feat(SCOPONE-0009) improve ai, dealer, apparigliare e sparigliare
This commit is contained in:
@@ -1,6 +1,6 @@
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# Findings
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> Last Updated: 2026-04-08T19:48:08.000Z
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> Last Updated: 2026-04-09T00:00:00.000Z
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## Summary
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@@ -117,3 +117,35 @@ Initializer refresh for SCOPONE-0009. The cached findings were stale relative to
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- Phaser dispatches `shutdown` when a scene stops being active but may be re-used later; resource cleanup that should also cover final teardown can additionally listen to `destroy`.
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- The current `GameScene` pattern of registering one-shot shutdown and destroy handlers is aligned with Phaser guidance for worker disposal and UI cleanup.
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- Dealer rotation and next-round state changes can stay inside the existing in-scene orchestration without requiring a different Phaser lifecycle primitive.
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### SCOPONE-0009: Iteration 3 strength-planning notes (2026-04-08)
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- `src/game/ai.ts` currently generates master determinization samples by uniformly shuffling all unseen cards and slicing them into opponents' hidden hands; it does not yet bias assignments by dealer role, parity residue, or observed capture semantics.
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- The transposition-table key in `src/game/ai.ts` includes the exact sampled hidden hands, so reuse is effective within a determinized sample but does not merge equivalent uncertainty classes across different sample assignments.
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- No executable benchmark harness or AI quality test module exists under `src/`; the current timing evidence lives only in prompt artifacts such as `prompts/SCOPONE-0009/iteration_2/benchmark_summary.md`.
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- `tsconfig.json` includes only `src`, so any automated quality or self-play harness that should be typechecked by the default `npx tsc --noEmit` command needs to live under `src/` unless the project configuration changes.
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### SCOPONE-0009: Iteration 3 continuation notes (2026-04-09)
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- The accepted iteration 3 benchmark work is now present in source: `src/game/ai-benchmark.ts` and `src/game/ai-benchmark-fixtures.ts` exist under `src/`, `package.json` exposes `benchmark:ai-quality`, and the harness already measures fixed fixtures, self-play, and production-master timing.
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- The live production master budgets in `src/game/ai.ts` are already below the requested five-second ceiling in every shipped branch: base `4300`, `<= 20 cards` `4350`, `<= 12 cards` `4200`, `<= 8 cards` `3900`, `<= 6 cards` `3600`, and `<= 4 cards` `3200` milliseconds.
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- `src/scenes/GameScene.ts` still executes AI turns immediately after `await aiClient.chooseMove(...)` resolves in `doAIMove()`; there is currently no scene-level minimum think-time floor.
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- `src/scenes/GameScene.ts` still uses a bare `setStatus(msg)` helper that only calls `this.statusText.setText(msg)`; there is no timed persistence policy, no cancellation of prior status timers, and no dedicated post-move outcome message path.
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- Phaser 3.87 scene timers can be cancelled with `TimerEvent.remove()` and their references cleaned with `TimerEvent.destroy()`; the current scene already listens to `shutdown` and `destroy`, so timed status cleanup belongs in the existing `handleSceneShutdown()` path.
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### SCOPONE-0009: Iteration 3 refresh notes (2026-04-09)
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- The current `src/game/ai.ts` heuristic does not reason about numeric even/odd card values; it already computes the unseen copy count for each rank and stores whether the remaining copies for that rank are in a singleton residue or a paired residue, but the internal names still use `oddResidue`, `evenResidue`, and `scoreParityTableState`, which can mislead future work.
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- The live tactical seam that needs refresh is therefore naming and policy framing, not a wholesale replacement of the underlying signal: the AI should explicitly treat `apparigliare` / `sparigliare` as preserving or breaking same-rank copy residues and connect that to table control, scopa prevention, and forced replies.
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- The accepted benchmark harness in `src/game/ai-benchmark.ts` still measures runtime with `performance.now()` and therefore depends on wall-clock search time. It does not yet use an injected or simulated search clock for fast validation runs.
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- `src/scenes/GameScene.ts` already contains the previously planned pacing and status work: `AI_MIN_THINK_MS = 1000`, `MOVE_OUTCOME_STATUS_MS = 2000`, a timer-backed `setStatus(...)`, and `handleSceneShutdown()` timer cleanup are all present in source and should be preserved rather than re-planned.
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- `src/game/ai-benchmark-fixtures.ts` still contains one fixture and tag using the stale label `dealer-parity-preserve-pair` / `critical-dealer-parity`; if benchmark files are reopened for simulated timing, that terminology should be refreshed to rank-residue wording at the same time.
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### SCOPONE-0009: Iteration 5 planning notes (2026-04-09)
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- The live AI quality harness in `src/game/ai-benchmark.ts` still hard-codes an `iteration: 4` quality gate with targets of `12` fixed fixtures, `4` critical concepts, and `48` self-play matches requiring `>= 30` wins and `<= 12` losses; the readable summary does not yet surface cross-seed aggregation such as the recurring dual-loss seeds from the latest rejected run.
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- `src/game/ai-benchmark-fixtures.ts` currently covers `settebello-capture`, `anti-scopa-defense`, `dealer-rank-residue-preservation`, and `exact-endgame-resolution` as critical concepts, but it does not yet encode an explicit critical fixture for partner invitation / partner scopa setup and does not yet make `fare scopa` itself a critical concept despite the user's new ordering.
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- Non-critical fixtures already exist for denari pressure, late denari shielding, and seven pressure, so the benchmark seam for iteration 5 is to rebalance critical-vs-fixed coverage and ordering expectations rather than to introduce a second harness.
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- Cross-tier heuristic priorities are concentrated in `src/game/ai.ts`: beginner logic in `scoreCaptureBeginner()` / `scoreDumpBeginner()`, advanced logic in `scoreCaptureAdv()` / `scoreDumpAdv()`, and master root/search logic in `quickEval()`, `orderSearchMoves()`, `generateSamples()`, and `evaluateFast()`.
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- Partner-aware logic already exists in all three tiers, but it is currently additive and distributed across multiple heuristics; there is no single explicit priority ladder that guarantees `partner setup` outranks seven denial, denari denial, and generic material capture across the whole file.
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- Anti-scopa prevention is already strong enough to pass the fixed tactical fixtures, but the rejected iteration 4 result (`18` wins, `30` losses over `48` seeded self-play matches) indicates that full-game strength is still limited by strategic continuity across seed-intrinsic lines rather than by isolated tactical blindness.
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@@ -6,9 +6,11 @@
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"scripts": {
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"dev": "vite",
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"build": "tsc && vite build",
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"preview": "vite preview"
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"preview": "vite preview",
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"benchmark:ai-quality": "tsx ./src/game/ai-benchmark.ts"
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},
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"devDependencies": {
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"tsx": "^4.19.2",
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"typescript": "^5.0.0",
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"vite": "^5.0.0"
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},
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543
src/game/ai-benchmark-fixtures.ts
Normal file
543
src/game/ai-benchmark-fixtures.ts
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@@ -0,0 +1,543 @@
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import { buildDeck, findCaptures, getOpeningPlayerForDealer } from './engine';
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import { Card, GameState, Player, PlayerIndex, TeamScore } from './types';
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export interface AIBenchmarkExpectedMove {
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cardId: string;
