110 lines
5.9 KiB
Markdown
110 lines
5.9 KiB
Markdown
# Findings
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> Last Updated: 2026-04-02T19:05:00.000Z
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## Summary
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Initializer refresh for the current Scopone Scientifico codebase. The existing findings were stale relative to the current worker-backed AI execution path, so the observations below reflect the live source tree.
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## Codebase Observations
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- Primary gameplay code lives in 8 TypeScript source files under `src/`; the Android wrapper adds 3 Java files.
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- The gameplay runtime now includes three AI transport files in addition to the rules engine: `ai-worker-protocol.ts`, `ai-worker-client.ts`, and `ai.worker.ts`.
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- The largest concentration of logic still sits in `src/scenes/GameScene.ts` and `src/game/ai.ts`.
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- `src/game/` remains framework-independent and contains the rules engine, score calculation, card tracker, and AI logic.
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- The AI now has three distinct difficulty levels: `beginner`, `advanced`, and `master`.
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- The `advanced` and `master` tiers use `CardTracker` to reason about unseen cards instead of reading hidden hands directly.
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- The `master` tier performs determinization plus alpha-beta search and reports progress back through `AIDecisionProgress`.
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- `GameScene` displays AI progress through a top think bar and updates it from worker-forwarded progress messages.
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- `AIWorkerClient` degrades cleanly to in-thread `chooseMove()` execution when workers are unavailable or fail.
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- Audio remains fully procedural via Web Audio; no audio asset pipeline is present.
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- No ESLint or Prettier config is present.
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- The only repository-wide verification command supplied is `npx tsc --noEmit`.
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## Potential Improvement Areas
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- `GameScene.ts` still centralizes scene layout, input, effects, audio, HUD, and round transitions in one file, which raises maintenance cost.
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- `ai.ts` mixes heuristic tiers, inference helpers, determinization, and alpha-beta evaluation in one module.
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- Worker message types and fallback behavior are separated cleanly, but the UI still knows about AI progress presentation details directly.
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- The `master` profile allows up to 9800 ms of search budget, which may be expensive on slower devices even with batch yielding.
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- There is still no dedicated automated test suite for rules or AI behavior beyond type-checking.
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- Formatting rules are enforced socially rather than by a linter/formatter toolchain.
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## Current Rule / Implementation Notes
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### Capture behavior in `engine.ts`
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- Direct-match capture has priority over subset-sum capture.
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- When multiple direct matches exist, `findCaptures()` returns one single-card option per matching card.
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- Subset-sum captures are explored only when no direct match exists.
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- `applyMove()` defaults to the first legal capture if no explicit capture choice is supplied.
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### AI implementation snapshot
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- `beginner` adds randomness around a basic heuristic to remain beatable.
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- `advanced` adds race awareness, anti-scopa logic, partner setup, anchor play, and tracker-based probability estimates.
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- `master` orders legal moves with a quick evaluator, samples hidden hands, then scores moves with alpha-beta search under a deadline.
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- `masterMove()` yields back to the browser between batches so Phaser can repaint the progress UI.
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### Worker execution snapshot
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- `GameScene` creates a fresh `AIWorkerClient` on scene creation and disposes it on shutdown.
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- `AIWorkerClient` serializes a tracker snapshot instead of sending a live `CardTracker` instance across the worker boundary.
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- `ai.worker.ts` reconstructs tracker state with `CardTracker.fromSnapshot()` before calling `chooseMove()`.
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- Progress, results, and serialized worker errors all travel through `ai-worker-protocol.ts`.
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- If worker initialization, posting, or message deserialization fails, pending requests are rerun with the in-thread AI path.
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### Scene / UI implementation snapshot
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- `MenuScene` exposes difficulty selection before match start.
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- `GameScene` records every played card and captured table card in `CardTracker`.
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- The HUD continuously displays cards, denari, settebello, primiera, scope, and total points for both teams.
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- Round-end and game-over flows are managed in-scene rather than through separate overlay components.
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## Research Performed
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### Web Research: Scopone Scientifico Rules (2026-03-31)
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**Sources**: Wikipedia (*Scopa* article, Scopone section), Pagat.com (*Scopone* page by John McLeod)
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#### Core Rules (Scopone Scientifico variant)
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- 4 players, 2 fixed teams of 2 (sit opposite): Team A = players 0+2, Team B = players 1+3.
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- 40-card Napoletane deck: 4 suits (`bastoni`, `coppe`, `denara`, `spade`), values 1-10.
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- All 40 cards are dealt at the start of the round; the table begins empty.
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- Turns advance in the implementation as `0 -> 1 -> 2 -> 3`.
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#### Capture Rules
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1. If the played card matches one or more table cards by value, a direct match must be taken.
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2. If multiple direct matches exist, one matching table card is chosen.
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3. If no direct match exists, a subset of table cards may be captured when their values sum to the played value.
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4. A direct match has priority over any possible sum capture.
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5. Scopa awards a point only when the table is cleared before the final play of the round.
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#### Scoring
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| Category | Rule |
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|----------|------|
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| Carte | Majority of captured cards |
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| Denari | Majority of `denara` suit cards |
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| Settebello | Team that captures the 7 of `denara` |
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| Primiera | Highest best-of-each-suit prime value |
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| Scope | One point per scopa |
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#### Primiera values used in code
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| Card value | Primiera value |
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|------------|----------------|
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| 7 | 21 |
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| 6 | 18 |
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| 1 | 16 |
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| 5 | 15 |
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| 4 | 14 |
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| 3 | 13 |
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| 2 | 12 |
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| 8, 9, 10 | 10 |
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### SCOPONE-0008: AI progress rendering notes (2026-04-02)
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- The current implementation does not use Phaser `TimerEvent` progress helpers.
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- Instead, `chooseMove()` emits its own normalized progress payload through `AIDecisionProgress`.
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- `GameScene.updateThinkBar()` renders remaining time from that callback.
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- The yielding behavior in `masterMove()` is necessary so the browser can repaint while search batches continue.
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