feat(offline): robot move-choice strategy in TS (parity-pinned) #189
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package robot
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import (
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"encoding/json"
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"os"
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"path/filepath"
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"strconv"
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"testing"
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"scrabble/backend/internal/engine"
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)
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// The client-side offline robot (ui/src/lib/robot) reproduces the robot's move choice
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// so a local vs_ai game plays the same way as the server. These golden fixtures pin that
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// TS port to the real Go strategy. Being in-package, this emitter can exercise the
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// unexported mix / playToWin / deviates / selectMove that the port mirrors.
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type mixCase struct {
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Seed string `json:"seed"`
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Salt string `json:"salt"`
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Nums []int `json:"nums"`
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Value string `json:"value"` // the mix() uint64, as a decimal string (exceeds JS safe ints)
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}
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type decisionCase struct {
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Seed string `json:"seed"`
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MoveCount int `json:"moveCount"`
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MyScore int `json:"myScore"`
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OppScore int `json:"oppScore"`
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CandScores []int `json:"candScores"`
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RackLen int `json:"rackLen"`
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BagLen int `json:"bagLen"`
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PlayToWin bool `json:"playToWin"`
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Win bool `json:"win"` // the per-turn intent after the deviate flip
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Kind string `json:"kind"`
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Index int `json:"index"` // chosen candidate index for a play, else -1
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}
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type strategyFixture struct {
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PlayToWinPercent int `json:"playToWinPercent"`
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Mix []mixCase `json:"mix"`
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Decisions []decisionCase `json:"decisions"`
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}
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// scenario is one selectMove situation exercised across several seeds.
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type scenario struct {
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moveCount, myScore, oppScore, rackLen, bagLen int
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cands []int
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}
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// TestEmitStrategyFixtures regenerates ui/src/lib/robot/testdata/strategy.json. It is
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// gated by EMIT_STRATEGY_FIXTURES so a normal `go test` skips it; the committed output is
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// what the TS parity test consumes. Regenerate with:
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//
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// EMIT_STRATEGY_FIXTURES=1 go test ./backend/internal/robot -run TestEmitStrategyFixtures
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func TestEmitStrategyFixtures(t *testing.T) {
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if os.Getenv("EMIT_STRATEGY_FIXTURES") == "" {
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t.Skip("set EMIT_STRATEGY_FIXTURES=1 to regenerate ui/src/lib/robot/testdata/strategy.json")
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}
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seeds := []int64{1, 42, -7, 1000003, 9999999999, 123456789, -123456789}
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mixCases := []mixCase{}
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addMix := func(seed int64, salt string, nums ...int) {
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mixCases = append(mixCases, mixCase{
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Seed: strconv.FormatInt(seed, 10),
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Salt: salt,
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Nums: append([]int{}, nums...),
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Value: strconv.FormatUint(mix(seed, salt, nums...), 10),
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})
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}
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for _, sd := range seeds {
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addMix(sd, "win")
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addMix(sd, "deviate", 0)
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addMix(sd, "deviate", 7)
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}
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scenarios := []scenario{
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{3, 40, 55, 7, 20, []int{30, 12, 8}}, // behind, mid-game
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{10, 120, 90, 7, 8, []int{25, 18, 5}}, // ahead, late
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{1, 0, 0, 7, 30, []int{60, 30, 15, 7}}, // first move, big spread
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{20, 200, 40, 5, 2, []int{50, 20}}, // big lead, bag near empty (no deviate)
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{5, 30, 30, 7, 14, []int{20, 20, 20}}, // equal margins (tie-break)
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{8, 50, 60, 7, 20, []int{}}, // no play, bag can refill -> exchange
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{8, 50, 60, 3, 2, []int{}}, // no play, bag can't refill -> pass
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{15, 300, 10, 7, 6, []int{80, 40, 10}}, // overshoots the band -> nearest to +30
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}
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decisions := []decisionCase{}
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for _, sd := range seeds {
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for _, sc := range scenarios {
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cands := make([]engine.MoveRecord, len(sc.cands))
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for i, s := range sc.cands {
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cands[i] = engine.MoveRecord{Score: s, Player: i}
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}
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rack := make([]string, sc.rackLen)
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for i := range rack {
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rack[i] = "a"
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}
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ptw := playToWin(sd)
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win := ptw
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if deviates(sd, sc.moveCount, sc.bagLen) {
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win = !win
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}
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d := selectMove(cands, sc.myScore, sc.oppScore, win, defaultBand, rack, sc.bagLen)
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kind, index := "pass", -1
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switch d.kind {
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case decidePlay:
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kind, index = "play", d.move.Player
