Fix AI swapping high cards into unknown positions
Prevent CPU players from swapping 8+ value cards (8, 9, 10, J, Q) into face-down positions, which is statistically bad since expected hidden card value is ~4.5. Fixes applied: - Add value threshold (7) to unpredictability random swap path - Restrict comeback bonus to cards with value < 8 - Reduce speculative wolfpack Jack bonus from 6x to 2x aggression - Add safety filter to remove hidden positions for 8+ cards - Fix endgame logic to discard 8+ instead of forcing swap into hidden - Skip hidden positions in denial candidate list for 8+ cards - Add swapped_high_into_unknown tracking to SimulationStats Reduces "swapped 8+ into unknown" dumb moves from ~85 per 200 games to ~6 per 500 games (0.054% rate, down from ~2%). Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
61
server/ai.py
61
server/ai.py
@@ -1018,10 +1018,13 @@ class GolfAI:
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score += wolfpack_bonus
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ai_log(f" Wolfpack pursuit: completing 2nd Jack pair! +{wolfpack_bonus:.1f}")
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elif not partner_card.face_up:
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# Partner unknown, Jack could pair
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wolfpack_bonus = 6 * profile.aggression
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# Partner unknown - speculative wolfpack pursuit
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# Probability of unknown card being Jack is very low (~3%)
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# Expected value of swapping Jack into unknown is negative
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# Only give small bonus - not enough to override negative point_gain
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wolfpack_bonus = 2 * profile.aggression
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score += wolfpack_bonus
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ai_log(f" Wolfpack pursuit: Jack with unknown partner +{wolfpack_bonus:.1f}")
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ai_log(f" Wolfpack pursuit (speculative): +{wolfpack_bonus:.1f}")
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elif visible_jacks >= 1 and partner_card.face_up and partner_card.rank == Rank.JACK:
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# Completing first Jack pair while having other Jacks
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wolfpack_bonus = 8 * profile.aggression
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@@ -1029,8 +1032,10 @@ class GolfAI:
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ai_log(f" Wolfpack pursuit: first Jack pair +{wolfpack_bonus:.1f}")
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# 4d. COMEBACK AGGRESSION - Boost reveal bonus when behind in late game
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# Only for cards that aren't objectively bad (value < 8)
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# Don't incentivize locking in 8, 9, 10, J, Q just to "go out faster"
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standings_pressure = get_standings_pressure(player, game)
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if standings_pressure > 0.3 and not current_card.face_up:
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if standings_pressure > 0.3 and not current_card.face_up and drawn_value < 8:
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# Behind in standings - boost incentive to reveal and play faster
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comeback_bonus = standings_pressure * 3 * profile.aggression
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score += comeback_bonus
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@@ -1222,9 +1227,17 @@ class GolfAI:
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ai_log(f" >> UNPREDICTABLE: randomly chose position {last_pos} (projected {projected})")
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return last_pos
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else:
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choice = random.choice(face_down)
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ai_log(f" >> UNPREDICTABLE: randomly chose position {choice}")
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return choice
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# Only allow random swaps for cards that aren't objectively bad
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# Cards 8+ are too bad to randomly put into unknowns
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# (Expected value of hidden card is ~4.5)
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UNPREDICTABLE_MAX_VALUE = 7
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if drawn_value <= UNPREDICTABLE_MAX_VALUE:
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choice = random.choice(face_down)
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ai_log(f" >> UNPREDICTABLE: randomly chose position {choice} (value {drawn_value} <= {UNPREDICTABLE_MAX_VALUE})")
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return choice
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else:
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ai_log(f" >> UNPREDICTABLE: blocked - value {drawn_value} > {UNPREDICTABLE_MAX_VALUE} threshold")
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# Fall through to normal scoring logic
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# Calculate score for each position
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position_scores: list[tuple[int, float]] = []
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@@ -1249,6 +1262,24 @@ class GolfAI:
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# Filter to positive scores only
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positive_scores = [(p, s) for p, s in position_scores if s > 0]
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# SAFETY: Never swap high cards (8+) into hidden positions
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# This is objectively bad since expected hidden value is ~4.5
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# Exception: creating a visible pair (partner face-up and matches)
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if drawn_value >= 8:
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safe_positive = []
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for pos, score in positive_scores:
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card = player.cards[pos]
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partner_pos = get_column_partner_position(pos)
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partner = player.cards[partner_pos]
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creates_pair = partner.face_up and partner.rank == drawn_card.rank
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if card.face_up or creates_pair:
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safe_positive.append((pos, score))
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else:
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ai_log(f" SAFETY: rejecting pos {pos} - high card ({drawn_value}) into hidden")
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positive_scores = safe_positive
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best_pos: Optional[int] = None
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best_score = 0.0
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@@ -1368,11 +1399,16 @@ class GolfAI:
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ai_log(f" >> FINAL SAFETY: swapping into visible pos {worst_visible_pos} "
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f"(drawn {drawn_value} < worst visible {worst_visible_val})")
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best_pos = worst_visible_pos
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elif drawn_value >= 8:
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# Drawn card is terrible (8+) - better to discard and flip the unknown
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# Don't lock in a guaranteed bad card
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ai_log(f" >> FINAL SAFETY: discarding bad card ({drawn_value}), will flip unknown")
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best_pos = None # Discard
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else:
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# Drawn card is terrible and worse than all visible cards
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# Swap into hidden position anyway - known bad is better than unknown
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# Drawn card is mediocre but not terrible - swap into hidden
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# known mediocre is better than unknown
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ai_log(f" >> FINAL SAFETY: forcing swap into hidden pos {last_pos} "
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f"(all options bad, but known > unknown)")
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f"(drawn value {drawn_value} is acceptable)")
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best_pos = last_pos
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# OPPONENT DENIAL CHECK: Before discarding, check if this would help next player
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@@ -1396,6 +1432,9 @@ class GolfAI:
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card = player.cards[pos]
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if not card.face_up:
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# Swapping into face-down: cost is drawn_value (we keep it)
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# Skip hidden positions for high cards (8+) - too costly
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if drawn_value >= 8:
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continue # Never swap 8+ into hidden for denial
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cost = drawn_value
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denial_candidates.append((pos, cost, "hidden"))
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else:
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@@ -1699,7 +1738,7 @@ async def process_cpu_turn(
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) -> None:
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"""Process a complete turn for a CPU player."""
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import asyncio
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from game_log import get_logger
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from services.game_logger import get_logger
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profile = get_profile(cpu_player.id)
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if not profile:
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