- Add big final results modal at game end with rankings and share button - Add active rules bar showing enabled variants during gameplay - Increase spacing between player cards and opponents row - Add Wolfpack bonus rule (2 pairs of Jacks = -5 pts) - Change joker options to radio buttons (None/Standard/Lucky Swing/Eagle-Eye) - Update Eagle-Eye jokers: +2 pts unpaired, -4 pts paired - Add card flip animation on discard pile - Redesign waiting room layout with side-by-side columns - Style card backs with red Bee-style diamond crosshatch pattern - Compact standings panel to show top 4 per category - Various CSS polish and responsive improvements Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
738 lines
26 KiB
Python
738 lines
26 KiB
Python
"""AI personalities for CPU players in Golf."""
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import logging
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import random
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from dataclasses import dataclass
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from typing import Optional
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from enum import Enum
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from game import Card, Player, Game, GamePhase, GameOptions, RANK_VALUES, Rank, get_card_value
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# Alias for backwards compatibility - use the centralized function from game.py
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def get_ai_card_value(card: Card, options: GameOptions) -> int:
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"""Get card value with house rules applied for AI decisions.
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This is an alias for game.get_card_value() for backwards compatibility.
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"""
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return get_card_value(card, options)
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def can_make_pair(card1: Card, card2: Card) -> bool:
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"""Check if two cards can form a pair."""
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return card1.rank == card2.rank
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def estimate_opponent_min_score(player: Player, game: Game) -> int:
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"""Estimate minimum opponent score from visible cards."""
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min_est = 999
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for p in game.players:
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if p.id == player.id:
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continue
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visible = sum(get_ai_card_value(c, game.options) for c in p.cards if c.face_up)
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hidden = sum(1 for c in p.cards if not c.face_up)
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estimate = visible + int(hidden * 4.5) # Assume ~4.5 avg for hidden
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min_est = min(min_est, estimate)
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return min_est
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def get_end_game_pressure(player: Player, game: Game) -> float:
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"""
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Calculate pressure level based on how close opponents are to going out.
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Returns 0.0-1.0 where higher means more pressure to improve hand NOW.
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Pressure increases when:
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- Opponents have few hidden cards (close to going out)
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- We have many hidden cards (stuck with unknown values)
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"""
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my_hidden = sum(1 for c in player.cards if not c.face_up)
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# Find the opponent closest to going out
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min_opponent_hidden = 6
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for p in game.players:
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if p.id == player.id:
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continue
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opponent_hidden = sum(1 for c in p.cards if not c.face_up)
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min_opponent_hidden = min(min_opponent_hidden, opponent_hidden)
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# No pressure if opponents have lots of hidden cards
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if min_opponent_hidden >= 4:
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return 0.0
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# Pressure scales based on how close opponent is to finishing
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# 3 hidden = mild pressure (0.4), 2 hidden = medium (0.7), 1 hidden = high (0.9), 0 = max (1.0)
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base_pressure = {0: 1.0, 1: 0.9, 2: 0.7, 3: 0.4}.get(min_opponent_hidden, 0.0)
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# Increase pressure further if WE have many hidden cards (more unknowns to worry about)
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hidden_risk_bonus = (my_hidden - 2) * 0.05 # +0.05 per hidden card above 2
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hidden_risk_bonus = max(0, hidden_risk_bonus)
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return min(1.0, base_pressure + hidden_risk_bonus)
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def count_rank_in_hand(player: Player, rank: Rank) -> int:
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"""Count how many cards of a given rank the player has visible."""
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return sum(1 for c in player.cards if c.face_up and c.rank == rank)
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def count_visible_cards_by_rank(game: Game) -> dict[Rank, int]:
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"""
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Count all visible cards of each rank across the entire table.
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Includes: all face-up player cards + top of discard pile.
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Note: Buried discard cards are NOT counted because they reshuffle
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back into the deck when it empties.
