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.
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@@ -158,7 +158,9 @@ wins most games), aims for a close score rather than crushing or throwing the ga
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now and then plays a single move against that plan — a surprise lead or a slack move —
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yet holds to the plan once the bag empties, and plays at a human pace — short thinking
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times for most moves, the occasional long one, and a night-time pause that tracks the
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player's own day. It answers a nudge
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player's own day; once a game is clearly decided and both sides are only passing, it stops
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dragging it out, answering its forced passes at roughly the player's own pace rather than
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after a long deliberation. It answers a nudge
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within a few minutes and nudges back when the player has been away a long time. It
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carries a human-like, language-appropriate name — a fresh one each game, drawn from a wide
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international pool of real names and handles, so the arena feels populated by many different
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