v0.8.0.9 — the bot plans its switching turn, stops wasting its draws, and the engine walks each route once
The developer bot, re-measured decision by decision against the bot before it, goes from about -0.3 revenue a game to about 4.8: - plans the whole switching turn before its first Move (sim/switch-planner.ts), +2.89 over 1600 paired seeds; closes TODO #53 - takes a face-up card only if it could play it, +1.52 over 1600 seeds - stops running Second Sections by accident in the New Train phase, +0.32 - lays track by what the district can do afterwards, +0.12 over 6400 seeds, run-arounds in 22 of 60 districts against 9 The engine is 2.8x faster with play proven identical: a route cache scoped to one unchanged position, applyIntent split into prepareIntent + commitEvents, and less allocation in exploreMoves. npm test now leaves out the bot simulations, which run as npm run test:sim. No rule changed; games in progress resume. Rejected candidates and the Second Section card question are in CHANGELOG.md and TODO.md (#104-#106). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
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co-authored by
Claude Opus 5
parent
072029b1f7
commit
76c6e103b3
+63
-9
@@ -1508,17 +1508,48 @@ export function selectDestination(
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return chosen ?? atTo[0];
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}
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/**
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* ROUTES, WALKED ONCE PER POSITION.
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*
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* A route walk (`reachableDestinations`) was a third of all simulation time, and most of it was the
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* same walk repeated: `legal.ts` walks a tray's routes to list its moves, then `check` walks them again
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* for every one of those moves, and `applyIntent` walks the chosen one a third time in `execute`.
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* Profiled 2026-09-14 with inlining off: `reachableDestinations` 34% inclusive, garbage collection 34%.
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*
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* So while one position is being examined — a legal-action listing, or the check and execute of one
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* intent — a walk is kept and reused. Both scopes read the state and never write it, the key names
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* everything the walk depends on besides that state, and the cache is keyed to the state OBJECT and
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* cleared when the scope ends, so a hit returns exactly what a fresh walk would have. Nothing may
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* mutate a returned route; nothing does.
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*/
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let routeCache: { state: GameState; routes: Map<string, MoveDestination[]> } | null = null;
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export function withRouteCache<T>(s: GameState, fn: () => T): T {
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if (routeCache) return fn();
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routeCache = { state: s, routes: new Map() };
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try {
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return fn();
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} finally {
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routeCache = null;
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}
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}
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function destinationsFor(
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s: GameState,
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player: PlayerIndex,
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trayId: TrayId,
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from: GridCoord,
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reverse: boolean,
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) {
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): MoveDestination[] {
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const cache = routeCache?.state === s ? routeCache.routes : null;
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const key = cache ? `${player}|${trayId}|${from.row},${from.col}|${reverse ? 1 : 0}` : '';
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const hit = cache?.get(key);
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if (hit) return hit;
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const tray = s.trays.get(trayId)!;
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const facing = facingPort(s, trayId);
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const exit: Port = reverse ? reversePort(s, player, from, facing) : facing;
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return reachableDestinations(
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const routes = reachableDestinations(
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{
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area: areaOf(s, player),
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occupancy: occupancyFor(s, player, trayId),
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@@ -1528,6 +1559,8 @@ function destinationsFor(
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from,
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exit,
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);
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cache?.set(key, routes);
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return routes;
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}
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/**
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@@ -2702,7 +2735,8 @@ export function reduce(s: GameState, e: GameEvent): void {
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* index is out of range, which `check` reports rather than silently defaulting — a wrong
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* orientation is a different card, not a detail.
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*/
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function protoCard(
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/** Exported for the same reason as `extendLimitsIfNeeded`: the bot builds the card a lay would place exactly as the reducer does. */
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export function protoCard(
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kind: { kind: string; geometry?: string; facility?: string; hand?: string },
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variant: number | undefined,
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): TrackCard | null {
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@@ -3093,7 +3127,8 @@ function applyModifier(area: OfficeArea, coord: GridCoord, modifier: ModifierKin
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* §8.1 and §10 both reason about "the track between the train and the Limits", Interlocking holds
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* an arrival AT the Limits, and running past a player's Limits is what makes a collision his fault.
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*/
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function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
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/** Exported so the bot can score a lay on a copy of the district by the engine's own rule, not a copy of it. */
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export function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
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if (placed.row !== area.runningRow) return;
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if (placed.col <= area.limitsWest.col) {
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@@ -3287,16 +3322,35 @@ function limitsCard(): TrackCard {
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// Public entry point
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// ---------------------------------------------------------------------------
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export function applyIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
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const code = check(s, player, i);
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if (code) return { ok: false, code, message: `${i.type} rejected: ${code}` };
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/**
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* THE FIRST HALF OF `applyIntent`: decide, without changing anything.
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*
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* `check` and `execute` read the same unchanged position, so its routes are walked once between them
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* (`withRouteCache`). Never writes `s`. Split out for a caller that decides many intents against ONE
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* position and applies each to a COPY of it — the switching planner — which can then share that
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* position's routes across every candidate instead of re-walking them on each copy.
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*/
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export function prepareIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
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const prepared = withRouteCache(s, (): { code: RejectionCode } | { events: GameEvent[] } => {
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const code = check(s, player, i);
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return code ? { code } : { events: execute(s, player, i) };
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});
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if ('code' in prepared) return { ok: false, code: prepared.code, message: `${i.type} rejected: ${prepared.code}` };
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return { ok: true, events: prepared.events };
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}
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const events = execute(s, player, i);
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/** THE SECOND HALF: fold events `prepareIntent` produced into a state equal to the one it read. */
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export function commitEvents(s: GameState, events: readonly GameEvent[]): void {
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for (const e of events) reduce(s, e);
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// Gitea#16 — the intent half of the fold; `advance` does the phase driver's half. See `tally.ts`
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// for why it cannot simply live inside `reduce`.
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for (const e of events) tallyEvent(s, e);
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return { ok: true, events };
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}
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export function applyIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
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const r = prepareIntent(s, player, i);
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if (r.ok) commitEvents(s, r.events);
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return r;
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}
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export { isOperationalRail, destinationsFor };
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