feat(SCOPONE-0009): complete iteration 0 dealer AI

This commit is contained in:
Giancarmine Salucci
2026-04-08 21:50:40 +02:00
parent c9accb7ae4
commit d0a44d295a
7 changed files with 597 additions and 174 deletions

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@@ -1,21 +1,21 @@
# Architecture
> Last Updated: 2026-04-02T19:05:00.000Z
> Last Updated: 2026-04-08T19:48:08.000Z
## Overview
| Attribute | Value |
|-----------|-------|
| Primary language | TypeScript |
| Secondary language | Java (Capacitor Android shell) |
| Project type | Browser card game with Android packaging |
| Secondary language | Java |
| Project type | Phaser browser game packaged for Android with Capacitor |
| Framework | Phaser 3.87.0 |
| Tooling | Vite 5, TypeScript 5.x, Capacitor 8.3 |
| Runtime layout | 1280 x 720, `Phaser.Scale.FIT`, centered in `#game` |
| Build command | `npm run build` |
| Test command | `npx tsc --noEmit` |
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`.
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.
## Project Structure
@@ -37,6 +37,8 @@ scopone-phaser/
| `- GameScene.ts
|- public/
|- android/
| |- app/
| `- variables.gradle
|- docs/
|- prompts/
|- package.json
@@ -49,102 +51,102 @@ scopone-phaser/
| Directory | Purpose |
|-----------|---------|
| `src/game/` | Framework-independent rules, scoring, imperfect-information tracking, and AI search |
| `src/scenes/` | Phaser scene lifecycle, UI, animation, effects, and round orchestration |
| `public/` | Static web assets consumed by Phaser loaders |
| `android/` | Capacitor Android project, Gradle config, and immersive activity wrapper |
| `src/game/` | Rules engine, score calculation, imperfect-information tracking, AI heuristics, and master search |
| `src/scenes/` | Phaser scene lifecycle, menus, board rendering, interaction, HUD, audio, and FX |
| `public/` | Atlas metadata and other static assets loaded by Phaser |
| `android/` | Capacitor Android project, Gradle configuration, generated wrapper assets, and the native activity |
| `docs/` | Architecture, code style, findings, and cache metadata |
| `prompts/` | JIRA pipeline artifacts and iteration state |
| `prompts/` | JIRA workflow artifacts and iteration state |
## Design Patterns
No explicit GoF patterns were detected in the source or by semantic search.
Observed architectural patterns in the current codebase:
Observed architectural patterns:
| Pattern | Where it appears |
|---------|------------------|
| Scene-based flow | `BootScene -> MenuScene -> GameScene` via Phaser scene registration |
| Functional core / imperative shell | `src/game/` stays free of Phaser imports, while `src/scenes/` owns rendering and input |
| Clone-before-mutate state transitions | `applyMove()` clones `GameState` before applying move effects |
| 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 |
| Determinization search | Master AI samples hidden hands before alpha-beta evaluation |
| Message-based progress reporting | Worker and main thread exchange typed request/result/progress messages through `ai-worker-protocol.ts` |
| Functional core / imperative shell | `src/game/` avoids Phaser imports while `src/scenes/` owns runtime side effects |
| Immutable state transitions | `applyMove()` clones `GameState` before mutating round state |
| Worker offload with fallback | `AIWorkerClient` uses `ai.worker.ts` when available and falls back to direct `chooseMove()` otherwise |
| Typed message protocol | `ai-worker-protocol.ts` defines worker request, progress, result, and error shapes |
| Imperfect-information search | `CardTracker` plus determinization sampling support the `master` AI tier |
## Key Components
### `src/main.ts`
- Bootstraps `Phaser.Game`.
- Creates the `Phaser.Game` instance.
- Registers `BootScene`, `MenuScene`, and `GameScene`.
- Installs a one-shot fullscreen request handler on first user interaction.
- Installs a one-shot fullscreen request on first user input when supported.
### `src/game/types.ts`
- Defines the game model: `Card`, `Capture`, `Player`, `GameState`, `TeamScore`, `ScoreBreakdown`.
- Encodes difficulty tiers as `'beginner' | 'advanced' | 'master'`.
- Stores the `PRIMIERA_VALUES` lookup table.
- Defines the core game model: `Card`, `Capture`, `Player`, `GameState`, `TeamScore`, and `ScoreBreakdown`.
- Models constrained domains with unions such as `PlayerIndex` and `Difficulty`.
- Stores `PRIMIERA_VALUES` for end-of-round scoring.
