Stage 5: robot opponent (pool, seed-derived strategy, move driver, matchmaker substitution)
- internal/robot: durable kind='robot' account pool (migration 00004); every per-game and per-turn choice derived deterministically from the game seed (restart-stable FNV mix); a background move driver; margin targeting (band 1-30, closest-to-band); right-skewed [2,90]min delays (median ~10m); opponent-anchored sleep with +/-3h drift; daytime nudge reply + proactive 12h nudge; friend/chat blocked via profile toggles. - engine.Candidates (decoded ranked plays); game.Candidates + RobotTurns; social.LastNudgeAt. - matchmaker: 10s wait then robot substitution (reaper) + Poll delivery seam. - config (BACKEND_ROBOT_DRIVE_INTERVAL, BACKEND_LOBBY_ROBOT_WAIT, BACKEND_LOBBY_REAPER_INTERVAL); main wiring + boot-time pool provisioning. - metrics: robot account_stats (authoritative balance) + robot_games_finished_total OTel counter + per-finish log. - docs: PLAN, ARCHITECTURE, FUNCTIONAL(+ru), TESTING, README; account.go comment. - tests: robot strategy units, matchmaker reaper/Poll, engine.Candidates; inttest robot full-game / substitution / proactive-nudge.
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@@ -107,6 +107,21 @@ func (g *Game) HintView() (MoveRecord, bool) {
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return g.decodeMove(move), true
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}
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// Candidates returns every legal play for the current player as decoded
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// MoveRecords, ranked by descending score (so the first entry equals HintView's
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// move). It is empty when the player has no legal play. The robot opponent picks
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// from these by margin without importing the solver; each record carries the
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// move's score, so a caller can choose by resulting score difference rather than
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// always taking the maximum.
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func (g *Game) Candidates() []MoveRecord {
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moves := g.GenerateMoves()
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out := make([]MoveRecord, len(moves))
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for i, m := range moves {
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out[i] = g.decodeMove(m)
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}
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return out
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}
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// Hand returns the player's current rack decoded to concrete letters, with "?"
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// for each undesignated blank. The order mirrors the internal hand. It supplies
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// the GCG rack field and the per-player game-state view.
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