feat(SCOPONE-0009): complete iteration 0 dealer AI
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# Architecture
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> Last Updated: 2026-04-02T19:05:00.000Z
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> Last Updated: 2026-04-08T19:48:08.000Z
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## Overview
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| Attribute | Value |
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|-----------|-------|
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| Primary language | TypeScript |
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| Secondary language | Java (Capacitor Android shell) |
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| Project type | Browser card game with Android packaging |
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| Secondary language | Java |
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| Project type | Phaser browser game packaged for Android with Capacitor |
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| Framework | Phaser 3.87.0 |
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| Tooling | Vite 5, TypeScript 5.x, Capacitor 8.3 |
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| Runtime layout | 1280 x 720, `Phaser.Scale.FIT`, centered in `#game` |
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| Build command | `npm run build` |
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| Test command | `npx tsc --noEmit` |
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The repository is a TypeScript-first Scopone Scientifico implementation. The web client contains the real game logic and presentation. The Android tree is a Capacitor wrapper with a custom immersive `MainActivity`.
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The repository is a TypeScript-first implementation of Scopone Scientifico. Gameplay rules, scoring, inference, and AI live in framework-independent modules under `src/game/`. Phaser scenes under `src/scenes/` own rendering, input, UI, animation, and scene transitions. The `android/` tree is a Capacitor wrapper with a small custom `MainActivity` for immersive full-screen behavior.
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## Project Structure
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@@ -37,6 +37,8 @@ scopone-phaser/
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| `- GameScene.ts
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|- public/
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|- android/
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| |- app/
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| `- variables.gradle
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|- docs/
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|- prompts/
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|- package.json
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@@ -49,102 +51,102 @@ scopone-phaser/
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| Directory | Purpose |
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|-----------|---------|
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| `src/game/` | Framework-independent rules, scoring, imperfect-information tracking, and AI search |
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| `src/scenes/` | Phaser scene lifecycle, UI, animation, effects, and round orchestration |
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| `public/` | Static web assets consumed by Phaser loaders |
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| `android/` | Capacitor Android project, Gradle config, and immersive activity wrapper |
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| `src/game/` | Rules engine, score calculation, imperfect-information tracking, AI heuristics, and master search |
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| `src/scenes/` | Phaser scene lifecycle, menus, board rendering, interaction, HUD, audio, and FX |
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| `public/` | Atlas metadata and other static assets loaded by Phaser |
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| `android/` | Capacitor Android project, Gradle configuration, generated wrapper assets, and the native activity |
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| `docs/` | Architecture, code style, findings, and cache metadata |
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| `prompts/` | JIRA pipeline artifacts and iteration state |
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| `prompts/` | JIRA workflow artifacts and iteration state |
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## Design Patterns
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No explicit GoF patterns were detected in the source or by semantic search.
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Observed architectural patterns in the current codebase:
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Observed architectural patterns:
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| Pattern | Where it appears |
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|---------|------------------|
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| Scene-based flow | `BootScene -> MenuScene -> GameScene` via Phaser scene registration |
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| Functional core / imperative shell | `src/game/` stays free of Phaser imports, while `src/scenes/` owns rendering and input |
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| Clone-before-mutate state transitions | `applyMove()` clones `GameState` before applying move effects |
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| Worker offload with fallback | `AIWorkerClient` runs heavy AI inside `ai.worker.ts` and falls back to in-thread `chooseMove()` if worker startup or messaging fails |
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| Determinization search | Master AI samples hidden hands before alpha-beta evaluation |
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| Message-based progress reporting | Worker and main thread exchange typed request/result/progress messages through `ai-worker-protocol.ts` |
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| Functional core / imperative shell | `src/game/` avoids Phaser imports while `src/scenes/` owns runtime side effects |
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| Immutable state transitions | `applyMove()` clones `GameState` before mutating round state |
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| Worker offload with fallback | `AIWorkerClient` uses `ai.worker.ts` when available and falls back to direct `chooseMove()` otherwise |
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| Typed message protocol | `ai-worker-protocol.ts` defines worker request, progress, result, and error shapes |
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| Imperfect-information search | `CardTracker` plus determinization sampling support the `master` AI tier |
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## Key Components
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### `src/main.ts`
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- Bootstraps `Phaser.Game`.
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- Creates the `Phaser.Game` instance.
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- Registers `BootScene`, `MenuScene`, and `GameScene`.
