feat(robot): per-game display names from a wide name corpus
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Decouple the displayed opponent name from the small pool of durable robot accounts: the disguised auto-match robot now gets a freshly composed name each game, stamped on a new game_players.display_name seat snapshot. The snapshot also captures humans' names, freezing what an opponent sees for the life of a game (a later rename no longer rewrites past games); readers fall back to the account's current name for pre-migration rows. Names come from a wide composed corpus (internal/robot/namevariety.go): Western locales (EN/DE/ES/IT/FR/PT), native Japanese/Chinese names, a gender-agreed Russian pool, and human-style handles. Routing keeps Pick's spirit -- a Russian game draws Cyrillic + <=20% Latin and never a CJK script; an English game the full corpus -- via robot.PickNamed. Loosen account.ValidateDisplayName (and the UI mirror) to admit a trailing run of up to five digits, so "Player2007"-style handles are valid for humans too and the disguised robot stays indistinguishable. Migration 00007 adds game_players.display_name (additive, NOT NULL DEFAULT ''); jet regenerated. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru, PLAN, README) updated.
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@@ -47,7 +47,12 @@ services are exposed via `Server` accessors for those handlers.
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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 human-like, per-language composed names. A background driver plays the
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requests blocked — carries human-like names. The disguised reaper stamps a **fresh per-game name** on
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the robot's seat (a `game_players.display_name` snapshot — which also freezes humans' names per game, so
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a later rename never rewrites past games) drawn from a wide composed corpus (Western locales, native
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Japanese/Chinese, a gender-agreed Russian pool, and handles); a Russian game stays Cyrillic with ≤20%
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Latin and no CJK script, an English game uses the full corpus (`namevariety.go`, `PickNamed`). A
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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 — with an occasional off-strategy move that tapers to
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