
// Scopa bonus
if (isScopa) score += 600;
// --- Core scoring ---
// Settebello — highest priority
if (allCaptured.some(c => c.suit === 'denara' && c.value === 7)) score += 400;
if (table.some(c => c.suit === 'denara' && c.value === 7) &&
captured.some(c => c.suit === 'denara' && c.value === 7)) score += 250;
// Scopa (huge bonus, scales with game phase)
if (isScopa) score += 700 + phase * 200;
// Denari cards
score += allCaptured.filter(c => c.suit === 'denara').length * 60;
// Settebello: absolute must-capture
const capturesSettebello = allCaptured.some(c => c.suit === 'denara' && c.value === 7);
if (capturesSettebello) score += 500;
// If settebello is on table and we DON'T capture it, penalty
if (table.some(c => c.suit === 'denara' && c.value === 7) && !capturesSettebello) score -= 300;
// Card count (carte majority)
score += captured.length * 25;
// Denari
const denariCount = allCaptured.filter(c => c.suit === 'denara').length;
score += denariCount * 70;
// Primiera — prefer capturing 7s, then 6s, then aces
// Card count — more important in endgame
score += captured.length * (25 + phase * 15);
// Primiera — 7s are critical, then 6s, aces
for (const c of allCaptured) {
score += PRIMIERA_VALUES[c.value] * 2;
score += primieraVal(c) * 3;
}
// Extra bonus for 7s specifically (primiera control)
const sevensCapt = allCaptured.filter(c => c.value === 7).length;
score += sevensCapt * 40;
// Card counting: avoid leaving settebello on table
if (afterTable.some(c => c.suit === 'denara' && c.value === 7)) score -= 200;
// Anti-scopa: prefer leaving table total ≥ 11
// --- Anti-scopa defense ---
if (!isScopa) {
const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
if (tableSum >= 11) score += 40;
if (tableSum < 5) score -= 30;
// Hard rule: NEVER leave table clearable by a single card (val 1-10)
if (tableSum <= 10) {
const threats = countScopaThreats(afterTable, myHand, tracker, state, playerIdx);
if (nextIsOpp && threats.nextOpponentCanScopa) {
score -= 400; // next opponent could scopa!
}
score -= threats.totalThreats * 60;
}
// Prefer leaving table sum >= 11 (unclearable by one card)
if (tableSum >= 11) score += 80;
else if (tableSum >= 8) score += 20;
else score -= 40;
// Avoid leaving exactly one card (easy scopa for opponent)
if (afterTable.length === 1 && nextIsOpp) score -= 150;
}
// Card tracking threat assessment (no cheating)
if (tracker) {
// --- Cooperation with partner ---
if (!isScopa && !nextIsOpp) {
// Next player is partner — leaving cards for them is good
// Partner might be able to scopa or capture denari
score += 30;
// If table has denari and partner can still play, leaving is OK
if (afterTable.some(c => c.suit === 'denara') && partnerHandSize > 0) {
score += 20;
}
}
// Endgame: if partner has no cards left, capture everything you can
if (partnerHandSize === 0) {
score += captured.length * 15;
}
// --- Card tracking threats ---
if (tracker && !isScopa) {
const unseen = tracker.getUnseenCards(myHand, afterTable);
// Check if any unseen card could scopa the remaining table
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) {
score -= 200; // potential opponent scopa
break;
// Check settebello still in play — protect it
if (tracker.isSettebelloUnseen() && !capturesSettebello) {
// Don't leave table where opponent could capture settebello + table
if (afterTable.some(c => c.suit === 'denara' && c.value === 7)) {
score -= 250;
}
}
// Count how many suits we're missing for primiera
const myPile = state.players[playerIdx].pile.concat(
state.players[partnerOf(playerIdx)].pile
);
const allTeamCards = [...myPile, ...allCaptured];
for (const suit of SUITS) {
const hasSeven = allTeamCards.some(c => c.suit === suit && c.value === 7);
if (!hasSeven) {
// If this capture gives us a 7 of a missing suit, bonus
if (allCaptured.some(c => c.suit === suit && c.value === 7)) {
score += 60;
}
}
}
}
// Cooperative: if ally is next, allow leaving cards ally can capture
if (allyIsNext && !isScopa) {
score += 15; // slight preference if we leave cards and ally plays next
}
return score;
}
function scoreDumpAdvanced(
function scoreDumpAdv(
card: Card, table: Card[], state: GameState,
myTeam: 0 | 1, tracker: CardTracker | undefined, myHand: Card[],
allyIsNext: boolean,
playerIdx: PlayerIndex, myTeam: 0 | 1, tracker: CardTracker | undefined,
myHand: Card[], phase: number, nextIsOpp: boolean, partnerHandSize: number,
): number {
let score = 0;
const afterTable = [...table, card];
const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
// Never dump settebello
if (card.suit === 'denara' && card.value === 7) score -= 500;
// --- Card value protection ---
// NEVER dump settebello
if (card.suit === 'denara' && card.value === 7) return -10000;
// Avoid dumping denari
if (card.suit === 'denara') score -= 50;
if (card.suit !== 'denara') score += 30;
if (card.suit === 'denara') score -= 80;
// Avoid dumping 7s (primiera)
if (card.value === 7) score -= 60;
// Avoid dumping 7s (primiera), especially in endgame
if (card.value === 7) score -= 80 - phase * 20;
// Avoid dumping 6s and aces (primiera)
if (card.value === 6) score -= 40;
if (card.value === 1) score -= 35;
// 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 (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;
}
}
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 -= scopaThreat * 80;
score -= threats.totalThreats * 80;
// Especially bad: leaving table sum that matches a common value
if (tableSum <= 3) score -= 60;
}
// Cooperative: if ally is next, leaving captures for ally is OK
if (allyIsNext) {
score += 10;
// 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);
// 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;
}