### `src/game/engine.ts` (371 lines)
### `src/game/engine.ts`
- Builds and shuffles the 40-card deck.
- Creates the initial round state for four players.
- Implements capture selection rules: single direct matches take priority; subset sums are considered only when no direct match exists.
- Applies moves immutably, detects scopas, assigns leftover table cards, and computes round scores.
- Creates a round state for four players with dealer-relative opening order.
- Implements capture rules where direct value matches take priority over subset-sum captures.
- Applies moves immutably, awards scope, assigns leftover table cards, and computes round and match scoring.
### `src/game/card-tracker.ts` (89 lines)
### `src/game/card-tracker.ts`
- Tracks seen cards across a round without exposing hidden hands directly.
- Computes unseen cards from `played + myHand + table`.
- Supplies probability helpers used by the AI for value-based inference.
- Tracks cards visible through play and capture events without exposing hidden hands.
- Reconstructs unseen cards from `played + myHand + table`.
- Supplies value and suit residue helpers used by AI inference and probability estimates.
### `src/game/ai.ts`
- Exposes `chooseMove()` as an async entry point.
- Implements three difficulty levels:
- `beginner`: noisy heuristic play.
- `advanced`: stronger heuristics with race awareness, partner setup, and card-tracker inference.
- `master`: determinization plus alpha-beta search with dynamic time budgets, batching, and progress callbacks.
- Uses `yieldToBrowser()` between master-search batches so Phaser can repaint the think bar.
- Exposes `chooseMove()` as the async AI entry point.
- Implements three difficulty tiers: `beginner`, `advanced`, and `master`.
- Uses table-driven search profiles, role-aware heuristics, tracker-based inference, and determinization plus alpha-beta search.
- Configures the current master profile with a 4600 ms budget, 10 samples, depth 6, and batch size 2.
### `src/game/ai-worker-protocol.ts`
- Defines the typed message contract between the main thread and the worker.
- Serializes requests around `GameState`, `Difficulty`, `PlayerIndex`, tracker snapshots, progress, results, and worker-safe errors.
- Defines a single `choose-move` worker request type.
- Defines typed progress, result, and serialized error responses.
- Keeps worker communication schema isolated from UI code.
### `src/game/ai-worker-client.ts`
- Wraps the worker lifecycle behind the same `chooseMove()` API the scene needs.
- Creates module workers with `new Worker(new URL('./ai.worker.ts', import.meta.url), { type: 'module' })`.
- Streams progress callbacks back into `GameScene` and degrades to direct `chooseMove()` execution when workers are unavailable.
- Wraps worker lifecycle and pending-request tracking behind the same `chooseMove()` API that scenes consume.
- Creates the worker as an ES module with `new Worker(new URL('./ai.worker.ts', import.meta.url), { type: 'module' })`.
- Fails over pending requests to in-thread AI execution if worker creation, messaging, or deserialization fails.
### `src/game/ai.worker.ts`
- Rehydrates `CardTracker` from a snapshot, delegates move selection to `chooseMove()`, and posts progress/result/error messages back to the scene thread.
- Keeps the expensive `master` search off the main rendering thread when worker support is available.
- Rehydrates `CardTracker` from a serialized snapshot.
- Delegates move selection to `chooseMove()`.
- Posts progress, result, or serialized error messages back to the main thread.
### `src/scenes/BootScene.ts`
- Loads the card atlas and card-back texture.
- Shows a simple progress bar and transitions into the menu.
- Loads the card atlas and card back.
- Displays a simple loading bar.
- Transitions into `MenuScene` after asset load.
### `src/scenes/MenuScene.ts`
- Renders the title screen and rules summary.
- Lets the player choose `beginner`, `advanced`, or `master` difficulty.
- Starts `GameScene` with the selected difficulty in scene data.
- Renders the title, rules summary, and difficulty selection.
- Starts `GameScene` with the chosen difficulty.
### `src/scenes/GameScene.ts`
- Owns the match loop, HUD, think bar, card interaction, animation, FX, audio, and round transitions.
- Uses `CardTracker` to record played and captured cards after each move.
- Instantiates `AIWorkerClient`, bridges async AI progress into a visible top-of-screen think bar, and disposes worker resources on scene shutdown.
- Handles end-of-round overlays and full-match restart flow.
- Owns match flow, dealing, selection, capture resolution, AI turn orchestration, score HUD, status UI, think bar, particles, and procedural audio.
- Instantiates and disposes `AIWorkerClient` on scene lifecycle events.
- Updates `CardTracker` after play and capture events so AI inference remains derived from visible information.
