feat(SCOPONE-0013): PIMC AI rewrite + Gitea Android CI pipeline
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- Replace minimax with PIMC (Perfect Information Monte Carlo) search
- Add PIMC_SCOPE_BOOST=150 → effective scopa value 540 (was 390)
  → Master win rate: 67.5% → 72.5% vs legacy AI (target ≥60%)
  → Advanced win rate: 97.5% vs beginner AI (target ≥55%)
  → Scope gap in losses: 6.54 → 3.00 scopa/match
- Add card inference engine for probabilistic hand tracking
- Add ai-strategy, ai-legacy evaluation bridge
- Add .gitea/workflows/android-build.yml: build debug + unsigned
  release APK and publish to Gitea generic package registry
This commit is contained in:
Giancarmine Salucci
2026-05-24 16:29:04 +02:00
parent 17f371d5ee
commit 3f74c57665
14 changed files with 6412 additions and 3938 deletions

137
src/game/ai-h2h-quick.ts Normal file
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/**
* Quick HEAD_TO_HEAD: new AI vs legacy AI — 20 seeds × 2 seat swaps = 40 matches each.
* Run with: tsx src/game/ai-h2h-quick.ts
*/
import { chooseMove } from './ai';
import { chooseMove as chooseMoveOld } from './ai-legacy';
import { CardTracker } from './card-tracker';
import { CardInferenceEngine } from './card-inference';
import { applyMove, teamOf, nextPlayer, createInitialState, getMatchOutcome } from './engine';
import { AIMove, Difficulty, GameState, PlayerIndex } from './types';
// ---- seeded RNG -------------------------------------------------------
function mulberry32(seed: number): () => number {
let s = seed >>> 0;
return () => {
s = (s + 0x6d2b79f5) >>> 0;
let t = Math.imul(s ^ (s >>> 15), s | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
function seedFromParts(...parts: number[]): number {
let h = 2166136261;
for (const p of parts) { h ^= p >>> 0; h = Math.imul(h, 16777619); }
return h >>> 0;
}
// ---- simulated timing (same as benchmark) ----------------------------
function simulatedTiming() {
let t = 0;
return {
now: () => t,
advance: (ms: number) => { t += ms; return t; },
isSimulated: true as const,
};
}
// ---- single match ----------------------------------------------------
async function runMatch(
difficulty: Difficulty,
seed: number,
newAITeam: 0 | 1,
): Promise<'new' | 'old' | 'draw'> {
const SUITE_KEY = 0xabcd1234;
const MAX_ROUNDS = 20;
const initialDealer = (seed % 4) as PlayerIndex;
let state = createInitialState(
initialDealer,
mulberry32(seedFromParts(SUITE_KEY, seed, 1, 0)),
);
const matchStartingPlayer = state.matchStartingPlayer;
const tracker = new CardTracker();
const inference = new CardInferenceEngine(tracker);
let rounds = 1;
let turn = 0;
while (rounds <= MAX_ROUNDS) {
while (!state.roundOver) {
const playerIdx = state.currentPlayer;
const isNew = teamOf(playerIdx) === newAITeam;
const timing = simulatedTiming();
const rng = mulberry32(seedFromParts(SUITE_KEY, seed, rounds, turn, playerIdx));
const move: AIMove = isNew
? await chooseMove(state, playerIdx, difficulty, tracker, undefined, { rng, timingSource: timing, inference })
: await chooseMoveOld(state, playerIdx, difficulty, tracker, undefined, { rng, timingSource: timing });
const tableBeforeMove = [...state.table];
const { nextState, capture } = applyMove(
state, playerIdx, move.card,
move.capture.length > 0 ? move.capture : undefined,
);
tracker.trackPlay(move.card);
if (capture) tracker.trackCapture(capture.captured);
inference.onMove(playerIdx, move, tableBeforeMove);
state = nextState;
turn++;
}
const outcome = getMatchOutcome(state.teamScores);
if (!outcome.continueMatch) break;
if (rounds === MAX_ROUNDS) break;
rounds++;
const totals: [number, number] = [state.teamScores[0].totalPoints, state.teamScores[1].totalPoints];
tracker.reset();
inference.reset();
state = createInitialState(
nextPlayer(state.dealer),
mulberry32(seedFromParts(SUITE_KEY, seed, rounds, 0)),
);
state.matchStartingPlayer = matchStartingPlayer;
state.teamScores[0].totalPoints = totals[0];
state.teamScores[1].totalPoints = totals[1];
state.roundNumber = rounds;
}
const outcome = getMatchOutcome(state.teamScores);
if (outcome.winner === null) return 'draw';
return outcome.winner === newAITeam ? 'new' : 'old';
}
// ---- main ------------------------------------------------------------
async function main() {
const SEEDS = Array.from({ length: 20 }, (_, i) => 3000 + i);
const SWAPS = [0, 1] as const;
for (const difficulty of ['master', 'advanced'] as Difficulty[]) {
let wins = 0, losses = 0, draws = 0;
const total = SEEDS.length * SWAPS.length;
console.log(`\nH2H ${difficulty.toUpperCase()}${total} matches`);
for (const seed of SEEDS) {
for (const newAITeam of SWAPS) {
const result = await runMatch(difficulty, seed, newAITeam);
if (result === 'new') wins++;
else if (result === 'old') losses++;
else draws++;
const done = wins + losses + draws;
if (done === 1 || done % 10 === 0 || done === total) {
const pct = ((wins / done) * 100).toFixed(1);
console.log(` [${done}/${total}] new=${wins} old=${losses} draw=${draws} new-win%=${pct}%`);
}
}
}
const target = difficulty === 'master' ? 60 : 55;
const winRate = (wins / total) * 100;
const pass = winRate >= target;
console.log(`RESULT: new AI wins ${winRate.toFixed(1)}% — target ≥${target}% — ${pass ? '✓ PASS' : '✗ FAIL'}`);
}
}
main().catch(console.error);