185 lines
7.8 KiB
TypeScript
185 lines
7.8 KiB
TypeScript
/**
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* Component 18c — save a bot game as a replay the site can play back.
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*
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* Dev-side. Finds the best games a policy produces and writes them to `public/replays/`, where the
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* build publishes them and the replay viewer lists them.
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*
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* WHY IT PLAYS THROUGH `web/game.ts` RATHER THAN THE HARNESS. A replay is `{ seed, history }` and
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* the viewer reconstructs it by replaying those intents through `fromSave` — so the game that gets
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* saved has to have been played through exactly the setup `newGame(seed)` produces. The harness
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* builds its games with a different id and player name, and while neither feeds the RNG today,
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* "neither of these matters" is precisely the assumption that rots. Playing the real thing costs a
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* few lines and cannot drift.
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*
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* EVERY SAVE IS VERIFIED BEFORE IT IS WRITTEN. `TODO.md` records both published replays going dead
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* without anyone noticing — one got 42 intents into 360 — because a save from an older ruleset stops
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* replaying rather than failing loudly. So each candidate is replayed through `fromSave` here, and
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* refused unless it lands on the same position: same revenue, same Day, same intent count.
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*
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* Run with:
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* node src/sim/save-replay.ts 400 --top 3
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* node src/sim/save-replay.ts 400 --top 3 trainCapSlack=0
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*/
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import { readdirSync, unlinkSync, writeFileSync } from 'node:fs';
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import { dirname, join } from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { areaAtSeat } from '../engine/apply.ts';
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import { legalActions } from '../engine/legal.ts';
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import type { BotPolicy } from './bot.ts';
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import { developerBot, makeDeveloperBot } from './bot.ts';
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import { parseTweaks } from './compare.ts';
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import { currentActor, fromSave, newGame, submit, toSave } from '../web/game.ts';
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import type { Save } from '../web/game.ts';
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export type PlayedGame = {
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seed: number;
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revenue: number;
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days: number;
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save: Save;
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/** A sentence about how it went, for the replay list. */
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note: string;
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};
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/**
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* One game, played by `policy` through the same entry points the browser uses.
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*
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* `submit` is the page's own action path — it applies the intent, narrates it and pumps the engine
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* forward — so the history this accumulates is a save in the literal sense: the file the Save
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* button would have written.
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*/
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export function playForReplay(seed: number, policy: BotPolicy, maxTurns = 50_000): PlayedGame {
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const game = newGame(seed);
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for (let t = 0; t < maxTurns; t++) {
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const actor = currentActor(game);
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if (actor === null) break;
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const options = legalActions(game.state, actor);
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if (options.length === 0) break;
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// `submit` is the page's own action path: it applies the intent, narrates it, and pumps the
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// engine on. It returns false only if the engine rejects the move, which a bot must never do.
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if (!submit(game, policy.choose(game.state, actor, options))) break;
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}
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const revenue = game.state.players[0]?.revenue ?? 0;
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const collisions = game.log.filter((l) => /COLLISION/i.test(l.text)).length;
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const trains = new Set(game.state.timetable.filter((n) => n !== null)).size;
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return {
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seed,
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revenue,
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days: game.state.clock.day,
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save: toSave(game),
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note:
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`${revenue} Revenue over ${game.state.clock.day - 1} Days · ${trains} train(s) on the timetable · ` +
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`${areaAtSeat(game.state, 0).grid.size} cards down` +
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(collisions > 0 ? ` · ${collisions} collision(s)` : ' · no collisions'),
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};
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}
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/**
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* Replay the save and check it lands where the game did.
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*
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* The whole failure mode this guards against is silent: `fromSave` stops at the first intent the
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* rules no longer accept and returns a SHORTER game, which looks like a game that simply ended
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* early. Comparing the intent count is what catches that; comparing the revenue catches the subtler
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* case where the same moves produce a different result.