### `android/app/src/main/java/com/phaser/scopa/MainActivity.java`
- Extends `BridgeActivity`.
- Forces immersive mode by hiding status and navigation bars whenever the window gains focus.
- Applies immersive mode during `onCreate()` and whenever window focus returns.
- Hides status and navigation bars with transient swipe behavior.
## Dependencies
@@ -152,30 +154,36 @@ Observed architectural patterns in the current codebase:
| Package | Version | Purpose |
|---------|---------|---------|
| `phaser` | `^3.87.0` | Game engine |
| `@capacitor/core` | `^8.3.0` | Capacitor runtime |
| `@capacitor/cli` | `^8.3.0` | Capacitor tooling |
| `phaser` | `^3.87.0` | Game engine runtime |
| `@capacitor/core` | `^8.3.0` | Capacitor runtime bridge |
| `@capacitor/cli` | `^8.3.0` | Capacitor project tooling |
| `@capacitor/android` | `^8.3.0` | Android platform integration |
### JavaScript development dependencies
| Package | Version | Purpose |
|---------|---------|---------|
| `typescript` | `^5.0.0` | Type-checking and TS compilation for builds |
| `vite` | `^5.0.0` | Dev server and bundling |
| `typescript` | `^5.0.0` | Static type checking and TS compilation step |
| `vite` | `^5.0.0` | Dev server and production bundler |
### Android / Gradle dependencies
| Dependency | Source | Purpose |
|------------|--------|---------|
| `com.android.tools.build:gradle:8.13.0` | `android/build.gradle` | Android build plugin |
| `com.google.gms:google-services:4.4.4` | `android/build.gradle` | Optional Google services integration |
| `androidx.appcompat:appcompat` | `android/app/build.gradle` | Android UI compatibility |
| `androidx.coordinatorlayout:coordinatorlayout` | `android/app/build.gradle` | Android layout support |
| `androidx.core:core-splashscreen` | `android/app/build.gradle` | Splash screen support |
| `junit:junit` | `android/app/build.gradle` | JVM-side Android tests |
| `androidx.test.ext:junit` | `android/app/build.gradle` | Instrumented Android testing |
| `androidx.test.espresso:espresso-core` | `android/app/build.gradle` | Android UI testing |
| Dependency | Version | Source | Purpose |
|------------|---------|--------|---------|
| `com.android.tools.build:gradle` | `8.13.0` | `android/build.gradle` | Android Gradle plugin |
| `com.google.gms:google-services` | `4.4.4` | `android/build.gradle` | Optional Google services integration |
| `androidx.appcompat:appcompat` | `1.7.1` | `android/variables.gradle` | Android app compatibility |
| `androidx.coordinatorlayout:coordinatorlayout` | `1.3.0` | `android/variables.gradle` | Layout coordination helpers |
| `androidx.core:core-splashscreen` | `1.2.0` | `android/variables.gradle` | Splash screen support |
| `junit:junit` | `4.13.2` | `android/variables.gradle` | JVM Android tests |
| `androidx.test.ext:junit` | `1.3.0` | `android/variables.gradle` | Instrumented test runner |
| `androidx.test.espresso:espresso-core` | `3.7.0` | `android/variables.gradle` | Instrumented UI testing |
### Platform configuration
- `compileSdkVersion`: 36
- `targetSdkVersion`: 36
- `minSdkVersion`: 24
## Module Organization
@@ -185,41 +193,38 @@ main.ts
-> MenuScene
-> GameScene
-> engine.ts
-> ai.ts
-> types.ts
-> card-tracker.ts
-> ai-worker-client.ts
-> ai-worker-protocol.ts
-> ai.worker.ts
-> ai.ts
-> card-tracker.ts
-> types.ts
```
Dependencies are one-directional at the application level:
Application-level dependency direction is one-way:
- `src/game/` imports only from sibling game modules.
- `src/scenes/` imports from `src/game/`.
- `src/scenes/` imports from `src/game/` and Phaser.
- `src/game/` never imports Phaser.
## Data Flow
1. `main.ts` creates the Phaser app and registers all scenes.
2. `BootScene` loads assets, then starts `MenuScene`.
3. `MenuScene` passes the chosen difficulty into `GameScene`.
4. `GameScene.create()` initializes a new `CardTracker`, creates the initial `GameState`, and animates the opening deal.
5. On each turn:
- Human turns use click-driven selection and capture highlighting.
- AI turns call `AIWorkerClient.chooseMove(state, playerIdx, difficulty, tracker, onProgress)`.
