270 lines
20 KiB
Markdown
270 lines
20 KiB
Markdown
# To do
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Things worth coming back to. Anything noted here should either get done or get an explicit decision
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not to — the point is that nothing quietly evaporates.
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Ordered within each section by how much it is currently costing us.
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---
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## Next
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- [ ] **REBALANCE, once the rules are right — deliberately deferred.** Card counts, industry counts
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and the track mix all need a pass together, and none of them should move until the rules stop
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moving. Standing distortions to account for when it happens: offices are doubled (Q12) and
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industries tripled (Gap 12), both tuned when the deck held 139 cards and **no track**; it now
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holds 243 of which 104 are track, so every draw is diluted by 43% — precisely the pressure
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those multipliers exist to relieve. Until then, read no balance conclusion from the revenue
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numbers; they are a functionality signal only.
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- [ ] **The bot cannot get a crew next to an industry, so Flying Switch never fires.** Industries are
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now stub-only and the bot places 2.23 a game (was 3.84), in districts averaging under two rows
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deep. `flyingSwitch` is exempted by name in the reachability sweep in `sim.test.ts`; deleting
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that line is the test that this is fixed. Same root cause as the item below.
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- [ ] **The bot does not play for a run-around any more, and revenue halved.** With track in the deck
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a run-around needs a turnout, a matching curve, straights, a second curve and a second turnout,
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all of the right hand, arriving in a three-card hand in a usable order. The bot holds no plan
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across turns and discards a piece it cannot use immediately: run-arounds fell 70/100 → 29/100
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and revenue 5.80 → 2.87. Two test floors in `sim.test.ts` are pinned below the measurement as
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break-detectors rather than targets, and say so. Do the density re-measurement above first —
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bot weakness and deck density are currently confounded.
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- [ ] **A "load" is stored as a car, so rolling stock cannot be counted.** `outboundBox`,
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`inboundBox` and `menAtWork` all hold `RollingStock`, and `freightAgent.stockOutbound` takes a
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LOADED CAR out of the Division Yard to fill a green box. So a census of every holder comes to
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92 against the 80 dealt at setup — not necessarily duplication, because some of those objects
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are cargo in transit rather than cars, but there is no way to tell them apart. Until a load is
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its own type, "is any stock being created or destroyed?" is an unanswerable question, and the
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supply numbers below cannot be tuned with confidence.
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- [ ] **Engines are not a SUPPLY yet, only a position.** `engineAt` now records where the engine
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sits in the tray and the consist shows it, but an engine is still conjured with the tray
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rather than drawn from the Division Yard and returned to it. The rules put engines in the
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Division Yard alongside the cars, with a predefined number of them, so running out of engines
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should be a second way trains get held — today only the Crew Tray count does that. Needs a
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number to start from, then playtesting.
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- [ ] **The yards are shown on the play page but not in either replay viewer.** The Frame carries
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them, so it is a rendering job, not a modelling one.
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- [ ] **The rolling stock supply is a guess.** `ROLLING_STOCK_SUPPLY` (coach 8+8, boxcar 10+10,
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hopper 8+8, reefer 5+5, tank 6+6, caboose 6) is marked provisional in `content.ts` and was
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scaled alongside the Gap 12 industry increase. Now that the Classification Yard returns stock
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only when the Division Yard empties, these numbers set the real supply pressure. Adjust from
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playtesting rather than theory, and watch whether industry density feels light or heavy at the
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same time.
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- [ ] **Heavy Grade orientation is rolled, not chosen.** The card prints "Player sets orientation",
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but it is dealt during setup and setup has no decision point at all — `createGame` is a pure
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function of the seed, which is also what makes a save portable. Rolled from the seed for now.
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Revisit when setup gains an interactive phase; the orientation matters, because it decides
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which direction climbs and therefore what Brakeman and Helpers are worth.
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- [ ] **Measure with error bars from now on.** Revenue has a standard deviation of ~9, so a
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100-game run carries about ±1.0 of noise — every single-change revenue claim in the changelog
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before the Interlocking work is inside that. Use paired per-seed comparison (the harness deals
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the same seeds either way) and 400+ games before calling a heuristic change good or bad. The
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first attempt at the Running Track straight was read as a 0.6 REGRESSION on 100 games and is
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a 0.7 improvement on 400.
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- [x] ~~**Confirm the Classification Yard rule against the source.**~~ Confirmed, and the guess was
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wrong. The rule is: used Rolling Stock to the Classification Yard, used engines and cabooses
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straight back to the Division Yard, and the Classification Yard empties ONLY when the Division
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Yard is bare — then all at once. The Day-boundary version I had invented was far more generous
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and worth **+2.42 revenue a game the game does not actually grant**. Corrected; revenue 9.67
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→ 7.25.
