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Three owner-requested polish changes: - robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a flat uniform 9-12 h wait before every nudge; the existing sleep-window gate still skips and defers a nudge that would land in the robot's night. - ui: colour the lobby/in-game unread dot by type -- the regular danger colour when a chat message is unread, a softer amber (--warn) when only nudges are. Adds a per-viewer unread_messages flag (chat_messages.kind='message') across the backend DTO, FlatBuffers wire, gateway transcode and the UI store. - ui: float games with any unread notification to the top of the lobby's your-turn and opponent-turn sections (finished keeps its order), reusing the existing unread_chat flag. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire field is backward-compatible.
371 lines
15 KiB
Go
371 lines
15 KiB
Go
package robot
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import (
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"encoding/binary"
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"hash/fnv"
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"math"
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"time"
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/engine"
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)
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// The robot's per-game and per-turn choices are derived deterministically from
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// the game's bag seed, so the scheduler keeps no extra state and recomputes the
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// same behaviour on every tick and after a restart (mirroring how the engine
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// replays a game from the same seed). The mixing must be stable across process
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// restarts, so it uses FNV-1a rather than hash/maphash (whose seed is process
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// random).
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const (
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// playToWinPercent is the probability, in percent, that the robot decides at
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// game start to play to win; the rest of the time it plays to lose, so the
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// human wins about 60% of games (docs/ARCHITECTURE.md §7).
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playToWinPercent = 40
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// The robot occasionally plays a single move against its per-game win/lose
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// intent (an off-strategy "wobble"), so the chosen strategy may not pan out —
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// which favours the human. deviateMaxProb is the peak probability of that, held
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// through the opening and midgame; it tapers linearly to 0 over the last
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// deviateTaperTiles tiles left in the bag, reaching 0 once the bag is empty, so
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// the endgame follows the chosen strategy strictly (docs/ARCHITECTURE.md §7).
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deviateMaxProb = 0.20
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deviateTaperTiles = 14
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// The robot's think time depends on how far the game has progressed: early moves
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// are quick and late moves can be long (endgame deliberation). The delay is drawn
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// from a band that interpolates with the move count from [delayEarlyLoMinutes,
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// delayEarlyHiMinutes] at the first move to [delayLateLoMinutes, delayLateHiMinutes]
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// by avgGameMoves, then right-skewed by delaySkew (a larger exponent concentrates
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// delays near the band's floor — an active player). The result is clamped to
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// [delayHardMinMinutes, delayHardMaxMinutes]. The numbers are deliberate estimates,
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// to be retuned once real play statistics arrive (docs/ARCHITECTURE.md §7).
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delayEarlyLoMinutes = 3.0
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delayEarlyHiMinutes = 10.0
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delayLateLoMinutes = 10.0
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delayLateHiMinutes = 90.0
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delaySkew = 4.0
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avgGameMoves = 28.0
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delayHardMinMinutes = 1.0
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delayHardMaxMinutes = 90.0
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// In a dead-drawn endgame — the two most recent committed moves are both passes,
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// so the board and the robot's rack are frozen and the robot is bound to pass
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// again — the robot drops the long late-game think time and answers on a shortened
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// schedule scaled to the human's own last-move (pass) think time: a uniform sample
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// from [endgameLoFactor, endgameHiFactor] of it, clamped to [endgameFloorSeconds,
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// endgameCapMinutes]. A slow human collapses to the cap (the robot never drags out
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// a decided game), a fast human is tracked, and the floor keeps the robot from
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// passing suspiciously instantly. The shrink only ever lowers the delay (it is
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// taken as a min with the normal schedule), so it never makes the robot slower, and
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// it composes with the sleep window, which is still honoured before any move.
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endgameLoFactor = 0.8
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endgameHiFactor = 1.5
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endgameFloorSeconds = 30.0
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endgameCapMinutes = 8.0
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// nudgeReplySpreadMinutes is the width of the quick window, anchored at the move's
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// lower band (delayBand's lo), within which the robot answers a daytime nudge on
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// its turn — so a nudged robot replies near the floor of its think time.
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nudgeReplySpreadMinutes = 5.0
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// sleepStartHour and sleepEndHour bound the robot's nightly sleep in its
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// (opponent-anchored, drifted) local time: it makes no move and sends no nudge
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// while the local hour is in [sleepStartHour, sleepEndHour).