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captureIds?: string[];
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}
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export type AIBenchmarkCriticalConcept =
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| 'full-table-scopa'
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| 'partner-scopa-setup'
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| 'settebello-capture'
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| 'anti-scopa-defense'
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| 'dealer-rank-residue-preservation'
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| 'exact-endgame-resolution';
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export interface AIBenchmarkFixture {
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id: string;
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name: string;
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description: string;
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tags: string[];
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criticalConcept: AIBenchmarkCriticalConcept | null;
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state: GameState;
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expectedMove: AIBenchmarkExpectedMove;
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}
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interface RawFixture {
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id: string;
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name: string;
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description: string;
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tags: string[];
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criticalConcept?: AIBenchmarkCriticalConcept;
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dealer: PlayerIndex;
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currentPlayer: PlayerIndex;
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handSizes: [number, number, number, number];
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hands: [string[] | undefined, string[] | undefined, string[] | undefined, string[] | undefined];
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table: string[];
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piles?: [string[], string[], string[], string[]];
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pileCardCounts?: [number, number, number, number];
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scopes?: [number, number, number, number];
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totalPoints?: [number, number];
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roundNumber?: number;
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lastCaptureTeam?: 0 | 1 | null;
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expectedMove: AIBenchmarkExpectedMove;
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}
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const PLAYER_NAMES = ['Tu', 'AI Ovest', 'Compagno', 'AI Est'] as const;
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const CARD_BY_ID = new Map(buildDeck().map(card => [card.id, card]));
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const PILES_TEMPLATE_A: [string[], string[], string[], string[]] = [
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['denara_1', 'coppe_7', 'spade_6', 'bastoni_8'],
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['denara_3', 'coppe_1', 'spade_2', 'bastoni_5'],
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['denara_6', 'coppe_4', 'spade_1', 'bastoni_7'],
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['denara_10', 'coppe_6', 'spade_4', 'bastoni_2'],
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];
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const PILES_TEMPLATE_B: [string[], string[], string[], string[]] = [
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['denara_2', 'coppe_8', 'spade_5', 'bastoni_9'],
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['denara_5', 'coppe_1', 'spade_2', 'bastoni_6'],
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['denara_6', 'coppe_4', 'spade_1', 'bastoni_7'],
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['denara_10', 'coppe_6', 'spade_9', 'bastoni_2'],
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];
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const RAW_FIXTURES: RawFixture[] = [
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{
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id: 'settebello-direct-capture',
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name: 'Settebello Direct Capture',
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description: 'The root player should take the settebello immediately when a direct seven match is available.',
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tags: ['critical-settebello-capture', 'denari-race'],
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criticalConcept: 'settebello-capture',
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dealer: 3,
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currentPlayer: 0,
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handSizes: [5, 5, 5, 5],
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hands: [[
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'spade_7',
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'denara_8',
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'bastoni_6',
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'coppe_9',
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'denara_4',
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], undefined, undefined, undefined],
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table: ['denara_7', 'coppe_2', 'bastoni_4', 'spade_9'],
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piles: PILES_TEMPLATE_A,
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totalPoints: [6, 7],
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expectedMove: {
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cardId: 'spade_7',
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captureIds: ['denara_7'],
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},
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},
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{
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id: 'anti-scopa-safe-dump',
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name: 'Anti-Scopa Safe Dump',
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description: 'The root player should prefer the safe high dump instead of taking a flashy but dangerous capture.',
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tags: ['critical-anti-scopa', 'table-control'],
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criticalConcept: 'anti-scopa-defense',
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dealer: 0,
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currentPlayer: 1,
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handSizes: [5, 5, 5, 5],
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hands: [undefined, [
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'bastoni_9',
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'coppe_3',
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'spade_10',
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'denara_5',
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'coppe_8',
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], undefined, undefined],
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table: ['bastoni_1', 'coppe_5', 'denara_7', 'spade_8'],
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piles: PILES_TEMPLATE_A,
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totalPoints: [8, 8],
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expectedMove: {
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cardId: 'spade_10',
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},
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},
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{
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id: 'dealer-rank-residue-preserve-pair',
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name: 'Dealer Rank Residue Preserve Pair',
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description: 'The dealer should keep the double-nine structure intact and release the harmless low card.',
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tags: ['critical-dealer-rank-residue', 'dealer-side-control'],
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criticalConcept: 'dealer-rank-residue-preservation',
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dealer: 3,
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currentPlayer: 3,
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handSizes: [5, 5, 5, 5],
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hands: [undefined, undefined, undefined, [
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'spade_3',
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'denara_9',
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'coppe_9',
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'bastoni_10',
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'denara_5',
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]],
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table: ['denara_2', 'coppe_5', 'bastoni_4', 'spade_8'],
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piles: PILES_TEMPLATE_A,
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scopes: [0, 1, 0, 1],
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totalPoints: [9, 7],
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expectedMove: {
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cardId: 'spade_3',
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},
