feat(ai): improve all difficulty levels with race tracking, probabilistic threats, deeper search
SCOPONE-0005 iteration 7 Beginner: - Random chance 15%→8%, noise ±40%→±25% - Hard settebello protection, anti-scopa table management Advanced: - Race-aware scoring: adapt priorities per scoring category - Partner scopa setup: +70 bonus for clearable table before partner - Probabilistic two-opponent threat assessment (hypergeometric) - Stronger anti-scopa penalties across all table states Master: - Samples 16→24 (28 endgame), exact solve ≤6 cards - Depth 6→8 (10 endgame, full depth ≤6 cards) - Better evaluation: scope 350, settebello 400, table awareness - Improved move ordering: settebello + anti-scopa factors
This commit is contained in:
598
src/game/ai.ts
598
src/game/ai.ts
@@ -11,26 +11,68 @@ export interface AIMove {
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// Helpers shared across all difficulty levels
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// ---------------------------------------------------------------------------
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/** Who plays after the given player */
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function nextPlayer(p: PlayerIndex): PlayerIndex {
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return ((p + 1) % 4) as PlayerIndex;
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}
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/** Partner of a given player (across the table) */
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function partnerOf(p: PlayerIndex): PlayerIndex {
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return ((p + 2) % 4) as PlayerIndex;
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}
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/** Is `other` an opponent of `me`? */
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function isOpponent(me: PlayerIndex, other: PlayerIndex): boolean {
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return teamOf(me) !== teamOf(other);
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}
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function primieraVal(card: Card): number {
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return PRIMIERA_VALUES[card.value] ?? 0;
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}
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function gamePhase(state: GameState): number {
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const totalCards = state.players.reduce((s, p) => s + p.hand.length, 0);
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return 1 - totalCards / 40;
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}
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function getTeamPile(state: GameState, playerIdx: PlayerIndex): Card[] {
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return [...state.players[playerIdx].pile, ...state.players[partnerOf(playerIdx)].pile];
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}
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/** Race state: who's winning each scoring category */
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interface RaceState {
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myCards: number; oppCards: number;
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myDenari: number; oppDenari: number;
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mySettebello: boolean; oppSettebello: boolean;
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my7s: number; opp7s: number;
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myScope: number; oppScope: number;
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behindInCards: boolean;
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behindInDenari: boolean;
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needSettebello: boolean;
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need7s: boolean;
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}
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function getRaceState(state: GameState, playerIdx: PlayerIndex): RaceState {
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const myTeam = teamOf(playerIdx);
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const mine = myTeam === 0 ? [state.players[0], state.players[2]] : [state.players[1], state.players[3]];
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const opps = myTeam === 0 ? [state.players[1], state.players[3]] : [state.players[0], state.players[2]];
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const myPile = mine.flatMap(p => p.pile);
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const oppPile = opps.flatMap(p => p.pile);
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const myCards = myPile.length, oppCards = oppPile.length;
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const myDenari = myPile.filter(c => c.suit === 'denara').length;
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const oppDenari = oppPile.filter(c => c.suit === 'denara').length;
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const mySettebello = myPile.some(c => c.suit === 'denara' && c.value === 7);
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const oppSettebello = oppPile.some(c => c.suit === 'denara' && c.value === 7);
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const my7s = myPile.filter(c => c.value === 7).length;
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const opp7s = oppPile.filter(c => c.value === 7).length;
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const myScope = mine.reduce((s, p) => s + p.scope, 0);
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const oppScope = opps.reduce((s, p) => s + p.scope, 0);
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return {
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myCards, oppCards, myDenari, oppDenari, mySettebello, oppSettebello,
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my7s, opp7s, myScope, oppScope,
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behindInCards: myCards < oppCards,
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behindInDenari: myDenari < oppDenari,
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needSettebello: !mySettebello && !oppSettebello,
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need7s: my7s <= opp7s,
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};
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}
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/**
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* Count how many unseen cards can scopa a given table layout.
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* Returns the count and whether the immediate next player can do it.
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* Count scopa threats: how many unseen cards can clear a given table.
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* Uses probabilistic assessment per-player based on hand sizes.
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*/
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function countScopaThreats(
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afterTable: Card[],
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@@ -38,63 +80,63 @@ function countScopaThreats(
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tracker: CardTracker | undefined,
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state: GameState,
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playerIdx: PlayerIndex,
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): { totalThreats: number; nextOpponentCanScopa: boolean } {
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if (afterTable.length === 0) return { totalThreats: 0, nextOpponentCanScopa: false };
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): { totalThreats: number; nextOppCanScopa: boolean; secondOppCanScopa: boolean } {
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if (afterTable.length === 0) return { totalThreats: 0, nextOppCanScopa: false, secondOppCanScopa: false };
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const unseen = tracker
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? tracker.getUnseenCards(myHand, afterTable)
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: getUnseenWithoutTracker(state, playerIdx);
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// Count every unseen card that has at least one capture clearing the full table
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let totalThreats = 0;
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const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
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// Quick check: can any single card value clear the table?