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"""
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counts: dict[Rank, int] = {rank: 0 for rank in Rank}
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# Count all face-up cards in all players' hands
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for player in game.players:
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for card in player.cards:
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if card.face_up:
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counts[card.rank] += 1
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# Count top of discard pile (the only visible discard)
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discard_top = game.discard_top()
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if discard_top:
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counts[discard_top.rank] += 1
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return counts
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def get_pair_viability(rank: Rank, game: Game, exclude_discard_top: bool = False) -> float:
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"""
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Calculate how viable it is to pair a card of this rank.
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Returns 0.0-1.0 where higher means better odds of finding a pair.
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In a standard deck: 4 of each rank (2 Jokers).
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If you can see N cards of that rank, only (4-N) remain.
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Args:
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rank: The rank we want to pair
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exclude_discard_top: If True, don't count discard top (useful when
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evaluating taking that card - it won't be visible after)
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"""
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counts = count_visible_cards_by_rank(game)
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visible = counts.get(rank, 0)
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# Adjust if we're evaluating the discard top card itself
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if exclude_discard_top:
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discard_top = game.discard_top()
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if discard_top and discard_top.rank == rank:
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visible = max(0, visible - 1)
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# Cards in deck for this rank
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max_copies = 2 if rank == Rank.JOKER else 4
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remaining = max(0, max_copies - visible)
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# Viability scales with remaining copies
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# 4 remaining = 1.0, 3 = 0.75, 2 = 0.5, 1 = 0.25, 0 = 0.0
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return remaining / max_copies
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def get_game_phase(game: Game) -> str:
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"""
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Determine current game phase based on average hidden cards.
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Returns: 'early', 'mid', or 'late'
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"""
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total_hidden = sum(
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sum(1 for c in p.cards if not c.face_up)
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for p in game.players
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)
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avg_hidden = total_hidden / len(game.players) if game.players else 6
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if avg_hidden >= 4.5:
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return 'early'
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elif avg_hidden >= 2.5:
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return 'mid'
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else:
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return 'late'
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def has_worse_visible_card(player: Player, card_value: int, options: GameOptions) -> bool:
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"""Check if player has a visible card worse than the given value.
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Used to determine if taking a card from discard makes sense -
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we should only take if we have something worse to replace.
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"""
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for c in player.cards:
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if c.face_up and get_ai_card_value(c, options) > card_value:
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return True
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return False
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@dataclass
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class CPUProfile:
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"""Pre-defined CPU player profile with personality traits."""
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name: str
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style: str # Brief description shown to players
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# Tipping point: swap if card value is at or above this (4-8)
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swap_threshold: int
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# How likely to hold high cards hoping for pairs (0.0-1.0)
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pair_hope: float
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# Screw your neighbor: tendency to go out early (0.0-1.0)
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aggression: float
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# Wildcard factor: chance of unexpected plays (0.0-0.3)
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unpredictability: float
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def to_dict(self) -> dict:
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return {
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"name": self.name,
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"style": self.style,
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}
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# Pre-defined CPU profiles (3 female, 3 male, 2 non-binary)
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CPU_PROFILES = [
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# Female profiles
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CPUProfile(
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name="Sofia",
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style="Calculated & Patient",
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swap_threshold=4,
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pair_hope=0.2,
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aggression=0.2,
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unpredictability=0.02,
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),
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CPUProfile(
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name="Maya",
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style="Aggressive Closer",
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swap_threshold=6,
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pair_hope=0.4,
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aggression=0.85,
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unpredictability=0.1,
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),
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CPUProfile(
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name="Priya",
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style="Pair Hunter",
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swap_threshold=7,
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pair_hope=0.8,
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aggression=0.5,
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unpredictability=0.05,
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),
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# Male profiles
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CPUProfile(
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name="Marcus",
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style="Steady Eddie",
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swap_threshold=5,
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pair_hope=0.35,
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aggression=0.4,
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unpredictability=0.03,
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),
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CPUProfile(
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name="Kenji",
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style="Risk Taker",
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swap_threshold=8,
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pair_hope=0.7,
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aggression=0.75,
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unpredictability=0.12,
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),
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CPUProfile(
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name="Diego",
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style="Chaotic Gambler",
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swap_threshold=6,
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pair_hope=0.5,
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aggression=0.6,
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unpredictability=0.28,
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),
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# Non-binary profiles
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CPUProfile(
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name="River",
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style="Adaptive Strategist",
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swap_threshold=5,
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pair_hope=0.45,
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aggression=0.55,
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unpredictability=0.08,
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),
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CPUProfile(
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name="Sage",
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style="Sneaky Finisher",
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swap_threshold=5,
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pair_hope=0.3,
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aggression=0.9,
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unpredictability=0.15,
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),
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]
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# Track which profiles are in use
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_used_profiles: set[str] = set()
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_cpu_profiles: dict[str, CPUProfile] = {}
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def get_available_profile() -> Optional[CPUProfile]:
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"""Get a random available CPU profile."""