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},
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{
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id: 'exact-endgame-resolution',
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name: 'Exact Endgame Resolution',
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description: 'With one card per player and a winning capture on the table, the search should resolve the hand exactly.',
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tags: ['critical-exact-endgame', 'endgame'],
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criticalConcept: 'exact-endgame-resolution',
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dealer: 1,
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currentPlayer: 2,
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handSizes: [1, 1, 1, 1],
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hands: [undefined, undefined, ['spade_6'], undefined],
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table: ['coppe_2', 'bastoni_4'],
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pileCardCounts: [9, 8, 9, 8],
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scopes: [1, 0, 1, 0],
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totalPoints: [10, 9],
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roundNumber: 4,
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lastCaptureTeam: 0,
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expectedMove: {
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cardId: 'spade_6',
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captureIds: ['coppe_2', 'bastoni_4'],
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},
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},
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{
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id: 'full-table-scopa',
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name: 'Full Table Scopa',
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description: 'A full-table sweep should be preferred when it is available and it is not the final play of the round.',
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tags: ['critical-full-table-scopa', 'scopa-window'],
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criticalConcept: 'full-table-scopa',
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dealer: 2,
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currentPlayer: 0,
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handSizes: [5, 5, 5, 5],
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hands: [[
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'spade_10',
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'denara_8',
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'coppe_9',
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'bastoni_3',
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'denara_4',
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], undefined, undefined, undefined],
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table: ['bastoni_1', 'coppe_2', 'denara_3', 'spade_4'],
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piles: PILES_TEMPLATE_B,
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expectedMove: {
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cardId: 'spade_10',
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captureIds: ['bastoni_1', 'coppe_2', 'denara_3', 'spade_4'],
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},
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},
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{
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id: 'partner-scopa-setup',
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name: 'Partner Scopa Setup',
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description: 'When there is no safe immediate sweep, the root player should prefer the quiet partner invitation that preserves table pressure for the partner line instead of cashing a smaller material capture.',
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tags: ['critical-partner-setup', 'partner-window', 'table-control'],
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criticalConcept: 'partner-scopa-setup',
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dealer: 0,
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currentPlayer: 1,
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handSizes: [5, 5, 5, 5],
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hands: [
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undefined,
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['coppe_10', 'spade_6', 'bastoni_3', 'denara_5', 'coppe_2'],
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['spade_10', 'denara_6', 'bastoni_4', 'coppe_9', 'denara_8'],
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undefined,
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],
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table: ['denara_1', 'coppe_4', 'bastoni_7', 'spade_8'],
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pileCardCounts: [4, 4, 4, 4],
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scopes: [0, 1, 0, 1],
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totalPoints: [8, 9],
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expectedMove: {
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cardId: 'coppe_10',
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},
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},
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{
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id: 'denari-race-conversion',
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name: 'Denari Race Conversion',
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description: 'When denari control is in play, the benchmark should reward the denari-preserving nine capture.',
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tags: ['denari-race'],
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dealer: 1,
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currentPlayer: 2,
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handSizes: [5, 5, 5, 5],
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hands: [undefined, undefined, [
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'denara_9',
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'spade_10',
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'coppe_8',
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'bastoni_6',
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'denara_5',
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], undefined],
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table: ['denara_4', 'coppe_2', 'spade_5', 'bastoni_3'],
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piles: PILES_TEMPLATE_A,
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totalPoints: [7, 8],
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expectedMove: {
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cardId: 'denara_9',
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},
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},
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{
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id: 'primiera-seven-pressure',
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name: 'Primiera Seven Pressure',
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description: 'A seven that improves primiera pressure should beat quieter material moves.',
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tags: ['primiera-pressure'],
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dealer: 0,
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currentPlayer: 1,
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handSizes: [5, 5, 5, 5],
|
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hands: [undefined, [
|
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'denara_7',
|
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'coppe_10',
|
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'spade_6',
|
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'bastoni_5',
|
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'coppe_9',
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], undefined, undefined],
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table: ['denara_1', 'coppe_3', 'bastoni_4', 'spade_8'],
|
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piles: PILES_TEMPLATE_B,
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expectedMove: {
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cardId: 'denara_7',
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},
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},
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{
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id: 'safe-low-dump',
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name: 'Safe Low Dump',
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description: 'The search should prefer the lone safe release over cards that either capture or create leverage for the next player.',
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tags: ['table-control'],
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dealer: 2,
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currentPlayer: 0,
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handSizes: [5, 5, 5, 5],
|
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hands: [[
|
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'coppe_10',
|
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'spade_8',
|
||||
'bastoni_6',
|
||||
'denara_4',
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'coppe_3',
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], undefined, undefined, undefined],
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table: ['denara_2', 'spade_9', 'bastoni_4', 'coppe_5'],
