Commit Graph

17 Commits

Author SHA1 Message Date
prosolis
a5b7e41929 games: the card the dealer never turned over, and the bet that came back doubled
Bust every hand and the dealer doesn't draw, which is right, but it was also
not turning over: reveal is only emitted by dealerPlay, and busting out skips
the dealer entirely. The browser kept the hole card face down while the settled
state printed the dealer's whole total under it. Emit the reveal on that path.

And standing your bet back up after a reload read the hand's bet straight off
the settled state, which a double has already doubled. Reload, double 200, and
the next hand starts with 400 on the spot.

Plus: the share card was hand-writing a Content-Length that ServeContent
overwrites anyway, and serving a zero-byte 200 for a room with no card.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 14:22:26 -07:00
prosolis
6f34a89622 games: the hand that becomes two, and the bet that has to follow it
Blackjack has a split. It was the last rule missing from a game that has been
live for a week, and it is the only move in blackjack that takes chips out of
your stack *after* the cards are out — which is most of what there is to get
wrong about it.

So the state stops pretending. State.Player is gone; there is a slice of Hands,
each with its own cards, its own bet, its own outcome and its own payout, and an
Active index the player works left to right. Settle runs per hand and rakes per
hand: netting them against each other first would mean a player who won one and
lost one paid no rake at all, which is not a rake, it's a discount for
splitting. The web layer takes the second bet before the move and hands it
straight back if the engine refuses — the same shape double already used, except
double was staking st.Bet, the whole table's stake, which was the same number as
the hand's until today and is now emphatically not. DoubleCost/SplitCost are the
active hand's, and the felt would have found this by charging you 300 to double
the third hand of a split.

The rules that cost money if you guess them: split aces get one card each and no
say (a pair of aces is otherwise the best hand in the game, forever), 21 on a
split hand is twenty-one and not a natural (it does not pay 3:2 — the test that
pins this is the most expensive one in the file), same rank rather than same
value (a king and a queen are not a pair), four hands maximum, double after
split allowed, and if every hand busts the dealer does not turn over.

A live hand outlives a deploy, so State.UnmarshalJSON still reads the old blobs:
"player" with no "hands" becomes one hand holding the whole stake. Without it, a
player mid-hand at restart is a player whose cards vanished — which is not a
decode error, and would not have looked like one.

On the felt a hand is now a box with its own spot, and a split is a card lifting
out of one hand into a new one with a second stack of chips flying after it from
your pile. Verified in a browser against a real pair: chips 4738 -> 4638 on the
split, two hands played out, one push and one loss, "Down on the deal. -100",
4738 back. Three hands stack without collision at 390px. Settled hands come back
to full brightness — dimming means "not your turn", and when the deal is over
they are the thing you are reading.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 13:54:55 -07:00
prosolis
39ed293f4f games: the word you owe the table, and the hand you were already holding
Three things, and the first one was a bug.

Your own hand didn't move until the lap ended. bump() keeps the bots'
fans honest and has always refused seat zero, and nothing else touched
yours — so a +4 landing on you at the top of a lap put four backs into
your hand and then nothing, and the cards themselves turned up seconds
later when the script finished and paint() finally ran. You spent the
whole lap looking at a hand you no longer held. The engine now stamps
your hand onto every event that changes it (Event.Hand, seat zero only,
which is the one hand the browser is already entitled to see) and the
table redraws as the cards land. Measured in the running app: 2 -> 3
cards at 414ms into a 1791ms lap.

You couldn't call UNO, and not because the button was missing: going
down to one card *was* the call. discard() fired the uno event by
itself, which made it a thing that happened to you rather than a thing
you did, and a rule nobody can fail is not a rule. So now you say it or
you don't (Move.Uno), and if you don't, every bot still in the game gets
one look at you before any of them plays — because a bot that has moved
on is a bot that has stopped watching your hand. It runs the other way
too, and that half is the fun one: a bot forgets often enough to be
worth watching for, and when it does it says *nothing*. No event, no
badge, no tell on the felt except the count beside its fan reading
"1 card". Catch it and it takes two; call a seat that had nothing to
hide and you take two yourself, which is what stops the catch button
from being a thing you simply mash.

Which cards owe the call is the engine's answer, not a count of your
hand: No Mercy's "discard all" takes every card of its colour with it,
so a six-card hand can land on one, and a browser subtracting one from
six walks you into a catch it never warned you about.

