feat(robot): shrink endgame think time when both sides pass
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In a dead-drawn endgame — the two most recent journal moves are both
passes, so the board and the robot's rack are frozen and the robot is
bound to pass again — the robot still waited out its long late-game think
time (up to 90 min) before passing, needlessly dragging out a decided game.

Shorten that delay to a [0.8, 1.5]x band around the human's last-move think
time (the gap between the last two journal entries), clamped to [30s, 8min]
and taken as a min with the normal schedule, so the robot never moves
slower. A slow human collapses to the 8-min cap; a fast human is tracked,
with the floor keeping the robot from passing suspiciously instantly. The
anchor reads the move journal only (no schema change), stays deterministic
from the seed, and still defers to the sleep window.

RobotTurns now carries EndgamePass + OppLastMove, filled by one batched
journal query on the scan; the honest-AI single-game trigger keeps the
normal path (it moves at once). NextMoveAt (admin ETA) is left as the
normal-schedule upper bound.
This commit is contained in:
Ilia Denisov
2026-06-19 12:48:39 +02:00
parent 0eb1e0ef47
commit f3768d20f2
10 changed files with 342 additions and 7 deletions
+53
View File
@@ -342,6 +342,59 @@ func TestProactiveNudgeGap(t *testing.T) {
}
}
// TestEndgamePassDelayBoundsAndAnchor checks the shortened endgame think time: it always
// lands in [30s, 8min], collapses a slow human to the cap, floors a fast human, tracks a
// mid human inside [0.8,1.5]*oppLast, floors a clock-skew negative gap, and is
// deterministic per (seed, moveCount).
func TestEndgamePassDelayBoundsAndAnchor(t *testing.T) {
const floor = 30 * time.Second
const ceil = 8 * time.Minute
cases := []struct {
name string
oppLast time.Duration
lo, hi time.Duration // expected inclusive output range
}{
{"clock-skew negative floors", -time.Hour, floor, floor},
{"zero floors", 0, floor, floor},
{"very fast floors", 3 * time.Second, floor, floor}, // [2.4s,4.5s] → floor
{"fast tracks above floor", 30 * time.Second, floor, 45 * time.Second}, // [24s,45s] → [30s,45s]
{"mid tracks in band", 2 * time.Minute, 96 * time.Second, 3 * time.Minute}, // [1.6m,3m]
{"at cap boundary", 8 * time.Minute, 384 * time.Second, ceil}, // [6.4m,12m] → [6.4m,8m]
{"slow caps", 3 * time.Hour, ceil, ceil}, // [2.4h,4.5h] → cap
}
for _, c := range cases {
t.Run(c.name, func(t *testing.T) {
t.Parallel()
for seed := int64(1); seed <= 2000; seed++ {
d := endgamePassDelay(seed, 30, c.oppLast)
if d < floor || d > ceil {
t.Fatalf("oppLast=%s seed=%d: delay %s out of hard [%s,%s]", c.oppLast, seed, d, floor, ceil)
}
if d < c.lo || d > c.hi {
t.Fatalf("oppLast=%s seed=%d: delay %s out of expected [%s,%s]", c.oppLast, seed, d, c.lo, c.hi)
}
if endgamePassDelay(seed, 30, c.oppLast) != d {
t.Fatalf("oppLast=%s seed=%d: not deterministic", c.oppLast, seed)
}
}
})
}
}
// TestEndgamePassDelayShrinksLateGame checks the endgame think time is always shorter than
// the normal late-game schedule (band floor 10min vs the 8min cap), so taking the min in the
// driver actually speeds the robot up rather than ever slowing it down.
func TestEndgamePassDelayShrinksLateGame(t *testing.T) {
for seed := int64(1); seed <= 1000; seed++ {
for mc := 28; mc <= 40; mc++ {
eg := endgamePassDelay(seed, mc, 3*time.Hour) // worst case: a slow human, caps at 8min
if nd := moveDelay(seed, mc); eg >= nd {
t.Fatalf("seed=%d mc=%d: endgame %s not shorter than normal %s", seed, mc, eg, nd)
}
}
}
}
// plays builds candidate plays carrying only the given scores (ranked as passed).
func plays(scores ...int) []engine.MoveRecord {
out := make([]engine.MoveRecord, len(scores))