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case decideExchange:
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kind = "exchange"
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}
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decisions = append(decisions, decisionCase{
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Seed: strconv.FormatInt(sd, 10),
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MoveCount: sc.moveCount,
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MyScore: sc.myScore,
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OppScore: sc.oppScore,
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CandScores: append([]int{}, sc.cands...),
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RackLen: sc.rackLen,
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BagLen: sc.bagLen,
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PlayToWin: ptw,
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Win: win,
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Kind: kind,
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Index: index,
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})
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}
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}
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fx := strategyFixture{PlayToWinPercent: playToWinPercent, Mix: mixCases, Decisions: decisions}
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dir := filepath.Join("..", "..", "..", "ui", "src", "lib", "robot", "testdata")
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if err := os.MkdirAll(dir, 0o755); err != nil {
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t.Fatalf("mkdir %s: %v", dir, err)
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}
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data, err := json.MarshalIndent(fx, "", " ")
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if err != nil {
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t.Fatalf("marshal: %v", err)
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}
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path := filepath.Join(dir, "strategy.json")
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if err := os.WriteFile(path, append(data, '\n'), 0o644); err != nil {
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t.Fatalf("write %s: %v", path, err)
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}
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t.Logf("wrote %s (%d mix, %d decisions)", path, len(mixCases), len(decisions))
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}
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@@ -0,0 +1,68 @@
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import { describe, it, expect } from 'vitest';
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import { readFileSync } from 'node:fs';
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import { mix, playToWin, deviates, decide, DEFAULT_BAND } from './strategy';
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// Conformance gate for the ported robot strategy: the client must fold the game seed and
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// choose its action exactly as backend/internal/robot/strategy.go does, so a local vs_ai
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// game plays the same. Golden fixtures come from the in-package emitter
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// (backend/internal/robot/strategyfixture_test.go).
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interface MixCase {
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seed: string;
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salt: string;
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nums: number[];
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value: string;
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}
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interface DecisionCase {
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seed: string;
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moveCount: number;
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myScore: number;
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oppScore: number;
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candScores: number[];
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rackLen: number;
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bagLen: number;
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playToWin: boolean;
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win: boolean;
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kind: string;
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index: number;
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}
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interface Fixture {
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playToWinPercent: number;
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mix: MixCase[];
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decisions: DecisionCase[];
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}
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const fx = JSON.parse(
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readFileSync(new URL('./testdata/strategy.json', import.meta.url), 'utf8'),
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) as Fixture;
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describe('robot strategy parity vs Go', () => {
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it('mix folds the seed like Go FNV-1a', () => {
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for (const c of fx.mix) {
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expect(mix(BigInt(c.seed), c.salt, ...c.nums), `${c.seed}/${c.salt}/${c.nums}`).toBe(BigInt(c.value));
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}
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});
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it('chooses the same action as the Go robot', () => {
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for (const c of fx.decisions) {
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const seed = BigInt(c.seed);
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const cands = c.candScores.map((score, index) => ({ score, index }));
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const rack = new Array<string>(c.rackLen).fill('a');
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expect(playToWin(seed), `playToWin ${c.seed}`).toBe(c.playToWin);
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// the per-turn intent after the occasional off-strategy deviation
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let win = playToWin(seed);
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if (deviates(seed, c.moveCount, c.bagLen)) win = !win;
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expect(win, `win ${c.seed}/${c.moveCount}/${c.bagLen}`).toBe(c.win);
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const dec = decide(seed, c.moveCount, cands, c.myScore, c.oppScore, rack, c.bagLen, DEFAULT_BAND);
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expect(dec.kind, `kind ${JSON.stringify(c)}`).toBe(c.kind);
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if (dec.kind === 'play') {
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expect(dec.move.index, `index ${JSON.stringify(c)}`).toBe(c.index);
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} else if (dec.kind === 'exchange') {
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expect(dec.exchange.length).toBe(c.rackLen);
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}
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}
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});
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});
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@@ -0,0 +1,180 @@
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// The offline robot's move choice, ported from backend/internal/robot/strategy.go so a
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// local vs_ai game plays exactly as the server robot does: it picks the candidate whose
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// resulting score margin lands closest to a target band (playing to win ~40% of games and
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// to lose the rest), with an occasional off-strategy "wobble" that fades as the bag empties.