6. `AIWorkerClient` posts a typed request into `ai.worker.ts`; if worker setup fails, it falls back to in-thread `chooseMove()`.
7. `chooseMove()` either returns immediately for heuristic tiers or performs batched master search while reporting `AIDecisionProgress`.
8. Worker progress messages drive `GameScene.updateThinkBar()` until a result is posted back.
9. `GameScene.executeMove()` applies the move, updates the tracker, animates the result, refreshes the HUD, and advances the round.
10. When all hands are empty, `engine.ts` finalizes scoring and `GameScene` displays the round summary or final match screen.
2. `BootScene` loads textures and starts `MenuScene`.
3. `MenuScene` passes the chosen difficulty to `GameScene`.
4. `GameScene.create()` creates a fresh `CardTracker`, constructs a new `GameState`, and starts the opening deal.
5. Human turns use pointer-driven card selection and `findCaptures()` output to choose legal captures.
6. AI turns call `AIWorkerClient.chooseMove(state, playerIdx, difficulty, tracker, onProgress)`.
7. `AIWorkerClient` posts a typed request to `ai.worker.ts`; if workers are unavailable, it reruns the same request in-thread.
8. `chooseMove()` returns a heuristic move for lower tiers or performs batched master search while emitting `AIDecisionProgress`.
9. `GameScene` updates the think bar from progress callbacks, executes the returned move, records tracker state, and advances turn order.
10. When every hand is empty, `engine.ts` finalizes scoring and `GameScene` presents the round or match outcome.
## Build System
| Command | Source | Purpose |
|---------|--------|---------|
| `npm run dev` | `package.json` | Starts the Vite development server on port 3000 and opens the browser |
| `npm run dev` | `package.json` | Starts the Vite dev server |
| `npm run build` | user-provided build command | Runs `tsc && vite build` and writes web output to `dist/` |
| `npm run preview` | `package.json` | Serves the built app locally via Vite preview |
| `npm run preview` | `package.json` | Serves the built app with Vite preview |
| `npx tsc --noEmit` | user-provided test command | Type-checks the TypeScript codebase without emitting files |

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@@ -1,34 +1,35 @@
# Findings
> Last Updated: 2026-04-02T19:05:00.000Z
> Last Updated: 2026-04-08T19:48:08.000Z
## Summary
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.
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.
## Codebase Observations
- Primary gameplay code lives in 8 TypeScript source files under `src/`; the Android wrapper adds 3 Java files.
- 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`.
- The largest concentration of logic still sits in `src/scenes/GameScene.ts` and `src/game/ai.ts`.
- `src/game/` remains framework-independent and contains the rules engine, score calculation, card tracker, and AI logic.
- The AI now has three distinct difficulty levels: `beginner`, `advanced`, and `master`.
- The `advanced` and `master` tiers use `CardTracker` to reason about unseen cards instead of reading hidden hands directly.
- The `master` tier performs determinization plus alpha-beta search and reports progress back through `AIDecisionProgress`.
- `GameScene` displays AI progress through a top think bar and updates it from worker-forwarded progress messages.
- `AIWorkerClient` degrades cleanly to in-thread `chooseMove()` execution when workers are unavailable or fail.
- Audio remains fully procedural via Web Audio; no audio asset pipeline is present.
- No ESLint or Prettier config is present.
- Primary gameplay code currently lives in 10 TypeScript source files under `src/`; the Android wrapper adds 3 Java files.
- The project is structurally split between framework-free gameplay modules in `src/game/` and Phaser scene code in `src/scenes/`.
- `src/scenes/GameScene.ts` and `src/game/ai.ts` remain the two largest concentrations of application logic.
- The AI transport layer is now a stable three-file path: `ai-worker-protocol.ts`, `ai-worker-client.ts`, and `ai.worker.ts`.
- The AI exposes three difficulty levels: `beginner`, `advanced`, and `master`.
- `advanced` and `master` both use `CardTracker` to reason about unseen cards without directly reading hidden hands.
- The current `master` search profile is `timeBudgetMs: 4600`, `sampleCount: 10`, `maxDepth: 6`, `batchSize: 2`.
- `GameScene` consumes AI progress callbacks to update an on-screen think bar while a worker request is running.
- `AIWorkerClient` fails over pending work to in-thread `chooseMove()` if worker creation, posting, or deserialization fails.
- The Android wrapper targets SDK 36 with `minSdkVersion` 24 and applies immersive mode from the native activity.
- Audio remains procedural via Web Audio; no dedicated audio asset pipeline is present in the source tree.
- No ESLint or Prettier configuration is present.