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available = [p for p in CPU_PROFILES if p.name not in _used_profiles]
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if not available:
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return None
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profile = random.choice(available)
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_used_profiles.add(profile.name)
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return profile
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def release_profile(name: str):
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"""Release a CPU profile back to the pool."""
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_used_profiles.discard(name)
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# Also remove from cpu_profiles by finding the cpu_id with this profile
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to_remove = [cpu_id for cpu_id, profile in _cpu_profiles.items() if profile.name == name]
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for cpu_id in to_remove:
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del _cpu_profiles[cpu_id]
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def reset_all_profiles():
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"""Reset all profile tracking (for cleanup)."""
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_used_profiles.clear()
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_cpu_profiles.clear()
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def get_profile(cpu_id: str) -> Optional[CPUProfile]:
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"""Get the profile for a CPU player."""
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return _cpu_profiles.get(cpu_id)
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def assign_profile(cpu_id: str) -> Optional[CPUProfile]:
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"""Assign a random profile to a CPU player."""
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profile = get_available_profile()
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if profile:
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_cpu_profiles[cpu_id] = profile
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return profile
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def assign_specific_profile(cpu_id: str, profile_name: str) -> Optional[CPUProfile]:
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"""Assign a specific profile to a CPU player by name."""
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# Check if profile exists and is available
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for profile in CPU_PROFILES:
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if profile.name == profile_name and profile.name not in _used_profiles:
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_used_profiles.add(profile.name)
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_cpu_profiles[cpu_id] = profile
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return profile
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return None
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def get_all_profiles() -> list[dict]:
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"""Get all CPU profiles for display."""
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return [p.to_dict() for p in CPU_PROFILES]
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class GolfAI:
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"""AI decision-making for Golf game."""
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@staticmethod
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def choose_initial_flips(count: int = 2) -> list[int]:
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"""Choose cards to flip at the start."""
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if count == 0:
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return []
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if count == 1:
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return [random.randint(0, 5)]
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# For 2 cards, prefer different columns for pair info
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options = [
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[0, 4], [2, 4], [3, 1], [5, 1],
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[0, 5], [2, 3],
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]
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return random.choice(options)
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@staticmethod
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def should_take_discard(discard_card: Optional[Card], player: Player,
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profile: CPUProfile, game: Game) -> bool:
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"""Decide whether to take from discard pile or deck."""
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if not discard_card:
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return False
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options = game.options
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discard_value = get_ai_card_value(discard_card, options)
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# Unpredictable players occasionally make random choice
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# BUT only for reasonable cards (value <= 5) - never randomly take bad cards
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if random.random() < profile.unpredictability:
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if discard_value <= 5:
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return random.choice([True, False])
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# Always take Jokers and Kings (even better with house rules)
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if discard_card.rank == Rank.JOKER:
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# Eagle Eye: If we have a visible Joker, take to pair them (doubled negative!)