And the room was silent. Every sound in here is *made* — an oscillator,
a burst of filtered noise, an envelope — the same bargain the weather
engine takes with its clouds. A card is a slap of noise through a
bandpass, a chip is two detuned sines with a knock on the front, a win
is four notes going up. No asset files, no round trips, and a sound can
be pitched and detuned per call instead of being the same wav three
hundred times. Hooked into the FX layer rather than into the games, so
every table that throws a chip or turns a card got it at once.

The multiples moved, and the test that exists to catch that caught it.
The naive strategy now calls UNO, because calling is a button and not a
strategy — what these tiers price is bad card play, not a player who
ignores the felt shouting at them — and on that footing the normal
tables come back to where they were (40.1 / 28.5 / 23.1). No Mercy Full
House did not: it was paying a *negative* house edge, which is the house
paying you to sit down. Re-priced 3.8 -> 3.5.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 13:15:11 -07:00
prosolis
03524aefbc games: the seat you sit in, and the seat you are left in
Six-handed, the felt printed CO on three seats at once. Position walked the
table with nextIn, which steps over folded seats, while the seat count it walked
against still included them — so every muck slid the anchors round and the
labels landed somewhere new. Folding the small blind relabelled it the cutoff.

The two walks are a pair and they are easy to confuse. nextIn asks who is still
in the betting; a fold takes you out of it. Position needs the other question —
who was dealt in — because where you sit is decided when the button moves and
does not change because somebody threw their hand away. So nextDealt, which
skips only the seats that are not in the hand at all, and a note at both of them
saying which is which.

The bots never read this. They use InPosition, which really does want the last
seat still live, and which is deliberately not this function. So the policy is
untouched and the money never moved — the only thing this ever broke was the
badge on the plate, which is precisely why nothing caught it.

TestPositionsDoNotMoveWhenSeatsFold deals six-handed, asserts the table prints
each of BTN/SB/BB/UTG/MP/CO exactly once, then folds the seats out from under it
one at a time and asserts nobody's label moves.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 11:42:18 -07:00
prosolis
8db8845feb games: no mercy on the felt, and the bill that went to the wrong window
The engine has been able to play No Mercy since aca523e. Now a browser can.

The switch is a switch, not a fourth table: the tier is still the table size,
because that is what you are paid for, and the deck is the other dial. Six faces
the normal box does not print, sized by the card's own vars and never by the box
they sit in. The stack says what the bill is on the felt, in the turn line and on
the button, and under it the deck is dead — you cannot draw your way out of a
bill somebody has run up and pointed at you.

The wild draws glow. That started as decoration and turned out to be doing work:
No Mercy prints a coloured +4 right beside the wild one, and in a hand of twenty
the glow is what tells them apart.

A buried seat is not an empty one, which is the whole trap here — a seat killed
at twenty-five holds no cards, and neither does a seat that just went out and
won. The view asks the engine which it is instead of counting to zero, so the
winner is never the corpse.

Two bugs, both found in a browser and neither findable anywhere else:

The felt's stack bill was writing into the chip bar. It was [data-pending], and
so is the bar's "your chips are still coming" readout — and the bar lives inside
the table's own root and comes first in the document. A stack quietly overwrote
the escrow message and never appeared on the felt at all. A table's attributes
are not a private namespace.

And hold'em, re-driven on the 20M-hand policy (six hands, got up 61 ahead of a
100 buy-in, money conserved to the chip — Phase 4 closed), let you click a button
that did nothing: Deal, Leave and Top up stayed alive through the whole deal
animation, where send() drops the click on purpose. The lock is on the buttons
now, not only in the variable.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 11:10:07 -07:00
prosolis
aca523e511 games: no mercy, and the multiples nobody re-measured
No Mercy UNO as a rules dial on the existing tier, not a fourth table: 168 cards,
draw-until-playable, draw-stacking, and the twenty-five card mercy kill. Six
tiers now; a normal game never runs a line of the new code.

The engine is the whole of it so far — the felt hasn't been touched, so there is
no way to play this in a browser yet.

Two things worth knowing.

The normal tiers were mispriced, and had been for a while. They were set against
a naive win rate of 43/32/27%; it now measures 40.3/29.2/23.3%. The bots got
better at some point after the multiples were written down and nobody re-ran the
measurement — which the plan explicitly warns about, because the bots and the
tiers are a pair. Table and Full House had been charging an 18–19% house edge
instead of the 8% they were meant to. All six tiers are repriced off a fresh
measurement, and TestTheMultiplesAreStillPriced now fails the build if they
drift again. It is the test the normal tiers never had, which is how they drifted.

