Files
station-master/src/sim/compare.ts
T
Jesse c3c5cbfeec v0.5.0 — multiplayer Phases 2 and 3: a server that runs a game and survives being restarted
Phases 0-1 shipped in v0.4.0 (seat/identity split, per-player turn state, the Session boundary).
This lands Phase 2 (server core, one game, no lobby) and Phase 3 (persistence and resumption) per
docs/architecture/multiplayer.md §12. Phases 4-6 (lobby/reconnection, the 22 opponent-directed
cards, StartOS packaging) are still ahead.

Phase 2: src/server/session.ts hosts a game in pure logic (no sockets) on top of game.ts's existing
Game/submit/currentActor/actionMenu; it verifies seat === currentActor(game) itself before calling
submit, since submit() trusts its caller and a server can't. src/server/http.ts and index.ts add
POST /api/game, GET /api/stream (SSE, per-seat), POST /api/intent, and static serving of dist/.
src/sim/frame-delta.ts is a purpose-built per-seat board delta for one live push at a time. Found
and fixed along the way: actionMenu(game, seat) only used seat for the hand field, so a server
computing every connected seat's Menu would have handed the acting player's legal moves to a
waiting seat. Verified with a live end-to-end smoke test (2-player game, two SSE streams, a
rejected intent from the wrong seat, an idempotent resend) plus test/server/session.test.ts and
test/redaction.test.ts. Not verified: an actual browser (none available in this environment).

Phase 3: src/server/persistence.ts writes game.json and turn-timings.json, atomic-rewrite-then-
rename. game.ts gained fromMultiplayerSave, fixing a narration-attribution bug found while testing
it (fromSave's replay loop drops the actor argument, invisible in solitaire, unreadable the moment
there's more than one seat — fromSave itself still has this gap, deliberately untouched). Verified
live: server killed and restarted mid-game, both seats reconnected exactly where they left off.

Two rules bugs found while building this: the New Train phase never implemented its car-placement
round (every car of every train was placed by the Superintendent alone, in every mode, all along —
now reads the round position off tray.consist.length); and victory conditions are now one shared,
configurable GameConfig set across solitaire/competitive/coop instead of a fixed length lookup and
a dead firstToTarget condition.

Also folds in the three fixes already released on the patch line as v0.4.9b/c/d: a switching
train's crew badge failing to draw once it left the Office square, an unload that always took the
westmost car regardless of which was picked, and a legal decision that could render with zero
buttons.

docs/testing/0.5.0-test-plan.md and three reported-bug save files (docs/station-master-seed*.json)
included for reproducibility. tools/jitsi-harness/ deliberately left untracked — unrelated
side-project work, not part of this release. 635 tests, 0 failures.
2026-08-20 23:50:38 -04:00