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if options.eagle_eye:
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for card in player.cards:
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if card.face_up and card.rank == Rank.JOKER:
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return True
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return True
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if discard_card.rank == Rank.KING:
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return True
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# Auto-take 10s when ten_penny enabled (they're worth 1)
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if discard_card.rank == Rank.TEN and options.ten_penny:
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return True
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# Take card if it could make a column pair (but NOT for negative value cards)
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# Pairing negative cards is bad - you lose the negative benefit
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if discard_value > 0:
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for i, card in enumerate(player.cards):
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pair_pos = (i + 3) % 6 if i < 3 else i - 3
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pair_card = player.cards[pair_pos]
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# Direct rank match
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if card.face_up and card.rank == discard_card.rank and not pair_card.face_up:
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return True
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# Take low cards (using house rule adjusted values)
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# Threshold adjusts by game phase - early game be picky, late game less so
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phase = get_game_phase(game)
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base_threshold = {'early': 2, 'mid': 3, 'late': 4}.get(phase, 2)
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if discard_value <= base_threshold:
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return True
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# Calculate end-game pressure from opponents close to going out
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pressure = get_end_game_pressure(player, game)
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# Under pressure, expand what we consider "worth taking"
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# When opponents are close to going out, take decent cards to avoid
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# getting stuck with unknown bad cards when the round ends
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if pressure > 0.2:
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# Scale threshold: at pressure 0.2 take 4s, at 0.5+ take 6s
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pressure_threshold = 3 + int(pressure * 6) # 4 to 9 based on pressure
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pressure_threshold = min(pressure_threshold, 7) # Cap at 7
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if discard_value <= pressure_threshold:
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# Only take if we have hidden cards that could be worse
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my_hidden = sum(1 for c in player.cards if not c.face_up)
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if my_hidden > 0:
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return True
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# Check if we have cards worse than the discard
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worst_visible = -999
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for card in player.cards:
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if card.face_up:
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worst_visible = max(worst_visible, get_ai_card_value(card, options))
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if worst_visible > discard_value + 1:
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# Sanity check: only take if we actually have something worse to replace
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# This prevents taking a bad card when all visible cards are better
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if has_worse_visible_card(player, discard_value, options):
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return True
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return False
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@staticmethod
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def choose_swap_or_discard(drawn_card: Card, player: Player,
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profile: CPUProfile, game: Game) -> Optional[int]:
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"""
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Decide whether to swap the drawn card or discard.
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Returns position to swap with, or None to discard.
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"""
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options = game.options
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drawn_value = get_ai_card_value(drawn_card, options)
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# Unpredictable players occasionally make surprising play
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# BUT never discard excellent cards (Jokers, 2s, Kings, Aces)
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if random.random() < profile.unpredictability:
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if drawn_value > 1: # Only be unpredictable with non-excellent cards
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face_down = [i for i, c in enumerate(player.cards) if not c.face_up]
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if face_down and random.random() < 0.5:
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return random.choice(face_down)
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# Eagle Eye: If drawn card is Joker, look for existing visible Joker to pair
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if options.eagle_eye and drawn_card.rank == Rank.JOKER:
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for i, card in enumerate(player.cards):
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if card.face_up and card.rank == Rank.JOKER:
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pair_pos = (i + 3) % 6 if i < 3 else i - 3
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if not player.cards[pair_pos].face_up:
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return pair_pos
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# Check for column pair opportunity first
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# But DON'T pair negative value cards (2s, Jokers) - keeping them unpaired is better!