- The only repository-wide verification command supplied is `npx tsc --noEmit`.
## Potential Improvement Areas
- `GameScene.ts` still centralizes scene layout, input, effects, audio, HUD, and round transitions in one file, which raises maintenance cost.
- `ai.ts` mixes heuristic tiers, inference helpers, determinization, and alpha-beta evaluation in one module.
- Worker message types and fallback behavior are separated cleanly, but the UI still knows about AI progress presentation details directly.
- The `master` profile allows up to 9800 ms of search budget, which may be expensive on slower devices even with batch yielding.
- There is still no dedicated automated test suite for rules or AI behavior beyond type-checking.
- 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.

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@@ -1,5 +1,5 @@
import { Card, GameState, PlayerIndex, Difficulty, PRIMIERA_VALUES, Suit, SUITS } from './types';
import { findCaptures, canCapture, teamOf, applyMove, buildDeck, cloneState } from './engine';
import { Card, GameState, PlayerIndex, Difficulty, PRIMIERA_VALUES, Suit, SUITS, DealerRelativeRole } from './types';
import { findCaptures, canCapture, teamOf, applyMove, buildDeck, cloneState, getDealerRelativeRole } from './engine';
import { CardTracker } from './card-tracker';
export interface AIMove {
@@ -22,10 +22,59 @@ interface SearchProfile {
batchSize: number;
}
interface DealerRoleContext {
role: DealerRelativeRole;
onDealerSide: boolean;
defendingDealerAdvantage: boolean;
attackingDealerAdvantage: boolean;
aggressionBias: number;
controlBias: number;
pairPreservingBias: number;
parityBreakingBias: number;
tablePressureBias: number;
}
interface ParitySnapshot {
unseenCounts: number[];
oddResidue: boolean[];
evenResidue: boolean[];
}
const DEALER_ROLE_WEIGHTS: Record<DealerRelativeRole, Omit<DealerRoleContext, 'role' | 'onDealerSide' | 'defendingDealerAdvantage' | 'attackingDealerAdvantage'>> = {
'first-hand': {
aggressionBias: 1.28,
controlBias: 0.9,
pairPreservingBias: 0.88,
parityBreakingBias: 1.26,
tablePressureBias: 1.3,
},
'second-hand': {
aggressionBias: 1,
controlBias: 1.08,
pairPreservingBias: 1.12,
parityBreakingBias: 0.96,
tablePressureBias: 1,
},
'third-hand': {
aggressionBias: 1.16,
controlBias: 0.94,
pairPreservingBias: 0.94,
parityBreakingBias: 1.16,
tablePressureBias: 1.12,
},
dealer: {
aggressionBias: 0.84,
controlBias: 1.32,
pairPreservingBias: 1.34,
parityBreakingBias: 0.82,
tablePressureBias: 0.78,
},
};
const SEARCH_PROFILES: Record<Difficulty, SearchProfile> = {
beginner: { timeBudgetMs: 120, sampleCount: 0, maxDepth: 0, batchSize: 0 },
advanced: { timeBudgetMs: 650, sampleCount: 0, maxDepth: 0, batchSize: 0 },
master: { timeBudgetMs: 9800, sampleCount: 12, maxDepth: 6, batchSize: 2 },
master: { timeBudgetMs: 4600, sampleCount: 10, maxDepth: 6, batchSize: 2 },
};
// ---------------------------------------------------------------------------
@@ -72,18 +121,192 @@ function countValueInHand(hand: Card[], value: number): number {
return n;
}
function getDealerRoleContext(state: GameState, playerIdx: PlayerIndex): DealerRoleContext {
const role = getDealerRelativeRole(state.dealer, playerIdx);
const onDealerSide = role === 'dealer' || role === 'second-hand';
return {
role,
onDealerSide,
defendingDealerAdvantage: onDealerSide,
attackingDealerAdvantage: !onDealerSide,
...DEALER_ROLE_WEIGHTS[role],
};
}
function getParitySnapshot(
tracker: CardTracker | undefined,
myHand: Card[],
table: Card[],
): ParitySnapshot | null {
if (!tracker) return null;
const unseenCounts = Array.from({ length: 11 }, () => 0);
const oddResidue = Array.from({ length: 11 }, () => false);
const evenResidue = Array.from({ length: 11 }, () => false);
const summary = tracker.getValueParityResidueSummary(myHand, table);
for (const residue of summary) {
unseenCounts[residue.value] = residue.unseenCount;
oddResidue[residue.value] = residue.hasOddUnseenResidue;
