feat(SCOPONE-0009): complete iteration 0 dealer AI
This commit is contained in:
343
src/game/ai.ts
343
src/game/ai.ts
@@ -1,5 +1,5 @@
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import { Card, GameState, PlayerIndex, Difficulty, PRIMIERA_VALUES, Suit, SUITS } from './types';
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import { findCaptures, canCapture, teamOf, applyMove, buildDeck, cloneState } from './engine';
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import { Card, GameState, PlayerIndex, Difficulty, PRIMIERA_VALUES, Suit, SUITS, DealerRelativeRole } from './types';
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import { findCaptures, canCapture, teamOf, applyMove, buildDeck, cloneState, getDealerRelativeRole } from './engine';
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import { CardTracker } from './card-tracker';
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export interface AIMove {
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@@ -22,10 +22,59 @@ interface SearchProfile {
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batchSize: number;
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}
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interface DealerRoleContext {
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role: DealerRelativeRole;
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onDealerSide: boolean;
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defendingDealerAdvantage: boolean;
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attackingDealerAdvantage: boolean;
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aggressionBias: number;
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controlBias: number;
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pairPreservingBias: number;
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parityBreakingBias: number;
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tablePressureBias: number;
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}
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interface ParitySnapshot {
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unseenCounts: number[];
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oddResidue: boolean[];
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evenResidue: boolean[];
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}
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const DEALER_ROLE_WEIGHTS: Record<DealerRelativeRole, Omit<DealerRoleContext, 'role' | 'onDealerSide' | 'defendingDealerAdvantage' | 'attackingDealerAdvantage'>> = {
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'first-hand': {
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aggressionBias: 1.28,
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controlBias: 0.9,
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pairPreservingBias: 0.88,
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parityBreakingBias: 1.26,
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tablePressureBias: 1.3,
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},
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'second-hand': {
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aggressionBias: 1,
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controlBias: 1.08,
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pairPreservingBias: 1.12,
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parityBreakingBias: 0.96,
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tablePressureBias: 1,
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},
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'third-hand': {
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aggressionBias: 1.16,
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controlBias: 0.94,
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pairPreservingBias: 0.94,
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parityBreakingBias: 1.16,
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tablePressureBias: 1.12,
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},
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dealer: {
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aggressionBias: 0.84,
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controlBias: 1.32,
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pairPreservingBias: 1.34,
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parityBreakingBias: 0.82,
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tablePressureBias: 0.78,
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},
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};
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const SEARCH_PROFILES: Record<Difficulty, SearchProfile> = {
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beginner: { timeBudgetMs: 120, sampleCount: 0, maxDepth: 0, batchSize: 0 },
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advanced: { timeBudgetMs: 650, sampleCount: 0, maxDepth: 0, batchSize: 0 },
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master: { timeBudgetMs: 9800, sampleCount: 12, maxDepth: 6, batchSize: 2 },
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master: { timeBudgetMs: 4600, sampleCount: 10, maxDepth: 6, batchSize: 2 },
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};
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// ---------------------------------------------------------------------------
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@@ -72,18 +121,192 @@ function countValueInHand(hand: Card[], value: number): number {
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return n;
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}
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function getDealerRoleContext(state: GameState, playerIdx: PlayerIndex): DealerRoleContext {
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const role = getDealerRelativeRole(state.dealer, playerIdx);
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const onDealerSide = role === 'dealer' || role === 'second-hand';
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return {
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role,
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onDealerSide,
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defendingDealerAdvantage: onDealerSide,
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attackingDealerAdvantage: !onDealerSide,
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...DEALER_ROLE_WEIGHTS[role],
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};
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}
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function getParitySnapshot(
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tracker: CardTracker | undefined,
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myHand: Card[],
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table: Card[],
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): ParitySnapshot | null {
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if (!tracker) return null;
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const unseenCounts = Array.from({ length: 11 }, () => 0);
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const oddResidue = Array.from({ length: 11 }, () => false);
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const evenResidue = Array.from({ length: 11 }, () => false);
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const summary = tracker.getValueParityResidueSummary(myHand, table);
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for (const residue of summary) {
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unseenCounts[residue.value] = residue.unseenCount;
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oddResidue[residue.value] = residue.hasOddUnseenResidue;
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evenResidue[residue.value] = residue.hasEvenUnseenResidue;
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}
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return { unseenCounts, oddResidue, evenResidue };