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- Installs a one-shot fullscreen request handler on first user interaction.
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- Installs a one-shot fullscreen request on first user input when supported.
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### `src/game/types.ts`
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- Defines the game model: `Card`, `Capture`, `Player`, `GameState`, `TeamScore`, `ScoreBreakdown`.
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- Encodes difficulty tiers as `'beginner' | 'advanced' | 'master'`.
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- Stores the `PRIMIERA_VALUES` lookup table.
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- Defines the core game model: `Card`, `Capture`, `Player`, `GameState`, `TeamScore`, and `ScoreBreakdown`.
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- Models constrained domains with unions such as `PlayerIndex` and `Difficulty`.
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- Stores `PRIMIERA_VALUES` for end-of-round scoring.
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### `src/game/engine.ts` (371 lines)
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### `src/game/engine.ts`
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- Builds and shuffles the 40-card deck.
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- Creates the initial round state for four players.
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- Implements capture selection rules: single direct matches take priority; subset sums are considered only when no direct match exists.
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- Applies moves immutably, detects scopas, assigns leftover table cards, and computes round scores.
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- Creates a round state for four players with dealer-relative opening order.
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- Implements capture rules where direct value matches take priority over subset-sum captures.
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- Applies moves immutably, awards scope, assigns leftover table cards, and computes round and match scoring.
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### `src/game/card-tracker.ts` (89 lines)
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### `src/game/card-tracker.ts`
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- Tracks seen cards across a round without exposing hidden hands directly.
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- Computes unseen cards from `played + myHand + table`.
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- Supplies probability helpers used by the AI for value-based inference.
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- Tracks cards visible through play and capture events without exposing hidden hands.
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- Reconstructs unseen cards from `played + myHand + table`.
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- Supplies value and suit residue helpers used by AI inference and probability estimates.
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### `src/game/ai.ts`
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- Exposes `chooseMove()` as an async entry point.
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- Implements three difficulty levels:
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- `beginner`: noisy heuristic play.
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- `advanced`: stronger heuristics with race awareness, partner setup, and card-tracker inference.
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- `master`: determinization plus alpha-beta search with dynamic time budgets, batching, and progress callbacks.
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- Uses `yieldToBrowser()` between master-search batches so Phaser can repaint the think bar.
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- Exposes `chooseMove()` as the async AI entry point.
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- Implements three difficulty tiers: `beginner`, `advanced`, and `master`.
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- Uses table-driven search profiles, role-aware heuristics, tracker-based inference, and determinization plus alpha-beta search.
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- Configures the current master profile with a 4600 ms budget, 10 samples, depth 6, and batch size 2.
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### `src/game/ai-worker-protocol.ts`
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- Defines the typed message contract between the main thread and the worker.
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- Serializes requests around `GameState`, `Difficulty`, `PlayerIndex`, tracker snapshots, progress, results, and worker-safe errors.
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- Defines a single `choose-move` worker request type.
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- Defines typed progress, result, and serialized error responses.
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- Keeps worker communication schema isolated from UI code.
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### `src/game/ai-worker-client.ts`
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- Wraps the worker lifecycle behind the same `chooseMove()` API the scene needs.
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- Creates module workers with `new Worker(new URL('./ai.worker.ts', import.meta.url), { type: 'module' })`.
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- Streams progress callbacks back into `GameScene` and degrades to direct `chooseMove()` execution when workers are unavailable.
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- Wraps worker lifecycle and pending-request tracking behind the same `chooseMove()` API that scenes consume.
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- Creates the worker as an ES module with `new Worker(new URL('./ai.worker.ts', import.meta.url), { type: 'module' })`.
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- Fails over pending requests to in-thread AI execution if worker creation, messaging, or deserialization fails.
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### `src/game/ai.worker.ts`
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- Rehydrates `CardTracker` from a snapshot, delegates move selection to `chooseMove()`, and posts progress/result/error messages back to the scene thread.
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- Keeps the expensive `master` search off the main rendering thread when worker support is available.
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- Rehydrates `CardTracker` from a serialized snapshot.
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- Delegates move selection to `chooseMove()`.
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- Posts progress, result, or serialized error messages back to the main thread.
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### `src/scenes/BootScene.ts`
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- Loads the card atlas and card-back texture.
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- Shows a simple progress bar and transitions into the menu.
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- Loads the card atlas and card back.