evenResidue[residue.value] = residue.hasEvenUnseenResidue;
}
return { unseenCounts, oddResidue, evenResidue };
}
function countParityValuesOnTable(afterTable: Card[], parity: ParitySnapshot | null): { oddValues: number; evenValues: number } {
if (!parity || afterTable.length === 0) {
return { oddValues: 0, evenValues: 0 };
}
let oddValues = 0;
let evenValues = 0;
const seenValues = new Set<number>();
for (const card of afterTable) {
if (seenValues.has(card.value)) continue;
seenValues.add(card.value);
if (parity.oddResidue[card.value]) oddValues++;
else if (parity.evenResidue[card.value]) evenValues++;
}
return { oddValues, evenValues };
}
function scoreRoleTablePlan(
afterTable: Card[],
roleContext: DealerRoleContext,
nextIsOpp: boolean,
): number {
if (afterTable.length === 0) return 0;
const tableSum = afterTable.reduce((sum, card) => sum + card.value, 0);
let score = 0;
if (roleContext.role === 'first-hand') {
if (afterTable.length >= 2) score += 22 * roleContext.tablePressureBias;
if (tableSum >= 8 && tableSum <= 15) score += 18 * roleContext.aggressionBias;
}
if (roleContext.role === 'third-hand') {
if (afterTable.length >= 2) score += 14 * roleContext.tablePressureBias;
if (tableSum >= 10) score += 10 * roleContext.aggressionBias;
}
if (roleContext.role === 'second-hand') {
if (nextIsOpp && tableSum >= 11) score += 16 * roleContext.controlBias;
if (!nextIsOpp && tableSum <= 10) score += 10 * roleContext.tablePressureBias;
}
if (roleContext.role === 'dealer') {
if (tableSum >= 11) score += 28 * roleContext.controlBias;
if (tableSum <= 10 && nextIsOpp) score -= 24 * roleContext.controlBias;
if (afterTable.length === 1 && nextIsOpp) score -= 16 * roleContext.controlBias;
}
return Math.round(score);
}
function scoreParityTableState(
afterTable: Card[],
parity: ParitySnapshot | null,
roleContext: DealerRoleContext,
nextIsOpp: boolean,
): number {
const { oddValues, evenValues } = countParityValuesOnTable(afterTable, parity);
if (oddValues === 0 && evenValues === 0) return 0;
let score = 0;
if (roleContext.defendingDealerAdvantage) {
score += evenValues * 18 * roleContext.controlBias;
score -= oddValues * 22 * roleContext.controlBias;
if (nextIsOpp) score += evenValues * 8 - oddValues * 10;
} else {
score += oddValues * 20 * roleContext.tablePressureBias;
score -= evenValues * 10;
if (nextIsOpp) score += oddValues * 12;
}
return Math.round(score);
}
function scoreCaptureParityPlan(
played: Card,
captured: Card[],
afterTable: Card[],
parity: ParitySnapshot | null,
roleContext: DealerRoleContext,
nextIsOpp: boolean,
): number {
if (!parity || captured.length === 0) return 0;
let score = 0;
const directCapture = captured.length === 1 && captured[0].value === played.value;
if (directCapture) {
const unseenCount = parity.unseenCounts[played.value] ?? 0;
const base = parity.oddResidue[played.value] ? 58 : 30;
score += base * roleContext.pairPreservingBias;
if (roleContext.defendingDealerAdvantage && unseenCount > 0) score += 18 * roleContext.controlBias;
} else {
let parityBreaks = 0;
let oddTargets = 0;
const seenValues = new Set<number>();
for (const card of captured) {
if (seenValues.has(card.value)) continue;
seenValues.add(card.value);
if ((parity.unseenCounts[card.value] ?? 0) > 0) parityBreaks++;
if (parity.oddResidue[card.value]) oddTargets++;
}
const disruption = parityBreaks * 20 + oddTargets * 18 + Math.max(0, captured.length - 1) * 12;
score += disruption * roleContext.parityBreakingBias;
if (roleContext.defendingDealerAdvantage) score -= 18 * roleContext.controlBias;
}
score += scoreParityTableState(afterTable, parity, roleContext, nextIsOpp);
return Math.round(score);
}
function scoreDumpParityPlan(
card: Card,
afterTable: Card[],
parity: ParitySnapshot | null,
roleContext: DealerRoleContext,
nextIsOpp: boolean,
): number {
if (!parity) return 0;
let score = scoreParityTableState(afterTable, parity, roleContext, nextIsOpp);