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const threatValues = new Set<number>();
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for (const uc of unseen) {
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// Single-card scopa: card value == table sum and captures all
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if (uc.value === tableSum && afterTable.length >= 1) {
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// Check if the card actually captures all table cards
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const caps = findCaptures(uc, afterTable);
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for (const cap of caps) {
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if (cap.length === afterTable.length) {
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if (!threatValues.has(uc.value)) {
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totalThreats++;
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threatValues.add(uc.value);
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}
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}
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}
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} else {
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const caps = findCaptures(uc, afterTable);
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for (const cap of caps) {
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if (afterTable.every(tc => cap.some(cc => cc.id === tc.id))) {
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totalThreats++;
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break;
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}
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}
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if (cap.length === afterTable.length) { totalThreats++; break; }
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}
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}
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// Check specifically the next opponent
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// Probabilistic check for each opponent
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const next = nextPlayer(playerIdx);
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const nextIsOpp = isOpponent(playerIdx, next);
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let nextOpponentCanScopa = false;
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if (nextIsOpp && afterTable.length > 0) {
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// The next opponent's hand is hidden, but we can check if any unseen value could scopa
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// This is a probabilistic threat — the more unseen cards that scopa, the worse
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nextOpponentCanScopa = totalThreats > 0;
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const second = nextPlayer(nextPlayer(playerIdx));
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const unseenCount = unseen.length;
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let nextOppCanScopa = false;
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let secondOppCanScopa = false;
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if (totalThreats > 0 && unseenCount > 0) {
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// P(at least one threat card in hand) = 1 - C(non-threat, handSize) / C(all, handSize)
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if (isOpponent(playerIdx, next)) {
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const hs = state.players[next].hand.length;
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if (hs > 0) {
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const probNone = hypergeometricNone(unseenCount, totalThreats, hs);
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nextOppCanScopa = (1 - probNone) > 0.25;
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}
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}
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if (isOpponent(playerIdx, second)) {
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const hs = state.players[second].hand.length;
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if (hs > 0) {
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const probNone = hypergeometricNone(unseenCount, totalThreats, hs);
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secondOppCanScopa = (1 - probNone) > 0.25;
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}
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}
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}
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return { totalThreats, nextOpponentCanScopa };
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return { totalThreats, nextOppCanScopa, secondOppCanScopa };
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}
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/** Compute the game-phase weight multiplier (early=0..1=late) */
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function gamePhase(state: GameState): number {
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const totalCards = state.players.reduce((s, p) => s + p.hand.length, 0);
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return 1 - totalCards / 40; // 0.0 at start, 1.0 at end
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/** P(0 threat cards drawn) using hypergeometric approx */
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function hypergeometricNone(total: number, threats: number, drawn: number): number {
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if (drawn >= total) return threats > 0 ? 0 : 1;
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let p = 1;
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for (let i = 0; i < drawn; i++) {
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p *= Math.max(0, (total - threats - i)) / (total - i);
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}
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return p;
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}
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// ---------------------------------------------------------------------------
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// Main entry point — dispatches by difficulty
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// Main entry point
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// ---------------------------------------------------------------------------
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export function chooseMove(
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@@ -110,16 +152,19 @@ export function chooseMove(
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}
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}
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// ---------------------------------------------------------------------------
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// BEGINNER — weakened heuristic with random noise + basic cooperation
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// ---------------------------------------------------------------------------
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// ===========================================================================
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// BEGINNER — beatable but not stupid
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// ===========================================================================
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function beginnerMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker): AIMove {
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const player = state.players[playerIdx];
