golfgame/server/simulate.py
Aaron D. Lee d18cea2104 Initial commit: 6-Card Golf with AI opponents
Features:
- Multiplayer WebSocket game server (FastAPI)
- 8 AI personalities with distinct play styles
- 15+ house rule variants
- SQLite game logging for AI analysis
- Comprehensive test suite (80+ tests)

AI improvements:
- Fixed Maya bug (taking bad cards, discarding good ones)
- Personality traits influence style without overriding competence
- Zero blunders detected in 1000+ game simulations

Testing infrastructure:
- Game rules verification (test_game.py)
- AI decision analysis (game_analyzer.py)
- Score distribution analysis (score_analysis.py)
- House rules testing (test_house_rules.py)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-24 19:30:13 -05:00

436 lines
13 KiB
Python

"""
Golf AI Simulation Runner
Runs AI-vs-AI games to generate decision logs for analysis.
No server/websocket needed - runs games directly.
Usage:
python simulate.py [num_games] [num_players]
Examples:
python simulate.py 10 # Run 10 games with 4 players each
python simulate.py 50 2 # Run 50 games with 2 players each
"""
import asyncio
import random
import sys
from typing import Optional
from game import Game, Player, GamePhase, GameOptions
from ai import (
GolfAI, CPUProfile, CPU_PROFILES,
get_ai_card_value, has_worse_visible_card
)
from game_log import GameLogger
class SimulationStats:
"""Track simulation statistics."""
def __init__(self):
self.games_played = 0
self.total_rounds = 0
self.total_turns = 0
self.player_wins: dict[str, int] = {}
self.player_scores: dict[str, list[int]] = {}
self.decisions: dict[str, dict] = {} # player -> {action: count}
def record_game(self, game: Game, winner_name: str):
self.games_played += 1
self.total_rounds += game.current_round
if winner_name not in self.player_wins:
self.player_wins[winner_name] = 0
self.player_wins[winner_name] += 1
for player in game.players:
if player.name not in self.player_scores:
self.player_scores[player.name] = []
self.player_scores[player.name].append(player.total_score)
def record_turn(self, player_name: str, action: str):
self.total_turns += 1
if player_name not in self.decisions:
self.decisions[player_name] = {}
if action not in self.decisions[player_name]:
self.decisions[player_name][action] = 0
self.decisions[player_name][action] += 1
def report(self) -> str:
lines = [
"=" * 50,
"SIMULATION RESULTS",
"=" * 50,
f"Games played: {self.games_played}",
f"Total rounds: {self.total_rounds}",
f"Total turns: {self.total_turns}",
f"Avg turns/game: {self.total_turns / max(1, self.games_played):.1f}",
"",
"WIN RATES:",
]
total_wins = sum(self.player_wins.values())
for name, wins in sorted(self.player_wins.items(), key=lambda x: -x[1]):
pct = wins / max(1, total_wins) * 100
lines.append(f" {name}: {wins} wins ({pct:.1f}%)")
lines.append("")
lines.append("AVERAGE SCORES (lower is better):")
for name, scores in sorted(
self.player_scores.items(),
key=lambda x: sum(x[1]) / len(x[1]) if x[1] else 999
):
avg = sum(scores) / len(scores) if scores else 0
lines.append(f" {name}: {avg:.1f}")
lines.append("")
lines.append("DECISION BREAKDOWN:")
for name, actions in sorted(self.decisions.items()):
total = sum(actions.values())
lines.append(f" {name}:")
for action, count in sorted(actions.items()):
pct = count / max(1, total) * 100
lines.append(f" {action}: {count} ({pct:.1f}%)")
return "\n".join(lines)
def create_cpu_players(num_players: int) -> list[tuple[Player, CPUProfile]]:
"""Create CPU players with random profiles."""
# Shuffle profiles and pick
profiles = random.sample(CPU_PROFILES, min(num_players, len(CPU_PROFILES)))
players = []
for i, profile in enumerate(profiles):
player = Player(id=f"cpu_{i}", name=profile.name)
players.append((player, profile))
return players
def run_cpu_turn(
game: Game,
player: Player,
profile: CPUProfile,
logger: Optional[GameLogger],
game_id: Optional[str],
stats: SimulationStats
) -> str:
"""Run a single CPU turn synchronously. Returns action taken."""