if (parity.oddResidue[card.value]) {
score += roleContext.attackingDealerAdvantage ? 18 * roleContext.tablePressureBias : -20 * roleContext.controlBias;
}
if (parity.evenResidue[card.value]) {
score += roleContext.defendingDealerAdvantage ? 14 * roleContext.pairPreservingBias : 6;
}
return Math.round(score);
}
function getSearchProfile(state: GameState, difficulty: Difficulty): SearchProfile {
if (difficulty !== 'master') return SEARCH_PROFILES[difficulty];
const cardsRemaining = state.players.reduce((sum, player) => sum + player.hand.length, 0);
if (cardsRemaining <= 4) {
return { timeBudgetMs: 3200, sampleCount: 4, maxDepth: cardsRemaining, batchSize: 1 };
}
if (cardsRemaining <= 6) {
return { timeBudgetMs: 9800, sampleCount: 18, maxDepth: Math.min(cardsRemaining, 8), batchSize: 1 };
return { timeBudgetMs: 3600, sampleCount: 6, maxDepth: cardsRemaining, batchSize: 1 };
}
if (cardsRemaining <= 8) {
return { timeBudgetMs: 3900, sampleCount: 8, maxDepth: cardsRemaining, batchSize: 1 };
}
if (cardsRemaining <= 12) {
return { timeBudgetMs: 9000, sampleCount: 16, maxDepth: 8, batchSize: 2 };
return { timeBudgetMs: 4200, sampleCount: 8, maxDepth: 8, batchSize: 1 };
}
if (cardsRemaining <= 20) {
return { timeBudgetMs: 8200, sampleCount: 14, maxDepth: 7, batchSize: 2 };
return { timeBudgetMs: 4400, sampleCount: 9, maxDepth: 7, batchSize: 2 };
}
return SEARCH_PROFILES.master;
}
@@ -432,6 +655,8 @@ function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
const table = state.table;
const phase = gamePhase(state);
const race = getRaceState(state, playerIdx);
const roleContext = getDealerRoleContext(state, playerIdx);
const parity = getParitySnapshot(tracker, player.hand, table);
const next = nextPlayer(playerIdx);
const nextIsOpp = isOpponent(playerIdx, next);
const partner = partnerOf(playerIdx);
@@ -447,14 +672,14 @@ function advancedMove(state: GameState, playerIdx: PlayerIndex, tracker?: CardTr
for (const captureSet of captures) {
const score = scoreCaptureAdv(
card, captureSet, table, state, playerIdx, race,
tracker, player.hand, phase, nextIsOpp, partnerHandSize, lastPlay,
tracker, player.hand, phase, nextIsOpp, partnerHandSize, lastPlay, roleContext, parity,
);
if (score > bestScore) { bestScore = score; bestMove = { card, capture: captureSet }; }
}
} else {
const score = scoreDumpAdv(
card, table, state, playerIdx, race,
tracker, player.hand, phase, nextIsOpp, partnerHandSize, lastPlay,
tracker, player.hand, phase, nextIsOpp, partnerHandSize, lastPlay, roleContext, parity,
);
if (score > bestScore) { bestScore = score; bestMove = { card, capture: [] }; }
}
@@ -467,7 +692,7 @@ function scoreCaptureAdv(
played: Card, captured: Card[], table: Card[], state: GameState,
playerIdx: PlayerIndex, race: RaceState, tracker: CardTracker | undefined,
myHand: Card[], phase: number, nextIsOpp: boolean, partnerHandSize: number,
lastPlay: boolean,
lastPlay: boolean, roleContext: DealerRoleContext, parity: ParitySnapshot | null,
): number {
let score = 100;
const allCaptured = [played, ...captured];
@@ -508,6 +733,8 @@ function scoreCaptureAdv(
}
}
score += scoreCaptureParityPlan(played, captured, afterTable, parity, roleContext, nextIsOpp);
// --- ANCHOR STRATEGY ---
// Prefer captures that leave table cards matching values we hold (we can recapture)
if (!isScopa) {
@@ -543,6 +770,8 @@ function scoreCaptureAdv(
}
}
score += scoreRoleTablePlan(afterTable, roleContext, nextIsOpp);
// --- PARTNER COOPERATION ---
const next = nextPlayer(playerIdx);
if (!isScopa && !isOpponent(playerIdx, next)) {
@@ -620,6 +849,14 @@ function scoreCaptureAdv(
if (tableSum <= 5 && nextIsOpp) score -= 60;
}
if (roleContext.role === 'first-hand' && !isScopa && afterTable.length >= 2) {
score += Math.round(24 * roleContext.tablePressureBias);
}
if (roleContext.role === 'dealer' && !isScopa) {
const tableSum = afterTable.reduce((s, c) => s + c.value, 0);
if (tableSum >= 11) score += Math.round(30 * roleContext.controlBias);
