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
+238 -16
View File
@@ -22,6 +22,9 @@
import {
applyIntent,
areaOf,
extendLimitsIfNeeded,
isLockedOut,
protoCard,
canAdvanceLoad,
destinationsFor,
facilityCarTypes,
@@ -29,14 +32,15 @@ import {
ownCutFor,
} from '../engine/apply.ts';
import { MAX_CONSIST, nextOfficeTier, officeProfile } from '../engine/content.ts';
import type { CarType, Hand, TrackGeometry } from '../engine/content.ts';
import type { CarType, FreightKind, Hand, TrackGeometry } from '../engine/content.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
import { canPlaceAt, connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
import type { Port } from '../engine/track.ts';
import { actingPlayer, coordKey, turnOf } from '../engine/state.ts';
import type { Facility, GameState, GridCoord, OfficeArea, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
import { planSwitchingTurn, switchFingerprint } from './switch-planner.ts';
export type BotPolicy = {
name: string;
@@ -106,7 +110,8 @@ function because(reason: string, intent: Intent): Intent {
* Every flag here turns something OFF. That is the opposite of how this started — the tweaks were
* candidates to switch on — and it is the right shape once a candidate has been adopted: what a
* measured heuristic needs afterwards is a way to ask "is this still worth it?" when the deck or
* the rules move under it. Both of these were worth about +1.5 revenue together when adopted; if a
* the rules move under it. The first two were worth about +1.5 revenue together when adopted, and
* planning the switching turn (`noPlanSwitching`) +2.89 on its own; if a
* rebalance changes the economy, that is a claim to re-test rather than to assume.
*
* The candidates that did NOT survive are gone rather than left switched off: preferring coaches at
@@ -121,9 +126,78 @@ export type BotTweaks = {
noTrainCap?: boolean;
/** Draw whenever nothing is urgent, as the bot did before it preferred operating. */
noOperateFirst?: boolean;
/**
* Choose switching Moves one at a time from the rule ladder, as the bot did before it planned the
* whole turn (`switch-planner.ts`). Measured at adoption, 2026-09-14: planning was worth
* +2.89 ± 0.18 revenue a game (t = 15.79) over 1600 paired seeds, 733 better against 21 worse.
*/
noPlanSwitching?: boolean;
/**
* Take a face-up train or industry card whether or not it could be played, as the bot did before
* 2026-09-14. It then took 20.1 trains and 11.9 industries a game off the Departments and discarded
* 20.2 and 11.8, retaking the same card 28.8 times a game. Asking first measured +1.52 ± 0.10
* (t = 15.59) over 1600 paired seeds — this ablation was worse on 880 of them and better on 211.
*/
noPlayableTakes?: boolean;
/**
* Choose where track goes by `bestTrackLay`'s piece rules and the fallback's first legal square, as the
* bot did before 2026-09-15, instead of by what the district can DO afterwards (`bestValuedLay`).
* Scoring the layout measured +0.118 ± 0.029 (t = 4.14) over 6400 paired seeds, and closed run-arounds
* in 22 of 60 districts against 9.
*/
noValueLays?: boolean;
/**
* Let the New Train phase's fallback take `options[0]`, as the bot did before 2026-09-15. Because
* `legalActions` lists `newTrain.secondSection` ahead of the Extra starts, all 26 Second Sections the
* bot ran in 60 games were that accident, and 6 of the 20 collisions followed one. Taking a car, a pass
* or the Extra's start instead measured +0.32 ± 0.09 (t = 3.64) over 400 paired seeds.
*/
noDeliberateNewTrain?: boolean;
};
/**
* A switching turn planned once and then played a step per decision.
*
* Keyed by the tweaks object, because that is what one policy owns — the server shares a single
* `developerBot` across every bot seat, so the plan inside it is kept per player. Each step is
* submitted only while the position still matches the fingerprint the plan expected there; anything
* else replans. A switching turn has no randomness, so in practice a plan is made once a turn.