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const table = state.table;
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const phase = gamePhase(state);
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const next = nextPlayer(playerIdx);
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const nextIsOpp = isOpponent(playerIdx, next);
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// 15% chance to pick a completely random legal move
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if (Math.random() < 0.15) {
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// 8% pure random (reduced from 15%)
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if (Math.random() < 0.08) {
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return randomMove(state, playerIdx);
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}
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@@ -130,20 +175,14 @@ function beginnerMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
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const captures = findCaptures(card, table);
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if (captures.length > 0) {
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for (const captureSet of captures) {
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const base = scoreCaptureBasic(card, captureSet, table, state, playerIdx, tracker);
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const score = base * 0.5 + (Math.random() - 0.5) * Math.abs(base) * 0.4;
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if (score > bestScore) {
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bestScore = score;
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bestMove = { card, capture: captureSet };
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}
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const base = scoreCaptureBeginner(card, captureSet, table, state, playerIdx, phase, nextIsOpp);
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const score = base + (Math.random() - 0.5) * Math.max(80, Math.abs(base) * 0.25);
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if (score > bestScore) { bestScore = score; bestMove = { card, capture: captureSet }; }
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}
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} else {
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const base = scoreDumpBasic(card, table, state, playerIdx, tracker);
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const score = base * 0.5 + (Math.random() - 0.5) * Math.abs(base) * 0.4;
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if (score > bestScore) {
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bestScore = score;
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bestMove = { card, capture: [] };
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}
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const base = scoreDumpBeginner(card, table, state, playerIdx, phase, nextIsOpp);
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const score = base + (Math.random() - 0.5) * Math.max(60, Math.abs(base) * 0.25);
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if (score > bestScore) { bestScore = score; bestMove = { card, capture: [] }; }
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}
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}
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@@ -160,67 +199,73 @@ function randomMove(state: GameState, playerIdx: PlayerIndex): AIMove {
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return { card, capture: [] };
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}
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function scoreCaptureBasic(
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function scoreCaptureBeginner(
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played: Card, captured: Card[], table: Card[],
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state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker,
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state: GameState, playerIdx: PlayerIndex, phase: number, nextIsOpp: boolean,
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): number {
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let score = 100;
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const allCaptured = [played, ...captured];
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const afterTable = table.filter(c => !captured.some(cc => cc.id === c.id));
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const isScopa = afterTable.length === 0;
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if (isScopa) score += 500;
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if (allCaptured.some(c => c.suit === 'denara' && c.value === 7)) score += 300;
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score += allCaptured.filter(c => c.suit === 'denara').length * 50;
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score += captured.length * 20;
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score += allCaptured.reduce((s, c) => s + primieraVal(c), 0);
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if (isScopa) score += 600;
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if (allCaptured.some(c => c.suit === 'denara' && c.value === 7)) score += 400;
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// If settebello is on table and we DON'T take it — even beginners know this is bad
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if (table.some(c => c.suit === 'denara' && c.value === 7) &&
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!allCaptured.some(c => c.suit === 'denara' && c.value === 7)) score -= 200;
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// Basic cooperation: if next player is partner, leaving cards is OK
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const next = nextPlayer(playerIdx);
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if (!isOpponent(playerIdx, next) && !isScopa) score += 20;
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score += allCaptured.filter(c => c.suit === 'denara').length * 60;
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score += captured.length * 25;
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score += allCaptured.filter(c => c.value === 7).length * 50;
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for (const c of allCaptured) score += primieraVal(c) * 1.5;
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// Don't leave easy scopa for next opponent
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if (!isScopa && isOpponent(playerIdx, next)) {
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// Basic cooperation
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if (!isScopa && !isOpponent(playerIdx, nextPlayer(playerIdx))) score += 15;
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// Anti-scopa: don't leave clearable table for opponent
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if (!isScopa && nextIsOpp) {
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const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
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if (tableSum <= 10) score -= 40;
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if (tableSum <= 10) score -= 120;
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if (afterTable.length === 1) score -= 80;
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if (tableSum >= 11) score += 50;
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}
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return score;
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}
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function scoreDumpBasic(
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function scoreDumpBeginner(