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}
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function countParityValuesOnTable(afterTable: Card[], parity: ParitySnapshot | null): { oddValues: number; evenValues: number } {
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if (!parity || afterTable.length === 0) {
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return { oddValues: 0, evenValues: 0 };
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}
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let oddValues = 0;
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let evenValues = 0;
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const seenValues = new Set<number>();
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for (const card of afterTable) {
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if (seenValues.has(card.value)) continue;
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seenValues.add(card.value);
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if (parity.oddResidue[card.value]) oddValues++;
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else if (parity.evenResidue[card.value]) evenValues++;
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}
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return { oddValues, evenValues };
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}
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function scoreRoleTablePlan(
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afterTable: Card[],
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roleContext: DealerRoleContext,
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nextIsOpp: boolean,
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): number {
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if (afterTable.length === 0) return 0;
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const tableSum = afterTable.reduce((sum, card) => sum + card.value, 0);
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let score = 0;
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if (roleContext.role === 'first-hand') {
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if (afterTable.length >= 2) score += 22 * roleContext.tablePressureBias;
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if (tableSum >= 8 && tableSum <= 15) score += 18 * roleContext.aggressionBias;
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}
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if (roleContext.role === 'third-hand') {
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if (afterTable.length >= 2) score += 14 * roleContext.tablePressureBias;
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if (tableSum >= 10) score += 10 * roleContext.aggressionBias;
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}
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if (roleContext.role === 'second-hand') {
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if (nextIsOpp && tableSum >= 11) score += 16 * roleContext.controlBias;
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if (!nextIsOpp && tableSum <= 10) score += 10 * roleContext.tablePressureBias;
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}
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if (roleContext.role === 'dealer') {
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if (tableSum >= 11) score += 28 * roleContext.controlBias;
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if (tableSum <= 10 && nextIsOpp) score -= 24 * roleContext.controlBias;
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if (afterTable.length === 1 && nextIsOpp) score -= 16 * roleContext.controlBias;
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}
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return Math.round(score);
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}
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function scoreParityTableState(
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afterTable: Card[],
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parity: ParitySnapshot | null,
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roleContext: DealerRoleContext,
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nextIsOpp: boolean,
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): number {
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const { oddValues, evenValues } = countParityValuesOnTable(afterTable, parity);
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if (oddValues === 0 && evenValues === 0) return 0;
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let score = 0;
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if (roleContext.defendingDealerAdvantage) {
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score += evenValues * 18 * roleContext.controlBias;
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score -= oddValues * 22 * roleContext.controlBias;
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if (nextIsOpp) score += evenValues * 8 - oddValues * 10;
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} else {
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score += oddValues * 20 * roleContext.tablePressureBias;
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score -= evenValues * 10;
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if (nextIsOpp) score += oddValues * 12;
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}
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return Math.round(score);
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}
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function scoreCaptureParityPlan(
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played: Card,
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captured: Card[],
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afterTable: Card[],
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parity: ParitySnapshot | null,
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roleContext: DealerRoleContext,
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nextIsOpp: boolean,
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): number {
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if (!parity || captured.length === 0) return 0;
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let score = 0;
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const directCapture = captured.length === 1 && captured[0].value === played.value;
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if (directCapture) {
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const unseenCount = parity.unseenCounts[played.value] ?? 0;
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const base = parity.oddResidue[played.value] ? 58 : 30;
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score += base * roleContext.pairPreservingBias;
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if (roleContext.defendingDealerAdvantage && unseenCount > 0) score += 18 * roleContext.controlBias;
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} else {
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let parityBreaks = 0;
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let oddTargets = 0;
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const seenValues = new Set<number>();
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for (const card of captured) {
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if (seenValues.has(card.value)) continue;
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seenValues.add(card.value);
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if ((parity.unseenCounts[card.value] ?? 0) > 0) parityBreaks++;
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if (parity.oddResidue[card.value]) oddTargets++;
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}
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const disruption = parityBreaks * 20 + oddTargets * 18 + Math.max(0, captured.length - 1) * 12;
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score += disruption * roleContext.parityBreakingBias;
