Fix bugs around AI opponents.
This commit is contained in:
@@ -1,6 +1,8 @@
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package ai
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import (
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"fmt"
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"slices"
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"testing"
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"github.com/greyson/super-auto-pets-board-game/internal/game"
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@@ -251,3 +253,56 @@ func TestSimulateBattleIsPure(t *testing.T) {
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t.Error("SimulateBattle mutated its input decks")
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}
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}
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// TestDecideShopNeverSellsLastPet guards the invariant that the bot never
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// voluntarily turns its whole deck into food. In a hopeless late-game spot
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// (final round, a strong modeled opponent, so every rollout is a loss) the
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// candidate scores all collapse toward zero and the softmax degenerates to a
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// near-uniform pick — the exact situation that once let the bot sell every pet
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// across a few shop turns and hand over an automatic loss. However the dice
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// fall, a returned sell must leave at least one pet standing.
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func TestDecideShopNeverSellsLastPet(t *testing.T) {
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pet := func(id, name string, power int) game.Card {
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return game.Card{ID: id, Kind: game.KindPet, Name: name, Tier: 1, Power: power, Suit: game.SuitRed}
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}
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v := &game.View{
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Phase: game.PhaseShop,
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Round: game.MaxRounds, // alpha == 1: score is win-now only
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MaxRounds: game.MaxRounds,
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MaxPets: game.MaxPets,
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Pack: game.DefaultPack,
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YouSeat: 0,
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Turn: 0,
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PrioritySeat: 0,
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DeckCounts: make([]int, game.MaxRounds+1),
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Players: []game.PlayerView{
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{Seat: 0, Coins: 0, PetCount: 2, DeckSize: 2, // no coins: buying is off the table
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Deck: []game.Card{pet("p1", "Ant", 1), pet("p2", "Cricket", 1)}},
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{Seat: 1, PetCount: 5, DeckSize: 5},
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},
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}
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// Model a crushing opponent so every simulated battle is a loss.
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mem := &Memory{}
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mem.Opp.Seat = 1
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for i := range 5 {
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mem.Opp.Known = append(mem.Opp.Known,
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game.Card{ID: fmt.Sprintf("o%d", i), Kind: game.KindPet, Name: "Wall", Tier: 1, Power: 50})
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}
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bot := New(0.5) // medium difficulty — the level from the bug report
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for i := range 400 {
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act := bot.decideShop(v, mem)
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if act.Type != "sell" {
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continue
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}
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remaining := 0
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for _, c := range v.Players[0].Deck {
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if c.IsPet() && !slices.Contains(act.Cards, c.ID) {
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remaining++
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}
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}
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if remaining == 0 {
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t.Fatalf("iter %d: bot sold its last pet(s) %v, leaving an all-food deck", i, act.Cards)
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}
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}
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}
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@@ -7,6 +7,18 @@ import (
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"github.com/greyson/super-auto-pets-board-game/internal/game"
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)
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// deckHasPet reports whether a hypothetical deck still contains at least one
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// pet. A deck of only food (apples) can never field a fighter, so it is an
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// automatic loss — the bot must never voluntarily sell or trade its way there.
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func deckHasPet(deck []game.Card) bool {
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for _, c := range deck {
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if c.IsPet() {
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return true
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}
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}
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return false
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}
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// applyTemplateShopEffects mirrors the engine's shop-time triggers on a
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// hypothetical deck: buying an Otter really does come with an apple, and the
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// bot should value that. Only deck-changing effects matter here (coin
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@@ -240,6 +252,11 @@ func (b *Bot) decideShop(v *game.View, mem *Memory) *Action {
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nd = append(nd, cx.simApple())
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nd = cx.applyTemplateShopEffects(nd, s, game.TriggerSell)
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}
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// Never dump the last pet: an all-food deck loses on sight, so this
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// candidate is off the table no matter how the rollouts score.
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if !deckHasPet(nd) {
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continue
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}
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cands = append(cands, candidate{
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act: &Action{Type: "sell", Cards: ids},
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decks: [][]game.Card{nd},
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