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card: Card, table: Card[], state: GameState,
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playerIdx: PlayerIndex, tracker?: CardTracker,
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playerIdx: PlayerIndex, phase: number, nextIsOpp: boolean,
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): number {
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let score = 0;
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const afterTable = [...table, card];
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if (card.suit !== 'denara') score += 30;
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if (card.suit === 'denara') score -= 40;
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if (card.suit === 'denara' && card.value === 7) score -= 300;
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if (card.value >= 8) score += 10;
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if (card.value === 7) score -= 50;
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if (card.value === 1) score -= 30;
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// Anti-scopa: prefer table sum >= 11
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const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
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if (tableSum >= 11) score += 40;
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if (tableSum < 5) score -= 30;
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// NEVER dump settebello
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if (card.suit === 'denara' && card.value === 7) return -5000;
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if (card.suit === 'denara') score -= 60;
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if (card.value === 7) score -= 70;
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if (card.value >= 8) score += 20 + card.value;
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// Anti-scopa
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if (tableSum >= 11) score += 80;
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else if (tableSum <= 10 && nextIsOpp) score -= 80;
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if (tableSum <= 5 && nextIsOpp) score -= 50;
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if (afterTable.length >= 3 && tableSum >= 11) score += 20;
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return score;
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}
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// ---------------------------------------------------------------------------
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// ADVANCED — strong heuristic with card counting + real cooperation
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// ---------------------------------------------------------------------------
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// ===========================================================================
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// ADVANCED — strong heuristic with card counting, race tracking, cooperation
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// ===========================================================================
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function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker): AIMove {
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const player = state.players[playerIdx];
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const table = state.table;
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const myTeam = teamOf(playerIdx);
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const phase = gamePhase(state);
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// Analyze turn context
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const race = getRaceState(state, playerIdx);
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const next = nextPlayer(playerIdx);
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const nextIsOpp = isOpponent(playerIdx, next);
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const partner = partnerOf(playerIdx);
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@@ -234,23 +279,17 @@ function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
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if (captures.length > 0) {
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for (const captureSet of captures) {
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const score = scoreCaptureAdv(
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card, captureSet, table, state, playerIdx, myTeam,
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card, captureSet, table, state, playerIdx, race,
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tracker, player.hand, phase, nextIsOpp, partnerHandSize,
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);
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if (score > bestScore) {
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bestScore = score;
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bestMove = { card, capture: captureSet };
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}
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if (score > bestScore) { bestScore = score; bestMove = { card, capture: captureSet }; }
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}
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} else {
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const score = scoreDumpAdv(
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card, table, state, playerIdx, myTeam,
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card, table, state, playerIdx, race,
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tracker, player.hand, phase, nextIsOpp, partnerHandSize,
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);
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if (score > bestScore) {
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bestScore = score;
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bestMove = { card, capture: [] };
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}
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if (score > bestScore) { bestScore = score; bestMove = { card, capture: [] }; }
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}
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}
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@@ -259,7 +298,7 @@ function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
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function scoreCaptureAdv(
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played: Card, captured: Card[], table: Card[], state: GameState,
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playerIdx: PlayerIndex, myTeam: 0 | 1, tracker: CardTracker | undefined,
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playerIdx: PlayerIndex, race: RaceState, tracker: CardTracker | undefined,
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myHand: Card[], phase: number, nextIsOpp: boolean, partnerHandSize: number,
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): number {
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let score = 100;
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@@ -267,95 +306,87 @@ function scoreCaptureAdv(
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const afterTable = table.filter(c => !captured.some(cc => cc.id === c.id));
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const isScopa = afterTable.length === 0;
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// --- Core scoring ---
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// --- SCOPA ---
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if (isScopa) score += 900 + phase * 300;
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// Scopa (huge bonus, scales with game phase)