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- Displays a simple loading bar.
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- Transitions into `MenuScene` after asset load.
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### `src/scenes/MenuScene.ts`
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- Renders the title screen and rules summary.
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- Lets the player choose `beginner`, `advanced`, or `master` difficulty.
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- Starts `GameScene` with the selected difficulty in scene data.
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- Renders the title, rules summary, and difficulty selection.
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- Starts `GameScene` with the chosen difficulty.
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### `src/scenes/GameScene.ts`
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- Owns the match loop, HUD, think bar, card interaction, animation, FX, audio, and round transitions.
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- Uses `CardTracker` to record played and captured cards after each move.
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- Instantiates `AIWorkerClient`, bridges async AI progress into a visible top-of-screen think bar, and disposes worker resources on scene shutdown.
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- Handles end-of-round overlays and full-match restart flow.
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- Owns match flow, dealing, selection, capture resolution, AI turn orchestration, score HUD, status UI, think bar, particles, and procedural audio.
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- Instantiates and disposes `AIWorkerClient` on scene lifecycle events.
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- Updates `CardTracker` after play and capture events so AI inference remains derived from visible information.
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### `android/app/src/main/java/com/phaser/scopa/MainActivity.java`
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- Extends `BridgeActivity`.
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- Forces immersive mode by hiding status and navigation bars whenever the window gains focus.
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- Applies immersive mode during `onCreate()` and whenever window focus returns.
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- Hides status and navigation bars with transient swipe behavior.
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## Dependencies
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@@ -152,74 +154,77 @@ Observed architectural patterns in the current codebase:
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| Package | Version | Purpose |
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|---------|---------|---------|
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| `phaser` | `^3.87.0` | Game engine |
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| `@capacitor/core` | `^8.3.0` | Capacitor runtime |
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| `@capacitor/cli` | `^8.3.0` | Capacitor tooling |
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| `phaser` | `^3.87.0` | Game engine runtime |
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| `@capacitor/core` | `^8.3.0` | Capacitor runtime bridge |
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| `@capacitor/cli` | `^8.3.0` | Capacitor project tooling |
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| `@capacitor/android` | `^8.3.0` | Android platform integration |
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### JavaScript development dependencies
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| Package | Version | Purpose |
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|---------|---------|---------|
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| `typescript` | `^5.0.0` | Type-checking and TS compilation for builds |
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| `vite` | `^5.0.0` | Dev server and bundling |
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| `typescript` | `^5.0.0` | Static type checking and TS compilation step |
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| `vite` | `^5.0.0` | Dev server and production bundler |
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### Android / Gradle dependencies
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| Dependency | Source | Purpose |
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|------------|--------|---------|
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| `com.android.tools.build:gradle:8.13.0` | `android/build.gradle` | Android build plugin |
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| `com.google.gms:google-services:4.4.4` | `android/build.gradle` | Optional Google services integration |
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| `androidx.appcompat:appcompat` | `android/app/build.gradle` | Android UI compatibility |
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| `androidx.coordinatorlayout:coordinatorlayout` | `android/app/build.gradle` | Android layout support |
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| `androidx.core:core-splashscreen` | `android/app/build.gradle` | Splash screen support |
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| `junit:junit` | `android/app/build.gradle` | JVM-side Android tests |
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| `androidx.test.ext:junit` | `android/app/build.gradle` | Instrumented Android testing |
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| `androidx.test.espresso:espresso-core` | `android/app/build.gradle` | Android UI testing |
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| Dependency | Version | Source | Purpose |
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|------------|---------|--------|---------|
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| `com.android.tools.build:gradle` | `8.13.0` | `android/build.gradle` | Android Gradle plugin |
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| `com.google.gms:google-services` | `4.4.4` | `android/build.gradle` | Optional Google services integration |
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| `androidx.appcompat:appcompat` | `1.7.1` | `android/variables.gradle` | Android app compatibility |
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| `androidx.coordinatorlayout:coordinatorlayout` | `1.3.0` | `android/variables.gradle` | Layout coordination helpers |
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| `androidx.core:core-splashscreen` | `1.2.0` | `android/variables.gradle` | Splash screen support |
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| `junit:junit` | `4.13.2` | `android/variables.gradle` | JVM Android tests |
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| `androidx.test.ext:junit` | `1.3.0` | `android/variables.gradle` | Instrumented test runner |
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| `androidx.test.espresso:espresso-core` | `3.7.0` | `android/variables.gradle` | Instrumented UI testing |
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### Platform configuration
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- `compileSdkVersion`: 36
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- `targetSdkVersion`: 36
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- `minSdkVersion`: 24
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## Module Organization
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```text
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main.ts
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-> BootScene
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-> MenuScene
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-> GameScene
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-> engine.ts
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-> ai.ts
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-> ai-worker-client.ts
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-> ai-worker-protocol.ts
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-> ai.worker.ts
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-> ai.ts
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-> card-tracker.ts
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-> types.ts
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-> BootScene
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-> MenuScene
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-> GameScene
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-> engine.ts
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-> types.ts
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-> card-tracker.ts
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-> ai-worker-client.ts
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-> ai-worker-protocol.ts
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-> ai.worker.ts
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-> ai.ts
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```
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Dependencies are one-directional at the application level:
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Application-level dependency direction is one-way:
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- `src/game/` imports only from sibling game modules.
