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The reported symptom was a "Rock" at 41% VPIP against a 12% setting. Chasing it uncovered four separate places where a *skill* parameter was smuggling in a *style* change — the two axes were supposed to be independent. 1. Error direction. blunder() pushed every mistake the same way, so a 30% error rate put any beginner near a 30% VPIP floor regardless of style. Making it style-directed fixed the Rock but collapsed the gradient, because a tight player's errors then became folds, which cost almost nothing. Errors are now split: pre-flop follows the player's character (a nit's mistake is folding a hand they should have played), while post-flop stays costly for everyone — paying off when beaten and checking back hands worth betting. That is also where weak players genuinely lose money. 2. potOddsRespect shifted weak players systematically toward calling. That is not a weakness — calling wider than break-even against bad opponents is a winning adjustment, so it handed low-skill bots a real edge. Discipline now means ACCURACY: a weak player misjudges the threshold in either direction. 3. OpponentModel treated 0.5 as a neutral bet/raise share. Folds, checks and calls are counted too, so a normal player sits near 0.32 — every opponent read as passive, and the only two levels that consult the model tightened against the whole table and lost money for it. The exploitation feature was a handicap. Baseline calibrated and named. 4. positionAwareness widened 45% in position but narrowed 25% out of it. A seat is last to act about a quarter of the time, so the tighter branch dominated and higher awareness silently meant fewer hands. Position now shifts WHERE hands are played, not how many. Also: the pre-flop slop multiplier now saturates (multiplying pushed a 0.75 maniac to 0.93 while still drowning out the tight end), raw pot odds carry an implied-odds discount, and skill levels are re-spaced. Results: Rock 41.3% -> 14.5% VPIP, every style ordered correctly by looseness, and win rates down from ~113 to ~20 bb/100 for a strong seat. HONEST LIMITATION: Advanced and Expert are not separable. Over 100k hands their order flips with the seed. The simulator now asserts each level beats the one two tiers below it — true on every seed tried — rather than strict adjacent ordering, which would be reading noise as signal. Separating the top two needs either a wider parameter gap or a different distinguishing mechanism. New ProfileBehaviourTest is the regression that was missing: it asserts styles actually produce their own behaviour. A gradient can look healthy while every profile is misnamed, which is exactly what happened. Tests: 154 -> 166 (75 engine JVM, 75 Android host, 16 app). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
99 lines
5.1 KiB
Markdown
99 lines
5.1 KiB
Markdown
# Poker — Texas Hold'em with teachable AI opponents
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Kotlin Multiplatform. Ships iOS + Android; Android first (only Android hardware
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for physical testing).
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## Build
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No `java`/`gradle` on PATH — use Android Studio's bundled JDK:
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```bash
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export JAVA_HOME="/Applications/Android Studio.app/Contents/jbr/Contents/Home"
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./gradlew :engine:jvmTest # engine tests (JVM)
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./gradlew :engine:testAndroidHostTest # same suite, Android variant
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./gradlew :sim:run --args="50000" # simulate 50k hands, print bot stats
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./gradlew :app:assembleDebug # build the APK
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```
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## Layout
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| Path | What |
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| `engine/src/commonMain/.../core/` | Cards, evaluator, equity, pre-flop chart |
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| `engine/src/commonMain/.../bot/` | Skill/style profiles, `MathBot` |
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| `engine/src/commonMain/.../game/` | `Table` — betting rounds, side pots, showdown |
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| `sim/` | JVM-only headless simulator used to **tune** bot profiles |
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| `app/` | Android app: Compose table, `PokerViewModel` |
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| `assets/cards/` | 52 CC0 card faces + generated backs (**source of truth**) |
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| `tools/generate_card_assets.sh` | Rasterises those SVGs into `app/.../drawable-*` |
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`engine` is pure Kotlin with no platform APIs, so `androidTarget()` /
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`iosArm64()` slot in without touching `commonMain`.