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if (isScopa) score += 700 + phase * 200;
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// Settebello: absolute must-capture
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// --- SETTEBELLO ---
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const capturesSettebello = allCaptured.some(c => c.suit === 'denara' && c.value === 7);
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if (capturesSettebello) score += 500;
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// If settebello is on table and we DON'T capture it, penalty
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if (table.some(c => c.suit === 'denara' && c.value === 7) && !capturesSettebello) score -= 300;
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if (capturesSettebello) score += 700;
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if (table.some(c => c.suit === 'denara' && c.value === 7) && !capturesSettebello) score -= 500;
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// Denari
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// --- DENARI (race-aware: prioritize more when behind) ---
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const denariCount = allCaptured.filter(c => c.suit === 'denara').length;
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score += denariCount * 70;
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score += denariCount * (race.behindInDenari ? 100 : 60);
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// Card count — more important in endgame
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score += captured.length * (25 + phase * 15);
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// --- CARD COUNT (race-aware) ---
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score += captured.length * (race.behindInCards ? 40 : 25) + phase * captured.length * 10;
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// Primiera — 7s are critical, then 6s, aces
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// --- PRIMIERA ---
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for (const c of allCaptured) score += primieraVal(c) * 3;
|
||||
const sevens = allCaptured.filter(c => c.value === 7).length;
|
||||
score += sevens * (race.need7s ? 90 : 45);
|
||||
|
||||
// Capturing a 7 in a suit we're missing for primiera
|
||||
const teamPile = getTeamPile(state, playerIdx);
|
||||
for (const c of allCaptured) {
|
||||
score += primieraVal(c) * 3;
|
||||
if (c.value === 7 && !teamPile.some(tc => tc.suit === c.suit && tc.value === 7)) {
|
||||
score += 65;
|
||||
}
|
||||
}
|
||||
// Extra bonus for 7s specifically (primiera control)
|
||||
const sevensCapt = allCaptured.filter(c => c.value === 7).length;
|
||||
score += sevensCapt * 40;
|
||||
|
||||
// --- Anti-scopa defense ---
|
||||
// --- ANTI-SCOPA (critical) ---
|
||||
if (!isScopa) {
|
||||
const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
|
||||
|
||||
// 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;
|
||||
|
||||
if (threats.nextOppCanScopa) score -= 550;
|
||||
if (threats.secondOppCanScopa) score -= 250;
|
||||
score -= threats.totalThreats * 75;
|
||||
|
||||
if (tableSum >= 11) score += 100;
|
||||
else if (tableSum <= 3) score -= 120;
|
||||
else if (tableSum <= 7) score -= 50;
|
||||
|
||||
// Single card on table = trivial scopa
|
||||
if (afterTable.length === 1 && nextIsOpp) score -= 200;
|
||||
// Two low cards = easy to sum & clear
|
||||
if (afterTable.length === 2 && tableSum <= 10 && nextIsOpp) score -= 120;
|
||||
}
|
||||
|
||||
// Prefer leaving table sum >= 11 (unclearable by one card)
|
||||
if (tableSum >= 11) score += 80;
|
||||
else if (tableSum >= 8) score += 20;
|
||||
else score -= 40;
|
||||
// --- PARTNER COOPERATION ---
|
||||
const next = nextPlayer(playerIdx);
|
||||
if (!isScopa && !isOpponent(playerIdx, next)) {
|
||||
// Partner plays next — leaving cards for them
|
||||
score += 45;
|
||||
if (afterTable.some(c => c.suit === 'denara') && partnerHandSize > 0) score += 30;
|
||||
|
||||
// Avoid leaving exactly one card (easy scopa for opponent)
|
||||
if (afterTable.length === 1 && nextIsOpp) score -= 150;
|
||||
}
|
||||
|
||||
// --- 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;
|
||||
// Partner scopa setup: if after-table is clearable and partner is next
|
||||
const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
|
||||
if (afterTable.length > 0 && tableSum >= 1 && tableSum <= 10) {
|
||||
score += 70; // leave table so partner could scopa
|
||||
}
|
||||
}
|
||||
|
||||
// Endgame: if partner has no cards left, capture everything you can
|
||||
if (partnerHandSize === 0) {
|
||||
score += captured.length * 15;
|
||||
}
|
||||
// If opponent is next and after-table clearable, but after THAT is partner...
|
||||
// Consider if the table after opponent's play might be good for partner (complex, skip)
|
||||
|
||||
// --- Card tracking threats ---
|
||||
// Endgame: partner finished, maximize own captures
|
||||
if (partnerHandSize === 0) score += captured.length * 25;
|
||||
|
||||
// --- CARD TRACKER REFINEMENTS ---
|
||||
if (tracker && !isScopa) {
|
||||
const unseen = tracker.getUnseenCards(myHand, afterTable);
|
||||
|
||||
// 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;
|
||||
score -= 350; // opponent might grab settebello
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
// Late game: more confident — sharpen penalties
|
||||
if (phase > 0.5) {
|
||||
const confidence = Math.min(1, tracker.playedCount / 25);
|
||||
const afterSum = afterTable.reduce((s, c) => s + c.value, 0);
|
||||
if (afterTable.length > 0 && afterSum <= 10) {
|
||||
score -= Math.round(confidence * 100);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -365,101 +396,89 @@ function scoreCaptureAdv(
|
||||
|
||||
function scoreDumpAdv(
|
||||
card: Card, table: Card[], state: GameState,
|
||||
playerIdx: PlayerIndex, myTeam: 0 | 1, tracker: CardTracker | undefined,
|
||||
playerIdx: PlayerIndex, race: RaceState, 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);
|
||||
|
||||
// --- Card value protection ---
|
||||
|
||||
// NEVER dump settebello
|
||||
// --- HARD RULES ---
|
||||
if (card.suit === 'denara' && card.value === 7) return -10000;
|
||||
|
||||
// Avoid dumping denari
|
||||
if (card.suit === 'denara') score -= 80;
|
||||
|
||||
// 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 (8, 9, 10) — low primiera value
|
||||
if (card.value >= 8) score += 20 + card.value * 2;
|
||||
|
||||
// --- Anti-scopa defense (CRITICAL) ---
|
||||
// --- CARD PROTECTION (race-aware) ---
|
||||
if (card.suit === 'denara') score -= (race.behindInDenari ? 120 : 70);
|
||||
if (card.value === 7) score -= (race.need7s ? 110 : 65);
|
||||
if (card.value === 6) score -= 50;
|
||||
if (card.value === 1) score -= 40;
|
||||
if (card.value >= 8) score += 25 + card.value * 3;
|
||||
|
||||
// --- ANTI-SCOPA ---
|
||||
if (tableSum >= 11) {
|
||||
score += 100; // excellent — no single card can scopa
|
||||
} else if (tableSum <= 10) {
|
||||
score += 130;
|
||||
} else {
|
||||
const threats = countScopaThreats(afterTable, myHand, tracker, state, playerIdx);
|
||||
if (nextIsOpp && threats.nextOpponentCanScopa) {
|
||||
score -= 500; // DANGER — next opponent can likely scopa
|
||||
}
|
||||
score -= threats.totalThreats * 80;
|
||||
|
||||
// Especially bad: leaving table sum that matches a common value
|
||||
if (tableSum <= 3) score -= 60;
|
||||
if (threats.nextOppCanScopa) score -= 650;
|
||||
if (threats.secondOppCanScopa) score -= 300;
|
||||
score -= threats.totalThreats * 95;
|
||||
if (tableSum <= 3) score -= 100;
|
||||
if (afterTable.length === 1 && nextIsOpp) score -= 150;
|
||||
if (afterTable.length === 2 && tableSum <= 10 && nextIsOpp) score -= 100;
|
||||
}
|
||||
|
||||
// Prefer making tableSum awkward (e.g., large primes: 11, 13, etc.)