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- `src/scenes/` imports from `src/game/`.
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- `src/scenes/` imports from `src/game/` and Phaser.
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- `src/game/` never imports Phaser.
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## Data Flow
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1. `main.ts` creates the Phaser app and registers all scenes.
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2. `BootScene` loads assets, then starts `MenuScene`.
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3. `MenuScene` passes the chosen difficulty into `GameScene`.
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4. `GameScene.create()` initializes a new `CardTracker`, creates the initial `GameState`, and animates the opening deal.
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5. On each turn:
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- Human turns use click-driven selection and capture highlighting.
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- AI turns call `AIWorkerClient.chooseMove(state, playerIdx, difficulty, tracker, onProgress)`.
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6. `AIWorkerClient` posts a typed request into `ai.worker.ts`; if worker setup fails, it falls back to in-thread `chooseMove()`.
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7. `chooseMove()` either returns immediately for heuristic tiers or performs batched master search while reporting `AIDecisionProgress`.
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8. Worker progress messages drive `GameScene.updateThinkBar()` until a result is posted back.
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9. `GameScene.executeMove()` applies the move, updates the tracker, animates the result, refreshes the HUD, and advances the round.
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10. When all hands are empty, `engine.ts` finalizes scoring and `GameScene` displays the round summary or final match screen.
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2. `BootScene` loads textures and starts `MenuScene`.
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3. `MenuScene` passes the chosen difficulty to `GameScene`.
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4. `GameScene.create()` creates a fresh `CardTracker`, constructs a new `GameState`, and starts the opening deal.
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5. Human turns use pointer-driven card selection and `findCaptures()` output to choose legal captures.
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6. AI turns call `AIWorkerClient.chooseMove(state, playerIdx, difficulty, tracker, onProgress)`.
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7. `AIWorkerClient` posts a typed request to `ai.worker.ts`; if workers are unavailable, it reruns the same request in-thread.
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8. `chooseMove()` returns a heuristic move for lower tiers or performs batched master search while emitting `AIDecisionProgress`.
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9. `GameScene` updates the think bar from progress callbacks, executes the returned move, records tracker state, and advances turn order.
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10. When every hand is empty, `engine.ts` finalizes scoring and `GameScene` presents the round or match outcome.
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## Build System
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| Command | Source | Purpose |
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|---------|--------|---------|
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| `npm run dev` | `package.json` | Starts the Vite development server on port 3000 and opens the browser |
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| `npm run dev` | `package.json` | Starts the Vite dev server |
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| `npm run build` | user-provided build command | Runs `tsc && vite build` and writes web output to `dist/` |
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| `npm run preview` | `package.json` | Serves the built app locally via Vite preview |
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| `npm run preview` | `package.json` | Serves the built app with Vite preview |
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| `npx tsc --noEmit` | user-provided test command | Type-checks the TypeScript codebase without emitting files |
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@@ -1,34 +1,35 @@
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# Findings
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> Last Updated: 2026-04-02T19:05:00.000Z
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> Last Updated: 2026-04-08T19:48:08.000Z
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## Summary
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Initializer refresh for the current Scopone Scientifico codebase. The existing findings were stale relative to the current worker-backed AI execution path, so the observations below reflect the live source tree.
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Initializer refresh for SCOPONE-0009. The cached findings were stale relative to the live source tree, so the observations below reflect the current Phaser, worker, and AI implementation.