# Decide whether to draw from discard or deck
discard_top = game.discard_top()
take_discard = GolfAI.should_take_discard(discard_top, player, profile, game)
source = "discard" if take_discard else "deck"
drawn = game.draw_card(player.id, source)
if not drawn:
return "no_card"
action = "take_discard" if take_discard else "draw_deck"
stats.record_turn(player.name, action)
# Log draw decision
if logger and game_id:
reason = f"took {discard_top.rank.value} from discard" if take_discard else "drew from deck"
logger.log_move(
game_id=game_id,
player=player,
is_cpu=True,
action=action,
card=drawn,
game=game,
decision_reason=reason,
)
# Decide whether to swap or discard
swap_pos = GolfAI.choose_swap_or_discard(drawn, player, profile, game)
# If drawn from discard, must swap
if swap_pos is None and game.drawn_from_discard:
face_down = [i for i, c in enumerate(player.cards) if not c.face_up]
if face_down:
swap_pos = random.choice(face_down)
else:
# Find worst card using house rules
worst_pos = 0
worst_val = -999
for i, c in enumerate(player.cards):
card_val = get_ai_card_value(c, game.options)
if card_val > worst_val:
worst_val = card_val
worst_pos = i
swap_pos = worst_pos
if swap_pos is not None:
old_card = player.cards[swap_pos]
game.swap_card(player.id, swap_pos)
action = "swap"
stats.record_turn(player.name, action)
if logger and game_id:
logger.log_move(
game_id=game_id,
player=player,
is_cpu=True,
action="swap",
card=drawn,
position=swap_pos,
game=game,
decision_reason=f"swapped {drawn.rank.value} for {old_card.rank.value} at pos {swap_pos}",
)
else:
game.discard_drawn(player.id)
action = "discard"
stats.record_turn(player.name, action)
if logger and game_id:
logger.log_move(
game_id=game_id,
player=player,
is_cpu=True,
action="discard",
card=drawn,
game=game,
decision_reason=f"discarded {drawn.rank.value}",
)
if game.flip_on_discard:
flip_pos = GolfAI.choose_flip_after_discard(player, profile)
game.flip_and_end_turn(player.id, flip_pos)
if logger and game_id:
flipped = player.cards[flip_pos]
logger.log_move(
game_id=game_id,
player=player,
is_cpu=True,
action="flip",
card=flipped,
position=flip_pos,
game=game,
decision_reason=f"flipped position {flip_pos}",
)
return action
def run_game(
players_with_profiles: list[tuple[Player, CPUProfile]],
options: GameOptions,
logger: Optional[GameLogger],
stats: SimulationStats,
verbose: bool = False
) -> tuple[str, int]:
"""Run a complete game. Returns (winner_name, winner_score)."""
game = Game()
profiles: dict[str, CPUProfile] = {}
for player, profile in players_with_profiles:
# Reset player state
player.cards = []
player.score = 0
player.total_score = 0
player.rounds_won = 0
game.add_player(player)
profiles[player.id] = profile
game.start_game(num_decks=1, num_rounds=1, options=options)
# Log game start
game_id = None
if logger:
game_id = logger.log_game_start(
room_code="SIM",
num_players=len(players_with_profiles),
options=options
)
# Do initial flips for all players
if options.initial_flips > 0:
for player, profile in players_with_profiles:
positions = GolfAI.choose_initial_flips(options.initial_flips)
game.flip_initial_cards(player.id, positions)
# Play until game over
turn_count = 0
max_turns = 200 # Safety limit
while game.phase in (GamePhase.PLAYING, GamePhase.FINAL_TURN) and turn_count < max_turns:
current = game.current_player()
if not current:
break
profile = profiles[current.id]
action = run_cpu_turn(game, current, profile, logger, game_id, stats)
if verbose and turn_count % 10 == 0:
print(f" Turn {turn_count}: {current.name} - {action}")
turn_count += 1
# Log game end
if logger and game_id:
logger.log_game_end(game_id)
# Find winner
winner = min(game.players, key=lambda p: p.total_score)
stats.record_game(game, winner.name)
return winner.name, winner.total_score
def run_simulation(
num_games: int = 10,
num_players: int = 4,
verbose: bool = True
):
"""Run multiple games and report statistics."""