|
||||
if (tableSum >= 11) score += 30;
|
||||
if (afterTable.length >= 3 && tableSum >= 15) score += 20;
|
||||
if (afterTable.length >= 4 && tableSum >= 15) score += 35;
|
||||
|
||||
// --- 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;
|
||||
// --- PARTNER SETUP ---
|
||||
const next = nextPlayer(playerIdx);
|
||||
if (!isOpponent(playerIdx, next)) {
|
||||
score += 55;
|
||||
// Dump creates partner scopa opportunity
|
||||
if (afterTable.length >= 1 && tableSum >= 1 && tableSum <= 10 && partnerHandSize > 0) {
|
||||
score += 60;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Card tracking ---
|
||||
// --- CARD TRACKING ---
|
||||
if (tracker) {
|
||||
// Count exact cards that can clear the table
|
||||
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++;
|
||||
const caps = findCaptures(uc, afterTable);
|
||||
for (const cap of caps) {
|
||||
if (cap.length === afterTable.length) { directThreats++; break; }
|
||||
}
|
||||
}
|
||||
score -= directThreats * 50;
|
||||
score -= directThreats * 65;
|
||||
|
||||
// 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);
|
||||
if (phase > 0.5) {
|
||||
const confidence = Math.min(1, tracker.playedCount / 25);
|
||||
score = Math.round(score * (1 + confidence * 0.3));
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// MASTER — deep minimax + alpha-beta + determinization + move ordering
|
||||
// ---------------------------------------------------------------------------
|
||||
// ===========================================================================
|
||||
// MASTER — deep minimax, alpha-beta, determinization, endgame solver
|
||||
// ===========================================================================
|
||||
|
||||
function masterMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTracker): AIMove {
|
||||
const myTeam = teamOf(playerIdx);
|
||||
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
|
||||
|
||||
// Adaptive: much deeper in endgame, exact solve when very few cards
|
||||
const isDeepEndgame = cardsRemaining <= 6;
|
||||
const isEndgame = cardsRemaining <= 12;
|
||||
const NUM_SAMPLES = isDeepEndgame ? 1 : isEndgame ? 28 : 24;
|
||||
const MAX_DEPTH = isDeepEndgame ? cardsRemaining : isEndgame ? 10 : 8;
|
||||
|
||||
const legalMoves = getLegalMoves(state, playerIdx);
|
||||
if (legalMoves.length === 1) return legalMoves[0];
|
||||
|
||||
// Sort moves by quick heuristic for better pruning
|
||||
// Quick-eval move ordering for better pruning
|
||||
const quickScored = legalMoves.map(m => ({
|
||||
move: m,
|
||||
quick: quickEval(m, state, playerIdx, tracker),
|
||||
@@ -470,14 +489,17 @@ function masterMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTrac
|
||||
const moveScores = new Map<string, number>();
|
||||
for (const m of sortedMoves) moveScores.set(moveKey(m), 0);
|
||||
|
||||
const samples = generateSamples(state, playerIdx, tracker, NUM_SAMPLES);
|
||||
// Deep endgame: use actual state (perfect info), otherwise sample
|
||||
const samples = isDeepEndgame
|
||||
? [state]
|
||||
: generateSamples(state, playerIdx, tracker, NUM_SAMPLES);
|
||||
|
||||
for (const sample of samples) {
|
||||
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, phase, tracker,
|
||||
myTeam, playerIdx, phase, tracker,
|
||||
);
|
||||
moveScores.set(moveKey(move), (moveScores.get(moveKey(move)) ?? 0) + score);
|
||||
}
|
||||
@@ -487,52 +509,44 @@ function masterMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTrac
|
||||
let bestScore = -Infinity;
|
||||
for (const move of sortedMoves) {
|
||||
const totalScore = moveScores.get(moveKey(move)) ?? 0;
|
||||
if (totalScore > bestScore) {
|
||||
bestScore = totalScore;
|
||||
bestMove = move;
|
||||
}
|
||||
if (totalScore > bestScore) { bestScore = totalScore; bestMove = move; }
|
||||
}
|
||||
|
||||
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));
|
||||
const allCaptured = [move.card, ...move.capture];
|
||||
