868a29e9922409bbfe565c0a4af97b10e007deeb
6
Commits
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927ed84163 |
games: UNO becomes a table you sit at, and the pot that pays whoever goes out first
Phase D backend: UNO is now a session like hold'em, not a single stake. You sit
with a buy-in stack, ante into a pot each hand, and leave with what's in front of
you. The engine lost its `You` constant and its measured multiples: ApplyMove
takes the acting seat, New takes a seat list, a Tier carries an ante instead of a
Base, and a hand settles by moving the pot to the winner (less rake, and never
when a bot takes it) rather than paying a multiple. A mercy kill puts a seat out
of the hand, not out of the game — the last one standing takes the pot.
The redaction moved to the web layer, where hold'em's already lives: the engine
now stamps every seat's hand onto its events, and viewUno/viewUnoEvents strip
everything that isn't the viewer's own. TestUnoViewNeverLeaksAnotherSeatsCards is
the wall. unoTable implements tableGame; /uno/{sit,move,leave,tables,stream,chat,
say} mirror hold'em, with stream/chat/say now shared game-agnostic handlers.
The frontend is not done: uno.js still calls the retired solo endpoint, so the
page renders but is not yet playable. All engine and web tests are green.
Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
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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 |
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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
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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 |
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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 |
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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 |