And No Mercy is *easier* than UNO, at every table size, so it pays less. The
mercy rule does not care whose hand hits twenty-five: it kills bots too, and
every bot it buries is one fewer seat that can beat you to the last card. A deck
built to be merciless turns out to be merciless mostly to the table.

The rake test used to assert a payout of 214, which was the 2.2x duel written
down as a number. It failed on a rake that was entirely correct. It derives the
arithmetic from the tier now: the rule is that the house takes its cut of the
profit and never touches the stake, and that holds at any multiple.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 10:07:55 -07:00
prosolis
4bc38859d4 games: the bots come back from school
The 20M-hand policy the trainer was running on millenia, collected. 4,159 nodes,
which is barely more than the 300k-hand placeholder had — the info-set
abstraction is coarse, so what twenty million hands bought is better-converged
strategies at the same decision points, not a bigger tree. The heads-up hit rate
is 94% and chips still conserve across a hundred sessions of real hands.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 10:07:55 -07:00
prosolis
b96879d25c games: the short stack that could win money it never matched
A review pass, and it found the one that would have cost somebody real chips.

Side pots were only ever cut in runout() — the path taken when the betting
stops because nobody is left able to bet. But a hand reaches a showdown with an
all-in player in it and the betting having finished perfectly normally: a short
stack shoves, two players who still have chips behind call, and then keep
betting past them street after street to the river. Nothing was cut. One pot,
everybody eligible, and the short stack takes the lot — every chip the deep
players put in after they were already all-in, money that could never have been
lost to them. All-in for 100 against two players who each put in 500, and the
best hand collects 1,100 instead of the 300 it was playing for.

Chip conservation never saw it. The chips balance perfectly; they just land in
the wrong seat. And every browser session went through runout(), because a
player shoving is what ends the betting. It took reading the code.

Also from the review: play() dereferenced a table it had just been handed as
null, the top-up button offered chips the wallet could not cover, and the
trainer's ETA was sixty thousand hands optimistic on the first line it printed.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 09:16:52 -07:00
prosolis
903c5accdb games: the rake you pay, and the rake the table lifts
They are different numbers and the felt was quoting the wrong one. Every raked
pot has chips lifted off it, whoever wins — that has to stay true or the table
stops balancing. But the bots' chips are not real, so a pot a bot wins costs
you nothing, and the counter under your stack was climbing anyway while you sat
there folding.

Rake is now every chip off the table (so the chips conserve) and Paid is the
part that came out of a pot you won, which is the only part that is money and
the only part worth telling you about. A chop costs you half of it. The audit
log takes Paid too: the house's income is what it made off the player, not what
it lifted off a bot.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 09:11:14 -07:00
prosolis
e6c1bd3b54 games: the poker table opens, and the bots go back to school
Phase 4. Hold'em, and it's the only table in the casino that is a session
rather than a game: you buy in, play as many hands as you like, and leave with
what's in front of you. So the live row spans hands and chips cross the border
exactly twice. Everything in between is inside the engine.

The bots move inside ApplyMove, as UNO's do, which is what keeps poker off a
socket: shove all-in and the flop, turn, river, showdown and payout all come
back in one response, as a script the felt plays back.

The CFR policy the plan called "the single highest-value asset in either repo"
was never read. Not once, in the whole life of the game: the trainer wrote its
info-set keys under IP/OOP and the runtime looked them up under BTN/SB/BB, so
every lookup missed and fell silently through to a pot-odds heuristic. Nothing
looked broken, because a policy miss is not an error. And it was the wrong
policy anyway — ten big blinds deep, trained on a tree where a call always ends
the street, which is not poker. So the trainer is rewritten to play the real
engine through the real reducer, at every stack depth the table deals, and the
trainer and the table now build the key with the same function so they cannot
drift apart again. A test fails if the bots stop finding themselves in it.

