feat(rules): forbid repeating a word already on the board in Erudit
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Russian "Эрудит" treats a word laid on the board as belonging to the
game: it cannot be laid again. Neither the solver, the backend nor the
offline JS port knew the rule, so a player (and the robot) could replay a
word freely. Official Scrabble places no such restriction, so both
Scrabble variants keep playing unrestricted.

The rule applies in two ways. A play whose main word is already on the
board is illegal, and is neither accepted nor generated. A play whose
perpendicular cross-word is already there stands — that word is
incidental to laying the main word — but scores nothing. The set of
played words is the game's own move journal, main words and cross-words
alike, compared decoded, so a word spelled with a blank is the same word.

It lives in the game layer, not the solver: only a game knows its
history, and the solver stays stateless and standard-rules. The backend
applies it at submit, at the move preview and over generated moves
(filtering and re-ranking them, so neither the robot nor the hint can
offer a play the engine would then refuse); the client port does the same
for the offline engine and for the on-device preview of an online game.

The rule is pinned per game (games.no_repeat_words, set from the variant
at creation) rather than keyed on the variant, because a game is replayed
from its journal on every open. Applied retroactively it would make an
already-played repeat illegal — closing that game as a draw — and would
rescore a play whose cross-word repeats an earlier word, shifting a live
game's totals. Games created before the rule keep playing without it. The
flag rides the wire as a trailing field because the client's preview must
score the way the server does, and offline games pin the same answer in
their own record.
This commit is contained in:
Ilia Denisov
2026-07-27 18:33:56 +02:00
parent ebd1f05da8
commit d7337d24ea
49 changed files with 802 additions and 26 deletions
@@ -0,0 +1,66 @@
import { describe, it, expect } from 'vitest';
import { readFileSync } from 'node:fs';
import { Dawg } from '../dict/dawg';
import { RACK_SIZE } from '../premiums';
import { LocalGame } from './engine';
import { wordKey } from '../dict/norepeat';
import { decide } from '../robot/strategy';
import type { Move } from '../dict/validate';
// The no-repeat-words rule driven through the whole offline engine: two robots self-play a game
// with the rule on, and no word may ever be laid twice. This covers both halves of the wiring at
// once — generateMoves must not offer a forbidden play, and play must not accept one — over a long
// run of real positions rather than a hand-built one. The pinned semantics live in
// dict/norepeat.test.ts; the same rule on the server is engine/norepeat_test.go.
const dawg = new Dawg(new Uint8Array(readFileSync(new URL('../dict/testdata/sample_en.dawg', import.meta.url))));
function bestOpponentScore(game: LocalGame, seat: number): number {
let best = 0;
for (let i = 0; i < game.playerCount; i++) if (i !== seat) best = Math.max(best, game.scoreOf(i));
return best;
}
// selfPlay runs a whole game of robot turns, returning every main word laid in order. The sample
// dictionary emits a one-letter word the validator rejects, so candidates are filtered the way
// the robot's own turn does (see engine.test.ts).
function selfPlay(noRepeatWords: boolean, seed: bigint): string[] {
const game = new LocalGame({
variant: 'scrabble_en',
version: 'sample',
seed,
players: 2,
dawg,
multipleWords: true,
noRepeatWords,
});
const mains: string[] = [];
for (let turn = 0; turn < 500 && !game.isOver; turn++) {
const seat = game.currentPlayer;
const cands: Move[] = game.generateMoves().filter((m) => m.main.letters.length >= 2);
const dec = decide(seed, game.moveCount, cands, game.scoreOf(seat), bestOpponentScore(game, seat), game.handOf(seat), game.bagLength);
if (dec.kind === 'play') {
mains.push(wordKey(dec.move.main.letters));
game.play(dec.move.dir, dec.move.tiles);
} else if (dec.kind === 'exchange' && game.bagLength >= RACK_SIZE) {
game.exchange(dec.exchange);
} else {
game.pass();
}
}
return mains;
}
describe('offline engine under the no-repeat-words rule', () => {
it('never lays the same word twice, where the same run without the rule does', () => {
// Both halves of the wiring at once: generateMoves must not offer a forbidden play and play
// must not accept one. Running the same seed with the rule off is the anti-vacuity guard —
// it proves this position sequence really does offer repeats.
