Commit Graph

4 Commits

Author SHA1 Message Date
thejayman77 7f82251d86 Android target, suspending agents, and observable table snapshots
Build:
- :engine now uses com.android.kotlin.multiplatform.library (AGP 9.2.1), the
  modern KMP Android integration, rather than plain androidTarget(). Produces
  engine.aar alongside the JVM target; compileAndroidMain verified.
- Version catalog added; SDK levels match the other JSJ apps (compileSdk 37,
  minSdk 26).

Engine:
- PlayerAgent.act() and Table.playHand() are now suspend, so a human player can
  wait for input without blocking a thread. Bots are unaffected; the simulator
  wraps in runBlocking.
- TableSnapshot/SeatSnapshot published after the deal, before and after every
  action, and at the finish. Immutable, aliasing no live Seat state, giving
  animation, hand history, saving, and replay one boundary to work against.
- Snapshots carry the whole truth; maskedFor(viewer) is an explicit step that
  hides hole cards the viewer is not entitled to. Showdown reveals contenders;
  folded hands never are.
- Terminal snapshots report the contested pot rather than 0. settle() zeroes
  contributions when awarding, so the naive value was empty at exactly the
  moment the UI needs to show what was won. Caught by a new test.
- HumanAgent suspends on a CompletableDeferred and clears its pending state in a
  finally block, so cancelling an abandoned hand releases the wait instead of
  stranding it. Re-usable afterwards; a stale submit returns false.

Tests: 37 -> 45. Chips still conserved, skill gradient still monotonic.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 10:55:28 -04:00
thejayman77 96af198097 Correct PreflopChart percentile docs
The KDoc claimed the worst hand is percentile 1.0, but percentiles mark the
START of each class's band, so the last class begins at (1326-12)/1326 ~ 0.991
and no real hand reaches 1.0. Documents that this is correct for gating, since a
class is admitted when its band opens inside the range. Also notes that the
unused key slots keep 1.0 as an unreachable sentinel.

Docs only; no behaviour change. 37 tests still pass.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 09:34:43 -04:00
thejayman77 f1222401fb Fix four rules and modelling defects found in review
TDA Rule 47 — cumulative incomplete raises:
A boolean could not express "facing at least a full raise since acting", so
several short all-ins that together reached a full raise failed to reopen
betting. Seat now records lastActedAtBet (the currentBet when it last acted);
mayRaise() reopens when currentBet - lastActedAtBet >= minRaiseSize. This
subsumes the single-incomplete-raise case, so the hasActed reset in apply() is
gone.

TDA Rule 20 — odd chips:
Split-pot remainders were awarded in seat-list order. They now go to the first
winning seat clockwise from the button. The old test also never produced an odd
pot (20 chips heads-up), so it only ever proved an even split; it now builds a
genuinely odd 25-chip pot via a folded small blind and asserts which seat takes
the extra chip.

OpponentModel skipped events across hands:
It inferred a new hand from a shrinking history, but history is cleared each
hand: having consumed 3 events, first observing the next hand at 4 events left
4 < 3 false and silently dropped the first three. observe() now takes an
explicit handNumber, exposed via DecisionContext and Table.handNumber.

PreflopChart percentile semantics:
The 169 classes were ranked equally, but they are not equally likely — a pair is
6 of 1326 combinations, suited 4, offsuit 12. "Top 12%" therefore meant 12% of
classes, not of dealt hands, so looseness did not mean what it claimed.
Percentiles are now weighted by combination count.

Tests: 30 -> 37. Each new test was verified to fail with its fix reverted.
Skill gradient still monotonic: 85.9 / 79.8 / 17.4 / -183.1 bb/100 over 50k
hands, chips conserved on both tables.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 05:03:11 -04:00
thejayman77 479be1f6b9 Initial commit: Hold'em engine, bots, and simulation harness
Kotlin Multiplatform engine (JVM target only for now; androidTarget and
iosArm64 slot in without touching commonMain).

Core:
- HandEvaluator: single-pass 5-7 card evaluation, ~24M evals/sec. Verified
  exhaustively against published frequencies for all 2,598,960 five-card hands.
- Equity: Monte Carlo with ties split. PreflopChart ranks the 169 starting
  hands using all-in equity plus an explicit playability adjustment, so
  looseness means "plays the top N%".
- Table: no-limit betting rounds, side pots, odd-chip splits, uncalled-bet
  refunds, and incomplete (short all-in) raises that correctly do not reopen
  betting.

Bots:
- SkillLevel and PlayStyle are orthogonal axes. Skill drives decision quality
  (rollout accuracy, pot-odds discipline, position awareness, error rate);
  style drives bluffing, sandbagging, aggression, tightness.
- BotMood gives tilt that persists between hands and decays.
- OpponentModel lets Advanced/Expert exploit habitual bettors.
- MathBot emits a DecisionTrace of the numbers behind each decision, which the
  coach will later hand to an LLM to narrate. The LLM never does poker maths.

Simulator:
- 2,200-3,400 hands/sec. Deck RNG is separate from bot RNGs so rollout counts
  cannot shift the deal.
- Controlled skill-ladder test asserts the difficulty gradient is monotonic:
  73.9 / 53.9 / 27.6 / -155.4 bb/100 over 50k hands.

Assets: 52 CC0 English-pattern card faces plus generated backs.

Tests: 30 passing (evaluator, table rules, pre-flop chart).

Known open: win-rate magnitudes ~10x realistic and several profiles looser
than their labels. Tuning, not correctness.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 04:36:03 -04:00