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piles: PILES_TEMPLATE_A,
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expectedMove: {
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cardId: 'coppe_3',
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},
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},
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{
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id: 'late-denari-shield',
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name: 'Late Denari Shield',
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description: 'The denari nine should still be preferred late when it blocks the opponent from flipping the denari race.',
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tags: ['denari-race', 'late-round'],
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dealer: 1,
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currentPlayer: 3,
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handSizes: [5, 5, 5, 5],
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hands: [undefined, undefined, undefined, [
|
||||
'denara_9',
|
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'coppe_7',
|
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'spade_10',
|
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'bastoni_8',
|
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'denara_4',
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]],
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table: ['denara_1', 'coppe_2', 'bastoni_5', 'spade_6'],
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piles: PILES_TEMPLATE_B,
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scopes: [1, 0, 0, 0],
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totalPoints: [9, 9],
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||||
expectedMove: {
|
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cardId: 'denara_9',
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},
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},
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{
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id: 'only-safe-release',
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name: 'Only Safe Release',
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description: 'Only the deuce avoids either an immediate capture or a tactical concession.',
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tags: ['anti-concession'],
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dealer: 3,
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currentPlayer: 1,
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||||
handSizes: [5, 5, 5, 5],
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hands: [undefined, [
|
||||
'bastoni_10',
|
||||
'coppe_8',
|
||||
'denara_9',
|
||||
'spade_3',
|
||||
'coppe_2',
|
||||
], undefined, undefined],
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table: ['denara_4', 'spade_5', 'bastoni_1', 'coppe_3'],
|
||||
piles: PILES_TEMPLATE_A,
|
||||
expectedMove: {
|
||||
cardId: 'coppe_2',
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},
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||||
},
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{
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||||
id: 'table-clear-material-sweep',
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name: 'Table Clear Material Sweep',
|
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description: 'A full-table material sweep with the ten should win over lower-value tactical grabs.',
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tags: ['scopa-window', 'material-swing'],
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||||
dealer: 0,
|
||||
currentPlayer: 2,
|
||||
handSizes: [5, 5, 5, 5],
|
||||
hands: [undefined, undefined, [
|
||||
'spade_7',
|
||||
'denara_8',
|
||||
'coppe_9',
|
||||
'bastoni_10',
|
||||
'denara_3',
|
||||
], undefined],
|
||||
table: ['denara_4', 'coppe_3', 'bastoni_1', 'spade_2'],
|
||||
piles: [
|
||||
['denara_1', 'coppe_4', 'spade_5', 'bastoni_6'],
|
||||
['denara_2', 'coppe_5', 'spade_6', 'bastoni_7'],
|
||||
['denara_5', 'coppe_6', 'spade_8', 'bastoni_9'],
|
||||
['denara_6', 'coppe_7', 'spade_9', 'bastoni_2'],
|
||||
],
|
||||
expectedMove: {
|
||||
cardId: 'bastoni_10',
|
||||
captureIds: ['denara_4', 'coppe_3', 'bastoni_1', 'spade_2'],
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'direct-eight-conversion',
|
||||
name: 'Direct Eight Conversion',
|
||||
description: 'The direct eight capture should be preferred when it removes the strongest immediate counter-card from the table.',
|
||||
tags: ['material-swing'],
|
||||
dealer: 2,
|
||||
currentPlayer: 0,
|
||||
handSizes: [5, 5, 5, 5],
|
||||
hands: [[
|
||||
'coppe_10',
|
||||
'spade_5',
|
||||
'denara_8',
|
||||
'bastoni_9',
|
||||
'coppe_3',
|
||||
], undefined, undefined, undefined],
|
||||
table: ['denara_2', 'coppe_8', 'bastoni_4', 'spade_9'],
|
||||
piles: PILES_TEMPLATE_A,
|
||||
expectedMove: {
|
||||
cardId: 'denara_8',
|
||||
captureIds: ['coppe_8'],
|
||||
},
|
||||
},
|
||||
];
|
||||
|
||||
function cloneCard(card: Card): Card {
|
||||
return { ...card };
|
||||
}
|
||||
|
||||
function cardFromId(id: string): Card {
|
||||
const card = CARD_BY_ID.get(id);
|
||||
if (!card) {
|
||||
throw new Error(`Unknown card id in benchmark fixture: ${id}`);
|
||||
}
|
||||
return cloneCard(card);
|
||||
}
|
||||
|
||||
function cardsFromIds(ids: string[]): Card[] {
|
||||
return ids.map(cardFromId);
|
||||
}
|
||||
|
||||
function createTeamScore(totalPoints = 0): TeamScore {
|
||||
return {
|
||||
cards: 0,
|
||||
scope: 0,
|
||||
denari: 0,
|
||||
settebello: false,
|
||||
primiera: 0,
|
||||
roundPoints: 0,
|
||||
totalPoints,
|
||||
};
|
||||
}
|
||||
|
||||
function buildPlayers(
|
||||
hands: [Card[], Card[], Card[], Card[]],
|
||||
piles: [Card[], Card[], Card[], Card[]],
|
||||
scopes: [number, number, number, number],
|
||||
): [Player, Player, Player, Player] {
|
||||
return [0, 1, 2, 3].map(index => ({
|
||||
index: index as PlayerIndex,
|
||||
hand: hands[index].map(cloneCard),
|
||||
pile: piles[index].map(cloneCard),
|
||||
scope: scopes[index],
|
||||
isHuman: index === 0,
|
||||
name: PLAYER_NAMES[index],
|
||||
})) as [Player, Player, Player, Player];
|
||||
}
|
||||
|
||||
function flattenIds(groups: string[][]): string[] {
|
||||
return groups.flatMap(group => group);
|
||||
}
|
||||
|
||||
function buildFixture(raw: RawFixture): AIBenchmarkFixture {
|
||||
const explicitHands = raw.hands.map(hand => hand ? [...hand] : undefined) as RawFixture['hands'];
|
||||
const explicitPiles = raw.piles
|
||||
? raw.piles.map(pile => [...pile]) as [string[], string[], string[], string[]]
|
||||
: undefined;
|
||||
|
||||
const reservedIds = new Set<string>();
|
||||
for (const id of flattenIds(raw.hands.filter((hand): hand is string[] => Array.isArray(hand)))) {
|
||||
if (reservedIds.has(id)) throw new Error(`Duplicate hand card ${id} in fixture ${raw.id}`);
|
||||
reservedIds.add(id);
|
||||
}
|
||||
for (const id of raw.table) {
|
||||
if (reservedIds.has(id)) throw new Error(`Duplicate table card ${id} in fixture ${raw.id}`);
|
||||
reservedIds.add(id);
|
||||
}
|
||||
if (explicitPiles) {
|
||||
for (const id of flattenIds(explicitPiles)) {
|
||||
if (reservedIds.has(id)) throw new Error(`Duplicate pile card ${id} in fixture ${raw.id}`);
|
||||
reservedIds.add(id);
|
||||
}
|
||||
}
|
||||
|
||||
const remainingDeckIds = buildDeck()
|
||||
.map(card => card.id)
|
||||
.filter(id => !reservedIds.has(id));
|
||||
|
||||
const hands = explicitHands.map((hand, playerIdx) => {
|
||||
const requiredSize = raw.handSizes[playerIdx];
|
||||
if (hand && hand.length !== requiredSize) {
|
||||
throw new Error(`Fixture ${raw.id} hand size mismatch for player ${playerIdx}`);
|
||||
}
|
||||
|
||||
if (hand) return [...hand];
|
||||
|
||||
const assigned = remainingDeckIds.splice(0, requiredSize);
|
||||
if (assigned.length !== requiredSize) {
|
||||
throw new Error(`Fixture ${raw.id} does not have enough cards to fill player ${playerIdx} hand`);
|
||||
}
|
||||
return assigned;
|
||||
}) as [string[], string[], string[], string[]];
|
||||
|
||||
const piles = explicitPiles ?? (() => {
|
||||
if (!raw.pileCardCounts) {
|
||||
throw new Error(`Fixture ${raw.id} is missing piles or pileCardCounts`);
|
||||
}
|
||||
|
||||
return raw.pileCardCounts.map(count => {
|
||||
const assigned = remainingDeckIds.splice(0, count);
|
||||
if (assigned.length !== count) {
|
||||
throw new Error(`Fixture ${raw.id} does not have enough cards to fill pile count ${count}`);
|
||||
}
|
||||
return assigned;
|
||||
}) as [string[], string[], string[], string[]];
|
||||
})();
|
||||
|
||||
if (remainingDeckIds.length !== 0) {
|
||||
throw new Error(`Fixture ${raw.id} does not account for all 40 cards`);
|
||||
}
|
||||
|
||||
const state: GameState = {
|
||||
players: buildPlayers(
|
||||
hands.map(cardsFromIds) as [Card[], Card[], Card[], Card[]],
|
||||
piles.map(cardsFromIds) as [Card[], Card[], Card[], Card[]],
|
||||
raw.scopes ?? [0, 0, 0, 0],
|
||||
),
|
||||
table: cardsFromIds(raw.table),
|
||||
matchStartingPlayer: getOpeningPlayerForDealer(raw.dealer),
|
||||
dealer: raw.dealer,
|
||||
currentPlayer: raw.currentPlayer,
|
||||
roundOver: false,
|
||||
gameOver: false,
|
||||
teamScores: [
|
||||
createTeamScore(raw.totalPoints?.[0] ?? 0),
|
||||
createTeamScore(raw.totalPoints?.[1] ?? 0),
|
||||
],
|
||||
lastCapturTeam: raw.lastCaptureTeam ?? null,
|
||||
roundNumber: raw.roundNumber ?? 1,
|
||||
};
|
||||
|
||||
validateFixtureState(raw, state);
|
||||
|
||||
return {
|
||||
id: raw.id,
|
||||
name: raw.name,
|
||||
description: raw.description,
|
||||
tags: [...raw.tags],
|
||||
criticalConcept: raw.criticalConcept ?? null,
|
||||
state,
|
||||
expectedMove: raw.expectedMove,
|
||||
};
|
||||
}
|
||||
|
||||
function validateFixtureState(raw: RawFixture, state: GameState): void {
|
||||