const nextIsOpp = isOpponent(playerIdx, nextPlayer(playerIdx));
|
||||
|
||||
// Scopa: best
|
||||
if (move.capture.length > 0 && afterTable.length === 0) score += 1000;
|
||||
// Scopa
|
||||
if (move.capture.length > 0 && afterTable.length === 0) score += 1200;
|
||||
|
||||
// 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;
|
||||
}
|
||||
// Settebello
|
||||
if (allCaptured.some(c => c.suit === 'denara' && c.value === 7)) score += 900;
|
||||
if (move.capture.length === 0 && move.card.suit === 'denara' && move.card.value === 7) score -= 5000;
|
||||
|
||||
// More captures first
|
||||
score += move.capture.length * 50;
|
||||
score += move.capture.length * 60;
|
||||
score += allCaptured.filter(c => c.suit === 'denara').length * 90;
|
||||
score += allCaptured.filter(c => c.value === 7).length * 70;
|
||||
for (const c of allCaptured) score += primieraVal(c) * 2;
|
||||
|
||||
// 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;
|
||||
if (move.card.value >= 8) score += 40;
|
||||
if (move.card.suit === 'denara') score -= 120;
|
||||
if (move.card.value === 7) score -= 90;
|
||||
}
|
||||
|
||||
// Anti-scopa: penalize leaving clearable table
|
||||
// Anti-scopa
|
||||
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;
|
||||
if (sum <= 10 && nextIsOpp) score -= 150;
|
||||
if (sum >= 11) score += 50;
|
||||
if (afterTable.length === 1 && nextIsOpp) score -= 100;
|
||||
}
|
||||
|
||||
return score;
|
||||
@@ -547,13 +561,10 @@ function getLegalMoves(state: GameState, playerIdx: PlayerIndex): AIMove[] {
|
||||
const moves: AIMove[] = [];
|
||||
const player = state.players[playerIdx];
|
||||
const table = state.table;
|
||||
|
||||
for (const card of player.hand) {
|
||||
const captures = findCaptures(card, table);
|
||||
if (captures.length > 0) {
|
||||
for (const captureSet of captures) {
|
||||
moves.push({ card, capture: captureSet });
|
||||
}
|
||||
for (const captureSet of captures) moves.push({ card, capture: captureSet });
|
||||
} else {
|
||||
moves.push({ card, capture: [] });
|
||||
}
|
||||
@@ -565,9 +576,7 @@ 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[] = [];
|
||||
|
||||
const unseen = tracker
|
||||
? tracker.getUnseenCards(myHand, state.table)
|
||||
: getUnseenWithoutTracker(state, playerIdx);
|
||||
@@ -575,7 +584,6 @@ function generateSamples(
|
||||
for (let s = 0; s < count; s++) {
|
||||
const sample = JSON.parse(JSON.stringify(state)) as GameState;
|
||||
const shuffled = shuffleArray([...unseen]);
|
||||
|
||||
let idx = 0;
|
||||
for (let p = 0; p < 4; p++) {
|
||||
if (p === playerIdx) continue;
|
||||
@@ -583,10 +591,8 @@ function generateSamples(
|
||||
sample.players[p].hand = shuffled.slice(idx, idx + need);
|
||||
idx += need;
|
||||
}
|
||||
|
||||
samples.push(sample);
|
||||
}
|
||||
|
||||
return samples;
|
||||
}
|
||||
|
||||
@@ -594,16 +600,9 @@ function getUnseenWithoutTracker(state: GameState, playerIdx: PlayerIndex): Card
|
||||
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);
|
||||
for (const p of state.players) {
|
||||
for (const c of p.pile) known.add(c.id);
|
||||
}
|
||||
|
||||
const unseen: Card[] = [];
|
||||
for (const p of state.players) { for (const c of p.pile) known.add(c.id); }
|
||||
const deck = buildDeck();
|
||||
for (const c of deck) {
|
||||
if (!known.has(c.id)) unseen.push(c);
|
||||
}
|
||||
return unseen;
|
||||
return deck.filter(c => !known.has(c.id));
|
||||
}
|
||||
|
||||
function shuffleArray<T>(arr: T[]): T[] {
|
||||
@@ -616,7 +615,7 @@ function shuffleArray<T>(arr: T[]): T[] {
|
||||
|
||||
function alphaBeta(
|
||||
state: GameState, depth: number, alpha: number, beta: number,
|
||||
maximizing: boolean, myTeam: 0 | 1, rootPlayer: PlayerIndex,
|
||||
myTeam: 0 | 1, rootPlayer: PlayerIndex,
|
||||
phase: number, tracker?: CardTracker,
|
||||
): number {
|
||||
if (depth === 0 || state.roundOver) {
|
||||
@@ -629,17 +628,22 @@ function alphaBeta(
|
||||
|
||||
if (moves.length === 0) return evaluate(state, myTeam, phase);