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if (roleContext.defendingDealerAdvantage) score -= 18 * roleContext.controlBias;
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}
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score += scoreParityTableState(afterTable, parity, roleContext, nextIsOpp);
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return Math.round(score);
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}
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function scoreDumpParityPlan(
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card: Card,
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afterTable: Card[],
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parity: ParitySnapshot | null,
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roleContext: DealerRoleContext,
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nextIsOpp: boolean,
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): number {
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if (!parity) return 0;
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let score = scoreParityTableState(afterTable, parity, roleContext, nextIsOpp);
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if (parity.oddResidue[card.value]) {
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score += roleContext.attackingDealerAdvantage ? 18 * roleContext.tablePressureBias : -20 * roleContext.controlBias;
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}
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if (parity.evenResidue[card.value]) {
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score += roleContext.defendingDealerAdvantage ? 14 * roleContext.pairPreservingBias : 6;
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}
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return Math.round(score);
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}
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function getSearchProfile(state: GameState, difficulty: Difficulty): SearchProfile {
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if (difficulty !== 'master') return SEARCH_PROFILES[difficulty];
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const cardsRemaining = state.players.reduce((sum, player) => sum + player.hand.length, 0);
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if (cardsRemaining <= 4) {
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return { timeBudgetMs: 3200, sampleCount: 4, maxDepth: cardsRemaining, batchSize: 1 };
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}
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if (cardsRemaining <= 6) {
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return { timeBudgetMs: 9800, sampleCount: 18, maxDepth: Math.min(cardsRemaining, 8), batchSize: 1 };
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return { timeBudgetMs: 3600, sampleCount: 6, maxDepth: cardsRemaining, batchSize: 1 };
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}
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if (cardsRemaining <= 8) {
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return { timeBudgetMs: 3900, sampleCount: 8, maxDepth: cardsRemaining, batchSize: 1 };
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}
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if (cardsRemaining <= 12) {
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return { timeBudgetMs: 9000, sampleCount: 16, maxDepth: 8, batchSize: 2 };
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return { timeBudgetMs: 4200, sampleCount: 8, maxDepth: 8, batchSize: 1 };
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}
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if (cardsRemaining <= 20) {
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return { timeBudgetMs: 8200, sampleCount: 14, maxDepth: 7, batchSize: 2 };
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return { timeBudgetMs: 4400, sampleCount: 9, maxDepth: 7, batchSize: 2 };
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}
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return SEARCH_PROFILES.master;
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}
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@@ -432,6 +655,8 @@ function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
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const table = state.table;
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const phase = gamePhase(state);
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const race = getRaceState(state, playerIdx);
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const roleContext = getDealerRoleContext(state, playerIdx);
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const parity = getParitySnapshot(tracker, player.hand, table);
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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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@@ -447,14 +672,14 @@ function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
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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, race,
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tracker, player.hand, phase, nextIsOpp, partnerHandSize, lastPlay,
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tracker, player.hand, phase, nextIsOpp, partnerHandSize, lastPlay, roleContext, parity,
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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, race,
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tracker, player.hand, phase, nextIsOpp, partnerHandSize, lastPlay,
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tracker, player.hand, phase, nextIsOpp, partnerHandSize, lastPlay, roleContext, parity,
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);
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if (score > bestScore) { bestScore = score; bestMove = { card, capture: [] }; }
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}
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@@ -467,7 +692,7 @@ function scoreCaptureAdv(
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played: Card, captured: Card[], table: Card[], state: GameState,
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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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lastPlay: boolean,
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lastPlay: boolean, roleContext: DealerRoleContext, parity: ParitySnapshot | null,
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): number {
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let score = 100;
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const allCaptured = [played, ...captured];
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@@ -508,6 +733,8 @@ function scoreCaptureAdv(
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}
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}
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score += scoreCaptureParityPlan(played, captured, afterTable, parity, roleContext, nextIsOpp);
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// --- ANCHOR STRATEGY ---
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// Prefer captures that leave table cards matching values we hold (we can recapture)
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if (!isScopa) {
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@@ -543,6 +770,8 @@ function scoreCaptureAdv(
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}
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}
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score += scoreRoleTablePlan(afterTable, roleContext, nextIsOpp);
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// --- PARTNER COOPERATION ---
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const next = nextPlayer(playerIdx);
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if (!isScopa && !isOpponent(playerIdx, next)) {
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@@ -620,6 +849,14 @@ function scoreCaptureAdv(
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if (tableSum <= 5 && nextIsOpp) score -= 60;