const allCardIds = new Set<string>();
|
||||
for (const player of state.players) {
|
||||
for (const card of player.hand) {
|
||||
if (allCardIds.has(card.id)) throw new Error(`Fixture ${raw.id} duplicates ${card.id}`);
|
||||
allCardIds.add(card.id);
|
||||
}
|
||||
for (const card of player.pile) {
|
||||
if (allCardIds.has(card.id)) throw new Error(`Fixture ${raw.id} duplicates ${card.id}`);
|
||||
allCardIds.add(card.id);
|
||||
}
|
||||
}
|
||||
for (const card of state.table) {
|
||||
if (allCardIds.has(card.id)) throw new Error(`Fixture ${raw.id} duplicates ${card.id}`);
|
||||
allCardIds.add(card.id);
|
||||
}
|
||||
|
||||
if (allCardIds.size !== 40) {
|
||||
throw new Error(`Fixture ${raw.id} must contain exactly 40 unique cards, found ${allCardIds.size}`);
|
||||
}
|
||||
|
||||
const rootHand = state.players[state.currentPlayer].hand;
|
||||
if (!rootHand.some(card => card.id === raw.expectedMove.cardId)) {
|
||||
throw new Error(`Fixture ${raw.id} expected move card ${raw.expectedMove.cardId} is not in the root hand`);
|
||||
}
|
||||
|
||||
if (raw.expectedMove.captureIds) {
|
||||
const played = cardFromId(raw.expectedMove.cardId);
|
||||
const legalCaptures = findCaptures(played, state.table)
|
||||
.map(capture => capture.map(card => card.id).sort().join(','));
|
||||
const expectedCaptureKey = [...raw.expectedMove.captureIds].sort().join(',');
|
||||
if (!legalCaptures.includes(expectedCaptureKey)) {
|
||||
throw new Error(`Fixture ${raw.id} expected capture ${expectedCaptureKey} is not legal`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function isCriticalAIBenchmarkFixture(fixture: AIBenchmarkFixture): boolean {
|
||||
return fixture.criticalConcept !== null;
|
||||
}
|
||||
|
||||
export const AI_BENCHMARK_FIXTURES: AIBenchmarkFixture[] = RAW_FIXTURES.map(buildFixture);
|
||||
634
src/game/ai-benchmark.ts
Normal file
634
src/game/ai-benchmark.ts
Normal file
@@ -0,0 +1,634 @@
|
||||
import { applyMove, cloneState, createInitialState, getMatchOutcome, nextPlayer, teamOf } from './engine';
|
||||
import { AITimingSource, AIMove, AISearchProfileOverride, chooseMove } from './ai';
|
||||
import {
|
||||
AI_BENCHMARK_FIXTURES,
|
||||
AIBenchmarkCriticalConcept,
|
||||
AIBenchmarkExpectedMove,
|
||||
AIBenchmarkFixture,
|
||||
isCriticalAIBenchmarkFixture,
|
||||
} from './ai-benchmark-fixtures';
|
||||
import { CardTracker } from './card-tracker';
|
||||
import { GameState, PlayerIndex } from './types';
|
||||
|
||||
function formatDurationMs(durationMs: number): string {
|
||||
if (durationMs < 1000) {
|
||||
return `${durationMs.toFixed(0)} ms`;
|
||||
}
|
||||
|
||||
return `${(durationMs / 1000).toFixed(2)} s`;
|
||||
}
|
||||
|
||||
function logBenchmarkProgress(message: string): void {
|
||||
console.log(`[ai-benchmark] ${message}`);
|
||||
}
|
||||
|
||||
interface FixedFixtureResult {
|
||||
fixtureId: string;
|
||||
name: string;
|
||||
tags: string[];
|
||||
criticalConcept: AIBenchmarkCriticalConcept | null;
|
||||
productionMove: string;
|
||||
referenceMove: string;
|
||||
matchesReference: boolean;
|
||||
expectedPass: boolean;
|
||||
conceptGatePass: boolean | null;
|
||||
productionSimulatedMs: number;
|
||||
referenceSimulatedMs: number;
|
||||
}
|
||||
|
||||
interface SelfPlayMatchResult {
|
||||
seed: number;
|
||||
dealer: PlayerIndex;
|
||||
masterTeam: 0 | 1;
|
||||
winner: 0 | 1 | null;
|
||||
masterResult: 'win' | 'loss' | 'draw';
|
||||
rounds: number;
|
||||
truncated: boolean;
|
||||
totalPoints: [number, number];
|
||||
masterDecisionCount: number;
|
||||
masterAverageSimulatedDecisionMs: number;
|
||||
masterMaxSimulatedDecisionMs: number;
|
||||
}
|
||||
|
||||
interface TimingSummary {
|
||||
count: number;
|
||||
averageMs: number;
|
||||
p95Ms: number;
|
||||
maxMs: number;
|
||||
}
|
||||
|
||||
interface GateCountSummary {
|
||||
actual: number;
|
||||
required: number;
|
||||
total: number;
|
||||
passed: boolean;
|
||||
}
|
||||
|
||||
interface SelfPlayGateSummary {
|
||||
matches: number;
|
||||
requiredMatches: number;
|
||||
wins: number;
|
||||
requiredWins: number;
|
||||
losses: number;
|
||||
maxLosses: number;
|
||||
draws: number;
|
||||
matchCountPassed: boolean;
|
||||
winGatePassed: boolean;
|
||||
lossGatePassed: boolean;
|
||||
passed: boolean;
|
||||
}
|
||||
|
||||
interface SelfPlaySeedSeatResult {
|
||||
masterTeam: 0 | 1;
|
||||
masterResult: 'win' | 'loss' | 'draw';
|
||||
winner: 0 | 1 | null;
|
||||
rounds: number;
|
||||
truncated: boolean;
|
||||
totalPoints: [number, number];
|
||||
}
|
||||
|
||||
interface SelfPlaySeedAggregateResult {
|
||||
seed: number;
|
||||
matches: number;
|
||||
wins: number;
|
||||
losses: number;
|
||||
draws: number;
|
||||
dualLoss: boolean;
|
||||
seatResults: SelfPlaySeedSeatResult[];
|
||||
}
|
||||
|
||||
export interface AIBenchmarkSummary {
|
||||
benchmark: 'ai-quality';
|
||||
qualityGate: {
|
||||
iteration: 5;
|
||||
passed: boolean;
|
||||
fixedFixtures: GateCountSummary;
|
||||
criticalConcepts: GateCountSummary;
|
||||
selfPlay: SelfPlayGateSummary;
|
||||
};
|
||||
fixtureCount: number;
|
||||
criticalFixtureCount: number;
|
||||
fixedSuite: {
|
||||
fixedFixtureAgreements: number;
|
||||
expectedPasses: number;
|
||||
criticalPasses: number;
|
||||
fixedFixtureAgreementFailures: string[];
|
||||
criticalPassFailures: string[];
|
||||
results: FixedFixtureResult[];
|
||||
};
|
||||
selfPlay: {
|
||||
matches: number;
|
||||
wins: number;
|
||||
losses: number;
|
||||
draws: number;
|
||||
winRate: number;
|
||||
lossRate: number;
|
||||
perSeed: SelfPlaySeedAggregateResult[];
|
||||
dualLossSeeds: number[];
|
||||
regressionWatchlist: number[];
|
||||
regressionWatchlistDualLossIntersection: number[];
|
||||
results: SelfPlayMatchResult[];
|
||||
};
|
||||
timing: {
|
||||
productionMasterSimulatedDecisions: TimingSummary;
|
||||
};
|
||||
referenceProfile: Required<AISearchProfileOverride>;
|
||||
}
|
||||
|
||||
const ITERATION_5_GATE = {
|
||||
fixedFixtureAgreementTarget: 13,
|
||||
criticalConceptTarget: 6,
|
||||
selfPlayMatchTarget: 48,
|
||||
selfPlayWinTarget: 30,
|
||||
selfPlayMaxLosses: 12,
|
||||
} as const;
|
||||
|
||||
const KNOWN_REGRESSION_WATCHLIST = [1000, 1002, 1004, 1006, 1012, 1013, 1014] as const;
|
||||
const KNOWN_REGRESSION_WATCHLIST_SET = new Set<number>(KNOWN_REGRESSION_WATCHLIST);
|
||||
|
||||
const REFERENCE_PROFILE: Required<AISearchProfileOverride> = {
|
||||
timeBudgetMs: 9000,
|
||||
sampleCount: 12,
|
||||
maxDepth: 7,
|
||||
batchSize: 2,
|
||||
};
|
||||
|
||||
const SELF_PLAY_MATCH_SEEDS = Array.from({ length: 24 }, (_, index) => 1000 + index);
|
||||
const MAX_SELF_PLAY_ROUNDS = 20;
|
||||
|
||||
function assertIteration5BenchmarkContract(): void {
|
||||
const criticalFixtureCount = AI_BENCHMARK_FIXTURES.filter(isCriticalAIBenchmarkFixture).length;
|
||||
const selfPlayMatchCount = SELF_PLAY_MATCH_SEEDS.length * 2;
|
||||
|
||||
if (AI_BENCHMARK_FIXTURES.length !== ITERATION_5_GATE.fixedFixtureAgreementTarget) {
|
||||
throw new Error(
|
||||
`Iteration 5 benchmark expects ${ITERATION_5_GATE.fixedFixtureAgreementTarget} fixed fixtures, received ${AI_BENCHMARK_FIXTURES.length}.`,
|
||||
);
|
||||
}
|
||||
|
||||
if (criticalFixtureCount !== ITERATION_5_GATE.criticalConceptTarget) {
|
||||
throw new Error(
|
||||
`Iteration 5 benchmark expects ${ITERATION_5_GATE.criticalConceptTarget} critical concept fixtures, received ${criticalFixtureCount}.`,
|
||||
);
|
||||
}
|
||||
|
||||
if (selfPlayMatchCount !== ITERATION_5_GATE.selfPlayMatchTarget) {
|
||||
throw new Error(
|
||||
`Iteration 5 benchmark expects ${ITERATION_5_GATE.selfPlayMatchTarget} self-play matches, received ${selfPlayMatchCount}.`,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
interface SimulatedBenchmarkTimingSource extends AITimingSource {
|
||||
getElapsedMs(): number;
|
||||
}
|
||||
|
||||
function createSimulatedBenchmarkTimingSource(startMs = 0): SimulatedBenchmarkTimingSource {
|
||||
let currentMs = startMs;
|
||||
|
||||
return {
|
||||
isSimulated: true,
|
||||
now: () => currentMs,
|
||||
advance: (elapsedMs: number) => {
|
||||
currentMs += elapsedMs;
|
||||
return currentMs;
|
||||
},
|
||||
getElapsedMs: () => currentMs - startMs,
|
||||
};
|
||||
}
|
||||
|
||||
function seedFromParts(...parts: number[]): number {
|
||||
let hash = 2166136261;
|
||||
for (const part of parts) {
|
||||
hash ^= part >>> 0;
|
||||
hash = Math.imul(hash, 16777619);
|
||||
}
|
||||
return hash >>> 0;
|
||||
}
|
||||
|
||||
function createMulberry32(seed: number): () => number {
|
||||
let state = seed >>> 0;
|
||||
return () => {
|
||||
state = (state + 0x6d2b79f5) >>> 0;
|
||||
let mixed = Math.imul(state ^ (state >>> 15), state | 1);
|
||||
mixed ^= mixed + Math.imul(mixed ^ (mixed >>> 7), mixed | 61);
|
||||
return ((mixed ^ (mixed >>> 14)) >>> 0) / 4294967296;
|
||||
};
|
||||
}
|
||||
|
||||
function moveKey(move: AIMove): string {
|
||||
return `${move.card.id}|${move.capture.map(card => card.id).sort().join(',')}`;
|
||||
}
|
||||
|
||||
function createTrackerForState(state: GameState): CardTracker {
|
||||
const tracker = new CardTracker();
|
||||
for (const player of state.players) {
|
||||
for (const card of player.pile) {
|
||||
tracker.trackPlay(card);
|
||||
}
|
||||
}
|
||||
return tracker;
|
||||
}
|
||||
|
||||
function matchesExpectedMove(move: AIMove, expected: AIBenchmarkExpectedMove): boolean {
|
||||
if (move.card.id !== expected.cardId) return false;
|
||||
if (!expected.captureIds) return true;
|
||||
|
||||
const actualCapture = move.capture.map(card => card.id).sort().join(',');
|
||||
const expectedCapture = [...expected.captureIds].sort().join(',');
|
||||
return actualCapture === expectedCapture;
|
||||
}
|
||||
|
||||
async function runFixedFixtureSuite(): Promise<{ results: FixedFixtureResult[]; wallClockMs: number; productionTimings: number[] }> {
|
||||
const startedAt = performance.now();
|
||||
const results: FixedFixtureResult[] = [];
|
||||
const productionTimings: number[] = [];
