Fix AI knock decisions and improve round-end animations

Fix dumb AI knocks (e.g. Maya knocking on 13 points) by adding opponent
threat checks and a hard cap of 10 to should_knock_early(). Remove dead
should_go_out_early() call whose return value was never used. Retune knock
chance tiers to be more conservative at higher projected scores.

On the client side, fix round-end reveal sequencing so the last player's
swap/discard animation plays before the reveal sequence starts, and prevent
re-renders from clobbering swap animations during reveals. Also make the
turn-pulse shake configurable via timing-config and target only cards.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
adlee-was-taken
2026-02-23 19:07:57 -05:00
parent 06b15f002d
commit 8d5b2ee655
4 changed files with 94 additions and 24 deletions

View File

@@ -1739,9 +1739,23 @@ class GolfAI:
expected_hidden_total = len(face_down) * EXPECTED_HIDDEN_VALUE
projected_score = visible_score + expected_hidden_total
# Hard cap: never knock with projected score > 10
if projected_score > 10:
ai_log(f" Knock rejected: projected score {projected_score:.1f} > 10 hard cap")
return False
# Tighter threshold: range 5 to 9 based on aggression
max_acceptable = 5 + int(profile.aggression * 4)
# Check opponent threat - don't knock if an opponent likely beats us
opponent_min = estimate_opponent_min_score(player, game, optimistic=False)
if opponent_min < projected_score:
# Opponent is likely beating us - penalize threshold
threat_margin = projected_score - opponent_min
max_acceptable -= int(threat_margin * 0.75)
ai_log(f" Knock threat penalty: opponent est {opponent_min}, "
f"margin {threat_margin:.1f}, threshold now {max_acceptable}")
# Exception: if all opponents are showing terrible scores, relax threshold
all_opponents_bad = all(
sum(get_ai_card_value(c, game.options) for c in p.cards if c.face_up) >= 25
@@ -1752,12 +1766,14 @@ class GolfAI:
if projected_score <= max_acceptable:
# Scale knock chance by how good the projected score is
if projected_score <= 5:
knock_chance = profile.aggression * 0.3 # Max 30%
elif projected_score <= 7:
if projected_score <= 4:
knock_chance = profile.aggression * 0.35 # Max 35%
elif projected_score <= 6:
knock_chance = profile.aggression * 0.15 # Max 15%
else:
knock_chance = profile.aggression * 0.05 # Max 5% (very rare)
elif projected_score <= 8:
knock_chance = profile.aggression * 0.06 # Max 6%
else: # 9-10
knock_chance = profile.aggression * 0.02 # Max 2% (very rare)
if random.random() < knock_chance:
ai_log(f" Knock early: taking the gamble! (projected {projected_score:.1f})")
@@ -1966,10 +1982,8 @@ async def process_cpu_turn(
await asyncio.sleep(thinking_time)
ai_log(f"{cpu_player.name} done thinking, making decision")
# Check if we should try to go out early
GolfAI.should_go_out_early(cpu_player, game, profile)
# Check if we should knock early (flip all remaining cards at once)
# (Opponent threat logic consolidated into should_knock_early)
if GolfAI.should_knock_early(game, cpu_player, profile):
if game.knock_early(cpu_player.id):
_log_cpu_action(logger, game_id, cpu_player, game,