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# Exception: Eagle Eye makes pairing Jokers GOOD (doubled negative)
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should_pair = drawn_value > 0
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if options.eagle_eye and drawn_card.rank == Rank.JOKER:
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should_pair = True
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if should_pair:
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for i, card in enumerate(player.cards):
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pair_pos = (i + 3) % 6 if i < 3 else i - 3
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pair_card = player.cards[pair_pos]
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# Direct rank match
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if card.face_up and card.rank == drawn_card.rank and not pair_card.face_up:
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return pair_pos
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if pair_card.face_up and pair_card.rank == drawn_card.rank and not card.face_up:
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return i
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# Find best swap among face-up cards that are BAD (positive value)
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# Don't swap good cards (Kings, 2s, etc.) just for marginal gains -
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# we want to keep good cards and put new good cards into face-down positions
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best_swap: Optional[int] = None
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best_gain = 0
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for i, card in enumerate(player.cards):
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if card.face_up:
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card_value = get_ai_card_value(card, options)
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# Only consider replacing cards that are actually bad (positive value)
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if card_value > 0:
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gain = card_value - drawn_value
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if gain > best_gain:
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best_gain = gain
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best_swap = i
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# Swap if we gain points (conservative players need more gain)
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min_gain = 2 if profile.swap_threshold <= 4 else 1
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if best_gain >= min_gain:
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return best_swap
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# Blackjack: Check if any swap would result in exactly 21
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if options.blackjack:
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current_score = player.calculate_score()
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if current_score >= 15: # Only chase 21 from high scores
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for i, card in enumerate(player.cards):
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if card.face_up:
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# Calculate score if we swap here
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potential_change = drawn_value - get_ai_card_value(card, options)
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potential_score = current_score + potential_change
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if potential_score == 21:
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# Aggressive players more likely to chase 21
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if random.random() < profile.aggression:
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return i
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# Consider swapping with face-down cards for very good cards (negative or zero value)
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# 10s (ten_penny) become "excellent" cards worth keeping
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is_excellent = (drawn_value <= 0 or
|
|
drawn_card.rank == Rank.ACE or
|
|
(options.ten_penny and drawn_card.rank == Rank.TEN))
|
|
|
|
# Calculate pair viability and game phase for smarter decisions
|
|
pair_viability = get_pair_viability(drawn_card.rank, game)
|
|
phase = get_game_phase(game)
|
|
pressure = get_end_game_pressure(player, game)
|
|
|
|
if is_excellent:
|
|
face_down = [i for i, c in enumerate(player.cards) if not c.face_up]
|
|
if face_down:
|
|
# Pair hunters might hold out hoping for matches
|
|
# BUT: reduce hope if pair is unlikely or late game pressure
|
|
effective_hope = profile.pair_hope * pair_viability
|
|
if phase == 'late' or pressure > 0.5:
|
|
effective_hope *= 0.3 # Much less willing to gamble late game
|
|
if effective_hope > 0.6 and random.random() < effective_hope:
|
|
return None
|
|
return random.choice(face_down)
|
|
|
|
# For medium cards, swap threshold based on profile
|
|
# Late game: be more willing to swap in medium cards
|
|
effective_threshold = profile.swap_threshold
|
|
if phase == 'late' or pressure > 0.5:
|
|
effective_threshold += 2 # Accept higher value cards under pressure
|
|
|
|
if drawn_value <= effective_threshold:
|
|
face_down = [i for i, c in enumerate(player.cards) if not c.face_up]
|
|
if face_down:
|
|
# Pair hunters hold high cards hoping for matches
|
|
# BUT: check if pairing is actually viable
|
|
effective_hope = profile.pair_hope * pair_viability
|
|
if phase == 'late' or pressure > 0.5:
|
|
effective_hope *= 0.3 # Don't gamble late game
|
|
if effective_hope > 0.5 and drawn_value >= 6:
|
|
if random.random() < effective_hope:
|
|
return None
|
|
return random.choice(face_down)
|
|
|
|
return None
|
|
|
|
@staticmethod
|
|
def choose_flip_after_discard(player: Player, profile: CPUProfile) -> int:
|
|
"""Choose which face-down card to flip after discarding."""