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- [x] ~~**Enhancements are placed but mostly do nothing.**~~ Measured: forbidding every Enhancement
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except Interlocking is worth **-0.01 ± 0.41 (t = -0.04)** over 400 paired seeds. They neither
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pay nor cost. Left alone. Unlocking the Running Track straight put
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nine kinds on the board (telegraph 0.73, waterColumn 0.57 …), but only Interlocking has a
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measured effect. The Telegraph/Telephone/Radio chain adds to the other train's number when
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dispatching facing trains, which may be worth nothing in solitaire; Water Column removes a
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Watertower; Facing Point Locks prevents Derail, which is multiplayer-only. Worth measuring
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what each is actually worth before the bot spends actions on them.
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- [ ] **The marginal Local Operations action is worth ~0, and that is the real ceiling.** Three
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separate attempts to spend the 60 actions better — capping the draw, pairing the two halves of
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a load, restricting Enhancements — each measured within noise of zero over 400 paired seeds.
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76% of the time an outbound industry has neither a stocked green box nor a spotted car, and
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only 5% of Stages have a single workable facility anywhere, yet redirecting actions at that
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does nothing. Something upstream limits how much work exists to do at all; find out what
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before spending more effort on the option mix.
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- [ ] **Freight was stuck at ~2.7 loads a game and three fixes have not moved it.** Sidings,
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facility placement, car selection and the discarded-load leak all raised revenue (3.2 → 6.5)
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without raising `loadStarted` past 2.7. The chain is not leaking and the cars are arriving
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correctly (57% of drops land on a facility that wants them, 0% on one that does not). The
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binding constraint is now upstream of routing: 60 Local Operations actions a game, and a load
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needs a stocked green box AND a spotted car AND a free Laborer to line up in the same Stage.
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Measure how many Stages have all three before changing any heuristic — the answer may be that
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the economy, not the bot, is what caps freight.
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- [x] ~~**`stats.ts` undercounts freight.**~~ Fixed: both halves counted, freight share 39% → 49%.
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Worth revisiting the **industry density** decision below, which was taken on the old number.
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---
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## Open questions for Jesse
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Blocked on a decision, not on work.
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- [x] ~~**Q13 — rear-end collisions on a Mainline card.**~~ Answered: collide on catching up.
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Implemented, and not on cards that print "trains may pass". Invisible to a bot that always
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denies clearance; a bot that always allows drops from 7.34 revenue to **-5.13**.
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- [ ] **Poling.** The only card in the deck with no defined behaviour — the sheet records its effect
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as "TBD in the source". A test asserts it stays TBD so nobody invents one.
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- [ ] **Heavy Grade orientation at setup.** The card says "Player sets orientation", but `createGame`
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is synchronous and has no decision point, so it is currently rolled from the seed. Should become
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a real choice when setup gains an interactive phase.
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---
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## Balance, provisional
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Numbers chosen to fix a measured problem rather than taken from the design. Revisit once the victory
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target is settled and freight carries its intended share.
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- [ ] **Office card density** (Depot 4→8, Station 2→4, Terminal 1→2). Chosen to remove a 25% chance
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of an unwinnable opening deal. Blunt: it lifts the whole ladder and dilutes every other
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category. The better answer may be fewer Terminals, a cheaper first upgrade, or more A/D
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capacity at the Whistle Post itself.
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- [ ] **Industry density** (9 → 27, Gap 12). Restored roughly the prototype ratio. The "freight is
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only 13–18% of gross" figure that motivated this was partly a measurement bug (see the
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`stats.ts` item) and partly the car-selection bug; freight now runs at 37%. Worth re-deciding
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whether 27 is still the right number now that the industries are actually served.
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- [ ] **Train density.** Left alone by decision, but noted: 22 train cards in 140 are drawn less often
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than 22 in 115 were, and trains scheduled fell 2.9 → 2.1 as a side effect of the other density
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changes.
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- [ ] **The victory target itself** (20 over 5 Days). 5 wins in 100, up from 1, and the bot now does
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exploit sidings — so that unclaimed gain has been claimed and the target is still missed by a
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wide margin (mean 6.0 against 20). This is the next real balance question.
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---
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## Not yet built
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- [ ] **Real audio, as committed assets.** Everything the game plays is synthesised from oscillators
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(`src/web/sound.ts`), which was the honest choice for a site that fetches nothing — but it is a
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placeholder, not the finished sound. Sound therefore defaults to OFF.