print(f"\nRunning {num_games} games with {num_players} players each...")
print("=" * 50)
logger = GameLogger()
stats = SimulationStats()
# Default options
options = GameOptions(
initial_flips=2,
flip_on_discard=False,
use_jokers=False,
)
for i in range(num_games):
players = create_cpu_players(num_players)
if verbose:
names = [p.name for p, _ in players]
print(f"\nGame {i+1}/{num_games}: {', '.join(names)}")
winner, score = run_game(players, options, logger, stats, verbose=False)
if verbose:
print(f" Winner: {winner} (score: {score})")
print("\n")
print(stats.report())
print("\n" + "=" * 50)
print("ANALYSIS")
print("=" * 50)
print("\nRun analysis with:")
print(" python game_analyzer.py blunders")
print(" python game_analyzer.py summary")
def run_detailed_game(num_players: int = 4):
"""Run a single game with detailed output."""
print(f"\nRunning detailed game with {num_players} players...")
print("=" * 50)
logger = GameLogger()
stats = SimulationStats()
options = GameOptions(
initial_flips=2,
flip_on_discard=False,
use_jokers=False,
)
players_with_profiles = create_cpu_players(num_players)
game = Game()
profiles: dict[str, CPUProfile] = {}
for player, profile in players_with_profiles:
game.add_player(player)
profiles[player.id] = profile
print(f" {player.name} ({profile.style})")
game.start_game(num_decks=1, num_rounds=1, options=options)
game_id = logger.log_game_start(
room_code="DETAIL",
num_players=num_players,
options=options
)
# Initial flips
print("\nInitial flips:")
for player, profile in players_with_profiles:
positions = GolfAI.choose_initial_flips(options.initial_flips)
game.flip_initial_cards(player.id, positions)
visible = [(i, c.rank.value) for i, c in enumerate(player.cards) if c.face_up]
print(f" {player.name}: {visible}")
print(f"\nDiscard pile: {game.discard_top().rank.value}")
print("\n" + "-" * 50)
# Play game
turn = 0
while game.phase in (GamePhase.PLAYING, GamePhase.FINAL_TURN) and turn < 100:
current = game.current_player()
if not current:
break
profile = profiles[current.id]
discard_before = game.discard_top()
# Show state before turn
visible = [(i, c.rank.value) for i, c in enumerate(current.cards) if c.face_up]
hidden = sum(1 for c in current.cards if not c.face_up)
print(f"\nTurn {turn + 1}: {current.name}")
print(f" Hand: {visible} + {hidden} hidden")
print(f" Discard: {discard_before.rank.value}")
# Run turn
action = run_cpu_turn(game, current, profile, logger, game_id, stats)
# Show result
discard_after = game.discard_top()
print(f" Action: {action}")
print(f" New discard: {discard_after.rank.value if discard_after else 'empty'}")
if game.phase == GamePhase.FINAL_TURN and game.finisher_id == current.id:
print(f" >>> {current.name} went out! Final turn phase.")
turn += 1
# Game over
logger.log_game_end(game_id)
print("\n" + "=" * 50)
print("FINAL SCORES")
print("=" * 50)
for player in sorted(game.players, key=lambda p: p.total_score):
cards = [c.rank.value for c in player.cards]
print(f" {player.name}: {player.total_score} points")
print(f" Cards: {cards}")
winner = min(game.players, key=lambda p: p.total_score)
print(f"\nWinner: {winner.name}!")
print(f"\nGame logged as: {game_id[:8]}...")
print("Run: python game_analyzer.py game", game_id, winner.name)
if __name__ == "__main__":
if len(sys.argv) > 1 and sys.argv[1] == "detail":
# Detailed single game
num_players = int(sys.argv[2]) if len(sys.argv) > 2 else 4
run_detailed_game(num_players)
else:
# Batch simulation
num_games = int(sys.argv[1]) if len(sys.argv) > 1 else 10
num_players = int(sys.argv[2]) if len(sys.argv) > 2 else 4
run_simulation(num_games, num_players)