Improve AI to stop selling everything.

This commit is contained in:
Greyson Parrelli
2026-07-24 22:34:55 -04:00
parent 95499026d7
commit 5a396e6efe
3 changed files with 91 additions and 0 deletions
+59
View File
@@ -306,3 +306,62 @@ func TestDecideShopNeverSellsLastPet(t *testing.T) {
}
}
}
// TestDecideShopKeepsHealthyBoard guards against the slow-bleed bug: with its
// coins spent, the bot used to find that turning its worst pet into an apple
// scored marginally *better* than passing (the apple buffs a survivor for one
// battle; the permanent loss of a body barely dented the squashed future-value
// term). Repeated every shop turn, that shed the board down to a single pet and
// an all-apple hand — an automatic loss, since apples don't carry between
// rounds. A capable bot facing a beatable opponent must now overwhelmingly
// prefer keeping its four pets over selling one for a throwaway apple.
func TestDecideShopKeepsHealthyBoard(t *testing.T) {
pet := func(id, name string, tier, power int, suit game.Suit) game.Card {
return game.Card{ID: id, Kind: game.KindPet, Name: name, Tier: tier, Power: power, Suit: suit}
}
v := &game.View{
Phase: game.PhaseShop,
Round: 3, // mid-game: future value still carries real weight
MaxRounds: game.MaxRounds,
MaxPets: game.MaxPets,
Pack: game.DefaultPack,
YouSeat: 0,
Turn: 0,
PrioritySeat: 0,
DeckCounts: make([]int, game.MaxRounds+1),
Players: []game.PlayerView{
{Seat: 0, Coins: 0, PetCount: 4, DeckSize: 4, // coins spent: pass vs sell
Deck: []game.Card{
pet("p1", "Dog", 3, 3, game.SuitRed),
pet("p2", "Sheep", 3, 2, game.SuitBlue),
pet("p3", "Ant", 1, 2, game.SuitYellow),
pet("p4", "Cricket", 1, 1, game.SuitRed),
}},
{Seat: 1, PetCount: 4, DeckSize: 4},
},
}
// A comparable opponent, so battles are genuinely competitive — selling is
// a real temptation, not a hopeless-position tie-break.
mem := &Memory{}
mem.Opp.Seat = 1
for i, n := range []string{"Dog", "Sheep", "Ant", "Cricket"} {
mem.Opp.Known = append(mem.Opp.Known, pet(fmt.Sprintf("o%d", i), n, 3, 3, game.SuitRed))
}
bot := New(1.0) // a capable bot should almost never make this trade
passes, sells := 0, 0
const iters = 300
for range iters {
switch bot.decideShop(v, mem).Type {
case "pass":
passes++
case "sell":
sells++
}
}
// Keeping the board must dominate: pre-fix this scenario went the other way
// (selling outnumbered passing). The generous margin absorbs rollout noise.
if passes < 4*sells {
t.Errorf("bot sheds a healthy board: pass=%d sell=%d (want pass >> sell)", passes, sells)
}
}
+8
View File
@@ -8,6 +8,14 @@ import (
"github.com/greyson/super-auto-pets-board-game/internal/game"
)
// sellPetPenalty converts "persistent pet value destroyed by a sell" into a
// score penalty (see the sell-candidate logic in shop.go). A pet's keepValue
// is on the order of 15; multiplied by this weight and the future's share of
// the blend, one junk-pet sell drops a candidate by roughly a tenth of a
// win-probability point — enough to make keeping a body the default, while
// still letting a strongly positive rollout justify a genuine reshape.
const sellPetPenalty = 0.20
// winScore converts a simulated battle outcome to a utility for mySeat:
// win 1, draw 0.5 (nobody gains ground), loss 0, plus a small margin term.
//
+24
View File
@@ -242,11 +242,27 @@ func (b *Bot) decideShop(v *game.View, mem *Memory) *Action {
}
return 0
})
// Selling a pet permanently trades a body for a temporary apple — the
// apple's one-battle buff shows up in the rollout, but it vanishes next
// round, so the persistent value of the pet is simply destroyed. The
// future-value term barely registers this (normFuture squashes small deck
// swings), which once let the bot treat "sell my worst pet" as free and
// bleed its board down to a single pet over successive shop turns. This
// explicit penalty prices the loss back in: it scales with the persistent
// worth of the pets sold and with how much the future still matters
// (1-alpha), so it bites hardest early and fades to nothing in the final
// round, where selling for a decisive last battle is a legitimate play the
// rollout can judge on its own.
futureWeight := 1 - immediateWeight(v)
for k := 1; k <= min(3, len(sellable)); k++ {
ids := make([]string, 0, k)
nd := slices.Clone(deck)
petValueSold := 0.0
for _, s := range sellable[:k] {
ids = append(ids, s.ID)
if s.IsPet() {
petValueSold += keepValue(s)
}
idx := slices.IndexFunc(nd, func(c game.Card) bool { return c.ID == s.ID })
nd = slices.Delete(nd, idx, idx+1)
nd = append(nd, cx.simApple())
@@ -260,6 +276,7 @@ func (b *Bot) decideShop(v *game.View, mem *Memory) *Action {
cands = append(cands, candidate{
act: &Action{Type: "sell", Cards: ids},
decks: [][]game.Card{nd},
bias: -sellPetPenalty * futureWeight * petValueSold,
})
}
@@ -297,6 +314,13 @@ func (b *Bot) decideShop(v *game.View, mem *Memory) *Action {
base = slices.Delete(base, idx, idx+1)
base = cx.applyTemplateShopEffects(base, t, game.TriggerTriple)
}
// Never bet the whole board on the trade: the reward is the top of
// the next tier's deck, which can be a food card (or nothing, if the
// deck is spent), so trading away the last pets risks an all-food,
// auto-losing deck. Mirror the sell guard and skip such a trade.
if !deckHasPet(base) {
continue
}
pool := cx.unseenPool(v.Round + 1)
if len(pool) == 0 {
pool = game.TierContentsForPack(v.Pack, v.Round+1)