Stage 17: bake decisions into PLAN, ARCHITECTURE, FUNCTIONAL(+ru), UI_DESIGN, READMEs; mark stage done
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- PLAN: Stage 17 Refinements entry + caveats resolved summary + tracker done - ARCHITECTURE §7 (move-number robot timing, composed variant-aware names), §10 (move event to the actor too), §11 (game_move_duration metric + offline admin per-user analytics), §14 (current branch model, path-conditional CI + gate, connector liveness) - FUNCTIONAL(+ru): robot draws language-appropriate names - UI_DESIGN: screen transitions, Telegram theme/nav, ad-banner accent, players plaque + history drawer - backend README: robot timing/names refinements
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@@ -46,13 +46,13 @@ but their live delivery, and all REST endpoints, arrive with the `gateway`
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Stage 5 adds the robot opponent (`internal/robot`). A pool of durable accounts —
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each a `kind='robot'` identity, provisioned at startup with chat and friend
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requests blocked — backs a human-like name pool. A background driver plays the
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requests blocked — backs human-like, per-language composed names. A background driver plays the
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robot's moves through the public game API as an ordinary seated player (so only
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`internal/engine` imports the solver): it decides once per game whether to play to
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win (≈ 40%), targets a small score margin, and times its moves with a right-skewed
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delay, a night-sleep window anchored to the opponent's timezone, and nudge
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win (≈ 40%), targets a small score margin, and times its moves with a move-number-aware
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right-skewed delay (quick openings, long endgames), a night-sleep window anchored to the opponent's timezone, and nudge
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behaviour — all derived deterministically from the game seed, so it keeps no extra
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state. The matchmaker now substitutes a pooled robot after a 10-second wait and
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state. The matchmaker now substitutes a pooled robot (matching the game's language) after a 10-second wait and
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exposes `Poll` so a waiting player can collect the started game (the live
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match-found notification arrives with the `gateway`).
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