Files
scrabble-game/backend/internal/robot/driver.go
T
Ilia Denisov aa765a0c06
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feat: honest AI opponent in quick game
New Game's quick game gains an explicit opponent selector — 🤖 AI (default)
or 👤 Random player. AI starts a game seated with a pooled robot that joins
and moves at once: no per-move timeout (a 7-day inactivity loss reusing the
turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown
as 🤖 everywhere. The random path (disguised robot) is unchanged.

Driven by one game flag (games.vs_ai), set only on AI-started games so the
disguised path is never revealed; Matchmaker.StartVsAI seats the robot
directly (no open pool); the robot replies event-driven via the game service's
after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView.
2026-06-15 20:14:24 +02:00

257 lines
8.7 KiB
Go

package robot
import (
"context"
"errors"
"time"
"github.com/google/uuid"
"go.opentelemetry.io/otel/attribute"
"go.opentelemetry.io/otel/metric"
"go.uber.org/zap"
"scrabble/backend/internal/game"
)
// Run drives the robot until ctx is cancelled, scanning for due turns every
// interval. It mirrors the game turn-timeout sweeper and is started once from
// main; it simply calls Drive on each tick.
func (s *Service) Run(ctx context.Context, interval time.Duration) {
ticker := time.NewTicker(interval)
defer ticker.Stop()
for {
select {
case <-ctx.Done():
return
case <-ticker.C:
s.Drive(ctx, s.clock())
}
}
}
// Drive performs one scan: it handles every active game seating a pool robot as
// of now. Run calls it on a timer; it takes now explicitly so tests and ops can
// drive a single pass at a chosen instant (mirroring game.Service.SweepTimeouts).
func (s *Service) Drive(ctx context.Context, now time.Time) {
turns, err := s.games.RobotTurns(ctx, s.poolIDs())
if err != nil {
s.log.Warn("robot scan failed", zap.Error(err))
return
}
for _, rt := range turns {
if err := s.handle(ctx, rt, now); err != nil {
s.log.Warn("robot turn failed", zap.String("game", rt.GameID.String()), zap.Error(err))
}
}
}
// handle resolves the opponent (a two-player auto-match), honours the robot's
// sleep window, then either makes a move on the robot's turn or considers a
// proactive nudge on the human's turn. The seat→account mapping is fixed for the
// game's life, so reading it at a different instant than the scan is consistent;
// the turn cursor comes from the scan snapshot (rt), and the submit/nudge calls
// re-validate against the live state and skip benignly if it has moved on.
func (s *Service) handle(ctx context.Context, rt game.RobotTurn, now time.Time) error {
seats, _, status, err := s.games.Participants(ctx, rt.GameID)
if err != nil {
return err
}
if status != game.StatusActive {
return nil
}
oppID, ok := opponentOf(seats, rt.RobotSeat)
if !ok {
return nil
}
// Honest-AI game: the robot moves the instant it is its turn — no sleep window and
// no proactive nudge (chat and nudge are disabled in these games, and the player
// chose an opponent that "moves at once"). It still plays to the same per-game
// strength (playToWin) and margin band as the human-mimicry path.
if rt.VsAI {
if rt.ToMove == rt.RobotSeat {
return s.act(ctx, rt, now)
}
return nil
}
opp, err := s.accounts.GetByID(ctx, oppID)
if err != nil {
return err
}
if asleep(opp.TimeZone, sleepDrift(rt.Seed), now) {
return nil
}
if rt.ToMove == rt.RobotSeat {
return s.maybeMove(ctx, rt, oppID, now)
}
return s.maybeNudge(ctx, rt, now)
}
// DriveGame handles a single active game seating a pool robot, immediately. It backs
// the honest-AI fast-move trigger fired by the game service after a vs_ai game is
// created or advanced; it mirrors Drive's per-game step but for one game (false from
// the focused read means the game is gone, finished, or holds no pooled robot).
func (s *Service) DriveGame(ctx context.Context, gameID uuid.UUID, now time.Time) error {
rt, ok, err := s.games.RobotTurn(ctx, gameID, s.poolIDs())
if err != nil {
return err
}
if !ok {
return nil
}
return s.handle(ctx, rt, now)
}
// driveTimeout bounds a triggered, off-request honest-AI move so a stuck call cannot
// leak a goroutine. A robot move is a quick in-process computation, so it is generous.
const driveTimeout = 30 * time.Second
// TriggerMove asynchronously drives the robot's move in an honest-AI game, used by the
// game service's after-commit/after-create hook so the robot replies at once instead of
// waiting for the next driver scan. It returns immediately and runs on a background
// context (the originating request's context may already be cancelled); errors are
// logged. The periodic Drive scan remains the fallback if a trigger is missed.
func (s *Service) TriggerMove(gameID uuid.UUID) {
go func() {