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## Codebase Observations
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- Primary gameplay code lives in 8 TypeScript source files under `src/`; the Android wrapper adds 3 Java files.
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- The gameplay runtime now includes three AI transport files in addition to the rules engine: `ai-worker-protocol.ts`, `ai-worker-client.ts`, and `ai.worker.ts`.
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- The largest concentration of logic still sits in `src/scenes/GameScene.ts` and `src/game/ai.ts`.
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- `src/game/` remains framework-independent and contains the rules engine, score calculation, card tracker, and AI logic.
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- The AI now has three distinct difficulty levels: `beginner`, `advanced`, and `master`.
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- The `advanced` and `master` tiers use `CardTracker` to reason about unseen cards instead of reading hidden hands directly.
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- The `master` tier performs determinization plus alpha-beta search and reports progress back through `AIDecisionProgress`.
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- `GameScene` displays AI progress through a top think bar and updates it from worker-forwarded progress messages.
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- `AIWorkerClient` degrades cleanly to in-thread `chooseMove()` execution when workers are unavailable or fail.
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- Audio remains fully procedural via Web Audio; no audio asset pipeline is present.
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- No ESLint or Prettier config is present.
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- Primary gameplay code currently lives in 10 TypeScript source files under `src/`; the Android wrapper adds 3 Java files.
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- The project is structurally split between framework-free gameplay modules in `src/game/` and Phaser scene code in `src/scenes/`.
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- `src/scenes/GameScene.ts` and `src/game/ai.ts` remain the two largest concentrations of application logic.
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- The AI transport layer is now a stable three-file path: `ai-worker-protocol.ts`, `ai-worker-client.ts`, and `ai.worker.ts`.
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- The AI exposes three difficulty levels: `beginner`, `advanced`, and `master`.
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- `advanced` and `master` both use `CardTracker` to reason about unseen cards without directly reading hidden hands.
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- The current `master` search profile is `timeBudgetMs: 4600`, `sampleCount: 10`, `maxDepth: 6`, `batchSize: 2`.
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- `GameScene` consumes AI progress callbacks to update an on-screen think bar while a worker request is running.
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- `AIWorkerClient` fails over pending work to in-thread `chooseMove()` if worker creation, posting, or deserialization fails.
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- The Android wrapper targets SDK 36 with `minSdkVersion` 24 and applies immersive mode from the native activity.
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- Audio remains procedural via Web Audio; no dedicated audio asset pipeline is present in the source tree.
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- No ESLint or Prettier configuration is present.
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- The only repository-wide verification command supplied is `npx tsc --noEmit`.
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## Potential Improvement Areas
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- `GameScene.ts` still centralizes scene layout, input, effects, audio, HUD, and round transitions in one file, which raises maintenance cost.
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- `ai.ts` mixes heuristic tiers, inference helpers, determinization, and alpha-beta evaluation in one module.
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- Worker message types and fallback behavior are separated cleanly, but the UI still knows about AI progress presentation details directly.
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- The `master` profile allows up to 9800 ms of search budget, which may be expensive on slower devices even with batch yielding.
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- There is still no dedicated automated test suite for rules or AI behavior beyond type-checking.
|
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- Formatting rules are enforced socially rather than by a linter/formatter toolchain.
|
||||
- `GameScene.ts` still centralizes layout, turn flow, HUD updates, effects, and audio in one scene class, which raises maintenance cost.
|
||||
- `ai.ts` still combines heuristic tiers, inference helpers, determinization, and alpha-beta evaluation in one module.
|
||||
- Worker transport is isolated cleanly, but progress rendering remains coupled to scene-level UI concerns.
|
||||
- A 4600 ms master search budget may still be noticeable on slower mobile devices even with batch yielding.
|
||||
- There is no dedicated automated rules or AI test suite beyond type-checking.
|
||||
- Formatting and style are enforced socially rather than by automated linting or formatting tools.
|
||||
|
||||
## Current Rule / Implementation Notes
|
||||
|
||||
@@ -36,30 +37,32 @@ Initializer refresh for the current Scopone Scientifico codebase. The existing f
|
||||
|
||||
- Direct-match capture has priority over subset-sum capture.
|
||||
- When multiple direct matches exist, `findCaptures()` returns one single-card option per matching card.
|
||||
- Subset-sum captures are explored only when no direct match exists.
|
||||
- Subset-sum captures are considered only when no direct match exists.
