Implement nose coupling so run-arounds work, and stop coupling wiping the district
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+19
-6
@@ -276,15 +276,28 @@ describe('switching accomplishes something (regression)', () => {
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assert.ok(worstRun < 3, `crew oscillated ${worstRun + 1} times without doing any work`);
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});
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it('does not spend its whole Local Operations budget on motion', () => {
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// The absolute ratio is no longer a fair test: with only 9 industries in 115 cards there is
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// often nothing to switch, so `work` is legitimately near zero. What still must hold is that
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// the crew is not burning all six Moves every Stage — the shuttling bug.
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it('does not shuttle aimlessly — Moves have to buy something', () => {
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// Counting Moves alone stopped being a fair test once the crew could do real work. Run-arounds
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// and sidings are SUPPOSED to cost several Moves each: the crew leaves the main, runs the loop,
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// and comes back with a different car droppable. Measured before sidings existed the crew
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// coupled ~0.4 cars a game; it now couples ~8 and drops ~11.
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//
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// So test the thing the old threshold was a proxy for: motion must convert into work. A crew
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// that shuttles for its own sake shows a high ratio here, however few or many Moves it makes.
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const report = simulate({
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games: 40, length: 'standard', mode: 'solitaire', players: ['bot'], policy: developerBot,
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});
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const moves = report.perGame.reduce((n, g) => n + g.actions.moves, 0) / report.perGame.length;
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assert.ok(moves < 60, `${moves.toFixed(0)} Moves per game suggests aimless shuttling`);
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const per = (f: (g: (typeof report.perGame)[number]) => number): number =>
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report.perGame.reduce((n, g) => n + f(g), 0) / report.perGame.length;
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const moves = per((g) => g.actions.moves);
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const work = per((g) => g.actions.drops + g.actions.couples);
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assert.ok(work > 2, `only ${work.toFixed(1)} productive acts a game — the crew is doing nothing`);
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assert.ok(
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moves / work < 8,
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`${(moves / work).toFixed(1)} Moves per drop or coupling suggests aimless shuttling ` +
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`(${moves.toFixed(0)} Moves, ${work.toFixed(1)} productive acts)`,
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);
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});
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});
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