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/**
* Component 18b — paired A/B measurement for bot heuristics.
*
* Dev-side only. Runs the current bot and one tweaked variant over the SAME deals and reports the
* per-seed difference.
*
* WHY PAIRED, AND WHY IT IS NOT OPTIONAL. Revenue has a standard deviation of about 9 across games,
* so two 100-game runs of the identical bot can differ by a point through nothing but the deal. Every
* single-change claim in the changelog before the Interlocking work is inside that noise. Giving both
* policies the same seed removes the deal from the comparison entirely: what is left is the change.
* Measured here, the paired difference has σ ≈ 5.3 against ≈ 9 unpaired, and at 1600 seeds the
* standard error is ±0.13 — so a +0.5 heuristic is resolvable in under two minutes, where unpaired it
* would need tens of thousands of games.
*
* WHY THE SPLIT IS PRINTED. A mean carried by a skewed tail is a different claim from a mean carried
* by broad improvement, and only the better/worse/identical counts tell them apart. The train cap is
* the case in point: +0.60 overall, but 130 seeds better, 145 worse and 1325 unchanged — it removes a
* rare catastrophe rather than making the bot play better.
*
* WHY THE FUNNEL IS PRINTED. Revenue can rise because a channel started working or because the bot
* abandoned an expensive channel for a cheap one, and the two are identical in a single number.
*
* Run with:
* node src/sim/compare.ts 1600 noTrainCap=1 — what the A/D cap is worth today
* node src/sim/compare.ts 1600 noOperateFirst=1 — what operating before drawing is worth
*
* The flags are ABLATIONS: they turn off heuristics the bot already plays, so a negative delta is
* the heuristic earning its place. That is what a measured bot needs going forward — the question
* is no longer "does this help?" but "is this still true after the deck moved?".
*/
import { pump } from '../engine/advance.ts';
import { createGame } from '../engine/setup.ts';
import {
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
collectiveRevenueFloor,
lengthProfile,
} from '../engine/content.ts';
import type { GameLength } from '../engine/content.ts';
import type { GameConfig, GameMode } from '../engine/state.ts';
import type { BotPolicy, BotTweaks } from './bot.ts';
import { developerBot, makeDeveloperBot, playGame } from './bot.ts';
import type { Funnel, GameStats } from './stats.ts';
import { funnelReport, makeFunnelProbe, summarize } from './stats.ts';
export type PairedResult = {
seeds: number;
baseline: string;
variant: string;
/** Per-seed revenue difference, variant minus baseline. */
deltas: { seed: number; delta: number }[];
mean: number;
/** Standard error of the mean difference — the number that decides whether this is real. */
stderr: number;
sd: number;
t: number;
better: number;
worse: number;
identical: number;
baseStats: GameStats[];
variantStats: GameStats[];
};
// Always one bot (`runOne` below), so the revenue floor is `collectiveRevenueFloor(1, days)`.
const SOLO = (length: GameLength, mode: GameMode): GameConfig => {
const days = lengthProfile(length).days;
return {
mode,
days,
minCombinedRevenue: collectiveRevenueFloor(1, days),
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
};
/**
* One game, one seed, one policy.
*
* The seed stride matches `harness.ts` exactly, so a compare run and a harness run of the same size
* are talking about the same games — otherwise two numbers that ought to agree would not, for a
* reason nobody would find.
*/
function runOne(policy: BotPolicy, seed: number, length: GameLength, mode: GameMode): GameStats {
const s = createGame({ id: `cmp-${seed}`, seed, config: SOLO(length, mode), playerNames: ['bot'] });
const probe = makeFunnelProbe(0);
const r = playGame(s, policy, pump, 50_000, probe.onEvent, probe.onTurn);
return summarize(seed, r.events, r.intents, s, probe.funnel);
}
export function compare(
tweaks: BotTweaks,
games: number,
length: GameLength = 'standard',
mode: GameMode = 'solitaire',
): PairedResult {
const variantPolicy = makeDeveloperBot(tweaks);
const baseStats: GameStats[] = [];
const variantStats: GameStats[] = [];
const deltas: { seed: number; delta: number }[] = [];
for (let i = 0; i < games; i++) {
const seed = 1000 + i * 7919; // the same prime stride the harness deals
const a = runOne(developerBot, seed, length, mode);
const b = runOne(variantPolicy, seed, length, mode);
baseStats.push(a);
variantStats.push(b);
deltas.push({ seed, delta: b.revenue.net - a.revenue.net });
}
const d = deltas.map((x) => x.delta);
const mean = d.reduce((p, c) => p + c, 0) / Math.max(1, d.length);
const sd =
d.length > 1
? Math.sqrt(d.reduce((p, c) => p + (c - mean) ** 2, 0) / (d.length - 1))
: 0;
const stderr = d.length > 0 ? sd / Math.sqrt(d.length) : 0;
return {
seeds: games,
baseline: developerBot.name,
variant: variantPolicy.name,
deltas,
mean,
sd,
