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
This commit is contained in:
Jesse.Markowitz
2026-09-15 15:30:42 -04:00
co-authored by Claude Opus 5
parent 072029b1f7
commit 76c6e103b3
13 changed files with 1550 additions and 112 deletions
+63 -9
View File
@@ -1508,17 +1508,48 @@ export function selectDestination(
return chosen ?? atTo[0];
}
/**
* ROUTES, WALKED ONCE PER POSITION.
*
* A route walk (`reachableDestinations`) was a third of all simulation time, and most of it was the
* same walk repeated: `legal.ts` walks a tray's routes to list its moves, then `check` walks them again
* for every one of those moves, and `applyIntent` walks the chosen one a third time in `execute`.
* Profiled 2026-09-14 with inlining off: `reachableDestinations` 34% inclusive, garbage collection 34%.
*
* So while one position is being examined — a legal-action listing, or the check and execute of one
* intent — a walk is kept and reused. Both scopes read the state and never write it, the key names
* everything the walk depends on besides that state, and the cache is keyed to the state OBJECT and
* cleared when the scope ends, so a hit returns exactly what a fresh walk would have. Nothing may
* mutate a returned route; nothing does.
*/
let routeCache: { state: GameState; routes: Map<string, MoveDestination[]> } | null = null;
export function withRouteCache<T>(s: GameState, fn: () => T): T {
if (routeCache) return fn();
routeCache = { state: s, routes: new Map() };
try {
return fn();
} finally {
routeCache = null;
}
}
function destinationsFor(
s: GameState,
player: PlayerIndex,
trayId: TrayId,
from: GridCoord,
reverse: boolean,
) {
): MoveDestination[] {
const cache = routeCache?.state === s ? routeCache.routes : null;
const key = cache ? `${player}|${trayId}|${from.row},${from.col}|${reverse ? 1 : 0}` : '';
const hit = cache?.get(key);
if (hit) return hit;
const tray = s.trays.get(trayId)!;
const facing = facingPort(s, trayId);
const exit: Port = reverse ? reversePort(s, player, from, facing) : facing;
return reachableDestinations(
const routes = reachableDestinations(
{
area: areaOf(s, player),
occupancy: occupancyFor(s, player, trayId),
@@ -1528,6 +1559,8 @@ function destinationsFor(
from,
exit,
);
cache?.set(key, routes);
return routes;
}
/**
@@ -2702,7 +2735,8 @@ export function reduce(s: GameState, e: GameEvent): void {
* index is out of range, which `check` reports rather than silently defaulting — a wrong
* orientation is a different card, not a detail.
*/
function protoCard(
/** Exported for the same reason as `extendLimitsIfNeeded`: the bot builds the card a lay would place exactly as the reducer does. */
export function protoCard(
kind: { kind: string; geometry?: string; facility?: string; hand?: string },
variant: number | undefined,
): TrackCard | null {
@@ -3093,7 +3127,8 @@ function applyModifier(area: OfficeArea, coord: GridCoord, modifier: ModifierKin
* §8.1 and §10 both reason about "the track between the train and the Limits", Interlocking holds
* an arrival AT the Limits, and running past a player's Limits is what makes a collision his fault.
*/
function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
/** Exported so the bot can score a lay on a copy of the district by the engine's own rule, not a copy of it. */
export function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
if (placed.row !== area.runningRow) return;
if (placed.col <= area.limitsWest.col) {
@@ -3287,16 +3322,35 @@ function limitsCard(): TrackCard {
// Public entry point
// ---------------------------------------------------------------------------
export function applyIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
const code = check(s, player, i);
if (code) return { ok: false, code, message: `${i.type} rejected: ${code}` };
/**
* THE FIRST HALF OF `applyIntent`: decide, without changing anything.
*
* `check` and `execute` read the same unchanged position, so its routes are walked once between them
* (`withRouteCache`). Never writes `s`. Split out for a caller that decides many intents against ONE
* position and applies each to a COPY of it — the switching planner — which can then share that
* position's routes across every candidate instead of re-walking them on each copy.
*/
export function prepareIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
const prepared = withRouteCache(s, (): { code: RejectionCode } | { events: GameEvent[] } => {
const code = check(s, player, i);
return code ? { code } : { events: execute(s, player, i) };
});
if ('code' in prepared) return { ok: false, code: prepared.code, message: `${i.type} rejected: ${prepared.code}` };
return { ok: true, events: prepared.events };
}
const events = execute(s, player, i);
/** THE SECOND HALF: fold events `prepareIntent` produced into a state equal to the one it read. */
export function commitEvents(s: GameState, events: readonly GameEvent[]): void {
for (const e of events) reduce(s, e);
// Gitea#16 — the intent half of the fold; `advance` does the phase driver's half. See `tally.ts`
// for why it cannot simply live inside `reduce`.
for (const e of events) tallyEvent(s, e);
return { ok: true, events };
}
export function applyIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
const r = prepareIntent(s, player, i);
if (r.ok) commitEvents(s, r.events);
return r;
}
export { isOperationalRail, destinationsFor };