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//
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// Everything derives deterministically from the game's bag seed, folded by FNV-1a (mix),
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// so the choice is reproducible. The 64-bit hash is computed with BigInt to stay bit-exact
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// with Go's uint64 arithmetic; faithfulness is pinned by strategy.parity.test.ts against
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// golden fixtures. Only the move-choice slice of strategy.go is ported — the server's
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// think-time, sleep-window and nudge scheduling are irrelevant to on-device play.
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// playToWinPercent is the probability, in percent, that the robot plays to win for a whole
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// game; the rest of the time it plays to lose, so the human wins about 60% of games.
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const playToWinPercent = 40;
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// deviateMaxProb is the peak probability of a single off-strategy move, held through the
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// opening and midgame; it tapers linearly to 0 over the last deviateTaperTiles bag tiles.
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const deviateMaxProb = 0.2;
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const deviateTaperTiles = 14;
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const FNV_OFFSET = 14695981039346656037n;
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const FNV_PRIME = 1099511628211n;
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const TWO_POW_64 = 1n << 64n;
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const MASK64 = TWO_POW_64 - 1n;
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// u64le returns the 8 little-endian bytes of v reduced mod 2^64, matching Go's
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// binary.LittleEndian.PutUint64(uint64(int64(v))) — negatives wrap two's-complement.
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function u64le(v: bigint): number[] {
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let x = ((v % TWO_POW_64) + TWO_POW_64) % TWO_POW_64;
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const out: number[] = [];
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for (let i = 0; i < 8; i++) {
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out.push(Number(x & 0xffn));
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x >>= 8n;
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}
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return out;
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}
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/**
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* mix folds the game seed and a salt (a label plus optional integers such as the move
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* index) into a stable 64-bit value, mirroring robot.mix (FNV-1a over the seed's 8 bytes,
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* the salt bytes, then each number's 8 bytes). seed is the game's bag seed.
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*/
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export function mix(seed: bigint, salt: string, ...nums: number[]): bigint {
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let h = FNV_OFFSET;
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const feed = (b: number): void => {
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h = ((h ^ BigInt(b & 0xff)) * FNV_PRIME) & MASK64;
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};
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for (const b of u64le(seed)) feed(b);
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for (let i = 0; i < salt.length; i++) feed(salt.charCodeAt(i));
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for (const n of nums) for (const b of u64le(BigInt(n))) feed(b);
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return h;
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}
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/** unitFloat maps a mixed value to a float in [0, 1), mirroring robot.unitFloat. */
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export function unitFloat(v: bigint): number {
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return Number(v) / Number(TWO_POW_64);
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}
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/**
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* playToWin reports the robot's once-per-game decision to play to win, derived from the
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* seed so it is fixed for the whole game. Mirrors robot.playToWin.
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*/
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export function playToWin(seed: bigint): boolean {
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return mix(seed, 'win') % 100n < BigInt(playToWinPercent);
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}
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// deviateProb is the probability of a single off-strategy move given the tiles left in the
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// bag: deviateMaxProb through the midgame, tapering to 0 over the last deviateTaperTiles.