*/
type ActivePlan = { steps: Intent[]; keys: string[]; next: number; summary: string };
const activePlans = new WeakMap<BotTweaks, Map<PlayerIndex, ActivePlan>>();
function plannedSwitch(s: GameState, player: PlayerIndex, options: Intent[], tweaks: BotTweaks): Intent | null {
let mine = activePlans.get(tweaks);
if (!mine) activePlans.set(tweaks, (mine = new Map()));
const here = switchFingerprint(s, player);
let active = mine.get(player);
if (!active || active.keys[active.next] !== here) {
const p = planSwitchingTurn(s, player);
active = {
steps: p.steps,
keys: p.keys,
next: 0,
summary:
`position ${p.rootScore.toFixed(2)} → ${p.score.toFixed(2)} over ${p.expanded} positions` +
(p.complete ? '' : ', search budget reached'),
};
mine.set(player, active);
}
if (active.next >= active.steps.length) {
mine.delete(player);
const end = options.find((i) => i.type === 'switch.end');
return end ? because(`planned switching turn complete — ${active.summary}`, end) : null;
}
const want = JSON.stringify(active.steps[active.next]);
const match = options.find((i) => JSON.stringify(i) === want);
if (!match) {
mine.delete(player);
return null;
}
active.next++;
return because(`step ${active.next} of ${active.steps.length} of a planned switching turn — ${active.summary}`, match);
}
/** The bot as it plays today. Every knob off. */
export const developerBot: BotPolicy = makeDeveloperBot({});
@@ -209,6 +283,13 @@ export function makeDeveloperBot(tweaks: BotTweaks): BotPolicy {
);
if (match) return because(`the ${w.loaded ? 'loaded' : 'empty'} ${w.type} is what a facility is short of`, match);
}
if (!tweaks.noDeliberateNewTrain) {
const move =
pickFirst(options, 'newTrain.placeCar', 'newTrain.passCar', 'newTrain.startExtra') ??
options.find((i) => i.type !== 'newTrain.secondSection' && i.type !== 'maneuver.redFlags') ??
options[0]!;
return because('no car on offer is one our facilities need', move);
}
return because('no car on offer is one our facilities need', pickFirst(options, 'newTrain.placeCar', 'newTrain.passCar') ?? options[0]!);
}
@@ -438,7 +519,7 @@ function topOfDepartment(s: GameState, slot: number): string | undefined {
* In a competitive game the same call reads the other way round — burying a card a rival wants is an
* attack — which is why the choice belongs to the discarding player and not to the rules.
*/
function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[], tweaks: BotTweaks): Intent | null {
let best: Intent | null = null;
let bestScore = -Infinity;
for (const i of options) {
@@ -448,7 +529,7 @@ function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[]): Inte
// two showing whatever they happened to start with. Measured over 100 games — spreading 2.87
// revenue, concentrating on the deepest 2.67, indifferent 2.67.
const top = topOfDepartment(s, i.toSlot);
const wanted = isWorthTaking(s, player, i.toSlot);
const wanted = isWorthTaking(s, player, i.toSlot, tweaks);
const depth = s.decks.departments[i.toSlot]?.length ?? 0;
const score = (top === undefined ? 6 : wanted ? -10 : 2) - Math.min(depth, 4) * 0.5;
if (score > bestScore) {
@@ -460,10 +541,39 @@ function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[]): Inte
}
/** A face-up card worth spending the draw on rather than gambling on the deck. */
function isWorthTaking(s: GameState, player: PlayerIndex, slot: number): boolean {
return takingRank(s, player, slot) > 0;
function isWorthTaking(s: GameState, player: PlayerIndex, slot: number, tweaks: BotTweaks): boolean {
return takingRank(s, player, slot, tweaks) > 0;
}
/**
* Could an industry of this kind be laid anywhere right now? Asked of the engine's own placement
* rule (`canPlaceAt`) and lockout (`isLockedOut`) rather than a copy: an industry is plain east-west
* track, so the only squares worth asking about are empty ones east or west of a card already down.
*/
function industrySiteExists(s: GameState, player: PlayerIndex, kind: FreightKind): boolean {
const area = areaOf(s, player);
if (isLockedOut(area, kind)) return false;
const probe = {
geometry: { kind: 'facility', facility: kind },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
} as unknown as TrackCard;
for (const key of area.grid.keys()) {
const [row, col] = key.split(',').map(Number);
for (const dc of [1, -1]) {
const at = { row: row!, col: col! + dc };
if (at.row === area.runningRow || area.grid.has(coordKey(at))) continue;
if (canPlaceAt(area, at, probe)) return true;
}
}
return false;
}
/**
* HOW BADLY the face-up card is wanted. 0 means not worth the draw.
*
@@ -471,14 +581,18 @@ function isWorthTaking(s: GameState, player: PlayerIndex, slot: number): boolean
* happened to be scanned first — a coin flip on the card that decides whether the district ever
* becomes a Passenger Facility at all.