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}
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if (roleContext.role === 'first-hand' && !isScopa && afterTable.length >= 2) {
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score += Math.round(24 * roleContext.tablePressureBias);
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}
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if (roleContext.role === 'dealer' && !isScopa) {
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const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
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if (tableSum >= 11) score += Math.round(30 * roleContext.controlBias);
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}
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return score;
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}
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@@ -627,7 +864,7 @@ function scoreDumpAdv(
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card: Card, table: Card[], state: GameState,
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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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lastPlay: boolean,
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lastPlay: boolean, roleContext: DealerRoleContext, parity: ParitySnapshot | null,
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): number {
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let score = 0;
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const afterTable = [...table, card];
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@@ -653,6 +890,8 @@ function scoreDumpAdv(
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const partnerProb = partnerLikelyHolds(card.value, playerIdx, state, tracker, myHand, table);
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if (partnerProb > 0.4) score += 55; // partner can recapture what we dump
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score += scoreDumpParityPlan(card, afterTable, parity, roleContext, nextIsOpp);
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// --- ANTI-SCOPA ---
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if (tableSum >= 11) {
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score += 150;
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@@ -694,6 +933,8 @@ function scoreDumpAdv(
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score += 20; // safe dump before partner's turn, signals we don't need this suit
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}
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score += scoreRoleTablePlan(afterTable, roleContext, nextIsOpp);
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// --- CARD TRACKING ---
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if (tracker) {
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const unseen = tracker.getUnseenCards(myHand, afterTable);
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@@ -729,6 +970,13 @@ function scoreDumpAdv(
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if (card.value >= 8) score += 15;
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}
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if (roleContext.role === 'first-hand' && afterTable.length >= 2 && tableSum >= 8) {
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score += Math.round(18 * roleContext.tablePressureBias);
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}
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if (roleContext.role === 'dealer' && nextIsOpp && tableSum <= 10) {
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score -= Math.round(24 * roleContext.controlBias);
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}
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return score;
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}
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@@ -744,6 +992,8 @@ function tableControlPressure(
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tracker: CardTracker | undefined,
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myHand: Card[],
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race: RaceState,
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roleContext: DealerRoleContext,
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parity: ParitySnapshot | null,
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): number {
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if (afterTable.length === 0) return 0;
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@@ -790,6 +1040,8 @@ function tableControlPressure(
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}
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if (race.aheadOverall && nextIsOpp && tableSum <= 10) score -= 60;
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score += scoreRoleTablePlan(afterTable, roleContext, nextIsOpp);
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score += scoreParityTableState(afterTable, parity, roleContext, nextIsOpp);
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return score;
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}
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@@ -814,9 +1066,11 @@ async function masterMove(
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// Quick-eval move ordering for better pruning
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const lastPlay = isLastPlay(state, playerIdx);
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const race = getRaceState(state, playerIdx);
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const roleContext = getDealerRoleContext(state, playerIdx);
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const parity = getParitySnapshot(tracker, state.players[playerIdx].hand, state.table);
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const quickScored = legalMoves.map(m => ({
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move: m,
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quick: quickEval(m, state, playerIdx, tracker, lastPlay, race),
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quick: quickEval(m, state, playerIdx, tracker, lastPlay, race, roleContext, parity),
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}));
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quickScored.sort((a, b) => b.quick - a.quick);
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const sortedMoves = quickScored.map(qs => qs.move);
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@@ -891,15 +1145,19 @@ function quickEval(
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move: AIMove, state: GameState, playerIdx: PlayerIndex,
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tracker: CardTracker | undefined, lastPlay: boolean,
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race: RaceState,
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roleContext: DealerRoleContext,
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parity: ParitySnapshot | null,
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): number {
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let score = 0;
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const table = state.table;
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const afterTable = table.filter(c => !move.capture.some(cc => cc.id === c.id));
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const afterCaptureTable = table.filter(c => !move.capture.some(cc => cc.id === c.id));
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const projectedTable = move.capture.length > 0 ? afterCaptureTable : [...afterCaptureTable, move.card];
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const projectedHand = state.players[playerIdx].hand.filter(card => card.id !== move.card.id);
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const allCaptured = [move.card, ...move.capture];
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const nextIsOpp = isOpponent(playerIdx, nextPlayer(playerIdx));
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// Scopa (not on last play!)