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sleepStartHour = 0
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sleepEndHour = 7
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// sleepDriftHours is the half-width of the random drift applied to the robot's
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// sleep window relative to the opponent's timezone, in hours.
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sleepDriftHours = 3
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// The robot proactively nudges the idle human on a sparse, randomized schedule rather than an
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// hourly stream: every nudge waits a uniform random 9-12 h after its reference point (the turn
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// start for the first nudge, the previous nudge thereafter), so even a long-neglected turn
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// collects only a few widely-spaced reminders. The 3 h window width is the random spread; the
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// gap does not lengthen with idle time. The driver still skips a nudge that would land in the
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// robot's sleep window, deferring it to the first scan after wake.
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nudgeGapLoHours = 9.0
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nudgeGapHiHours = 12.0
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)
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// defaultBand is the target resulting score margin after the robot's move: when
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// playing to win it aims to lead by 1..30 points, when playing to lose it aims to
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// trail by 1..30 (the band is negated). It picks the candidate closest to the
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// band rather than the maximum (docs/ARCHITECTURE.md §7).
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var defaultBand = marginBand{lo: 1, hi: 30}
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// marginBand is an inclusive target range for the resulting score margin
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// (own score after the move minus the opponent's).
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type marginBand struct{ lo, hi int }
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// decisionKind enumerates the move the robot makes on its turn.
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type decisionKind int
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const (
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decidePlay decisionKind = iota
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decideExchange
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decidePass
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)
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// decision is the robot's chosen action for a turn: a play (Move), an exchange of
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// the listed tiles, or a pass.
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type decision struct {
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kind decisionKind
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move engine.MoveRecord
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exchange []string
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}
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// mix folds the game seed and a salt (a label plus optional integers such as the
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// move index) into a stable 64-bit value. It is deterministic across process
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// restarts.
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func mix(seed int64, salt string, nums ...int) uint64 {
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h := fnv.New64a()
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var b [8]byte
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binary.LittleEndian.PutUint64(b[:], uint64(seed))
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_, _ = h.Write(b[:])
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_, _ = h.Write([]byte(salt))
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for _, n := range nums {
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binary.LittleEndian.PutUint64(b[:], uint64(int64(n)))
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_, _ = h.Write(b[:])
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}
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return h.Sum64()
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}
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// unitFloat maps a mixed value to a float in [0, 1).
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func unitFloat(v uint64) float64 {
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return float64(v) / (float64(math.MaxUint64) + 1)
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}
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// playToWin reports the robot's once-per-game decision to play to win, derived
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// from the seed so it is fixed for the whole game.
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func playToWin(seed int64) bool {
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return mix(seed, "win")%100 < playToWinPercent
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}
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// PlayToWin exposes the once-per-game play-to-win decision for a game's bag seed, for the
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// admin console (it is deterministic and fixed for the whole game).
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func PlayToWin(seed int64) bool { return playToWin(seed) }
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// PlayToWinTargetPercent is the configured probability, in percent, that a robot plays to
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// win in any given game (the admin console shows it alongside the per-game decision).
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const PlayToWinTargetPercent = playToWinPercent
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// deviateProb is the probability that the robot plays a single move against its
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// per-game win/lose intent, given the number of tiles left in the bag. It is
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// deviateMaxProb through the opening and midgame, then tapers linearly to 0 over
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// the last deviateTaperTiles tiles, reaching 0 once the bag is empty so the endgame
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// follows the chosen strategy strictly.
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func deviateProb(bagLen int) float64 {
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switch {
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case bagLen <= 0:
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return 0
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case bagLen >= deviateTaperTiles:
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return deviateMaxProb
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default:
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return deviateMaxProb * float64(bagLen) / float64(deviateTaperTiles)
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}
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}
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// deviates reports whether the robot deviates from its per-game win/lose intent on
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// the move at moveCount: a deterministic per-turn draw (mix/unitFloat, like the
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// think-time sampling) against deviateProb(bagLen), so it is reproducible across
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// restarts and never fires once the bag is empty.