*/
function takingRank(s: GameState, player: PlayerIndex, slot: number): number {
function takingRank(s: GameState, player: PlayerIndex, slot: number, tweaks: BotTweaks): number {
const id = topOfDepartment(s, slot);
if (!id) return 0;
const k = s.cards.get(id)?.kind;
if (!k) return 0;
if (k.kind === 'office') return nextOfficeTier(areaOf(s, player).tier) === k.tier ? 3 : 0;
if (k.kind === 'timetabledTrain' || k.kind === 'extraTrain') return 2;
if (k.kind === 'freightFacility') return 1;
if (k.kind === 'timetabledTrain' || k.kind === 'extraTrain') {
return !tweaks.noPlayableTakes && trainWouldOverfillTheOffice(s, player, tweaks) ? 0 : 2;
}
if (k.kind === 'freightFacility') {
return !tweaks.noPlayableTakes && !industrySiteExists(s, player, k.facility) ? 0 : 1;
}
return 0;
}
@@ -741,6 +855,104 @@ function bestFacilityPlay(s: GameState, player: PlayerIndex, options: Intent[]):
return best;
}
/**
* WHAT A DISTRICT'S TRACK IS WORTH FOR WHAT IT LETS HAPPEN NEXT — the default since 2026-09-15;
* `noValueLays` turns it off.
*
* `bestTrackLay` scores the PIECE — its shape and where it sits — and cannot tell one that opens an
* industry site or closes a run-around from one that merely fills a square. This scores the LAYOUT the
* piece would leave, so a lay is worth the difference it makes. Every term is something the rules turn
* into play: a site is somewhere a held industry can go; a run-around lets a crew pass its own cars
* (§A.5); a way off the main is the only road to either; a Running Track straight is what Interlocking
* needs. The weights are a starting point to measure, not a result.
*/
function layoutValue(area: OfficeArea): number {
let v = 0;
const reachable = reachableOffMain(area);
v += Math.min(reachable.size, 12) * 0.2;
let ways = 0;
let loops = 0;
for (const side of SIDES) {
for (const col of waysOff(area, side)) {
ways++;
if (descendFrom(area, col, side).rejoins.size > 0) loops++;
}
}
v += [0, 1.5, 2, 2.5][Math.min(ways, 3)]!;
if (loops > 0) v += 6 + Math.min(loops - 1, 1) * 2;
// Squares an industry could legally be laid on, joined to track a crew can reach.
const probe = protoCard({ kind: 'freightFacility', facility: 'mineTipple' }, 0)!;
const tried = new Set<string>();
let sites = 0;
for (const key of reachable) {
const [row, col] = key.split(',').map(Number);
for (const dc of [1, -1]) {
const at = { row: row!, col: col! + dc };
const k = coordKey(at);
if (tried.has(k) || area.grid.has(k) || at.row === area.runningRow) continue;
tried.add(k);
if (canPlaceAt(area, at, probe)) sites++;
}
}
v += [0, 2, 3, 3.5][Math.min(sites, 3)]!;
let mainStraight = false;
for (const [key, card] of area.grid) {
if (Number(key.split(',')[0]) !== area.runningRow || card.geometry.kind !== 'track') continue;
if (card.geometry.geometry === 'straight') mainStraight = true;
// A turnout on the main whose leg joins nothing is a hole in the Running Track with no road behind it.
if (card.geometry.geometry === 'turnout') {
const col = Number(key.split(',')[1]);
for (const side of SIDES) {
if (!hasPort(card, legPort(side))) continue;
const beyond = area.grid.get(`${area.runningRow + side},${col}`);
if (!beyond || !joins(card, legPort(side), beyond)) v -= 0.5;
}
}
}
if (mainStraight) v += 1.5;
return v;
}
/**
* The track lay worth most by `layoutValue`, placed on a copy of the district exactly as the reducer
* places it (`protoCard`, `extendLimitsIfNeeded`). With `mustBuild`, only a lay that gains something is
* offered, which is the slot `bestTrackLay` fills; without it, the best of whatever is legal, which is
* the slot the "play what is in hand" fallback fills. Ties go to the square nearer the Office.