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if (move.capture.length > 0 && afterTable.length === 0) {
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if (move.capture.length > 0 && projectedTable.length === 0) {
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score += lastPlay ? 50 : 1200;
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}
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@@ -924,21 +1182,35 @@ function quickEval(
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}
|
||||
|
||||
// Anti-scopa
|
||||
if (afterTable.length > 0) {
|
||||
const sum = afterTable.reduce((s, c) => s + c.value, 0);
|
||||
if (projectedTable.length > 0) {
|
||||
const sum = projectedTable.reduce((s, c) => s + c.value, 0);
|
||||
if (sum <= 10 && nextIsOpp) score -= 180;
|
||||
if (sum >= 11) score += 60;
|
||||
if (afterTable.length === 1 && nextIsOpp) score -= 120;
|
||||
if (projectedTable.length === 1 && nextIsOpp) score -= 120;
|
||||
}
|
||||
|
||||
// Partner awareness
|
||||
const next = nextPlayer(playerIdx);
|
||||
if (!isOpponent(playerIdx, next) && afterTable.length > 0) {
|
||||
const sum = afterTable.reduce((s, c) => s + c.value, 0);
|
||||
if (!isOpponent(playerIdx, next) && projectedTable.length > 0) {
|
||||
const sum = projectedTable.reduce((s, c) => s + c.value, 0);
|
||||
if (sum >= 1 && sum <= 10) score += 40; // partner might scopa
|
||||
}
|
||||
|
||||
score += tableControlPressure(afterTable, state, playerIdx, tracker, state.players[playerIdx].hand, race);
|
||||
score += scoreCaptureParityPlan(move.card, move.capture, projectedTable, parity, roleContext, nextIsOpp);
|
||||
if (move.capture.length === 0) {
|
||||
score += scoreDumpParityPlan(move.card, projectedTable, parity, roleContext, nextIsOpp);
|
||||
}
|
||||
|
||||
score += tableControlPressure(
|
||||
projectedTable,
|
||||
state,
|
||||
playerIdx,
|
||||
tracker,
|
||||
projectedHand,
|
||||
race,
|
||||
roleContext,
|
||||
parity,
|
||||
);
|
||||
|
||||
return score;
|
||||
}
|
||||
@@ -1036,20 +1308,22 @@ function alphaBeta(
|
||||
tracker: CardTracker | undefined,
|
||||
): number {
|
||||
if (depth === 0 || state.roundOver || Date.now() > deadline) {
|
||||
return evaluateFast(state, myTeam, phase);
|
||||
return evaluateFast(state, myTeam, phase, tracker, rootPlayer);
|
||||
}
|
||||
|
||||
const cur = state.currentPlayer;
|
||||
const isMyTeam = teamOf(cur) === myTeam;
|
||||
const moves = getLegalMoves(state, cur);
|
||||
|
||||
if (moves.length === 0) return evaluateFast(state, myTeam, phase);
|
||||
if (moves.length === 0) return evaluateFast(state, myTeam, phase, tracker, rootPlayer);
|
||||
|
||||
// Move ordering: settebello captures first, then scopa, then captures by size, then dumps
|
||||
if (moves.length > 2) {
|
||||
const race = getRaceState(state, cur);
|
||||
const lastPlay = isLastPlay(state, cur);
|
||||
moves.sort((a, b) => quickEval(b, state, cur, tracker, lastPlay, race) - quickEval(a, state, cur, tracker, lastPlay, race));
|
||||
const roleContext = getDealerRoleContext(state, cur);
|
||||
const parity = getParitySnapshot(tracker, state.players[rootPlayer].hand, state.table);
|
||||
moves.sort((a, b) => quickEval(b, state, cur, tracker, lastPlay, race, roleContext, parity) - quickEval(a, state, cur, tracker, lastPlay, race, roleContext, parity));
|
||||
}
|
||||
|
||||
if (isMyTeam) {
|
||||
@@ -1076,12 +1350,20 @@ function alphaBeta(
|
||||
}
|
||||
|
||||
/** Fast evaluation: avoids flatMap/filter at every leaf node */
|
||||
function evaluateFast(state: GameState, myTeam: 0 | 1, phase: number): number {
|
||||
function evaluateFast(
|
||||
state: GameState,
|
||||
myTeam: 0 | 1,
|
||||
phase: number,
|
||||
tracker: CardTracker | undefined,
|
||||
rootPlayer: PlayerIndex,
|
||||
): number {
|
||||
const p0 = state.players[0], p1 = state.players[1], p2 = state.players[2], p3 = state.players[3];
|
||||
const myA = myTeam === 0 ? p0 : p1;
|
||||
const myB = myTeam === 0 ? p2 : p3;
|
||||
const oppA = myTeam === 0 ? p1 : p0;