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*/
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export function verifyReplays(played: PlayedGame): { ok: boolean; why: string } {
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const back = fromSave(played.save);
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const got = back.state.players[0]?.revenue ?? 0;
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if (back.history.length !== played.save.history.length) {
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return {
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ok: false,
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why: `replay stopped after ${back.history.length} of ${played.save.history.length} intents`,
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};
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}
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if (got !== played.revenue) return { ok: false, why: `replay scored ${got}, the game scored ${played.revenue}` };
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if (back.state.clock.day !== played.days) {
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return { ok: false, why: `replay ended on Day ${back.state.clock.day}, the game on Day ${played.days}` };
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}
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return { ok: true, why: 'replays exactly' };
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}
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// ---------------------------------------------------------------------------
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// CLI
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// ---------------------------------------------------------------------------
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const isMain = process.argv[1]?.endsWith('save-replay.ts') ?? false;
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if (isMain) {
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const args = process.argv.slice(2);
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const games = Number(args.find((a) => /^\d+$/.test(a)) ?? 400);
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const topIdx = args.indexOf('--top');
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const top = topIdx >= 0 ? Number(args[topIdx + 1]) : 3;
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const tweaks = parseTweaks(args);
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const policy = Object.keys(tweaks).length > 0 ? makeDeveloperBot(tweaks) : developerBot;
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const root = join(dirname(fileURLToPath(import.meta.url)), '../..');
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const dest = join(root, 'public/replays');
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console.log(`playing ${games} games with ${policy.name}, keeping the best ${top}`);
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const played: PlayedGame[] = [];
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for (let i = 0; i < games; i++) {
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played.push(playForReplay(1000 + i * 7919, policy));
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}
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played.sort((a, b) => b.revenue - a.revenue || a.save.history.length - b.save.history.length);
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const best = played.slice(0, top);
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const revenues = played.map((p) => p.revenue).sort((a, b) => b - a);
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console.log(
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` best ${revenues.slice(0, 5).join(', ')} · median ${revenues[Math.floor(revenues.length / 2)]}`,
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);
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const verified = best.filter((p) => {
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const check = verifyReplays(p);
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if (!check.ok) console.warn(` REFUSED seed ${p.seed} — ${check.why}`);
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return check.ok;
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});
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/**
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* THE PUBLISHED SET IS REPLACED, NOT ADDED TO.
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*
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* Every file here is named for its seed, so re-recording used to leave the previous set sitting
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* beside the new one — and the previous set is precisely the one whose rules have just moved. The
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* point of re-recording is that those files are dead; keeping them means the site serves dead
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* replays and `harness.test.ts` fails on them forever, which is how the last two went unnoticed.
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*
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* Only ever run after at least one replacement verifies, so a run that produces nothing publishable
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* leaves what is already published alone.
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*/
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if (verified.length > 0) {
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for (const old of readdirSync(dest).filter((f) => f.endsWith('.json') && f !== 'manifest.json')) {
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if (verified.some((p) => `seed-${p.seed}.json` === old)) continue;
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unlinkSync(join(dest, old));
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console.log(` retired ${old} — recorded under rules that have since moved`);
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}
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}
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let written = 0;
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for (const p of verified) {
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const file = join(dest, `seed-${p.seed}.json`);
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writeFileSync(
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file,
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JSON.stringify(
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{
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seed: p.seed,
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// Short enough to read in a list. Which variant played it belongs in the note, where
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// there is room — a title carrying seven tweak names is a title nobody reads.
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title: `${p.revenue} Revenue · seed ${p.seed}`,
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note: `${p.note} · played by ${policy.name}`,
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// The house rules it was DEALT under, without which the seed does not name this game and
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// the file replays as something else — see `Save.rules` in `web/game.ts`.
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...(p.save.rules ? { rules: p.save.rules } : {}),
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history: p.save.history,
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},
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null,
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1,
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),
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);
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console.log(` wrote ${file} (${p.note})`);
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written += 1;
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}
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console.log(`${written} replay(s) saved — run \`npm run build:web\` to publish them`);
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}
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