ctx, cancel := context.WithTimeout(context.Background(), driveTimeout)
defer cancel()
if err := s.DriveGame(ctx, gameID, s.clock()); err != nil {
s.log.Warn("robot trigger failed", zap.String("game", gameID.String()), zap.Error(err))
}
}()
}
// maybeMove acts when the robot's think time has elapsed. A daytime nudge from
// the opponent during the current turn pulls the move in to the short reply
// window; otherwise the robot waits out its sampled delay.
func (s *Service) maybeMove(ctx context.Context, rt game.RobotTurn, oppID uuid.UUID, now time.Time) error {
if now.Before(rt.TurnStartedAt.Add(moveDelay(rt.Seed, rt.MoveCount))) {
last, ok, err := s.social.LastNudgeAt(ctx, rt.GameID, oppID)
if err != nil {
return err
}
if !ok || !last.After(rt.TurnStartedAt) {
return nil // not yet due and no nudge this turn
}
if now.Before(last.Add(nudgeReplyDelay(rt.Seed, rt.MoveCount))) {
return nil // within the reply window
}
}
return s.act(ctx, rt, now)
}
// maybeNudge sends a proactive nudge on a lengthening, randomized schedule (proactiveNudgeGap):
// the first lands ~60-90 min into the human's turn, and each one waits longer than the last, so a
// long idle turn gets a handful of increasingly-spaced reminders rather than an hourly stream. The
// gap is measured from the previous nudge (or the turn start for the first). The social service
// still enforces the once-per-game floor and rejects a nudge on the robot's own turn, so any such
// rejection is benign.
func (s *Service) maybeNudge(ctx context.Context, rt game.RobotTurn, now time.Time) error {
ref := rt.TurnStartedAt
if last, ok, err := s.social.LastNudgeAt(ctx, rt.GameID, rt.RobotID); err != nil {
return err
} else if ok && last.After(rt.TurnStartedAt) {
ref = last
}
if now.Sub(ref) < proactiveNudgeGap(ref.Sub(rt.TurnStartedAt), rt.Seed) {
return nil
}
if _, err := s.social.Nudge(ctx, rt.GameID, rt.RobotID); err != nil {
s.log.Debug("robot nudge skipped", zap.String("game", rt.GameID.String()), zap.Error(err))
}
return nil
}
// act reads the live turn, chooses a move by margin and submits it. State that
// has moved on since the scan (a finished game, a turn that is no longer the
// robot's) surfaces as a benign error and is skipped.
func (s *Service) act(ctx context.Context, rt game.RobotTurn, now time.Time) error {
st, err := s.games.GameState(ctx, rt.GameID, rt.RobotID)
if err != nil {
return skipBenign(err)
}
cands, err := s.games.Candidates(ctx, rt.GameID, rt.RobotID)
if err != nil {
return skipBenign(err)
}
myScore := st.Game.Seats[st.Seat].Score
oppScore := bestOpponentScore(st.Game.Seats, st.Seat)
d := selectMove(cands, myScore, oppScore, playToWin(rt.Seed), defaultBand, st.Rack, st.BagLen)
var res game.MoveResult
switch d.kind {
case decidePlay:
res, err = s.games.SubmitPlay(ctx, rt.GameID, rt.RobotID, d.move.Tiles)
case decideExchange:
res, err = s.games.Exchange(ctx, rt.GameID, rt.RobotID, d.exchange)
default:
res, err = s.games.Pass(ctx, rt.GameID, rt.RobotID)
}
if err != nil {
return skipBenign(err)
}
s.recordFinish(ctx, rt.GameID, rt.RobotID, res.Game)
return nil
}
// recordFinish counts and logs a robot game that the robot's move has just
// finished. account_stats remains the authoritative, complete balance metric
// (it also captures games the human finishes); this live counter only sees
// robot-finished games.
func (s *Service) recordFinish(ctx context.Context, gameID, robotID uuid.UUID, g game.Game) {
if g.Status != game.StatusFinished {
return
}
result := "draw"
for _, seat := range g.Seats {
if seat.IsWinner {
if seat.AccountID == robotID {
result = "win"
} else {
result = "loss"
}
break
}
}
s.finished.Add(ctx, 1, metric.WithAttributes(attribute.String("result", result)))
s.log.Info("robot game finished",
zap.String("game", gameID.String()),
zap.String("result", result),
zap.String("reason", g.EndReason))
}
// opponentOf returns the account at the single non-robot seat of a two-player
// auto-match, and false when none differs from the robot seat.
func opponentOf(seats []uuid.UUID, robotSeat int) (uuid.UUID, bool) {
for seat, id := range seats {
if seat != robotSeat {
return id, true
}
}
return uuid.Nil, false
}
// bestOpponentScore is the highest score among the seats other than the robot's.
func bestOpponentScore(seats []game.Seat, robotSeat int) int {
best := 0
for _, s := range seats {
if s.Seat != robotSeat && s.Score > best {
best = s.Score
}
}
return best
}
// skipBenign swallows the errors that mean the game moved on since the scan (it
// finished, or it is no longer the robot's turn), so the driver simply tries
// again next tick.
func skipBenign(err error) error {
if errors.Is(err, game.ErrFinished) || errors.Is(err, game.ErrNotYourTurn) || errors.Is(err, game.ErrNotAPlayer) {
return nil
}
return err
}