Three money bugs, and the tests earned their keep. Chip conservation across a
hundred sessions caught an uncalled bet that minted chips. A var-init ordering
trap meant every card was identical, every showdown tied and every bot believed
it held exactly 50% equity. And the browser caught the rake being silently
zero — the tier said 5 meaning percent, the casino handed it 0.05 meaning a
fraction, and integer division took the house's cut down to nothing.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 09:08:59 -07:00
prosolis
6e20883e5d games: the table that couldn't end, and the lock that let go too early
A code review of the uno table found the stuck guard had never once fired.
It counted how many bots had passed in a row and wanted more of them than
there are seats — but the bot loop hands the turn back the moment it comes
round to you, so the count could never get there, and your own empty-handed
pass was never in it. A dead table just passed the turn round forever. That
is not an ugly ending, it's a game you cannot finish, and a game you cannot
finish is chips you cannot cash out. So it asks the real question now: is
there anything to draw, and is anyone holding a card that goes.

And the table let go of itself too early. busy came off when the request
landed, not when the script it came back with had finished playing — so for
the seconds a bot lap takes, you could click a card at a board the server
had already moved past. It comes off at the end now, like the other tables.

Also: left: 0 was being dropped on its way out the door, which is the one
number that matters (the seat that just went out), the deck counter didn't
come back after a reshuffle, and hoisting fly() into flyNode() had quietly
flattened the chip arc on every other table in the room.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 07:50:52 -07:00
prosolis
79c857023f games: a table of bots you have to beat to the last card
UNO, played for chips. You stake once, sit down against one to three bots,
and going out first pays the table: 2.2x heads up, 3.6x against a full house.
Anybody else going out first takes the stake. The table size is the tier,
because it is the only dial UNO has.

The bots move inside ApplyMove. A game with opponents is normally where you
reach for a socket, and the plan says solo UNO must not — so one request plays
your move and every bot turn behind it, and hands back the whole lap as a
script the felt plays in order.

The RNG is in the state rather than an argument to it: the bots choose and a
spent deck reshuffles, so the engine needs randomness mid-game, and there is no
generator alive across requests to pass in. The seed rides in the state and each
step derives its own. The game still replays exactly as it fell.

The zero value of Color is Wild, and that is the whole point of it: a wild
played with the colour field missing from the JSON must be refused, not
quietly played as a red one. It was red for an hour.

The browser never sees a bot's card — not the deck, not a hand, not the face of
a card a bot drew, which is most of the deck. Seats cross the wire as a name and
a count.

The multiples are measured, not guessed: playing the first legal card you hold
wins 43/32/27% of the time against these bots, so the tiers price that to lose
about 8% a game and leave good play worth roughly the house's edge.

PeteFX.flyNode is the throw with the chip taken out of it, so a card can be
thrown across the felt the same way. fly() is now that with a chip in it.

Not yet driven in a browser, which in this room means not yet finished.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 07:07:17 -07:00
prosolis
3e9b93af55 games: the clock beats the walk button, and the rack isn't betting
The trivia ladder handled a walk before it looked at the clock, so the
timeout only ever bit if the browser volunteered it. Sit on a question,
look it up, answer if you find it and walk if you don't, and you never
lose a ladder. The clock is now the first thing that happens to a move.

The house's chip rack was wired up as bet buttons on blackjack and
hangman: it's four spans with data-chip on them and nothing said the
handler only wanted the real ones. Clicking the house's money raised
your bet.

Hangman had two definitions of "a letter you'd guess" — unicode in the
engine, ASCII in the renderer — and a phrase with an accent in it would
have had no tile to fill and no key to fill it with. One definition now.

Plus: trivia's countdown no longer freezes at zero when the server turns
down a timeout report it was early for, questions whose wrong answer
decodes into the right one are dropped at the door, and hangman bets on
PeteFX's spot like every other table instead of its own copy of it.
2026-07-14 06:28:38 -07:00
prosolis
c62d736223 games: a ladder you climb against the clock 2026-07-14 02:11:09 -07:00
prosolis
5ca056bf20 games: you buy the deck, and win it back a card at a time
Solitaire, Vegas rules — the only shape solitaire has ever had as a
gambling game. You don't win or lose the deal: the stake buys the deck
outright, and every card you get home to a foundation pays a fifty-second
of the tier's multiple back. Cash the board whenever you like and keep
what you've banked, so a board that has gone dead is a decision rather
than a wall. No undo: the stake is spent the moment the deck is bought,
and an undo would be a way to walk a losing board backwards until it wins.