|
||||
const oppB = myTeam === 0 ? p3 : p2;
|
||||
const roleContext = getDealerRoleContext(state, state.currentPlayer);
|
||||
const parity = getParitySnapshot(tracker, state.players[rootPlayer].hand, state.table);
|
||||
|
||||
// Single-pass pile scan — no flatMap/filter allocations
|
||||
let myCards = 0, oppCards = 0;
|
||||
@@ -1204,6 +1486,21 @@ function evaluateFast(state: GameState, myTeam: 0 | 1, phase: number): number {
|
||||
// Good: table has cards we can capture
|
||||
score += state.table.length * 5;
|
||||
}
|
||||
|
||||
const parityPressure = scoreParityTableState(state.table, parity, roleContext, !myTurn);
|
||||
score += myTurn ? parityPressure : -parityPressure;
|
||||
|
||||
const rolePlan = scoreRoleTablePlan(state.table, roleContext, !myTurn);
|
||||
score += myTurn ? rolePlan : -rolePlan;
|
||||
|
||||
if (parity) {
|
||||
const { oddValues, evenValues } = countParityValuesOnTable(state.table, parity);
|
||||
if (roleContext.defendingDealerAdvantage) {
|
||||
score += (myTurn ? evenValues : -oddValues) * 14;
|
||||
} else {
|
||||
score += (myTurn ? oddValues : -evenValues) * 14;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
|
||||
@@ -4,12 +4,35 @@ export interface CardTrackerSnapshot {
|
||||
playedCardIds: string[];
|
||||
}
|
||||
|
||||
export interface CardTrackerValueParityResidue {
|
||||
value: number;
|
||||
knownCount: number;
|
||||
unseenCount: number;
|
||||
hasOddUnseenResidue: boolean;
|
||||
hasEvenUnseenResidue: boolean;
|
||||
}
|
||||
|
||||
interface VisibleValueResidueKnowledge {
|
||||
unseenCards: Card[];
|
||||
unseenCountBySuit: Record<Suit, number>;
|
||||
unseenCountByValue: number[];
|
||||
valueParityResidues: CardTrackerValueParityResidue[];
|
||||
}
|
||||
|
||||
function normalizeSnapshot(snapshot: CardTrackerSnapshot): CardTrackerSnapshot {
|
||||
return {
|
||||
playedCardIds: Array.from(new Set(snapshot.playedCardIds)),
|
||||
};
|
||||
}
|
||||
|
||||
function createEmptySuitCounts(): Record<Suit, number> {
|
||||
const counts = {} as Record<Suit, number>;
|
||||
for (const suit of SUITS) {
|
||||
counts[suit] = 0;
|
||||
}
|
||||
return counts;
|
||||
}
|
||||
|
||||
/**
|
||||
* Tracks which cards have been played/captured during a round.
|
||||
* Used by AI to infer opponent hands WITHOUT cheating.
|
||||
@@ -65,44 +88,96 @@ export class CardTracker {
|
||||
return !this.played.has('denara_7');
|
||||
}
|
||||
|
||||
private buildVisibleValueResidueKnowledge(myHand: Card[], table: Card[]): VisibleValueResidueKnowledge {
|
||||
const knownCardIds = new Set<string>(this.played);
|
||||
for (const card of myHand) {
|
||||
knownCardIds.add(card.id);
|
||||
}
|
||||
for (const card of table) {
|
||||
knownCardIds.add(card.id);
|
||||
}
|
||||
|
||||
const knownCountByValue = Array.from({ length: 11 }, () => 0);
|
||||
const unseenCountByValue = Array.from({ length: 11 }, () => 0);
|
||||
const unseenCountBySuit = createEmptySuitCounts();
|
||||
const unseenCards: Card[] = [];
|
||||
|
||||
for (const suit of SUITS) {
|
||||
for (let value = 1; value <= 10; value++) {
|
||||
const id = `${suit}_${value}`;
|
||||
if (knownCardIds.has(id)) {
|
||||
knownCountByValue[value] += 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
unseenCountByValue[value] += 1;
|
||||
unseenCountBySuit[suit] += 1;
|
||||
unseenCards.push({ suit, value, id });
|
||||
}
|
||||
}
|
||||
|
||||
const valueParityResidues: CardTrackerValueParityResidue[] = [];
|
||||
for (let value = 1; value <= 10; value++) {
|
||||
const unseenCount = unseenCountByValue[value];
|
||||
valueParityResidues.push({
|
||||
value,
|
||||
knownCount: knownCountByValue[value],
|
||||
unseenCount,
|
||||
hasOddUnseenResidue: unseenCount % 2 === 1,
|
||||
hasEvenUnseenResidue: unseenCount % 2 === 0,
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
unseenCards,
|
||||
unseenCountBySuit,
|
||||
unseenCountByValue,
|
||||
valueParityResidues,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Get cards that could be in opponent hands.