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## Design rules
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1. **Poker maths never goes near the LLM.** Difficulty and style are engine-side
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EV/frequency calculations — instant, deterministic, testable, offline. The LLM
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only narrates numbers the engine already computed (`DecisionTrace`), and adds
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persona/table talk.
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2. **Skill and style are orthogonal.** `SkillLevel` = how correct decisions are;
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`PlayStyle` = bluffing, sandbagging, aggression, tightness. Build the strongest
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bot, then inject *controlled error* for lower tiers.
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3. **Pre-flop is range-based, not equity-based.** All-in equity overvalues trash
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(7-2o has ~35% vs one random hand but is unplayable). `PreflopChart` ranks the
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169 starting hands so `looseness` means "plays the top N%".
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4. **The simulator is how bots get tuned.** Run it after any bot change, across
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several seeds — a single seed will happily agree with a wrong conclusion.
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5. **A skill parameter must not smuggle in a style change.** Several bugs came
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from exactly this: `positionAwareness` silently reduced hands played,
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`potOddsRespect` systematically loosened weak players (which is a *winning*
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adjustment, so it inverted the gradient), and error direction overwrote style
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entirely. Skill should change how *well* a decision is made, not how loose or
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tight the player is.
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## Testing notes
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- `Table` takes a `CardSource`, so `StackedDeck.of(holes, board)` gives fully
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deterministic hands. Use it for any rule test.
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- The simulator gives the **deck its own RNG**, separate from each bot's. Never
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share one: bots consume RNG proportional to their `equityIterations`, so a
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shared stream means changing a profile silently changes the cards dealt.
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- `./gradlew :sim:run --args="chart"` dumps the starting-hand ranking.
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- Small samples lie. 1,000 hands is not enough to rank profiles — use 50,000+
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before believing a gradient.
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## Status
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- Evaluator: verified exhaustively against published frequencies for all
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2,598,960 five-card hands. ~24M evals/sec.
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- Engine: chip-conserving. Covered by tests: side pots, uncalled-bet refunds,
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action order, malformed agent output, **TDA Rule 47** (incomplete raises do not
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reopen betting, but several that cumulatively reach a full raise do), and
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**TDA Rule 20** (odd chip to the first winner left of the button).
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- Bots: profiles play like their labels (Rock 14.5% VPIP against a 12% setting;
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`ProfileBehaviourTest` asserts this). Win rates are in a plausible range —
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roughly +20 bb/100 for a strong seat rather than the earlier +113.
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- **Adjacent top tiers are not separable.** Advanced and Expert sit inside
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seed-to-seed noise of each other over 100k hands. The simulator therefore
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asserts each level beats the one *two* tiers below it, which holds on every
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seed tried; claiming strict adjacent ordering from one seed would be reading
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noise as signal.
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### Rules invariants that are easy to get wrong
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- Reopening betting cannot be a boolean. `Seat.lastActedAtBet` records the bet
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level a player last acted at; betting reopens when `currentBet - lastActedAtBet
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>= minRaiseSize`. Several short all-ins can reach that together.
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- `PreflopChart` percentiles are weighted by **combination counts** (pair 6,
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suited 4, offsuit 12, total 1326), so "top 12%" means 12% of *dealt hands*, not
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12% of the 169 classes.
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- Anything consuming `DecisionContext.history` across hands must key off
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`handNumber`. History is cleared each hand, so a size comparison silently drops
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events.
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- Known-imperfect: win-rate magnitudes are still ~10x realistic, and several
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profiles are looser than their labels (the Rock plays ~38% VPIP, should be
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~12%). Tuning is the open work.
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- Gradle emits an `archives` deprecation from the Kotlin Multiplatform plugin's
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own `jvm()` target registration — upstream in Kotlin 2.2.10, not our build.
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- Not built yet: LLM persona layer, opt-in coach, Compose UI.
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