Add PostgreSQL game logging system

- Add GameLogger service for move logging to PostgreSQL
- Add moves table to event_store.py for AI decision analysis
- Update main.py to initialize GameLogger in lifespan
- Update game_analyzer.py to query PostgreSQL instead of SQLite
- Add VDD documentation V2_08_GAME_LOGGING.md

Replaces SQLite game_log.py with unified PostgreSQL backend.
See docs/v2/V2_08_GAME_LOGGING.md for architecture and API.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
adlee-was-taken
2026-02-14 08:42:49 -05:00
parent 7d28e83a49
commit 49b2490c25
5 changed files with 1003 additions and 66 deletions

View File

@@ -62,6 +62,32 @@ CREATE TABLE IF NOT EXISTS games_v2 (
player_ids VARCHAR(50)[] DEFAULT '{}'
);
-- Moves table (denormalized for AI decision analysis)
-- Replaces SQLite game_log.py - provides efficient queries for move-level analysis
CREATE TABLE IF NOT EXISTS moves (
id BIGSERIAL PRIMARY KEY,
game_id UUID NOT NULL,
sequence_num INT NOT NULL,
timestamp TIMESTAMPTZ DEFAULT NOW(),
player_id VARCHAR(50) NOT NULL,
player_name VARCHAR(100),
is_cpu BOOLEAN DEFAULT FALSE,
-- Action details
action VARCHAR(30) NOT NULL, -- draw_deck, take_discard, swap, discard, flip, etc.
card_rank VARCHAR(5),
card_suit VARCHAR(10),
position INT,
-- AI context (JSONB for flexibility)
hand_state JSONB, -- Player's hand at decision time
discard_top JSONB, -- Top of discard pile
visible_opponents JSONB, -- Face-up cards of opponents
decision_reason TEXT, -- AI reasoning
UNIQUE(game_id, sequence_num)
);
-- Indexes for common queries
CREATE INDEX IF NOT EXISTS idx_events_game_seq ON events(game_id, sequence_num);
CREATE INDEX IF NOT EXISTS idx_events_type ON events(event_type);
@@ -72,6 +98,11 @@ CREATE INDEX IF NOT EXISTS idx_games_status ON games_v2(status);
CREATE INDEX IF NOT EXISTS idx_games_room ON games_v2(room_code) WHERE status = 'active';
CREATE INDEX IF NOT EXISTS idx_games_players ON games_v2 USING GIN(player_ids);
CREATE INDEX IF NOT EXISTS idx_games_completed ON games_v2(completed_at) WHERE status = 'completed';
CREATE INDEX IF NOT EXISTS idx_moves_game ON moves(game_id);
CREATE INDEX IF NOT EXISTS idx_moves_action ON moves(action);
CREATE INDEX IF NOT EXISTS idx_moves_is_cpu ON moves(is_cpu);
CREATE INDEX IF NOT EXISTS idx_moves_player ON moves(player_id);
"""
@@ -441,6 +472,230 @@ class EventStore:
)
return dict(row) if row else None
# -------------------------------------------------------------------------
# Move Logging (for AI decision analysis)
# -------------------------------------------------------------------------
async def append_move(
self,
game_id: str,
player_id: str,
player_name: str,
is_cpu: bool,
action: str,
card_rank: Optional[str] = None,
card_suit: Optional[str] = None,
position: Optional[int] = None,
hand_state: Optional[list] = None,
discard_top: Optional[dict] = None,
visible_opponents: Optional[dict] = None,
decision_reason: Optional[str] = None,
) -> int:
"""
Append a move to the moves table for AI decision analysis.
Args:
game_id: Game UUID.
player_id: Player who made the move.
player_name: Display name of the player.
is_cpu: Whether this is a CPU player.
action: Action type (draw_deck, take_discard, swap, discard, flip, etc.).
card_rank: Rank of the card involved.
card_suit: Suit of the card involved.
position: Hand position (0-5) for swaps/flips.
hand_state: Player's hand at decision time.
discard_top: Top of discard pile at decision time.
visible_opponents: Face-up cards of opponents.
decision_reason: AI reasoning for the decision.
Returns:
The database ID of the inserted move.
"""
async with self.pool.acquire() as conn:
# Get next sequence number for this game
seq_row = await conn.fetchrow(
"SELECT COALESCE(MAX(sequence_num), 0) + 1 as seq FROM moves WHERE game_id = $1",
game_id,
)
sequence_num = seq_row["seq"]
row = await conn.fetchrow(
"""
INSERT INTO moves (
game_id, sequence_num, player_id, player_name, is_cpu,
action, card_rank, card_suit, position,