|
||||
* = full 40-card deck minus: already played, my hand, currently on table
|
||||
*/
|
||||
getUnseenCards(myHand: Card[], table: Card[]): Card[] {
|
||||
const known = new Set<string>();
|
||||
for (const id of this.played) known.add(id);
|
||||
for (const c of myHand) known.add(c.id);
|
||||
for (const c of table) known.add(c.id);
|
||||
|
||||
const unseen: Card[] = [];
|
||||
for (const suit of SUITS) {
|
||||
for (let v = 1; v <= 10; v++) {
|
||||
const id = `${suit}_${v}`;
|
||||
if (!known.has(id)) {
|
||||
unseen.push({ suit, value: v, id });
|
||||
}
|
||||
}
|
||||
}
|
||||
return unseen;
|
||||
return this.buildVisibleValueResidueKnowledge(myHand, table).unseenCards;
|
||||
}
|
||||
|
||||
/** Count how many cards of a suit are still unseen */
|
||||
countRemainingSuit(suit: Suit, myHand: Card[], table: Card[]): number {
|
||||
return this.getUnseenCards(myHand, table).filter(c => c.suit === suit).length;
|
||||
return this.buildVisibleValueResidueKnowledge(myHand, table).unseenCountBySuit[suit];
|
||||
}
|
||||
|
||||
/** Count how many unseen cards share a value */
|
||||
countRemainingValue(value: number, myHand: Card[], table: Card[]): number {
|
||||
return this.getUnseenCards(myHand, table).filter(c => c.value === value).length;
|
||||
return this.getValueParityResidue(value, myHand, table).unseenCount;
|
||||
}
|
||||
|
||||
/** Get visible known-count, unseen-count, and parity residue for a single value */
|
||||
getValueParityResidue(value: number, myHand: Card[], table: Card[]): CardTrackerValueParityResidue {
|
||||
const valueParityResidues = this.buildVisibleValueResidueKnowledge(myHand, table).valueParityResidues;
|
||||
return valueParityResidues[value - 1] ?? {
|
||||
value,
|
||||
knownCount: 0,
|
||||
unseenCount: 0,
|
||||
hasOddUnseenResidue: false,
|
||||
hasEvenUnseenResidue: true,
|
||||
};
|
||||
}
|
||||
|
||||
/** Get visible known-count, unseen-count, and parity residue for all card values */
|
||||
getValueParityResidueSummary(myHand: Card[], table: Card[]): CardTrackerValueParityResidue[] {
|
||||
return this.buildVisibleValueResidueKnowledge(myHand, table).valueParityResidues;
|
||||
}
|
||||
|
||||
/** Probability that a hidden hand contains at least one card with the requested value */
|
||||
probabilityHandHasValue(value: number, handSize: number, myHand: Card[], table: Card[]): number {
|
||||
if (handSize <= 0) return 0;
|
||||
|
||||
const unseen = this.getUnseenCards(myHand, table);
|
||||
const matching = unseen.filter(c => c.value === value).length;
|
||||
const visibleValueResidueKnowledge = this.buildVisibleValueResidueKnowledge(myHand, table);
|
||||
const unseen = visibleValueResidueKnowledge.unseenCards;
|
||||
const matching = visibleValueResidueKnowledge.unseenCountByValue[value] ?? 0;
|
||||
if (matching === 0) return 0;
|
||||
if (handSize >= unseen.length) return 1;
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import {
|
||||
Card, Suit, SUITS, Player, PlayerIndex, GameState,
|
||||
TeamScore, ScoreBreakdown, PRIMIERA_VALUES, Capture
|
||||
TeamScore, ScoreBreakdown, PRIMIERA_VALUES, Capture, DealerRelativeRole
|
||||
} from './types';
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -76,8 +76,38 @@ export function canCapture(played: Card, table: Card[]): boolean {
|
||||
// Game state initialisation
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
export function createInitialState(startingPlayer: PlayerIndex = 0): GameState {
|
||||
export function nextPlayer(playerIdx: PlayerIndex, steps = 1): PlayerIndex {
|
||||
return ((playerIdx + steps) % 4) as PlayerIndex;
|
||||
}
|
||||
|
||||
export function getOpeningPlayerForDealer(dealer: PlayerIndex): PlayerIndex {
|
||||
return nextPlayer(dealer);
|
||||
}
|
||||
|
||||
export function getDealerRelativeOrder(
|
||||
dealer: PlayerIndex
|
||||
): [PlayerIndex, PlayerIndex, PlayerIndex, PlayerIndex] {
|
||||
const firstHand = getOpeningPlayerForDealer(dealer);
|
||||
const secondHand = nextPlayer(firstHand);
|
||||
const thirdHand = nextPlayer(secondHand);
|
||||
return [firstHand, secondHand, thirdHand, dealer];
|
||||
}
|
||||
|
||||
export function getDealerRelativeRole(
|
||||
dealer: PlayerIndex,
|
||||