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- **"All aboard" most of all.** It currently goes through the browser's `speechSynthesis`, so
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it is whatever system voice the player happens to have — a robot, not a conductor. A real
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clip is the single biggest improvement available here.
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- **Find and add the rest as assets**: steam whistle, grade-crossing bell, couplers clashing,
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a train pulling away. Needs licences that permit redistribution (CC0 or similar), files small
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enough to commit, and a check that the "fetches nothing external" test still passes — assets
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must be served from the site's own folder, never hot-linked.
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- Keep the synthesised versions as the fallback for anything not sourced, so a missing file is
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a quieter game rather than a broken one.
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- [ ] **Regions as the primary model (the other half of §8.2).** The Division map now DRAWS regions,
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deriving position from what the crossing already cost. The engine still models a crossing as a
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countdown of Stages, so two things printed on the cards remain unimplemented:
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- `entryPoints` is declared on every Mainline profile and read nowhere. The Heavy Grade card
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has five named Start positions, and playing Brakeman is supposed to move your entry point
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along the card. The engine gets the same ANSWER by taking a Stage off the crossing, which is
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why the derived drawing looks right — but the mechanism is not the printed one, so a card
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whose starts do not correspond to its speed would be drawn wrong.
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- `implications.md` §6 calls this "the single largest mechanical gap" and asks for typed cards
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with speeds and named entries, with crossing time DERIVED from the region walk.
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Doing it properly changes movement, so it invalidates every balance figure — revenue 8.7, the
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freight numbers, all of it — and needs a full paired re-measure over 400 seeds. Needs the
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source Start-position art for the ten card types before it can begin.
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- [ ] **Player settings, saved.** The district's auto-focus is the first of these: it is DISPLAY
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state, so in a multiplayer game two players may reasonably want it set differently and it must
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never become part of game state. It currently resets on reload. Worth a settings object in
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localStorage — auto-focus mode to start with, and whatever else earns a preference — kept
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strictly separate from the save, which is the seed plus the intents and has to stay portable.
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- [ ] **Let the game join a call and talk to the table.** Long-term. If the game could join a Zoom,
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Teams or Jitsi call and post into its chat, it could carry the whole table's shared state
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without anyone alt-tabbing: the history of actions as they happen, and a prompt when someone
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is holding the game up — "Now waiting on player Alice to complete the Cargo phase."
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- Further out, audio into the same call: a crash when a collision happens, a bell as the Stage
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clock turns over.
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- Further out still, a nudge on a timer — if a player has not moved within some interval, the
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game says so, by beep or by spoken line: "Still waiting on Alice to complete the Cargo
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phase." That turns the turn chart's "waiting on" chip into something a distracted table
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actually notices.
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- [ ] **Multiplayer train make-up is a round, not one player's job.** When a new train is built,
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players take turns adding cars to the consist; in solitaire one player does all of it. The
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engine currently has no per-player turn within the New Train phase, so this is unbuilt rather
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than wrong.
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- [ ] **Action cards (10) and Space-use cards (12).** Genuinely multiplayer-only — they are played AT
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an opponent. Rejected with `NOT_IMPLEMENTED`.
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- [ ] **Multiplayer proper.** The engine runs 2–5 player games and the bot plays them, but there is no
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server, no turn submission, and no per-player view.
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---
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## Smaller things
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- [x] **Carry `links` forward in replay frames.** Done, and the premise was wrong in an instructive
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way: measured, `links` was 5% of the `cells` payload. What actually cost was the `what` prose
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(32%), the facility object stored a second time inside its own cell (24%) and the rest of the
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static identity (26%). All three are interned now — 3415 KB → 1877 KB, and a round-trip test
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runs the page's own unpacking function.
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- [ ] **The 5 MB replay size limit is arbitrary.** Invented, not a browser constraint. It has earned
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its place — it caught a 5.2 MB payload that turned out to be the whole grid re-serialised every
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frame — but the number itself deserves a reason.
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- [ ] **Curves are drawn as two straight segments meeting**, not true arcs. Fine at this size, angular
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close up.
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- [ ] **Wide boards scroll.** A 40-card district and a 13-section Division both need horizontal
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scrolling. Legible, not compact.
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- [ ] **No way to start a fresh game from inside the page.** `?seed=` gives a reproducible deal and
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"new game" only appears once a game has ended, so abandoning a bad opening means editing the URL.