|
|
face_down = [i for i, c in enumerate(player.cards) if not c.face_up]
|
|
|
|
if not face_down:
|
|
return 0
|
|
|
|
# Prefer flipping cards that could reveal pair info
|
|
for i in face_down:
|
|
pair_pos = (i + 3) % 6 if i < 3 else i - 3
|
|
if player.cards[pair_pos].face_up:
|
|
return i
|
|
|
|
return random.choice(face_down)
|
|
|
|
@staticmethod
|
|
def should_go_out_early(player: Player, game: Game, profile: CPUProfile) -> bool:
|
|
"""
|
|
Decide if CPU should try to go out (reveal all cards) to screw neighbors.
|
|
"""
|
|
options = game.options
|
|
face_down_count = sum(1 for c in player.cards if not c.face_up)
|
|
|
|
if face_down_count > 2:
|
|
return False
|
|
|
|
estimated_score = player.calculate_score()
|
|
|
|
# Blackjack: If score is exactly 21, definitely go out (becomes 0!)
|
|
if options.blackjack and estimated_score == 21:
|
|
return True
|
|
|
|
# Base threshold based on aggression
|
|
go_out_threshold = 8 if profile.aggression > 0.7 else (12 if profile.aggression > 0.4 else 16)
|
|
|
|
# Knock Bonus (-5 for going out): Can afford to go out with higher score
|
|
if options.knock_bonus:
|
|
go_out_threshold += 5
|
|
|
|
# Knock Penalty (+10 if not lowest): Need to be confident we're lowest
|
|
if options.knock_penalty:
|
|
opponent_min = estimate_opponent_min_score(player, game)
|
|
# Conservative players require bigger lead
|
|
safety_margin = 5 if profile.aggression < 0.4 else 2
|
|
if estimated_score > opponent_min - safety_margin:
|
|
# We might not have the lowest score - be cautious
|
|
go_out_threshold -= 4
|
|
|
|
# Tied Shame: Estimate if we might tie someone
|
|
if options.tied_shame:
|
|
for p in game.players:
|
|
if p.id == player.id:
|
|
continue
|
|
visible = sum(get_ai_card_value(c, options) for c in p.cards if c.face_up)
|
|
hidden_count = sum(1 for c in p.cards if not c.face_up)
|
|
# Rough estimate - if visible scores are close, be cautious
|
|
if hidden_count <= 2 and abs(visible - estimated_score) <= 3:
|
|
go_out_threshold -= 2
|
|
break
|
|
|
|
# Underdog Bonus: Minor factor - you get -3 for lowest regardless
|
|
# This slightly reduces urgency to go out first
|
|
if options.underdog_bonus:
|
|
go_out_threshold -= 1
|
|
|
|
if estimated_score <= go_out_threshold:
|
|
if random.random() < profile.aggression:
|
|
return True
|
|
|
|
return False
|
|
|
|
|
|
async def process_cpu_turn(
|
|
game: Game, cpu_player: Player, broadcast_callback, game_id: Optional[str] = None
|
|
) -> None:
|
|
"""Process a complete turn for a CPU player."""