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func deviates(seed int64, moveCount, bagLen int) bool {
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p := deviateProb(bagLen)
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if p <= 0 {
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return false
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}
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return unitFloat(mix(seed, "deviate", moveCount)) < p
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}
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// NextMoveAt is the deterministic instant the robot is scheduled to play the move at
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// moveCount, given when the turn started and the opponent's timezone (which anchors the
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// robot's sleep window). It is the sampled think-time delay, deferred to the end of the
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// sleep window when it would otherwise land while the robot is asleep. The driver acts on
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// a scan tick, so the real move lands at the first scan at or after this instant. It is
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// meaningful only on the robot's own turn; the admin console surfaces it as an ETA. In a
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// dead-drawn endgame the robot may pass sooner than this (see endgamePassDelay); NextMoveAt
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// remains the normal-schedule upper bound.
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func NextMoveAt(seed int64, moveCount int, turnStartedAt time.Time, opponentTZ string) time.Time {
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t := turnStartedAt.Add(moveDelay(seed, moveCount))
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drift := sleepDrift(seed)
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if asleep(opponentTZ, drift, t) {
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t = wakeAfter(opponentTZ, drift, t)
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}
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return t
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}
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// wakeAfter returns the first instant at or after t when the robot is awake — the local
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// hour reaches sleepEndHour in the opponent's drifted timezone — converted back to UTC.
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func wakeAfter(opponentTZ string, drift time.Duration, t time.Time) time.Time {
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local := t.In(loadLocation(opponentTZ)).Add(drift)
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wake := time.Date(local.Year(), local.Month(), local.Day(), sleepEndHour, 0, 0, 0, local.Location())
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if !wake.After(local) {
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wake = wake.Add(24 * time.Hour)
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}
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return wake.Add(-drift).UTC()
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}
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// delayBand returns the lower and upper bounds, in minutes, of the move-delay band
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// for the move at moveCount. It interpolates linearly with game progress (the move
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// count over avgGameMoves, capped at 1): early moves sit in a short band and late
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// moves in a long one.
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func delayBand(moveCount int) (lo, hi float64) {
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p := float64(moveCount) / avgGameMoves
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if p > 1 {
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p = 1
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}
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lo = delayEarlyLoMinutes + (delayLateLoMinutes-delayEarlyLoMinutes)*p
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hi = delayEarlyHiMinutes + (delayLateHiMinutes-delayEarlyHiMinutes)*p
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return lo, hi
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}
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// moveDelay is the robot's think time for the move at moveCount: a right-skewed
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// sample from the move's delayBand, clamped to the hard bounds. The skew (delaySkew
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// > 1) makes short delays frequent and long ones rare, with a tail to the band's top.
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func moveDelay(seed int64, moveCount int) time.Duration {
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lo, hi := delayBand(moveCount)
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u := unitFloat(mix(seed, "delay", moveCount))
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return clampMinutes(lo + (hi-lo)*math.Pow(u, delaySkew))
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}
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// endgamePassDelay is the robot's shortened think time for a guaranteed endgame pass
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// (the two most recent moves are both passes), given the human's last-move think time
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// oppLast: a uniform sample from [endgameLoFactor, endgameHiFactor] of oppLast, clamped
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// to [endgameFloorSeconds, endgameCapMinutes]. It is deterministic per (seed, moveCount)
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// like moveDelay, and oppLast is read from the persisted move journal, so the schedule is
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// reproducible across restarts. The caller takes it as a min with moveDelay, so it never
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// slows the robot down. A non-positive oppLast (clock skew) clamps up to the floor.
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func endgamePassDelay(seed int64, moveCount int, oppLast time.Duration) time.Duration {
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floor := time.Duration(endgameFloorSeconds * float64(time.Second))
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ceil := time.Duration(endgameCapMinutes * float64(time.Minute))
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lo := clampDur(time.Duration(float64(oppLast)*endgameLoFactor), floor, ceil)
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hi := clampDur(time.Duration(float64(oppLast)*endgameHiFactor), floor, ceil)
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if hi < lo {
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hi = lo
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}
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u := unitFloat(mix(seed, "endgame", moveCount))
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return lo + time.Duration(float64(hi-lo)*u)
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}
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// nudgeReplyDelay is how soon after a daytime nudge the robot answers the move at
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// moveCount: a uniform sample from the quick window [lo, lo+nudgeReplySpreadMinutes],
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// where lo is the move's lower band — so a nudge pulls the move in near the floor of
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// the robot's think time.
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func nudgeReplyDelay(seed int64, moveCount int) time.Duration {
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lo, _ := delayBand(moveCount)
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u := unitFloat(mix(seed, "nudge", moveCount))
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return clampMinutes(lo + nudgeReplySpreadMinutes*u)
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}
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// proactiveNudgeGap is the randomized wait before the next proactive nudge, given how long the
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// human had already been idle at the previous nudge (refIdle; 0 for the first nudge of the turn).