|
||||
- `applyMove()` defaults to the first legal capture if no explicit capture choice is supplied.
|
||||
- Scope is awarded only when a capture clears the table before the final play of the round.
|
||||
|
||||
### AI implementation snapshot
|
||||
|
||||
- `beginner` adds randomness around a basic heuristic to remain beatable.
|
||||
- `beginner` uses a simpler heuristic with noise to remain beatable.
|
||||
- `advanced` adds race awareness, anti-scopa logic, partner setup, anchor play, and tracker-based probability estimates.
|
||||
- `master` orders legal moves with a quick evaluator, samples hidden hands, then scores moves with alpha-beta search under a deadline.
|
||||
- `masterMove()` yields back to the browser between batches so Phaser can repaint the progress UI.
|
||||
- `master` orders legal moves with a quick evaluator, samples hidden hands, and scores them with alpha-beta search under the active deadline.
|
||||
- Progress is reported through `AIDecisionProgress` so the scene can keep the think bar responsive.
|
||||
|
||||
### Worker execution snapshot
|
||||
|
||||
- `GameScene` creates a fresh `AIWorkerClient` on scene creation and disposes it on shutdown.
|
||||
- `AIWorkerClient` serializes a tracker snapshot instead of sending a live `CardTracker` instance across the worker boundary.
|
||||
- `ai.worker.ts` reconstructs tracker state with `CardTracker.fromSnapshot()` before calling `chooseMove()`.
|
||||
- Progress, results, and serialized worker errors all travel through `ai-worker-protocol.ts`.
|
||||
- If worker initialization, posting, or message deserialization fails, pending requests are rerun with the in-thread AI path.
|
||||
- `GameScene` creates `AIWorkerClient` during `create()` and disposes it on both `shutdown` and `destroy`.
|
||||
- `AIWorkerClient` serializes `CardTracker` state through `toSnapshot()` instead of attempting to transfer the class instance.
|
||||
- `ai.worker.ts` rebuilds tracker state with `CardTracker.fromSnapshot()` before calling `chooseMove()`.
|
||||
- Progress, result, and serialized error payloads all travel through `ai-worker-protocol.ts`.
|
||||
- If worker execution becomes unavailable, pending requests are rerun with the in-thread AI path rather than being dropped.
|
||||
|
||||
### Scene / UI implementation snapshot
|
||||
|
||||
- `BootScene` loads atlas assets and presents a simple loading bar.
|
||||
- `MenuScene` exposes difficulty selection before match start.
|
||||
- `GameScene` records every played card and captured table card in `CardTracker`.
|
||||
- The HUD continuously displays cards, denari, settebello, primiera, scope, and total points for both teams.
|
||||
- Round-end and game-over flows are managed in-scene rather than through separate overlay components.
|
||||
- `GameScene` tracks played and captured cards in `CardTracker` as the round evolves.
|
||||
- The scene owns score HUD rendering, player labels, status text, think-bar rendering, and procedural particle effects.
|
||||
- Round-end and match-end flows remain managed inside the scene instead of separate overlay components.
|
||||
|
||||
## Research Performed
|
||||
|
||||
@@ -106,4 +109,11 @@ Initializer refresh for the current Scopone Scientifico codebase. The existing f
|
||||
- The current implementation does not use Phaser `TimerEvent` progress helpers.
|
||||
- Instead, `chooseMove()` emits its own normalized progress payload through `AIDecisionProgress`.
|
||||
- `GameScene.updateThinkBar()` renders remaining time from that callback.
|
||||
- The yielding behavior in `masterMove()` is necessary so the browser can repaint while search batches continue.
|
||||
- The yielding behavior in the master search path is necessary so the browser can repaint while search batches continue.
|
||||
|
||||
### SCOPONE-0009: Phaser scene lifecycle notes (2026-04-08)
|
||||
|
||||
- Source: Context7 `/websites/phaser_io_api-documentation`, query `Phaser 3.87 Scene lifecycle create restart shutdown destroy event listeners scene restart preserving external state`.
|
||||
- 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`.
|
||||
- The current `GameScene` pattern of registering one-shot shutdown and destroy handlers is aligned with Phaser guidance for worker disposal and UI cleanup.
|
||||
- Dealer rotation and next-round state changes can stay inside the existing in-scene orchestration without requiring a different Phaser lifecycle primitive.
|
||||
|
||||
Reference in New Issue
Block a user