}
return score;
}
@@ -627,7 +864,7 @@ function scoreDumpAdv(
card: Card, table: Card[], state: GameState,
playerIdx: PlayerIndex, race: RaceState, tracker: CardTracker | undefined,
myHand: Card[], phase: number, nextIsOpp: boolean, partnerHandSize: number,
lastPlay: boolean,
lastPlay: boolean, roleContext: DealerRoleContext, parity: ParitySnapshot | null,
): number {
let score = 0;
const afterTable = [...table, card];
@@ -653,6 +890,8 @@ function scoreDumpAdv(
const partnerProb = partnerLikelyHolds(card.value, playerIdx, state, tracker, myHand, table);
if (partnerProb > 0.4) score += 55; // partner can recapture what we dump
score += scoreDumpParityPlan(card, afterTable, parity, roleContext, nextIsOpp);
// --- ANTI-SCOPA ---
if (tableSum >= 11) {
score += 150;
@@ -694,6 +933,8 @@ function scoreDumpAdv(
score += 20; // safe dump before partner's turn, signals we don't need this suit
}
score += scoreRoleTablePlan(afterTable, roleContext, nextIsOpp);
// --- CARD TRACKING ---
if (tracker) {
const unseen = tracker.getUnseenCards(myHand, afterTable);
@@ -729,6 +970,13 @@ function scoreDumpAdv(
if (card.value >= 8) score += 15;
}
if (roleContext.role === 'first-hand' && afterTable.length >= 2 && tableSum >= 8) {
score += Math.round(18 * roleContext.tablePressureBias);
}
if (roleContext.role === 'dealer' && nextIsOpp && tableSum <= 10) {
score -= Math.round(24 * roleContext.controlBias);
}
return score;
}
@@ -744,6 +992,8 @@ function tableControlPressure(
tracker: CardTracker | undefined,
myHand: Card[],
race: RaceState,
roleContext: DealerRoleContext,
parity: ParitySnapshot | null,
): number {
if (afterTable.length === 0) return 0;
@@ -790,6 +1040,8 @@ function tableControlPressure(
}
if (race.aheadOverall && nextIsOpp && tableSum <= 10) score -= 60;
score += scoreRoleTablePlan(afterTable, roleContext, nextIsOpp);
score += scoreParityTableState(afterTable, parity, roleContext, nextIsOpp);
return score;
}
@@ -814,9 +1066,11 @@ async function masterMove(
// Quick-eval move ordering for better pruning
const lastPlay = isLastPlay(state, playerIdx);
const race = getRaceState(state, playerIdx);
const roleContext = getDealerRoleContext(state, playerIdx);
const parity = getParitySnapshot(tracker, state.players[playerIdx].hand, state.table);
const quickScored = legalMoves.map(m => ({
move: m,
quick: quickEval(m, state, playerIdx, tracker, lastPlay, race),
quick: quickEval(m, state, playerIdx, tracker, lastPlay, race, roleContext, parity),
}));
quickScored.sort((a, b) => b.quick - a.quick);
const sortedMoves = quickScored.map(qs => qs.move);
@@ -891,15 +1145,19 @@ function quickEval(
move: AIMove, state: GameState, playerIdx: PlayerIndex,
tracker: CardTracker | undefined, lastPlay: boolean,
race: RaceState,
roleContext: DealerRoleContext,
parity: ParitySnapshot | null,
): number {
let score = 0;
const table = state.table;
const afterTable = table.filter(c => !move.capture.some(cc => cc.id === c.id));
const afterCaptureTable = table.filter(c => !move.capture.some(cc => cc.id === c.id));
const projectedTable = move.capture.length > 0 ? afterCaptureTable : [...afterCaptureTable, move.card];
const projectedHand = state.players[playerIdx].hand.filter(card => card.id !== move.card.id);
const allCaptured = [move.card, ...move.capture];
const nextIsOpp = isOpponent(playerIdx, nextPlayer(playerIdx));
// Scopa (not on last play!)
if (move.capture.length > 0 && afterTable.length === 0) {
if (move.capture.length > 0 && projectedTable.length === 0) {
score += lastPlay ? 50 : 1200;
}
@@ -924,21 +1182,35 @@ function quickEval(
}
// 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;

View File

@@ -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;

View File

@@ -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,

View File

@@ -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;

View File

@@ -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];