*/
function bestValuedLay(s: GameState, player: PlayerIndex, options: Intent[], mustBuild: boolean): Intent | null {
const area = areaOf(s, player);
const base = layoutValue(area);
let best: Intent | null = null;
let bestScore = -Infinity;
for (const i of options) {
if (i.type !== 'card.play' || i.placement === undefined) continue;
const kind = s.cards.get(i.cardId)?.kind;
if (kind?.kind !== 'track') continue;
const built = protoCard(kind, i.variant);
if (!built) continue;
const after: OfficeArea = {
...area,
grid: new Map(area.grid),
limitsWest: { ...area.limitsWest },
limitsEast: { ...area.limitsEast },
};
after.grid.set(coordKey(i.placement), built);
extendLimitsIfNeeded(after, i.placement);
const gain = layoutValue(after) - base;
if (mustBuild && gain <= 0.1) continue;
const distance = Math.abs(i.placement.row - area.officeCoord.row) * 2 + Math.abs(i.placement.col - area.officeCoord.col);
const score = gain - distance * 0.01;
if (score > bestScore) {
bestScore = score;
best = i;
}
}
return best;
}
function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
const area = areaOf(s, player);
@@ -1213,7 +1425,7 @@ function followThrough(
if (!turnOf(s, player).drawnThisTurn) {
const piles = options.filter(
(i): i is Extract<Intent, { type: 'draw.fromDepartment' }> =>
i.type === 'draw.fromDepartment' && isWorthTaking(s, player, i.slot),
i.type === 'draw.fromDepartment' && isWorthTaking(s, player, i.slot, tweaks),
);
// Best-ranked pile rather than the first that qualifies: an Office card and a train card
// both "qualify", and only one of them stops the collisions.
@@ -1221,7 +1433,7 @@ function followThrough(
// and a train card are face up together 1.6 decisions a game — but ranking them is what the
// ranking function is for, and a coin flip on the card that decides whether the district
// ever becomes a Passenger Facility is not worth keeping for its own sake.
const useful = piles.sort((a, b) => takingRank(s, player, b.slot) - takingRank(s, player, a.slot))[0];
const useful = piles.sort((a, b) => takingRank(s, player, b.slot, tweaks) - takingRank(s, player, a.slot, tweaks))[0];
if (useful) return because('a face-up card is worth more than a blind draw right now', useful);
const blind = options.find((i) => i.type === 'draw.fromHomeOffice');
if (blind) return because('no face-up card is worth taking — gamble on the deck', blind);
@@ -1282,7 +1494,7 @@ function followThrough(
// STRAIGHTS that Enhancements require, and no Freight Facility has anywhere to go until a
// district exists. Measured with track absent, the hand held a playable Enhancement on 4,778
// turns and could legally place one on 33.
const track = bestTrackLay(s, player, options);
const track = !tweaks.noValueLays ? bestValuedLay(s, player, options, true) : bestTrackLay(s, player, options);
if (track) return because('lay track — nothing else creates the straights Enhancements need or the spurs freight needs', track);
// Then real development: a card actually laid into the grid. Freight facilities are scored —
@@ -1307,17 +1519,27 @@ function followThrough(
s.cards.get(i.cardId)?.kind.kind !== 'track',
);
if (placed) return because('develop the district with a card that goes on the board', placed);
const play = options.find((i) => i.type === 'card.play');
const play = !tweaks.noValueLays
? options.find((i) => i.type === 'card.play' && s.cards.get(i.cardId)?.kind.kind !== 'track') ??
bestValuedLay(s, player, options, false)
: options.find((i) => i.type === 'card.play');
if (play) return because('play what is in hand', play);
const end = options.find((i) => i.type === 'draw.end');
if (end) return because('nothing in hand can be played anywhere legal', end);
return because(
'nothing playable — discard onto the Department whose face-up card is least worth keeping reachable',
bestDiscard(s, player, options) ?? pickFirst(options, 'card.discard') ?? options[0]!,
bestDiscard(s, player, options, tweaks) ?? pickFirst(options, 'card.discard') ?? options[0]!,
);
}
case 'switch': {
// The planner decides the whole turn; the rules below are its fallback if the position is ever
// not the one it planned for, and the whole of switching under `noPlanSwitching`.
if (!tweaks.noPlanSwitching) {
const planned = plannedSwitch(s, player, options, tweaks);
if (planned) return planned;
}
/**
* A MOVE THAT DRAGS THE CREW'S OWN CUT BACK ON IS A WASTED MOVE, so take those off the table
* before any heuristic gets to choose one.