|
||||
|
||||
logBenchmarkProgress(`Starting fixed fixture suite (${AI_BENCHMARK_FIXTURES.length} positions).`);
|
||||
|
||||
for (let index = 0; index < AI_BENCHMARK_FIXTURES.length; index++) {
|
||||
const fixture = AI_BENCHMARK_FIXTURES[index];
|
||||
const productionState = cloneState(fixture.state);
|
||||
const referenceState = cloneState(fixture.state);
|
||||
const productionTracker = createTrackerForState(productionState);
|
||||
const referenceTracker = createTrackerForState(referenceState);
|
||||
|
||||
const productionSeed = seedFromParts(0x0f1e2d3c, index, 0);
|
||||
const referenceSeed = seedFromParts(0x0f1e2d3c, index, 1);
|
||||
const productionTimingSource = createSimulatedBenchmarkTimingSource();
|
||||
const referenceTimingSource = createSimulatedBenchmarkTimingSource();
|
||||
|
||||
const productionMove = await chooseMove(
|
||||
productionState,
|
||||
productionState.currentPlayer,
|
||||
'master',
|
||||
productionTracker,
|
||||
undefined,
|
||||
{
|
||||
rng: createMulberry32(productionSeed),
|
||||
timingSource: productionTimingSource,
|
||||
},
|
||||
);
|
||||
const productionSimulatedMs = productionTimingSource.getElapsedMs();
|
||||
|
||||
const referenceMove = await chooseMove(
|
||||
referenceState,
|
||||
referenceState.currentPlayer,
|
||||
'master',
|
||||
referenceTracker,
|
||||
undefined,
|
||||
{
|
||||
rng: createMulberry32(referenceSeed),
|
||||
profileOverride: REFERENCE_PROFILE,
|
||||
timingSource: referenceTimingSource,
|
||||
},
|
||||
);
|
||||
const referenceSimulatedMs = referenceTimingSource.getElapsedMs();
|
||||
|
||||
productionTimings.push(productionSimulatedMs);
|
||||
|
||||
const conceptGatePass = isCriticalAIBenchmarkFixture(fixture)
|
||||
? matchesExpectedMove(productionMove, fixture.expectedMove)
|
||||
: null;
|
||||
|
||||
results.push({
|
||||
fixtureId: fixture.id,
|
||||
name: fixture.name,
|
||||
tags: [...fixture.tags],
|
||||
criticalConcept: fixture.criticalConcept,
|
||||
productionMove: moveKey(productionMove),
|
||||
referenceMove: moveKey(referenceMove),
|
||||
matchesReference: moveKey(productionMove) === moveKey(referenceMove),
|
||||
expectedPass: matchesExpectedMove(productionMove, fixture.expectedMove),
|
||||
conceptGatePass,
|
||||
productionSimulatedMs,
|
||||
referenceSimulatedMs,
|
||||
});
|
||||
|
||||
const progressLabel = `${index + 1}/${AI_BENCHMARK_FIXTURES.length}`;
|
||||
const matchLabel = moveKey(productionMove) === moveKey(referenceMove) ? 'agreement' : 'divergence';
|
||||
logBenchmarkProgress(
|
||||
`Fixture ${progressLabel}: ${fixture.id} -> ${matchLabel}, production simulated ${formatDurationMs(productionSimulatedMs)}, reference simulated ${formatDurationMs(referenceSimulatedMs)}.`,
|
||||
);
|
||||
}
|
||||
|
||||
return {
|
||||
results,
|
||||
wallClockMs: performance.now() - startedAt,
|
||||
productionTimings,
|
||||
};
|
||||
}
|
||||
|
||||
function summarizeTimings(samples: number[]): TimingSummary {
|
||||
if (samples.length === 0) {
|
||||
return {
|
||||
count: 0,
|
||||
averageMs: 0,
|
||||
p95Ms: 0,
|
||||
maxMs: 0,
|
||||
};
|
||||
}
|
||||
|
||||
const sorted = [...samples].sort((left, right) => left - right);
|
||||
const sum = sorted.reduce((accumulator, value) => accumulator + value, 0);
|
||||
const p95Index = Math.min(sorted.length - 1, Math.max(0, Math.ceil(sorted.length * 0.95) - 1));
|
||||
|
||||
return {
|
||||
count: sorted.length,
|
||||
averageMs: sum / sorted.length,
|
||||
p95Ms: sorted[p95Index],
|
||||
maxMs: sorted[sorted.length - 1],
|
||||
};
|
||||
}
|
||||
|
||||
function summarizeSelfPlayBySeed(results: SelfPlayMatchResult[]): {
|
||||
perSeed: SelfPlaySeedAggregateResult[];
|
||||
dualLossSeeds: number[];
|
||||
regressionWatchlistDualLossIntersection: number[];
|
||||
} {
|
||||
const aggregates = new Map<number, SelfPlaySeedAggregateResult>();
|
||||
|
||||
for (const result of results) {
|
||||
const existing = aggregates.get(result.seed) ?? {
|
||||
seed: result.seed,
|
||||
matches: 0,
|
||||
wins: 0,
|
||||
losses: 0,
|
||||
draws: 0,
|
||||
dualLoss: false,
|
||||
seatResults: [],
|
||||
};
|
||||
|
||||
existing.matches++;
|
||||
if (result.masterResult === 'win') existing.wins++;
|
||||
else if (result.masterResult === 'loss') existing.losses++;
|
||||
else existing.draws++;
|
||||
|
||||
existing.seatResults.push({
|
||||
masterTeam: result.masterTeam,
|
||||
masterResult: result.masterResult,
|
||||
winner: result.winner,
|
||||
rounds: result.rounds,
|
||||
truncated: result.truncated,
|
||||
totalPoints: result.totalPoints,
|
||||
});
|
||||
|
||||
aggregates.set(result.seed, existing);
|
||||
}
|
||||
|
||||
const perSeed = [...aggregates.values()]
|
||||
.map(aggregate => ({
|
||||
...aggregate,
|
||||
dualLoss: aggregate.losses >= 2,
|
||||
seatResults: [...aggregate.seatResults].sort((left, right) => left.masterTeam - right.masterTeam),
|
||||
}))
|
||||
.sort((left, right) => left.seed - right.seed);
|
||||
const dualLossSeeds = perSeed.filter(aggregate => aggregate.dualLoss).map(aggregate => aggregate.seed);
|
||||
const regressionWatchlistDualLossIntersection = dualLossSeeds.filter(seed => KNOWN_REGRESSION_WATCHLIST_SET.has(seed));
|
||||
|
||||
return {
|
||||
perSeed,
|
||||
dualLossSeeds,
|
||||
regressionWatchlistDualLossIntersection,
|
||||
};
|
||||
}
|
||||
|
||||
async function simulateSelfPlayMatch(seed: number, masterTeam: 0 | 1): Promise<{ result: SelfPlayMatchResult; timings: number[] }> {
|
||||
const initialDealer = (seed % 4) as PlayerIndex;
|
||||
let state = createInitialState(initialDealer, createMulberry32(seedFromParts(seed, 1, 0)));
|
||||
const matchStartingPlayer = state.matchStartingPlayer;
|
||||
const tracker = new CardTracker();
|
||||
const masterTimings: number[] = [];
|
||||
|
||||
let rounds = 1;
|
||||
let truncated = false;
|
||||
let turnCount = 0;
|
||||
|
||||
while (rounds <= MAX_SELF_PLAY_ROUNDS) {
|
||||
while (!state.roundOver) {
|
||||
const playerIdx = state.currentPlayer;
|
||||
const difficulty = teamOf(playerIdx) === masterTeam ? 'master' : 'advanced';
|
||||
const timingSource = createSimulatedBenchmarkTimingSource();
|
||||
const options = difficulty === 'master'
|
||||
? {
|
||||
rng: createMulberry32(seedFromParts(seed, rounds, turnCount, playerIdx)),
|
||||
timingSource,
|
||||
}
|
||||
: { timingSource };
|
||||
const move = await chooseMove(state, playerIdx, difficulty, tracker, undefined, options);
|
||||
const simulatedMs = timingSource.getElapsedMs();
|
||||
|
||||
if (difficulty === 'master') {
|
||||
masterTimings.push(simulatedMs);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
state = nextState;
|
||||
turnCount++;
|
||||
}
|
||||
|
||||
const outcome = getMatchOutcome(state.teamScores);
|
||||
if (!outcome.continueMatch) {
|
||||
break;
|
||||
}
|
||||
|
||||
rounds++;
|
||||
if (rounds > MAX_SELF_PLAY_ROUNDS) {
|
||||
truncated = true;
|
||||
break;
|
||||
}
|
||||
|
||||
const totals: [number, number] = [state.teamScores[0].totalPoints, state.teamScores[1].totalPoints];
|
||||
const nextDealer = nextPlayer(state.dealer);
|
||||
tracker.reset();
|
||||
state = createInitialState(nextDealer, createMulberry32(seedFromParts(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);
|
||||
const winner = truncated ? outcome.winner : outcome.winner;
|
||||
const masterResult = winner === null ? 'draw' : winner === masterTeam ? 'win' : 'loss';
|
||||
const timingSummary = summarizeTimings(masterTimings);
|
||||
|
||||
return {
|
||||
result: {
|
||||
seed,
|
||||
dealer: initialDealer,
|
||||
masterTeam,
|
||||
winner,
|
||||
masterResult,
|
||||
rounds,
|
||||
truncated,
|
||||
totalPoints: [state.teamScores[0].totalPoints, state.teamScores[1].totalPoints],
|
||||
masterDecisionCount: timingSummary.count,
|
||||
masterAverageSimulatedDecisionMs: timingSummary.averageMs,
|
||||
masterMaxSimulatedDecisionMs: timingSummary.maxMs,
|
||||
},
|
||||
timings: masterTimings,
|
||||
};
|
||||
}
|
||||
|
||||
async function runSelfPlaySuite(): Promise<{ results: SelfPlayMatchResult[]; wallClockMs: number; productionTimings: number[] }> {
|
||||
const startedAt = performance.now();
|
||||
const results: SelfPlayMatchResult[] = [];
|
||||
const productionTimings: number[] = [];
|
||||
const totalMatches = SELF_PLAY_MATCH_SEEDS.length * 2;
|
||||
let completedMatches = 0;
|
||||
|
||||
logBenchmarkProgress(`Starting self-play suite (${totalMatches} seeded matches with seat swaps).`);
|
||||
|
||||
for (const seed of SELF_PLAY_MATCH_SEEDS) {
|
||||
for (const masterTeam of [0, 1] as const) {
|
||||
const { result, timings } = await simulateSelfPlayMatch(seed, masterTeam);
|
||||
results.push(result);
|
||||
productionTimings.push(...timings);
|
||||
completedMatches++;
|
||||
|
||||
if (completedMatches === 1 || completedMatches % 4 === 0 || completedMatches === totalMatches) {
|
||||
logBenchmarkProgress(
|
||||
`Self-play ${completedMatches}/${totalMatches}: seed ${seed}, master team ${masterTeam}, result ${result.masterResult}, rounds ${result.rounds}, max simulated decision ${formatDurationMs(result.masterMaxSimulatedDecisionMs)}.`,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
results,
|
||||
wallClockMs: performance.now() - startedAt,
|
||||
productionTimings,
|
||||
};
|
||||
}
|
||||
|
||||
function printReadableSummary(summary: AIBenchmarkSummary): void {
|
||||
console.log('AI quality benchmark');
|
||||
console.log(`Iteration 5 quality gate: ${summary.qualityGate.passed ? 'PASS' : 'FAIL'}`);
|
||||
console.log(`Fixed-fixture gate: ${summary.qualityGate.fixedFixtures.actual}/${summary.qualityGate.fixedFixtures.total} agreements (target ${summary.qualityGate.fixedFixtures.required}/${summary.qualityGate.fixedFixtures.total}).`);
|
||||
console.log(`Critical concept gate: ${summary.qualityGate.criticalConcepts.actual}/${summary.qualityGate.criticalConcepts.total} passes (target ${summary.qualityGate.criticalConcepts.required}/${summary.qualityGate.criticalConcepts.total}).`);
|
||||