stderr,
t: stderr === 0 ? 0 : mean / stderr,
better: d.filter((x) => x > 0).length,
worse: d.filter((x) => x < 0).length,
identical: d.filter((x) => x === 0).length,
baseStats,
variantStats,
};
}
// ---------------------------------------------------------------------------
// Reporting
// ---------------------------------------------------------------------------
const mean = (xs: number[]): number => (xs.length ? xs.reduce((p, c) => p + c, 0) / xs.length : 0);
/**
* The verdict, stated in the same terms every time.
*
* The threshold is t ≥ 3 rather than the conventional 2. This is a measurement taken repeatedly on
* the same system while looking for something that works, so the conventional bar would have us keep
* roughly one bad heuristic in twenty; and the cost of a wrong keep is not a wrong paper, it is a bot
* that quietly plays worse and takes every later measurement with it.
*/
function verdict(t: number): string {
const a = Math.abs(t);
if (a >= 3) return t > 0 ? 'KEEP — clears the bar (t ≥ 3)' : 'REJECT — significantly worse';
if (a >= 2) return 'NOT PROVEN — suggestive, run more seeds before believing it';
return 'NO EFFECT MEASURED — inside the noise';
}
export function formatPaired(r: PairedResult): string {
const out: string[] = [];
const num = (x: number, w = 8, dp = 2): string => x.toFixed(dp).padStart(w);
out.push(`\n=== paired comparison · ${r.seeds} seeds · same deal to both ===\n`);
out.push(` baseline ${r.baseline}`);
out.push(` variant ${r.variant}\n`);
const rows: [string, (g: GameStats) => number][] = [
['revenue', (g) => g.revenue.net],
['collisions', (g) => g.collisions],
['trains scheduled', (g) => g.trains.scheduled],
['arrivals', (g) => g.trains.arrived],
['passengers on/off', (g) => g.revenue.passengerBoard + g.revenue.passengerDetrain],
['freight loads+unloads', (g) => g.revenue.freightLoad + g.revenue.freightUnload],
['cards played', (g) => g.development.cardsPlayed],
['final grid size', (g) => g.development.gridSize],
];
out.push(' baseline variant delta');
for (const [label, pick] of rows) {
const a = mean(r.baseStats.map(pick));
const b = mean(r.variantStats.map(pick));
out.push(` ${label.padEnd(22)}${num(a)} ${num(b)} ${num(b - a)}`);
}
out.push(
`\n REVENUE DELTA ${r.mean >= 0 ? '+' : ''}${r.mean.toFixed(2)} ± ${r.stderr.toFixed(2)}` +
` (t = ${r.t.toFixed(2)}, σ of the paired difference ${r.sd.toFixed(2)})`,
);
out.push(` ${verdict(r.t)}`);
out.push(
`\n seeds better ${r.better} · worse ${r.worse} · identical ${r.identical}` +
` — ${((r.identical / Math.max(1, r.seeds)) * 100).toFixed(0)}% of games are untouched by this change`,
);
// The tails, BY SEED, so a loss can be replayed rather than averaged away.
const sorted = [...r.deltas].sort((a, b) => a.delta - b.delta);
const show = (xs: { seed: number; delta: number }[]): string =>
xs.map((x) => `${x.seed} (${x.delta > 0 ? '+' : ''}${x.delta})`).join(', ');
out.push(` worst seeds: ${show(sorted.slice(0, 3))}`);
out.push(` best seeds: ${show(sorted.slice(-3).reverse())}`);
// A change that raises revenue by abandoning a channel has to be visible as that.
out.push('\n --- baseline funnel ---');
out.push(funnelReport(r.baseStats));
out.push('\n --- variant funnel ---');
out.push(funnelReport(r.variantStats));
return out.join('\n');
}
// ---------------------------------------------------------------------------
// CLI
// ---------------------------------------------------------------------------
/**
* `noTrainCap=1` -> `{ noTrainCap: true }`.
*
* Unknown names THROW rather than being ignored: a typo parsed as "no tweaks" would compare the bot
* against itself and report a confident zero, which is the most expensive way this tool could fail.
*/
export const NUMERIC_TWEAKS = new Set<string>([]);
export const BOOLEAN_TWEAKS = new Set(['noTrainCap', 'noOperateFirst']);
export function parseTweaks(args: string[]): BotTweaks {
const tweaks: Record<string, number | boolean> = {};
for (const a of args) {
const m = /^([A-Za-z]\w*)=(-?\d+(?:\.\d+)?)$/.exec(a);
if (!m) continue;
const name = m[1]!;
if (NUMERIC_TWEAKS.has(name)) tweaks[name] = Number(m[2]);
else if (BOOLEAN_TWEAKS.has(name)) tweaks[name] = Number(m[2]) !== 0;
else {
throw new Error(
`unknown tweak "${name}" — known: ${[...NUMERIC_TWEAKS, ...BOOLEAN_TWEAKS].join(', ')}`,
);
}
}
return tweaks as BotTweaks;
}
const isMain = process.argv[1]?.endsWith('compare.ts') ?? false;
if (isMain) {
const args = process.argv.slice(2);
const games = Number(args.find((a) => /^\d+$/.test(a)) ?? 400);
const lengthIdx = args.indexOf('--length');
const length = (lengthIdx >= 0 ? args[lengthIdx + 1] : 'standard') as GameLength;
const tweaks = parseTweaks(args);
if (Object.keys(tweaks).length === 0) {
console.error('nothing to compare — pass at least one tweak, e.g. trainCapSlack=1');
process.exitCode = 1;
} else {
console.log(formatPaired(compare(tweaks, games, length)));
}
}
export type { Funnel };