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// It is a uniform sample in [nudgeGapLoHours, nudgeGapHiHours] hours, deterministic per
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// (seed, refIdle) so the driver computes the same due time on every scan. refIdle only salts the
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// draw, so each successive nudge of a still-idle turn waits a fresh 9-12 h rather than lengthening.
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func proactiveNudgeGap(refIdle time.Duration, seed int64) time.Duration {
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u := unitFloat(mix(seed, "pnudge", int(refIdle/(30*time.Minute))))
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hours := nudgeGapLoHours + (nudgeGapHiHours-nudgeGapLoHours)*u
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return time.Duration(hours * float64(time.Hour))
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}
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// clampMinutes converts a minute count to a duration, clamping it to the hard delay
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// bounds so an out-of-range band can never produce an absurd think time.
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func clampMinutes(mins float64) time.Duration {
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if mins < delayHardMinMinutes {
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mins = delayHardMinMinutes
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}
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if mins > delayHardMaxMinutes {
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mins = delayHardMaxMinutes
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}
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return time.Duration(mins * float64(time.Minute))
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}
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// clampDur returns d confined to the inclusive range [lo, hi].
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func clampDur(d, lo, hi time.Duration) time.Duration {
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switch {
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case d < lo:
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return lo
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case d > hi:
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return hi
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default:
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return d
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}
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}
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// sleepDrift is the per-game shift of the robot's sleep window relative to the
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// opponent's timezone, in [-sleepDriftHours, +sleepDriftHours] hours.
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func sleepDrift(seed int64) time.Duration {
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span := 2*sleepDriftHours + 1
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h := int(mix(seed, "tz")%uint64(span)) - sleepDriftHours
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return time.Duration(h) * time.Hour
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}
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// asleep reports whether the robot is in its nightly sleep window at now. The
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// window is [sleepStartHour, sleepEndHour) in the opponent's timezone shifted by
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// drift; an unknown or empty timezone falls back to UTC.
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func asleep(opponentTZ string, drift time.Duration, now time.Time) bool {
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local := now.In(loadLocation(opponentTZ)).Add(drift)
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h := local.Hour()
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return h >= sleepStartHour && h < sleepEndHour
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}
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// loadLocation resolves a stored timezone (an IANA name or a "±HH:MM" offset),
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// falling back to UTC when it is empty or unknown (so a bad opponent profile never
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// breaks the driver). It defers to account.ResolveZone.
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func loadLocation(name string) *time.Location {
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return account.ResolveZone(name)
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}
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// selectMove chooses the robot's action given the ranked candidate plays, the
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// current scores, the play-to-win decision and the target band. With at least one
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// legal play it picks the candidate whose resulting margin (myScore + score -
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// oppScore) is closest to the band, breaking ties toward the conservative edge
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// (the smallest lead when winning, the smallest deficit when losing). With no
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// legal play it exchanges the whole rack when the bag can refill it, else passes.
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func selectMove(cands []engine.MoveRecord, myScore, oppScore int, win bool, band marginBand, rack []string, bagLen int) decision {
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if len(cands) == 0 {
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if len(rack) > 0 && bagLen >= len(rack) {
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return decision{kind: decideExchange, exchange: append([]string(nil), rack...)}
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}
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return decision{kind: decidePass}
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}
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lo, hi := band.lo, band.hi
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if !win {
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lo, hi = -band.hi, -band.lo
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}
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margin := func(c engine.MoveRecord) int { return myScore + c.Score - oppScore }
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best := 0
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bestDist := math.MaxInt
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for i, c := range cands {
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m := margin(c)
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dist := distanceToBand(m, lo, hi)
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switch {
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case dist < bestDist:
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best, bestDist = i, dist
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case dist == bestDist:
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// Conservative tie-break inside the band: keep the lead (win) or the
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// deficit (lose) small.
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if win && m < margin(cands[best]) || !win && m > margin(cands[best]) {
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best = i
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}
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}
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}
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return decision{kind: decidePlay, move: cands[best]}
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}
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// distanceToBand is how far m lies outside [lo, hi], or 0 when inside.
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func distanceToBand(m, lo, hi int) int {
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switch {
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case m < lo:
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return lo - m
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case m > hi:
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return m - hi
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default:
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return 0
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}
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}
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