console.log(`Self-play gate: ${summary.qualityGate.selfPlay.matches}/${summary.qualityGate.selfPlay.requiredMatches} matches, ${summary.qualityGate.selfPlay.wins}/${summary.qualityGate.selfPlay.matches} wins (target ${summary.qualityGate.selfPlay.requiredWins}), ${summary.qualityGate.selfPlay.losses}/${summary.qualityGate.selfPlay.matches} losses (max ${summary.qualityGate.selfPlay.maxLosses}), ${summary.qualityGate.selfPlay.draws} draws.`);
|
||||
if (summary.fixedSuite.fixedFixtureAgreementFailures.length > 0) {
|
||||
console.log(`Fixed-fixture agreement failures: ${summary.fixedSuite.fixedFixtureAgreementFailures.join(', ')}`);
|
||||
}
|
||||
if (summary.fixedSuite.criticalPassFailures.length > 0) {
|
||||
console.log(`Critical concept failures: ${summary.fixedSuite.criticalPassFailures.join(', ')}`);
|
||||
}
|
||||
console.log(`Per-seed outcomes: ${summary.selfPlay.perSeed.map(seed => `${seed.seed}:${seed.wins}W-${seed.losses}L-${seed.draws}D`).join(' | ')}`);
|
||||
console.log(`Dual-loss seeds: ${summary.selfPlay.dualLossSeeds.length > 0 ? summary.selfPlay.dualLossSeeds.join(', ') : 'none'}`);
|
||||
console.log(`Regression watchlist intersection: ${summary.selfPlay.regressionWatchlistDualLossIntersection.length > 0 ? summary.selfPlay.regressionWatchlistDualLossIntersection.join(', ') : 'none'} (watchlist ${summary.selfPlay.regressionWatchlist.join(', ')})`);
|
||||
console.log(`Master simulated timing: avg ${summary.timing.productionMasterSimulatedDecisions.averageMs.toFixed(1)} ms, p95 ${summary.timing.productionMasterSimulatedDecisions.p95Ms.toFixed(1)} ms, max ${summary.timing.productionMasterSimulatedDecisions.maxMs.toFixed(1)} ms.`);
|
||||
console.log('BENCHMARK_SUMMARY');
|
||||
console.log(JSON.stringify(summary, null, 2));
|
||||
}
|
||||
|
||||
export async function runAIBenchmark(): Promise<AIBenchmarkSummary> {
|
||||
assertIteration5BenchmarkContract();
|
||||
logBenchmarkProgress('Benchmark started. Running fixed fixtures first, then self-play.');
|
||||
const fixedSuite = await runFixedFixtureSuite();
|
||||
logBenchmarkProgress(`Fixed fixture suite complete in ${formatDurationMs(fixedSuite.wallClockMs)} wall-clock.`);
|
||||
const selfPlay = await runSelfPlaySuite();
|
||||
logBenchmarkProgress(`Self-play suite complete in ${formatDurationMs(selfPlay.wallClockMs)} wall-clock.`);
|
||||
const criticalFixtureCount = AI_BENCHMARK_FIXTURES.filter(isCriticalAIBenchmarkFixture).length;
|
||||
const fixedFixtureAgreements = fixedSuite.results.filter(result => result.matchesReference).length;
|
||||
const expectedPasses = fixedSuite.results.filter(result => result.expectedPass).length;
|
||||
const criticalPasses = fixedSuite.results.filter(result => result.conceptGatePass === true).length;
|
||||
const fixedFixtureAgreementFailures = fixedSuite.results
|
||||
.filter(result => !result.matchesReference)
|
||||
.map(result => result.fixtureId);
|
||||
const criticalPassFailures = fixedSuite.results
|
||||
.filter(result => result.conceptGatePass === false)
|
||||
.map(result => result.fixtureId);
|
||||
const wins = selfPlay.results.filter(result => result.masterResult === 'win').length;
|
||||
const losses = selfPlay.results.filter(result => result.masterResult === 'loss').length;
|
||||
const draws = selfPlay.results.filter(result => result.masterResult === 'draw').length;
|
||||
const { perSeed, dualLossSeeds, regressionWatchlistDualLossIntersection } = summarizeSelfPlayBySeed(selfPlay.results);
|
||||
const productionMasterSimulatedDecisions = summarizeTimings([
|
||||
...fixedSuite.productionTimings,
|
||||
...selfPlay.productionTimings,
|
||||
]);
|
||||
const fixedFixtureGate: GateCountSummary = {
|
||||
actual: fixedFixtureAgreements,
|
||||
required: ITERATION_5_GATE.fixedFixtureAgreementTarget,
|
||||
total: AI_BENCHMARK_FIXTURES.length,
|
||||
passed: fixedFixtureAgreements === ITERATION_5_GATE.fixedFixtureAgreementTarget,
|
||||
};
|
||||
const criticalConceptGate: GateCountSummary = {
|
||||
actual: criticalPasses,
|
||||
required: ITERATION_5_GATE.criticalConceptTarget,
|
||||
total: criticalFixtureCount,
|
||||
passed: criticalPasses === ITERATION_5_GATE.criticalConceptTarget,
|
||||
};
|
||||
const selfPlayGate: SelfPlayGateSummary = {
|
||||
matches: selfPlay.results.length,
|
||||
requiredMatches: ITERATION_5_GATE.selfPlayMatchTarget,
|
||||
wins,
|
||||
requiredWins: ITERATION_5_GATE.selfPlayWinTarget,
|
||||
losses,
|
||||
maxLosses: ITERATION_5_GATE.selfPlayMaxLosses,
|
||||
draws,
|
||||
matchCountPassed: selfPlay.results.length === ITERATION_5_GATE.selfPlayMatchTarget,
|
||||
winGatePassed: wins >= ITERATION_5_GATE.selfPlayWinTarget,
|
||||
lossGatePassed: losses <= ITERATION_5_GATE.selfPlayMaxLosses,
|
||||
passed: selfPlay.results.length === ITERATION_5_GATE.selfPlayMatchTarget
|
||||
&& wins >= ITERATION_5_GATE.selfPlayWinTarget
|
||||
&& losses <= ITERATION_5_GATE.selfPlayMaxLosses,
|
||||
};
|
||||
|
||||
return {
|
||||
benchmark: 'ai-quality',
|
||||
qualityGate: {
|
||||
iteration: 5,
|
||||
passed: fixedFixtureGate.passed && criticalConceptGate.passed && selfPlayGate.passed,
|
||||
fixedFixtures: fixedFixtureGate,
|
||||
criticalConcepts: criticalConceptGate,
|
||||
selfPlay: selfPlayGate,
|
||||
},
|
||||
fixtureCount: AI_BENCHMARK_FIXTURES.length,
|
||||
criticalFixtureCount,
|
||||
fixedSuite: {
|
||||
fixedFixtureAgreements,
|
||||
expectedPasses,
|
||||
criticalPasses,
|
||||
fixedFixtureAgreementFailures,
|
||||
criticalPassFailures,
|
||||
results: fixedSuite.results,
|
||||
},
|
||||
selfPlay: {
|
||||
matches: selfPlay.results.length,
|
||||
wins,
|
||||
losses,
|
||||
draws,
|
||||
winRate: selfPlay.results.length === 0 ? 0 : wins / selfPlay.results.length,
|
||||
lossRate: selfPlay.results.length === 0 ? 0 : losses / selfPlay.results.length,
|
||||
perSeed,
|
||||
dualLossSeeds,
|
||||
regressionWatchlist: [...KNOWN_REGRESSION_WATCHLIST],
|
||||
regressionWatchlistDualLossIntersection,
|
||||
results: selfPlay.results,
|
||||
},
|
||||
timing: {
|
||||
productionMasterSimulatedDecisions,
|
||||
},
|
||||
referenceProfile: REFERENCE_PROFILE,
|
||||
};
|
||||
}
|
||||
|
||||
async function runBenchmarkCli(): Promise<void> {
|
||||
const summary = await runAIBenchmark();
|
||||
logBenchmarkProgress('Benchmark complete. Emitting summary with iteration 5 gate results.');
|
||||
printReadableSummary(summary);
|
||||
}
|
||||
|
||||
if (typeof window === 'undefined') {
|
||||
void runBenchmarkCli();
|
||||
}
|
||||
2892
src/game/ai.ts
2892
src/game/ai.ts
File diff suppressed because it is too large
Load Diff
@@ -4,19 +4,19 @@ export interface CardTrackerSnapshot {
|
||||
playedCardIds: string[];
|
||||
}
|
||||
|
||||
export interface CardTrackerValueParityResidue {
|
||||
export interface CardTrackerValueRankResidue {
|
||||
value: number;
|
||||
knownCount: number;
|
||||
unseenCount: number;
|
||||
hasOddUnseenResidue: boolean;
|
||||
hasEvenUnseenResidue: boolean;
|
||||
hasSingletonUnseenRankResidue: boolean;
|
||||
hasPairedUnseenRankResidue: boolean;
|
||||
}
|
||||
|
||||
interface VisibleValueResidueKnowledge {
|
||||
unseenCards: Card[];
|
||||
unseenCountBySuit: Record<Suit, number>;
|
||||
unseenCountByValue: number[];
|
||||
valueParityResidues: CardTrackerValueParityResidue[];
|
||||
valueRankResidues: CardTrackerValueRankResidue[];
|
||||
}
|
||||
|
||||
function normalizeSnapshot(snapshot: CardTrackerSnapshot): CardTrackerSnapshot {
|
||||
@@ -116,15 +116,15 @@ export class CardTracker {
|
||||
}
|
||||
}
|
||||
|
||||
const valueParityResidues: CardTrackerValueParityResidue[] = [];
|
||||
const valueRankResidues: CardTrackerValueRankResidue[] = [];
|
||||
for (let value = 1; value <= 10; value++) {
|
||||
const unseenCount = unseenCountByValue[value];
|
||||
valueParityResidues.push({
|
||||
valueRankResidues.push({
|
||||
value,
|
||||
knownCount: knownCountByValue[value],
|
||||
unseenCount,
|
||||
hasOddUnseenResidue: unseenCount % 2 === 1,
|
||||
hasEvenUnseenResidue: unseenCount % 2 === 0,
|
||||
hasSingletonUnseenRankResidue: unseenCount % 2 === 1,
|
||||
hasPairedUnseenRankResidue: unseenCount >= 2 && unseenCount % 2 === 0,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -132,7 +132,7 @@ export class CardTracker {
|
||||
unseenCards,
|
||||
unseenCountBySuit,
|
||||
unseenCountByValue,
|
||||
valueParityResidues,
|
||||
valueRankResidues,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -151,24 +151,24 @@ export class CardTracker {
|
||||
|
||||
/** Count how many unseen cards share a value */
|
||||
countRemainingValue(value: number, myHand: Card[], table: Card[]): number {
|
||||
return this.getValueParityResidue(value, myHand, table).unseenCount;
|
||||
return this.getValueRankResidue(value, myHand, table).unseenCount;
|
||||
}
|
||||
|
||||
/** Get visible known-count, unseen-count, and parity residue for a single value */
|
||||
getValueParityResidue(value: number, myHand: Card[], table: Card[]): CardTrackerValueParityResidue {
|
||||
const valueParityResidues = this.buildVisibleValueResidueKnowledge(myHand, table).valueParityResidues;
|
||||
return valueParityResidues[value - 1] ?? {
|
||||
/** Get visible known-count, unseen-count, and same-rank residue for a single value */
|
||||
getValueRankResidue(value: number, myHand: Card[], table: Card[]): CardTrackerValueRankResidue {
|
||||
const valueRankResidues = this.buildVisibleValueResidueKnowledge(myHand, table).valueRankResidues;
|
||||
return valueRankResidues[value - 1] ?? {
|
||||
value,
|
||||
knownCount: 0,
|
||||
unseenCount: 0,
|
||||
hasOddUnseenResidue: false,
|
||||
hasEvenUnseenResidue: true,
|
||||
hasSingletonUnseenRankResidue: false,
|
||||
hasPairedUnseenRankResidue: false,
|
||||
};
|
||||
}
|
||||
|
||||
/** Get visible known-count, unseen-count, and parity residue for all card values */
|
||||
getValueParityResidueSummary(myHand: Card[], table: Card[]): CardTrackerValueParityResidue[] {
|
||||
return this.buildVisibleValueResidueKnowledge(myHand, table).valueParityResidues;
|
||||