|
||||
|
||||
// Move ordering within alpha-beta for better pruning
|
||||
if (moves.length > 3) {
|
||||
// Move ordering for pruning
|
||||
if (moves.length > 2) {
|
||||
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
|
||||
if (a.capture.length > 0) sa += 100 + a.capture.length * 15;
|
||||
if (b.capture.length > 0) sb += 100 + b.capture.length * 15;
|
||||
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;
|
||||
if (a.capture.length > 0 && aAfter.length === 0) sa += 600;
|
||||
if (b.capture.length > 0 && bAfter.length === 0) sb += 600;
|
||||
// Settebello
|
||||
if ([a.card, ...a.capture].some(c => c.suit === 'denara' && c.value === 7)) sa += 400;
|
||||
if ([b.card, ...b.capture].some(c => c.suit === 'denara' && c.value === 7)) sb += 400;
|
||||
// Anti-scopa in ordering
|
||||
if (aAfter.length > 0 && aAfter.reduce((s, c) => s + c.value, 0) <= 10) sa -= 80;
|
||||
if (bAfter.length > 0 && bAfter.reduce((s, c) => s + c.value, 0) <= 10) sb -= 80;
|
||||
return isMyTeam ? sb - sa : sa - sb;
|
||||
});
|
||||
}
|
||||
@@ -648,7 +652,7 @@ 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, phase, tracker);
|
||||
const child = alphaBeta(result.nextState, depth - 1, alpha, beta, myTeam, rootPlayer, phase, tracker);
|
||||
value = Math.max(value, child);
|
||||
alpha = Math.max(alpha, value);
|
||||
if (beta <= alpha) break;
|
||||
@@ -658,7 +662,7 @@ 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, phase, tracker);
|
||||
const child = alphaBeta(result.nextState, depth - 1, alpha, beta, myTeam, rootPlayer, phase, tracker);
|
||||
value = Math.min(value, child);
|
||||
beta = Math.min(beta, value);
|
||||
if (beta <= alpha) break;
|
||||
@@ -679,48 +683,50 @@ function evaluate(state: GameState, myTeam: 0 | 1, phase: number): number {
|
||||
|
||||
// --- Cards majority (1 point) ---
|
||||
const cardDiff = myPile.length - oppPile.length;
|
||||
score += cardDiff * (15 + phase * 10); // more weight in endgame
|
||||
score += cardDiff * (22 + phase * 15);
|
||||
|
||||
// --- 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) * 40;
|
||||
score += (myDenari - oppDenari) * 55;
|
||||
|
||||
// --- 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;
|
||||
if (myPile.some(c => c.suit === 'denara' && c.value === 7)) score += 400;
|
||||
if (oppPile.some(c => c.suit === 'denara' && c.value === 7)) score -= 400;
|
||||
|
||||
// --- Primiera (1 point) ---
|
||||
const myPrim = calcPrimiera(myPile);
|
||||
const oppPrim = calcPrimiera(oppPile);
|
||||
if (myPrim > 0 && oppPrim > 0) {
|
||||
score += (myPrim - oppPrim) * 3;
|
||||
score += (myPrim - oppPrim) * 4;
|
||||
} else if (myPrim > 0) {
|
||||
score += 120;
|
||||
score += 150;
|
||||
} else if (oppPrim > 0) {
|
||||
score -= 120;
|
||||
score -= 150;
|
||||
}
|
||||
|
||||
// Primiera component tracking: count 7s per suit
|
||||
// Per-suit 7 tracking (key primiera component)
|
||||
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;
|
||||
if (my7 && !opp7) score += 40;
|
||||
if (opp7 && !my7) score -= 40;
|
||||
}
|
||||
|
||||
// --- Scope (1 point each, most valuable!) ---
|
||||
// --- Scope (most valuable! each is a full point) ---
|
||||
const myScope = myPlayers.reduce((s, p) => s + p.scope, 0);
|
||||
const oppScope = oppPlayers.reduce((s, p) => s + p.scope, 0);
|
||||
score += (myScope - oppScope) * 200;
|
||||
score += (myScope - oppScope) * 350;
|
||||
|
||||
// --- 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;
|
||||
if (curTeam === myTeam && tableSum <= 10) score += 25;
|
||||
if (curTeam !== myTeam && tableSum <= 10) score -= 25;
|
||||
// Bonus: table has settebello and it's our turn
|
||||
if (curTeam === myTeam && state.table.some(c => c.suit === 'denara' && c.value === 7)) score += 80;
|
||||
if (curTeam !== myTeam && state.table.some(c => c.suit === 'denara' && c.value === 7)) score -= 80;
|
||||
}
|
||||
|
||||
return score;
|
||||
|
||||
Reference in New Issue
Block a user