|
|
import asyncio
|
|
from game_log import get_logger
|
|
|
|
profile = get_profile(cpu_player.id)
|
|
if not profile:
|
|
# Fallback to balanced profile
|
|
profile = CPUProfile("CPU", "Balanced", 5, 0.4, 0.5, 0.1)
|
|
|
|
# Get logger if game_id provided
|
|
logger = get_logger() if game_id else None
|
|
|
|
# Add delay based on unpredictability (chaotic players are faster/slower)
|
|
delay = 0.8 + random.uniform(0, 0.5)
|
|
if profile.unpredictability > 0.2:
|
|
delay = random.uniform(0.3, 1.2)
|
|
await asyncio.sleep(delay)
|
|
|
|
# Check if we should try to go out early
|
|
GolfAI.should_go_out_early(cpu_player, game, profile)
|
|
|
|
# Decide whether to draw from discard or deck
|
|
discard_top = game.discard_top()
|
|
take_discard = GolfAI.should_take_discard(discard_top, cpu_player, profile, game)
|
|
|
|
source = "discard" if take_discard else "deck"
|
|
drawn = game.draw_card(cpu_player.id, source)
|
|
|
|
# Log draw decision
|
|
if logger and game_id and drawn:
|
|
reason = f"took {discard_top.rank.value} from discard" if take_discard else "drew from deck"
|
|
logger.log_move(
|
|
game_id=game_id,
|
|
player=cpu_player,
|
|
is_cpu=True,
|
|
action="take_discard" if take_discard else "draw_deck",
|
|
card=drawn,
|
|
game=game,
|
|
decision_reason=reason,
|
|
)
|
|
|
|
if not drawn:
|
|
return
|
|
|
|
await broadcast_callback()
|
|
await asyncio.sleep(0.4 + random.uniform(0, 0.4))
|
|
|
|
# Decide whether to swap or discard
|
|
swap_pos = GolfAI.choose_swap_or_discard(drawn, cpu_player, profile, game)
|
|
|
|
# If drawn from discard, must swap (always enforced)
|
|
if swap_pos is None and game.drawn_from_discard:
|
|
face_down = [i for i, c in enumerate(cpu_player.cards) if not c.face_up]
|
|
if face_down:
|
|
swap_pos = random.choice(face_down)
|
|
else:
|
|
# All cards are face up - find worst card to replace (using house rules)
|
|
worst_pos = 0
|
|
worst_val = -999
|
|
for i, c in enumerate(cpu_player.cards):
|
|
card_val = get_ai_card_value(c, game.options) # Apply house rules
|
|
if card_val > worst_val:
|
|
worst_val = card_val
|
|
worst_pos = i
|
|
swap_pos = worst_pos
|
|
|
|
# Sanity check: warn if we're swapping out a good card for a bad one
|
|
drawn_val = get_ai_card_value(drawn, game.options)
|
|
if worst_val < drawn_val:
|
|
logging.warning(
|
|
f"AI {cpu_player.name} forced to swap good card (value={worst_val}) "
|
|
f"for bad card {drawn.rank.value} (value={drawn_val})"
|
|
)
|
|
|
|
if swap_pos is not None:
|
|
old_card = cpu_player.cards[swap_pos] # Card being replaced
|
|
game.swap_card(cpu_player.id, swap_pos)
|
|
|
|
# Log swap decision
|
|
if logger and game_id:
|
|
logger.log_move(
|
|
game_id=game_id,
|
|
player=cpu_player,
|
|
is_cpu=True,
|
|
action="swap",
|
|
card=drawn,
|
|
position=swap_pos,
|
|
game=game,
|
|
decision_reason=f"swapped {drawn.rank.value} into position {swap_pos}, replaced {old_card.rank.value}",
|
|
)
|
|
else:
|
|
game.discard_drawn(cpu_player.id)
|
|
|
|
# Log discard decision
|
|
if logger and game_id:
|
|
logger.log_move(
|
|
game_id=game_id,
|
|
player=cpu_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(cpu_player, profile)
|
|
game.flip_and_end_turn(cpu_player.id, flip_pos)
|
|
|
|
# Log flip decision
|
|
if logger and game_id:
|
|
flipped_card = cpu_player.cards[flip_pos]
|
|
logger.log_move(
|
|
game_id=game_id,
|
|
player=cpu_player,
|
|
is_cpu=True,
|
|
action="flip",
|
|
card=flipped_card,
|
|
position=flip_pos,
|
|
game=game,
|
|
decision_reason=f"flipped card at position {flip_pos}",
|
|
)
|
|
|
|
await broadcast_callback()
|