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
+34 -13
View File
@@ -377,7 +377,7 @@ export function reachableDestinations(
start: GridCoord,
initialExit: Port,
): MoveDestination[] {
return exploreMoves(ctx, start, initialExit).destinations;
return exploreMoves(ctx, start, initialExit, false).destinations;
}
/**
@@ -434,12 +434,19 @@ export function exploreMoves(
ctx: MoveContext,
start: GridCoord,
initialExit: Port,
/**
* False when only the destinations are wanted (`reachableDestinations`, every legality check): the
* rejections are then not recorded at all. They never change a destination, and building them was
* pure allocation on the hottest path in the engine.
*/
collectBlocks = true,
): { destinations: MoveDestination[]; blocked: MoveBlock[] } {
const { area, occupancy } = ctx;
const results: MoveDestination[] = [];
const blocked: MoveBlock[] = [];
const noted = new Set<string>();
const block = (coord: GridCoord, kind: MoveBlockKind, why: string): void => {
if (!collectBlocks) return;
const k = coordKey(coord);
if (noted.has(k)) return;
noted.add(k);
@@ -459,10 +466,25 @@ export function exploreMoves(
couples: RollingStock[];
/** Coord key each entry in `couples` came off, aligned by index — see `routeOutcomeKey`. */
origins: string[];
/** Cards visited on THIS route, start included. A per-path set, not a global one — see the
* module doc comment on `MAX_ENUMERATED_FRONTIER` for why a global one would forbid the very
* routes this walk exists to find. */
visited: Set<string>;
};
/**
* Has THIS route already used `to`? Per-path, not global — see the doc comment on
* `MAX_ENUMERATED_FRONTIER` for why a global set would forbid the very routes this walk exists to
* find.
*
* Read off the route's own `path` instead of a Set copied at every step, which was a large share of
* the walk's garbage. It answers exactly as that Set did: the start square, then every square
* enqueued along the route AFTER the first hop, including this node's own — the first hop's square
* was never added, and `path[0]` is that square, so the scan begins at 1.
*/
const onRoute = (node: Frontier, to: GridCoord): boolean => {
if (sameCoord(to, start)) return true;
if (node.path.length > 0 && sameCoord(to, node.coord)) return true;
for (let k = 1; k < node.path.length; k++) {
if (sameCoord(node.path[k]!.coord, to)) return true;
}
return false;
};
// The very first hop is checked here because `start`'s card is not itself enqueued; every later
@@ -493,13 +515,14 @@ export function exploreMoves(
path: [],
couples: ownCut,
origins: ownCut.map(() => startKey),
visited: new Set([startKey]),
},
];
let enumerated = 1;
while (queue.length > 0) {
const node = queue.shift()!;
// FIFO by index rather than `shift()`, which re-packs the array on every pop. Same order.
let head = 0;
while (head < queue.length) {
const node = queue[head++]!;
const card = cardAt(area, node.coord);
if (!card) continue;
@@ -592,17 +615,15 @@ export function exploreMoves(
// direction; it never says without repeating ground, but a train cannot occupy the same
// track twice at once either). Per-path, not global — a DIFFERENT route may legitimately
// pass through a card this one already used.
const toKey = coordKey(to);
if (node.visited.has(toKey)) continue;
if (onRoute(node, to)) continue;
if (enumerated >= MAX_ENUMERATED_FRONTIER) break;
enumerated++;
const step: MoveStep = { coord: node.coord, entry: node.entry, exit };
const visited = new Set(node.visited);
visited.add(toKey);
queue.push({ coord: to, entry: opposite(exit), path: [...node.path, step], couples, origins, visited });
queue.push({ coord: to, entry: opposite(exit), path: [...node.path, step], couples, origins });
}
}
if (!collectBlocks) return { destinations: results, blocked };
// A card that turned out to be reachable after all is not a blocker: the walk may meet a square
// from a bad angle first and a good one later.
const reached = new Set(results.map((r) => coordKey(r.coord)));