const seed = 20260727n;
const withRule = selfPlay(true, seed);
const withoutRule = selfPlay(false, seed);
expect(withoutRule.length).toBeGreaterThan(0);
expect(new Set(withoutRule).size).toBeLessThan(withoutRule.length); // repeats are on offer...
expect(new Set(withRule).size).toBe(withRule.length); // ...and the rule keeps every one out
});
});
+40 -7
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@@ -14,6 +14,7 @@ import { Bag } from './bag';
import { RULESETS } from './ruleset';
import { generateMoves, GenRack, Both } from '../dict/generate';
import { validatePlay, type Direction, type Placement, type Ruleset, type Move } from '../dict/validate';
import { noRepeatScore, playedWordKeys } from '../dict/norepeat';
import { playDirection } from '../dict/direction';
import { premiumGrid, centre, BOARD_SIZE, RACK_SIZE, BINGO, type Premium } from '../premiums';
import { BLANK_INDEX } from '../alphabet';
@@ -154,6 +155,10 @@ export interface LocalGameOptions {
players: number;
dawg: Dawg;
multipleWords: boolean;
/** Forbids laying a word that is already on the board (the Erudit rule, see dict/norepeat).
* Pinned per game, so a game started before the rule existed replays and scores unchanged;
* absent reads as off. */
noRepeatWords?: boolean;
dropoutTiles?: DropoutTiles;
}
@@ -175,6 +180,7 @@ export class LocalGame {
private readonly rackSize: number;
private readonly dawg: Dawg;
private readonly multipleWords: boolean;
private readonly noRepeatWords: boolean;
private readonly dropoutTiles: DropoutTiles;
private readonly board: LocalBoard;
@@ -197,6 +203,7 @@ export class LocalGame {
this.seed = opts.seed;
this.dawg = opts.dawg;
this.multipleWords = opts.multipleWords;
this.noRepeatWords = opts.noRepeatWords ?? false;
this.dropoutTiles = opts.dropoutTiles ?? 'remove';
this.vrs = buildRuleset(opts.variant, opts.multipleWords);
this.values = RULESETS[opts.variant].values;
@@ -250,17 +257,39 @@ export class LocalGame {
}
/** config returns the rule settings the game was created with — the bits, alongside the seed and
* journal, needed to reconstruct it (see localgame/serialize). */
get config(): { multipleWords: boolean; dropoutTiles: DropoutTiles } {
return { multipleWords: this.multipleWords, dropoutTiles: this.dropoutTiles };
get config(): { multipleWords: boolean; noRepeatWords: boolean; dropoutTiles: DropoutTiles } {
return { multipleWords: this.multipleWords, noRepeatWords: this.noRepeatWords, dropoutTiles: this.dropoutTiles };
}
/** history returns a copy of the move log. */
get history(): LocalMove[] {
return this.log.map((m) => ({ ...m }));
}
/** generateMoves returns every legal play for the current player, ranked by descending score. */
/** generateMoves returns every legal play for the current player, ranked by descending score.
* Under the no-repeat-words rule the plays it forbids are dropped and the rest are rescored and
* re-ranked, so neither the robot nor the hint can offer a move the engine would then refuse. */
generateMoves(): Move[] {
return generateMoves(this.dawg, this.board, this.rackOf(this.toMove), this.vrs, Both);
const moves = generateMoves(this.dawg, this.board, this.rackOf(this.toMove), this.vrs, Both);
if (!this.noRepeatWords) return moves;
const played = this.playedKeys();
const out: Move[] = [];
for (const m of moves) {
const score = noRepeatScore(m, played);
if (score === null) continue;
out.push(score === m.score ? m : { ...m, score });
}
// A stable sort, so plays the generator ranked equally keep its order.