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- [ ] **Save/restore is not version-aware.** A save from an older ruleset stops replaying rather than
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failing loudly, which is the safe direction but says little about what changed. **This has now
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bitten once**: both published replays were dead — one got 42 intents into 360, the other 4 of
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338 — and nothing said so; they simply ended early and looked like short games. A save should
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carry a ruleset stamp and the page should say "this replay was recorded under an older
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ruleset and stops at Stage N" rather than presenting a truncated game as a whole one.
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---
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## Done, kept for the reasoning
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- [x] **Put rolling stock back into circulation.** The Classification Yard was write-only — seven
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writers, no readers — so 37% of all rolling stock left the game by Day 5. Returning it at the
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Day boundary is **+2.32 ± 0.52 (t = 8.79)**, the largest single change measured on this bot,
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and it was ranked THIRD and predicted not to matter because the Division Yard never runs dry.
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The aggregate was the wrong measure; having the right commodity at the right moment is what
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counts.
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- [x] **Make Enhancements reachable at all.** The bot never laid a straight on the Running Track
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(0.00 in 100 games) because two-arc run-arounds do not need one — so 13 of the 18 Enhancement
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cards had nowhere to go, including Interlocking, the only cure for the only penalty in the
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game (`no free A/D track`, 27% of gross). One scored straight fixed it: enhancements placed
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0.64 → 3.01, collision cost 2.70 → 1.91, worst game −47 → −24. Revenue +0.70 ± 0.74 paired
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over 400 seeds — real but not significant alone; the variance reduction is the clearer win.
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- [x] **Stop the bot discarding its own freight.** `canStockProductively` did not check the Division
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Yard while the engine's `stockOutbound` does, so Freight Agent was chosen when nothing could be
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stocked and the follow-through fell through to an unjam that threw a waiting load out of the
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green box — 3.10 a game against 2.71 started. Now 0.00. Revenue 6.0 → 6.5, wins 5 → 8 in 100.
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Also confirmed **routing was never the problem**: 0% of drops land on a facility that does not
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want the car.
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- [x] **Why switching work did not become Revenue.** Answered: it was the freight the crew shuffled,
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not the shuffling. The chain never leaked — 95% of started loads finished — it was barely
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entered, because a load needs a matching empty car spotted and half the industries never asked
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for one. Three fixes later (sidings, facility placement, car selection) revenue is 3.2 → 6.0
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and freight 26% → 37% of gross.
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- [x] **Fix car selection.** Three of six industries were invisible to `wantedCars` — a hand-written
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industry→car map naming two industries that do not exist and omitting three that do — so tank
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cars were dropped **0 times in 100 games**. Derived from `INDUSTRY_PROFILES` now, and the
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second commodity of the two-commodity industries is reachable. Revenue 5.0 → 6.0, freight
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share 25% → 37%, wins 1 → 5 in 100.
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- [x] **Put the industries on the run-around.** Facility placement was unscored — the first legal
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square — so 0.00 facilities a game sat on a loop; now 1.08. The instructive part was the
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second bug: scoring facilities onto the siding row dropped run-arounds 91→36, because the
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anchor test asked a card's KIND rather than its PORTS and an industry in the line read as a
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dead end. Revenue 4.1 → 5.0. Freight did **not** follow, which is the item above.
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- [x] **Make the bot build sidings that are sidings.** 0 run-arounds in 100 games → 91. Three bugs,
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all scoring on local shape without checking it reached anything; the decisive one was that
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`bestTrackLay` never declined a piece, so it spent the track supply on whatever was legal.
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- [x] **Teach the bot what a siding is for.** Nose coupling (§A.3) implemented, so approach direction
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decides which car is droppable; the bot runs around rather than setting out, when the drop can
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follow. Switching activity transformed, revenue unchanged.
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- [x] **Curve geometry.** Curves were topologically identical duplicates of turnouts, and nothing
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reached north, so a district could only be a vertical column. Now two-port rotatable arcs.
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- [x] **Q10 — when track may be laid.** During the "draw a card" option, one piece a turn. Track was a
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card when §6.2 was written; a 26-piece supply has no hand to bound it.
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- [x] **Q11 — which way a Heavy Grade climbs.** Answered from the card: it prints "(Up)" and "Player
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sets orientation", so it is a property of the placed card, not a compass constant.
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- [x] **§6.2's reshuffle.** Implemented, and the `deckReshuffled` event it had already declared and
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narrated — but never emitted or reduced — is now real. Not yet reached in play: solitaire
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Campaign ends with 168.8 of 243 in the deck and four-player Campaign with 86.6, and no run of
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any length has emptied it. It is a safety net rather than a live mechanic today, which is worth
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knowing before tuning draw rates.
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- [x] **Q12 — Whistle Post lock-in.** Players always start at a Whistle Post; office density doubled
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instead.
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