Three deals, and the two dials are the whole difficulty of Klondike.
Patient draws one with unlimited passes and pays 1.4x, so it takes 38
cards home to get square. Vegas draws three, three times round, 2.2x,
square at 24. Cutthroat draws three and gives you one pass, 3.4x, square
at 16 — most of those boards never clear, and you're ahead long before
they would.

internal/games/klondike is the same pure reducer as the other two, and
Pays() is one function for the same reason hangman's is. Two fuzzers hold
the deck together: no sequence of moves can lose or duplicate a card, and
the board stays well-formed. They earned their keep immediately — the
first thing they caught was a recycle that reversed the waste. It flips as
a block, so the card drawn first comes out first, and reversing it would
have dealt a different game on every pass and quietly broken the seed in
the audit log.

The browser never sees the stock or a face-down card, which here is most
of the deck rather than blackjack's one hole card: a column sends how many
cards are under it, never which.

The table re-renders and animates the difference. Blackjack plays back a
script because a hand only ever grows at one end; solitaire moves runs
from anywhere to anywhere and an auto-finish moves eleven cards at once,
so a script of "append this card there" would be a second engine over here
and it would be the one that's wrong. Instead the board on screen is
always exactly the board the server says exists, and each card is played
from where it just was to where it now is. The events supply only what a
diff can't: where a newly-revealed card came from, and what the board is
worth.

The rules are mirrored in JS on purpose, and only to light up the columns
a held card can go to. Being shown where a card goes is the game teaching
you; being told no after you commit is the game scolding you. The server
still decides, and a disagreement snaps the board back to what it says.

Two things came out into the open rather than being copied, which is the
rule this room runs on: casino-cards.js (the deck — faces, pips, the flip)
and PeteFX.spot() (the pile of chips and the number under it, which now
owns the rule that the number is a readout of the pile). Blackjack uses
both.

Not yet driven in a browser.
2026-07-14 01:40:14 -07:00
prosolis
fe2195e85f games: a gallows you can bet on
Hangman, and it plays for chips — which the plan had down as a free game, on
the grounds that trivia has no euro coupling in gogobee. But a free game in a
casino reads as a demo, so it stakes like everything else.

The idea that makes it a casino game rather than hangman with a wager stapled
on: the gallows is the payout meter. A wrong guess draws a limb *and* takes a
tenth off what a win is worth, because those are the same event and showing
them as one is the entire reason to bet on this. Short phrases pay 2.6x (fewer
letters, less to go on), long ones 1.6x — the floor is 1x, so a win never hands
back less than the stake, and the rake still comes out of winnings only.

State.Pays() is the number the felt quotes and the number settle() lands on.
They were briefly two sums, and the table spent an afternoon advertising a
pre-rake payout it didn't honour.

Two things the storage layer had already decided for us, and one it hadn't:
game_live_hands is keyed on the player, so "one game at a time" holds across
games for free (a live hangman 409s a blackjack deal, stake intact). But
table() unmarshalled every live row as a blackjack hand, which does not fail on
a hangman row — it quietly yields an empty hand. It dispatches on the game now.

commit() is the settle path both games share, and casinoRoutes() the one route
list, since the dev rig wires its own mux and a second copy is a copy that stops
including the newest game.

Driven in a browser, win and loss: 200 at 2.34x paid 455 and the bar landed on
it; six wrong took the stake and no more; a reload mid-phrase brought back the
board, the limbs, the multiple, the spent keys and the chips on the spot. The
browser found the two bugs a Go test can't — a lives counter under the house
rack, and a word wrapping early because the rack's clearance was on the whole
column instead of the one row beside it.
2026-07-14 01:19:05 -07:00
prosolis
8310b30439 games: a deck you can seed and a blackjack you can replay
The first two pieces of games.parodia.dev, both pure: no HTTP, no timers, no
euros, nothing that knows a player's name.

cards/ is the shared deck gogobee never had — blackjack carried its own, UNO
carried another, hold'em leaned on a third-party one. The RNG is threaded rather
than the package global, so a hand is reproducible from its seed. That's what
makes the engine testable, and what lets a disputed hand be dealt again exactly
as it fell.

blackjack/ is ApplyMove(state, move) -> (state, events, error), where an error
means the move was illegal and nothing else. gogobee's engine *was* the message
sender, so its errors meant "the send failed"; there was no seam to test against.
State is a plain value, so a hand survives a redeploy.

House terms match the Matrix table — six decks, 3:2, dealer hits soft 17 — plus a
5% rake. The rake comes off winnings only: a push returns the stake untouched and
a loss is never charged for the privilege.
2026-07-13 22:44:45 -07:00