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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Claude Opus 5
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/**
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* The engine's speed-ups must not change a single game (2026-09-15).
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*
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* `applyIntent` became `prepareIntent` (check and execute, sharing one walk of the position's routes)
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* followed by `commitEvents` (reduce and tally), so the switching planner can decide every candidate
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* against one position and apply each to a copy. Two properties hold that together:
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*
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* 1. `prepareIntent` never writes the state it reads — including through the route cache it opens.
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* 2. Preparing on one state and committing to an EQUAL copy lands on exactly what `applyIntent` does.
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*
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* Checked at every decision of seeded bot games rather than on hand-built positions, so the intents
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* exercised are the ones real play submits.
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*/
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import { describe, it } from 'node:test';
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import assert from 'node:assert/strict';
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import { pump } from '../src/engine/advance.ts';
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import { applyIntent, commitEvents, prepareIntent } from '../src/engine/apply.ts';
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import {
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DEFAULT_MAX_COLLISIONS_PER_DAY,
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DEFAULT_MAX_COLLISIONS_TOTAL,
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collectiveRevenueFloor,
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lengthProfile,
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} from '../src/engine/content.ts';
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import { legalActions } from '../src/engine/legal.ts';
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import { createGame } from '../src/engine/setup.ts';
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import type { GameConfig, GameState } from '../src/engine/state.ts';
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import { developerBot, playGame } from '../src/sim/bot.ts';
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const config = (): GameConfig => {
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const days = lengthProfile('short').days;
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return {
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mode: 'solitaire',
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days,
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minCombinedRevenue: collectiveRevenueFloor(1, days),
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maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
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maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
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pvpCardsAllowed: false,
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optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
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};
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};
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const serialise = (s: GameState): string =>
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JSON.stringify(s, (_k, v) => (v instanceof Map ? [...v] : v instanceof Set ? [...v] : v));
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describe('applyIntent split into prepareIntent and commitEvents', () => {
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it('prepares without writing, and committing to a copy matches applying in place', () => {
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let decisions = 0;
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let rejectedSeen = 0;
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const s = createGame({ id: 'split-8919', seed: 8919, config: config(), playerNames: ['bot'] });
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const policy = {
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name: 'split-probe',
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choose(st: GameState, player: number, options: ReturnType<typeof legalActions>) {
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const chosen = developerBot.choose(st, player, options);
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if (decisions < 400) {
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decisions++;
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const before = serialise(st);
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const prepared = prepareIntent(st, player, chosen);
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assert.equal(serialise(st), before, `decision ${decisions}: prepareIntent wrote into the state it read`);
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assert.ok(prepared.ok, `decision ${decisions}: a legal choice was refused by prepareIntent`);
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const viaCommit = structuredClone(st);
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const viaApply = structuredClone(st);
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commitEvents(viaCommit, prepared.events);
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const applied = applyIntent(viaApply, player, chosen);
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assert.ok(applied.ok);
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assert.deepEqual(applied.events, prepared.events, `decision ${decisions}: the two paths produced different events`);
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assert.equal(serialise(viaCommit), serialise(viaApply), `decision ${decisions}: committing to a copy diverged from applying`);
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// A refused intent must come back refused from both paths, with nothing written.
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const refused = { type: 'switch.end' } as const;
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const r = prepareIntent(st, player, refused);
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if (!r.ok) {
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rejectedSeen++;
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assert.equal(serialise(st), before);
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assert.equal(applyIntent(structuredClone(st), player, refused).ok, false);
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}
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}
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return chosen;
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},
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};
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const r = playGame(s, policy, pump);
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assert.ok(r.finished, 'the probed game did not finish');
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assert.ok(decisions > 0, 'no decision was probed');
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assert.ok(rejectedSeen > 0, 'no refused intent was exercised');
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});
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});
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