playerIdx: PlayerIndex
|
||||
): DealerRelativeRole {
|
||||
const [firstHand, secondHand, thirdHand] = getDealerRelativeOrder(dealer);
|
||||
|
||||
if (playerIdx === firstHand) return 'first-hand';
|
||||
if (playerIdx === secondHand) return 'second-hand';
|
||||
if (playerIdx === thirdHand) return 'third-hand';
|
||||
return 'dealer';
|
||||
}
|
||||
|
||||
export function createInitialState(dealer: PlayerIndex = 3): GameState {
|
||||
const deck = shuffle(buildDeck());
|
||||
const startingPlayer = getOpeningPlayerForDealer(dealer);
|
||||
|
||||
const players: [Player, Player, Player, Player] = [
|
||||
{ index: 0, hand: [], pile: [], scope: 0, isHuman: true, name: 'Tu' },
|
||||
@@ -102,6 +132,7 @@ export function createInitialState(startingPlayer: PlayerIndex = 0): GameState {
|
||||
players,
|
||||
table,
|
||||
matchStartingPlayer: startingPlayer,
|
||||
dealer,
|
||||
currentPlayer: startingPlayer,
|
||||
roundOver: false,
|
||||
gameOver: false,
|
||||
@@ -164,7 +195,7 @@ export function applyMove(
|
||||
}
|
||||
|
||||
// Advance turn
|
||||
state2.currentPlayer = ((playerIdx + 1) % 4) as PlayerIndex;
|
||||
state2.currentPlayer = nextPlayer(playerIdx);
|
||||
|
||||
// Check if round is over (all hands empty)
|
||||
const allHandsEmpty = state2.players.every(p => p.hand.length === 0);
|
||||
@@ -353,6 +384,7 @@ export function cloneState(state: GameState): GameState {
|
||||
],
|
||||
table: state.table.map(cloneCard),
|
||||
matchStartingPlayer: state.matchStartingPlayer,
|
||||
dealer: state.dealer,
|
||||
currentPlayer: state.currentPlayer,
|
||||
roundOver: state.roundOver,
|
||||
gameOver: state.gameOver,
|
||||
|
||||
@@ -14,6 +14,8 @@ export interface Capture {
|
||||
|
||||
export type PlayerIndex = 0 | 1 | 2 | 3;
|
||||
|
||||
export type DealerRelativeRole = 'first-hand' | 'second-hand' | 'third-hand' | 'dealer';
|
||||
|
||||
export type Difficulty = 'beginner' | 'advanced' | 'master';
|
||||
|
||||
export interface Player {
|
||||
@@ -29,6 +31,7 @@ export interface GameState {
|
||||
players: [Player, Player, Player, Player];
|
||||
table: Card[];
|
||||
matchStartingPlayer: PlayerIndex;
|
||||
dealer: PlayerIndex;
|
||||
currentPlayer: PlayerIndex;
|
||||
roundOver: boolean;
|
||||
gameOver: boolean;
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
import Phaser from 'phaser';
|
||||
import { Card, PlayerIndex, GameState, Difficulty } from '../game/types';
|
||||
import {
|
||||
createInitialState, applyMove, findCaptures, getScoreBreakdown, teamOf, calcPrimiera, getMatchOutcome
|
||||
createInitialState, applyMove, findCaptures, getScoreBreakdown, teamOf, calcPrimiera, getMatchOutcome,
|
||||
nextPlayer
|
||||
} from '../game/engine';
|
||||
import { AIDecisionProgress } from '../game/ai';
|
||||
import { AIWorkerClient, AIWorkerClientLike } from '../game/ai-worker-client';
|
||||
@@ -130,8 +131,8 @@ export class GameScene extends Phaser.Scene {
|
||||
|
||||
this.input.once('pointerdown', () => this.startMusic());
|
||||
|
||||
const startingPlayer = Phaser.Math.Between(0, 3) as PlayerIndex;
|
||||
this.state = createInitialState(startingPlayer);
|
||||
const initialDealer = Phaser.Math.Between(0, 3) as PlayerIndex;
|
||||
this.state = createInitialState(initialDealer);
|
||||
this.dealAnimation(() => {
|
||||
this.updateScoreBar();
|
||||
this.nextTurn();
|
||||
@@ -1434,11 +1435,11 @@ export class GameScene extends Phaser.Scene {
|
||||
const totals = this.state.teamScores.map(t => t.totalPoints);
|
||||
const nextRound = (this.state.roundNumber ?? 1) + 1;
|
||||
const matchStartingPlayer = this.state.matchStartingPlayer;
|
||||
const startingPlayer = ((matchStartingPlayer + nextRound - 1) % 4) as PlayerIndex;
|
||||
const nextDealer = nextPlayer(this.state.dealer);
|
||||
for (const img of this.cardImages.values()) img.destroy();
|
||||
this.cardImages.clear();
|
||||
this.tracker.reset();
|
||||
this.state = createInitialState(startingPlayer);
|
||||
this.state = createInitialState(nextDealer);
|
||||
this.state.matchStartingPlayer = matchStartingPlayer;
|
||||
this.state.teamScores[0].totalPoints = totals[0];
|
||||
this.state.teamScores[1].totalPoints = totals[1];
|
||||
|
||||
Reference in New Issue
Block a user