/** Get visible known-count, unseen-count, and same-rank residue for all card values */
|
||||
getValueRankResidueSummary(myHand: Card[], table: Card[]): CardTrackerValueRankResidue[] {
|
||||
return this.buildVisibleValueResidueKnowledge(myHand, table).valueRankResidues;
|
||||
}
|
||||
|
||||
/** Probability that a hidden hand contains at least one card with the requested value */
|
||||
|
||||
@@ -3,6 +3,8 @@ import {
|
||||
TeamScore, ScoreBreakdown, PRIMIERA_VALUES, Capture, DealerRelativeRole
|
||||
} from './types';
|
||||
|
||||
export type RandomSource = () => number;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Deck
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -17,10 +19,10 @@ export function buildDeck(): Card[] {
|
||||
return deck;
|
||||
}
|
||||
|
||||
export function shuffle<T>(arr: T[]): T[] {
|
||||
export function shuffle<T>(arr: T[], rng: RandomSource = Math.random): T[] {
|
||||
const a = [...arr];
|
||||
for (let i = a.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
const j = Math.floor(rng() * (i + 1));
|
||||
[a[i], a[j]] = [a[j], a[i]];
|
||||
}
|
||||
return a;
|
||||
@@ -105,8 +107,8 @@ export function getDealerRelativeRole(
|
||||
return 'dealer';
|
||||
}
|
||||
|
||||
export function createInitialState(dealer: PlayerIndex = 3): GameState {
|
||||
const deck = shuffle(buildDeck());
|
||||
export function createInitialState(dealer: PlayerIndex = 3, rng: RandomSource = Math.random): GameState {
|
||||
const deck = shuffle(buildDeck(), rng);
|
||||
const startingPlayer = getOpeningPlayerForDealer(dealer);
|
||||
|
||||
const players: [Player, Player, Player, Player] = [
|
||||
|
||||
@@ -4,7 +4,7 @@ import {
|
||||
createInitialState, applyMove, findCaptures, getScoreBreakdown, teamOf, calcPrimiera, getMatchOutcome,
|
||||
nextPlayer
|
||||
} from '../game/engine';
|
||||
import { AIDecisionProgress } from '../game/ai';
|
||||
import { AIMove, AIDecisionProgress } from '../game/ai';
|
||||
import { AIWorkerClient, AIWorkerClientLike } from '../game/ai-worker-client';
|
||||
import { CardTracker } from '../game/card-tracker';
|
||||
|
||||
@@ -29,6 +29,8 @@ const CH_A = 645 * CARD_SCALE_AI; // card height for AI ≈ 81
|
||||
|
||||
// Scorebar height at top
|
||||
const SCOREBAR_H = 54;
|
||||
const AI_MIN_THINK_MS = 1000;
|
||||
const MOVE_OUTCOME_STATUS_MS = 2000;
|
||||
|
||||
// Player positions:
|
||||
// 0 = South (human, bottom), 1 = West (AI, left, rotated -90°)
|
||||
@@ -74,6 +76,8 @@ export class GameScene extends Phaser.Scene {
|
||||
|
||||
// Status bar
|
||||
private statusText!: Phaser.GameObjects.Text;
|
||||
private statusTimer: Phaser.Time.TimerEvent | null = null;
|
||||
private persistentStatusText = '';
|
||||
|
||||
// Think bar
|
||||
private thinkBar!: Phaser.GameObjects.Graphics;
|
||||
@@ -387,6 +391,38 @@ export class GameScene extends Phaser.Scene {
|
||||
this.drawThinkBar(playerIdx, 1 - progress.progress);
|
||||
}
|
||||
|
||||
private logMasterAIDiagnostics(
|
||||
playerIdx: PlayerIndex,
|
||||
move: AIMove,
|
||||
progress: AIDecisionProgress | null,
|
||||
): void {
|
||||
if (this.difficulty !== 'master' || !progress) {
|
||||
return;
|
||||
}
|
||||
|
||||
console.info('[AI master diagnostics]', {
|
||||
playerIdx,
|
||||
roundNumber: this.state.roundNumber ?? 1,
|
||||
moveCardId: move.card.id,
|
||||
captureCount: move.capture.length,
|
||||
timing: {
|
||||
elapsedMs: progress.elapsedMs,
|
||||
budgetMs: progress.budgetMs,
|
||||
progress: progress.progress,
|
||||
timedOut: progress.timedOut ?? false,
|
||||
},
|
||||
search: {
|
||||
batchesCompleted: progress.batchesCompleted,
|
||||
cardsRemaining: progress.cardsRemaining ?? null,
|
||||
sampleCount: progress.sampleCount ?? null,
|
||||
maxDepth: progress.maxDepth ?? null,
|
||||
completedDepth: progress.completedDepth ?? null,
|
||||
rootMoveCount: progress.rootMoveCount ?? null,
|
||||
aspirationExpansions: progress.aspirationExpansions ?? 0,
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
private drawThinkBar(playerIdx: PlayerIndex, remainingRatio: number): void {
|
||||
const W = this.scale.width;
|
||||
const tg = this.thinkBar;
|
||||
@@ -410,6 +446,35 @@ export class GameScene extends Phaser.Scene {
|
||||
this.thinkBar.setVisible(false);
|
||||
}
|
||||
|
||||
private clearStatusTimer(): void {
|
||||
if (!this.statusTimer) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.statusTimer.remove(false);
|
||||
this.statusTimer.destroy();
|
||||
this.statusTimer = null;
|
||||
}
|
||||
|
||||
private waitForDelay(delayMs: number): Promise<void> {
|
||||
if (delayMs <= 0 || !this.scene.isActive('GameScene')) {
|
||||
return Promise.resolve();
|
||||
}
|
||||
|
||||
return new Promise((resolve) => {
|
||||
this.time.delayedCall(delayMs, () => resolve());
|
||||
});
|
||||
}
|
||||
|
||||
private buildMoveOutcomeStatus(playerIdx: PlayerIndex, card: Card, capture: Card[] | null): string {
|
||||
const player = this.state.players[playerIdx];
|
||||
if (!capture || capture.length === 0) {
|
||||
return `${player.name} gioca ${cardName(card)}`;
|
||||
}
|
||||
|
||||
return `${player.name} cattura ${capture.map(cardName).join(', ')} con ${cardName(card)}`;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Player labels (pulse on active turn)
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -597,7 +662,7 @@ export class GameScene extends Phaser.Scene {
|
||||
if (this.state.roundOver) { this.showRoundEnd(); return; }
|
||||
const cur = this.state.currentPlayer;
|
||||
const player = this.state.players[cur];
|
||||
this.setStatus(`Turno di ${player.name}`);
|
||||
this.setStatus(`Turno di ${player.name}`, { persist: true });
|
||||
this.pulseLabel(cur);
|
||||
|
||||
if (player.isHuman) {
|
||||
@@ -611,6 +676,7 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
private handleSceneShutdown(): void {
|
||||
this.clearStatusTimer();
|
||||
this.aiClient?.dispose();
|
||||
this.aiClient = null;
|
||||
this.aiThinking = false;
|
||||
@@ -622,6 +688,8 @@ export class GameScene extends Phaser.Scene {
|
||||
private async doAIMove(playerIdx: PlayerIndex): Promise<void> {
|
||||
const turnState = this.state;
|
||||
const aiClient = this.aiClient;
|
||||
let finalProgress: AIDecisionProgress | null = null;
|
||||
const thinkStartedAt = Date.now();
|
||||
|
||||
if (!aiClient) {
|
||||
return;
|
||||
@@ -636,13 +704,21 @@ export class GameScene extends Phaser.Scene {
|
||||
(progress) => {
|
||||
if (this.aiClient !== aiClient || !this.scene.isActive('GameScene') || this.state !== turnState) return;
|
||||
this.updateThinkBar(playerIdx, progress);
|
||||
if (progress.difficulty !== 'master') return;
|
||||
finalProgress = progress;
|
||||
}
|
||||
);
|
||||
|
||||
const remainingThinkMs = AI_MIN_THINK_MS - (Date.now() - thinkStartedAt);
|
||||
if (remainingThinkMs > 0) {
|
||||
await this.waitForDelay(remainingThinkMs);
|
||||
}
|
||||
|
||||
if (this.aiClient !== aiClient) return;
|
||||
if (!this.scene.isActive('GameScene')) return;
|
||||
if (this.state !== turnState || this.state.currentPlayer !== playerIdx || this.state.roundOver) return;
|
||||
|
||||
this.logMasterAIDiagnostics(playerIdx, move, finalProgress);
|
||||
this.hideThinkBar();
|
||||
this.aiThinking = false;
|
||||
this.executeMove(playerIdx, move.card, move.capture);
|
||||
@@ -923,10 +999,10 @@ export class GameScene extends Phaser.Scene {
|
||||
if (isScopa) {
|
||||
this.playSfx('scopa');
|
||||
this.doScopaEffect(playerIdx, () =>
|
||||
this.afterMove(nextState, oldState)
|
||||
this.afterMove(playerIdx, card, captureResult?.captured ?? null, nextState, oldState)
|
||||
);
|
||||
} else {
|
||||
this.afterMove(nextState, oldState);
|
||||
this.afterMove(playerIdx, card, captureResult?.captured ?? null, nextState, oldState);
|
||||
}
|
||||
}
|
||||
},
|
||||
@@ -947,20 +1023,39 @@ export class GameScene extends Phaser.Scene {
|
||||
targets: cardImg,
|
||||
x: tablePos.x, y: tablePos.y, angle: randomAngle,
|
||||
duration: 280, ease: 'Back.Out',
|
||||
onComplete: () => this.afterMove(nextState, oldState),
|
||||
onComplete: () => this.afterMove(playerIdx, card, null, nextState, oldState),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private afterMove(nextState: GameState, _old: GameState): void {
|
||||
private afterMove(
|
||||
playerIdx: PlayerIndex,
|
||||
card: Card,
|
||||
capture: Card[] | null,
|
||||
nextState: GameState,
|
||||
_old: GameState,
|
||||
): void {
|
||||
this.updateScoreBar();
|
||||
this.relayoutTable();
|
||||
if (nextState.roundOver) {
|
||||
this.time.delayedCall(500, () => this.showRoundEnd());
|
||||
} else {
|
||||
if (!nextState.roundOver) {
|
||||
this.relayoutHand(0);
|
||||
this.nextTurn();
|
||||
}
|
||||
|
||||
this.setStatus(this.buildMoveOutcomeStatus(playerIdx, card, capture), {
|
||||
durationMs: MOVE_OUTCOME_STATUS_MS,
|
||||
onExpire: () => {
|
||||
if (!this.scene.isActive('GameScene')) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (nextState.roundOver) {
|
||||
this.showRoundEnd();
|
||||
return;
|
||||
}
|
||||
|
||||
this.nextTurn();
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
private relayoutHand(playerIdx: PlayerIndex): void {
|
||||
@@ -1450,7 +1545,32 @@ export class GameScene extends Phaser.Scene {
|
||||
});
|
||||
}
|
||||
|
||||
private setStatus(msg: string): void { this.statusText.setText(msg); }
|
||||
private setStatus(
|
||||
msg: string,
|
||||
options: {
|
||||
persist?: boolean;
|
||||
durationMs?: number;
|
||||
onExpire?: () => void;
|
||||
} = {},
|
||||
): void {
|
||||
const { persist = false, durationMs, onExpire } = options;
|
||||
|
||||
this.clearStatusTimer();
|
||||
this.statusText.setText(msg);
|
||||
|
||||
if (persist) {
|
||||
this.persistentStatusText = msg;
|
||||
}
|
||||
|
||||
if (durationMs === undefined) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.statusTimer = this.time.delayedCall(durationMs, () => {
|
||||
this.statusTimer = null;
|
||||
onExpire?.();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user