hand_state, discard_top, visible_opponents, decision_reason
) VALUES ($1, $2, $3, $4, $5, $6, $7, $8, $9, $10, $11, $12, $13)
RETURNING id
""",
game_id,
sequence_num,
player_id,
player_name,
is_cpu,
action,
card_rank,
card_suit,
position,
json.dumps(hand_state) if hand_state else None,
json.dumps(discard_top) if discard_top else None,
json.dumps(visible_opponents) if visible_opponents else None,
decision_reason,
)
return row["id"]
async def get_moves(
self,
game_id: str,
player_id: Optional[str] = None,
is_cpu: Optional[bool] = None,
action: Optional[str] = None,
limit: int = 100,
) -> list[dict]:
"""
Get moves for a game with optional filters.
Args:
game_id: Game UUID.
player_id: Filter by player ID.
is_cpu: Filter by CPU status.
action: Filter by action type.
limit: Maximum number of moves to return.
Returns:
List of move dicts.
"""
conditions = ["game_id = $1"]
params = [game_id]
param_idx = 2
if player_id is not None:
conditions.append(f"player_id = ${param_idx}")
params.append(player_id)
param_idx += 1
if is_cpu is not None:
conditions.append(f"is_cpu = ${param_idx}")
params.append(is_cpu)
param_idx += 1
if action is not None:
conditions.append(f"action = ${param_idx}")
params.append(action)
param_idx += 1
params.append(limit)
where_clause = " AND ".join(conditions)
async with self.pool.acquire() as conn:
rows = await conn.fetch(
f"""
SELECT id, game_id, sequence_num, timestamp, player_id, player_name, is_cpu,
action, card_rank, card_suit, position,
hand_state, discard_top, visible_opponents, decision_reason
FROM moves
WHERE {where_clause}
ORDER BY sequence_num
LIMIT ${param_idx}
""",
*params,
)
return [self._row_to_move(row) for row in rows]
async def get_player_decisions(
self,
game_id: str,
player_name: str,
) -> list[dict]:
"""
Get all decisions made by a specific player in a game.
Args:
game_id: Game UUID.
player_name: Display name of the player.
Returns:
List of move dicts.
"""
async with self.pool.acquire() as conn:
rows = await conn.fetch(
"""
SELECT id, game_id, sequence_num, timestamp, player_id, player_name, is_cpu,
action, card_rank, card_suit, position,
hand_state, discard_top, visible_opponents, decision_reason
FROM moves
WHERE game_id = $1 AND player_name = $2
ORDER BY sequence_num
""",
game_id,
player_name,
)
return [self._row_to_move(row) for row in rows]
async def find_suspicious_discards(self, limit: int = 50) -> list[dict]:
"""
Find cases where CPU discarded good cards (Ace, 2, King).
Used for AI decision quality analysis.
Args:
limit: Maximum number of results.
Returns:
List of suspicious move dicts with game room_code.
"""
async with self.pool.acquire() as conn:
rows = await conn.fetch(
"""
SELECT m.*, g.room_code
FROM moves m
JOIN games_v2 g ON m.game_id = g.id
WHERE m.action = 'discard'
AND m.card_rank IN ('A', '2', 'K')
AND m.is_cpu = TRUE
ORDER BY m.timestamp DESC
LIMIT $1
""",
limit,
)
return [self._row_to_move(row) for row in rows]
async def get_recent_games_with_stats(self, limit: int = 10) -> list[dict]:
"""
Get recent games with move counts.
Args:
limit: Maximum number of games.
Returns:
List of game dicts with total_moves count.
"""
async with self.pool.acquire() as conn:
rows = await conn.fetch(
"""
SELECT g.*, COUNT(m.id) as total_moves
FROM games_v2 g
LEFT JOIN moves m ON g.id = m.game_id
GROUP BY g.id
ORDER BY g.created_at DESC
LIMIT $1
""",
limit,
)
return [dict(row) for row in rows]
def _row_to_move(self, row: asyncpg.Record) -> dict:
"""Convert a database row to a move dict."""
result = dict(row)
# Parse JSON fields
if result.get("hand_state"):
result["hand_state"] = json.loads(result["hand_state"])
if result.get("discard_top"):
result["discard_top"] = json.loads(result["discard_top"])
if result.get("visible_opponents"):
result["visible_opponents"] = json.loads(result["visible_opponents"])
return result
# -------------------------------------------------------------------------
# Helpers
# -------------------------------------------------------------------------