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function deviateProb(bagLen: number): number {
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if (bagLen <= 0) return 0;
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if (bagLen >= deviateTaperTiles) return deviateMaxProb;
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return (deviateMaxProb * bagLen) / deviateTaperTiles;
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}
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/**
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* deviates reports whether the robot plays a single move against its per-game intent at
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* moveCount, given the tiles left in the bag — a deterministic per-turn draw, never firing
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* once the bag is empty. Mirrors robot.deviates.
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*/
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export function deviates(seed: bigint, moveCount: number, bagLen: number): boolean {
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const p = deviateProb(bagLen);
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if (p <= 0) return false;
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return unitFloat(mix(seed, 'deviate', moveCount)) < p;
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}
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/** MarginBand is an inclusive target range for the resulting score margin (own score after
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* the move minus the opponent's). */
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export interface MarginBand {
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lo: number;
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hi: number;
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}
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/** DEFAULT_BAND aims to lead by 1..30 when playing to win (negated when playing to lose),
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* matching robot.defaultBand. */
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export const DEFAULT_BAND: MarginBand = { lo: 1, hi: 30 };
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/**
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* Decision is the robot's chosen action: a play (the picked candidate), an exchange of the
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* listed tiles, or a pass. Generic over the candidate type (needs only a score) and the
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* rack tile type.
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*/
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export type Decision<C, R> =
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| { kind: 'play'; move: C }
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| { kind: 'exchange'; exchange: R[] }
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| { kind: 'pass' };
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// distanceToBand is how far m lies outside [lo, hi], or 0 when inside.
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function distanceToBand(m: number, lo: number, hi: number): number {
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if (m < lo) return lo - m;
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if (m > hi) return m - hi;
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return 0;
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}
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/**
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* selectMove chooses the robot's action from the ranked candidate plays and the current
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* scores. With at least one legal play it picks the candidate whose resulting margin
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* (myScore + score - oppScore) is closest to the band (negated when not playing to win),
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* breaking ties toward the conservative edge (smallest lead when winning, smallest deficit
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* when losing). With no legal play it exchanges the whole rack when the bag can refill it,
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* else passes. Mirrors robot.selectMove.
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*/
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export function selectMove<C extends { score: number }, R>(
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cands: readonly C[],
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myScore: number,
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oppScore: number,
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win: boolean,
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band: MarginBand,
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rack: readonly R[],
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bagLen: number,
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): Decision<C, R> {
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if (cands.length === 0) {
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if (rack.length > 0 && bagLen >= rack.length) {
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return { kind: 'exchange', exchange: [...rack] };
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}
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return { kind: 'pass' };
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}
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let lo = band.lo;
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let hi = band.hi;
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if (!win) {
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lo = -band.hi;
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hi = -band.lo;
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}
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const margin = (c: C): number => myScore + c.score - oppScore;
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let best = 0;
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let bestDist = Infinity;
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for (let i = 0; i < cands.length; i++) {
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const m = margin(cands[i]);
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const dist = distanceToBand(m, lo, hi);
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if (dist < bestDist) {
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best = i;
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bestDist = dist;
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} else if (dist === bestDist) {
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// Conservative tie-break: keep the lead (win) or the deficit (lose) small.
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if ((win && m < margin(cands[best])) || (!win && m > margin(cands[best]))) best = i;
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}
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}
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return { kind: 'play', move: cands[best] };
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}
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/**
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* decide is the robot's whole per-turn choice: the once-per-game play-to-win intent, flipped
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* for this move by the occasional deviation, fed to selectMove. Mirrors the decision slice of
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* robot (*Service).act. seed is the game's bag seed; cands are the ranked legal plays.
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*/
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export function decide<C extends { score: number }, R>(
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seed: bigint,
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moveCount: number,
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cands: readonly C[],
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myScore: number,
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oppScore: number,
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rack: readonly R[],
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bagLen: number,
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band: MarginBand = DEFAULT_BAND,
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): Decision<C, R> {
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let win = playToWin(seed);
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if (deviates(seed, moveCount, bagLen)) win = !win;
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return selectMove(cands, myScore, oppScore, win, band, rack, bagLen);
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}
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+1057
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