return out.sort((a, b) => b.score - a.score);
}
/** playedKeys is the no-repeat-words rule's lookup set: every word this game has already
* formed, main words and cross-words alike (see dict/norepeat). */
private playedKeys(): ReadonlySet<string> {
const words: number[][] = [];
for (const m of this.log) {
if (m.action === 'play' && m.words) words.push(...m.words);
}
return playedWordKeys(words);
}
/** evaluatePlay scores a candidate placement for the current position without committing it,
@@ -271,7 +300,9 @@ export class LocalGame {
const res = validatePlay(this.board, this.vrs, this.dawg, dir, tiles);
if (!res.legal || !res.move) return { legal: false, score: 0, words: [], dir };
const m = res.move;
return { legal: true, score: m.score, words: [m.main.letters, ...m.cross.map((w) => w.letters)], dir };
const score = this.noRepeatWords ? noRepeatScore(m, this.playedKeys()) : m.score;
if (score === null) return { legal: false, score: 0, words: [], dir };
return { legal: true, score, words: [m.main.letters, ...m.cross.map((w) => w.letters)], dir };
}
/** dictionaryHas reports whether the word (alphabet-index letters) is in the game's dictionary. */
@@ -299,10 +330,12 @@ export class LocalGame {
const res = validatePlay(this.board, this.vrs, this.dawg, dir, tiles);
if (!res.legal || !res.move) throw new GameError('illegal_play');
const move = res.move;
const score = this.noRepeatWords ? noRepeatScore(move, this.playedKeys()) : move.score;
if (score === null) throw new GameError('illegal_play');
for (const t of tiles) this.board.set(t.row, t.col, t.letter, t.blank);
this.removeFromHand(player, used);
this.scores[player] += move.score;
this.scores[player] += score;
this.refill(player);
this.scorelessRun = 0;
@@ -314,7 +347,7 @@ export class LocalGame {
mainRow: move.main.row,
mainCol: move.main.col,
words: [move.main.letters, ...move.cross.map((w) => w.letters)],
score: move.score,
score,
total: this.scores[player],
};
this.log.push(rec);
+6
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@@ -35,6 +35,10 @@ export interface LocalGameRecord {
seed: string;
players: number;
multipleWords: boolean;
/** Forbids laying a word that is already on the board (the Erudit rule). Pinned at creation from
* the variant, so a game started before the rule existed (where it is absent, read as false)
* replays and scores exactly as it was played. */
noRepeatWords?: boolean;
dropoutTiles: DropoutTiles;
seats: Seat[];
/** The dictionary-independent, alphabet-index-space move journal. */
@@ -87,6 +91,7 @@ export function serializeGame(game: LocalGame, meta: RecordMeta): LocalGameRecor
seed: game.seed.toString(),
players: game.playerCount,
multipleWords: cfg.multipleWords,
noRepeatWords: cfg.noRepeatWords || undefined,
dropoutTiles: cfg.dropoutTiles,
seats: meta.seats,
journal: game.history,
@@ -113,6 +118,7 @@ export function replayGame(record: LocalGameRecord, dawg: Dawg): LocalGame {
players: record.players,
dawg,
multipleWords: record.multipleWords,
noRepeatWords: record.noRepeatWords,
dropoutTiles: record.dropoutTiles,
};
const game = new LocalGame(opts);
+3
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@@ -18,6 +18,7 @@ import { HINT_GATE_MS } from '../hints';
import { LOCAL_ID_PREFIX, isLocalGameId } from './id';
import { decide } from '../robot/strategy';
import { verifyPin, type PinLock } from '../pin';
import { noRepeatWordsFor } from '../variants';
import { GatewayError, type PlacedTile } from '../client';
import type {
EvalResult,
@@ -122,6 +123,7 @@ export class LocalSource implements GameLoopSource {
players: opts.seats.length,
dawg,
multipleWords: opts.multipleWords,
noRepeatWords: noRepeatWordsFor(opts.variant),
});
const now = nowUnix();
const record = serializeGame(game, {
@@ -483,6 +485,7 @@ export class LocalSource implements GameLoopSource {
toMove: game.currentPlayer,
turnTimeoutSecs: 0,
multipleWordsPerTurn: record.multipleWords,
noRepeatWords: !!record.noRepeatWords,
moveCount: game.moveCount,
endReason: game.isOver ? game.endReason : '',
lastActivityUnix: record.updatedAtUnix,