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
422 lines
15 KiB
Go
422 lines
15 KiB
Go
package uno
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import (
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"math/rand/v2"
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"testing"
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)
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func nmDuel() Tier { t, _ := TierBySlug("nm-duel"); return t }
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func nmTable() Tier { t, _ := TierBySlug("nm-table"); return t }
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func nmFull() Tier { t, _ := TierBySlug("nm-full"); return t }
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func TestNoMercyDeckIsADeck(t *testing.T) {
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m := census(State{Deck: NewNoMercyDeck()})
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if got := total(m); got != 168 {
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t.Fatalf("deck has %d cards, want 168", got)
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}
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want := map[Card]int{
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{Red, Zero}: 2, // two of every number, unlike the normal deck's single zero
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{Blue, Seven}: 2,
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{Green, Skip}: 3,
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{Yellow, SkipAll}: 2,
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{Red, Reverse}: 4,
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{Blue, DrawTwo}: 2,
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{Green, DrawFour}: 2, // the *coloured* +4
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{Yellow, DiscardAll}: 3,
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{Wild, WildRevFour}: 8,
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{Wild, WildDrawSix}: 4,
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{Wild, WildDrawTen}: 4,
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{Wild, WildRoulette}: 8,
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}
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for c, n := range want {
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if m[c] != n {
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t.Errorf("%v %v: got %d, want %d", c.Color, c.Value, m[c], n)
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}
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}
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// The normal deck's wilds are not in this one, and its coloured +4 is not in
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// the normal one. They are different cards that print the same thing.
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if m[Card{Wild, WildCard}] != 0 || m[Card{Wild, WildDrawFour}] != 0 {
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t.Error("the No Mercy deck should print none of the normal wilds")
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}
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}
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// TestNoMercyCensus is the load-bearing one, and the same one the normal game
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// has: 168 cards, each in exactly one place, checked after every move of a
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// hundred games played to the end.
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//
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// It is what would catch the two new ways this deck can lose a card. Discard All
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// buries a whole colour under the pile, and a mercy kill shovels a
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// twenty-five-card hand back into the deck — either of those dropping a card on
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// the floor is a deck that quietly shrinks until the table can't be dealt.
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func TestNoMercyCensus(t *testing.T) {
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for _, tier := range []Tier{nmDuel(), nmTable(), nmFull()} {
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for seed := uint64(0); seed < 100; seed++ {
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s := deal(t, tier, 100, seed)
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start := census(s)
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if got := total(start); got != 168 {
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t.Fatalf("%s seed %d: dealt %d cards, want 168", tier.Slug, seed, got)
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}
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rng := rand.New(rand.NewPCG(seed, 99))
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for moves := 0; s.Phase != PhaseDone && moves < 800; moves++ {
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next, _, err := ApplyMove(s, naive(s, rng))
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if err != nil {
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t.Fatalf("%s seed %d: %v (phase %s)", tier.Slug, seed, err, s.Phase)
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}
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s = next
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if got := census(s); total(got) != 168 {
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t.Fatalf("%s seed %d: %d cards after a move, want 168",
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tier.Slug, seed, total(got))
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}
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}
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if s.Phase != PhaseDone {
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t.Fatalf("%s seed %d: game never ended", tier.Slug, seed)
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}
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}
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}
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}
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// naive is the strategy the multiples are priced against: play the first legal
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// card you hold, take a stack you can't answer, and draw when you have nothing.
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// It is a real way to play and a bad one, which is exactly what a house edge is
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// measured against.
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func naive(s State, rng *rand.Rand) Move {
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if s.Phase == PhaseStack {
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if p := s.Playable(); len(p) > 0 {
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return playMove(s, p[0], rng)
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}
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return Move{Kind: MoveTake}
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}
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if p := s.Playable(); len(p) > 0 {
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return playMove(s, p[0], rng)
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}
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return Move{Kind: MoveDraw}
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}
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// stack loads a seat's hand up to n cards by taking them off the deck, so the
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// table still holds 168 of them. Every card it moves is one that can't be played
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// on the pile, which is what a hand on its way to the mercy limit looks like.
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func stack(s *State, seat, n int) {
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// Every card the seat was holding goes back in the deck first, so the table is
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// whole before we take n out of it again. The pile keeps whatever the deal
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// turned over — replacing it with a card of our choosing would quietly destroy
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// one, and the census below would blame the engine for it.
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s.Deck = append(s.Deck, s.Hands[seat]...)
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s.Hands[seat] = nil
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s.Color = s.top().Color
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kept := make([]Card, 0, len(s.Deck))
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for _, c := range s.Deck {
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if len(s.Hands[seat]) < n {
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s.Hands[seat] = append(s.Hands[seat], c)
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continue
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}
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kept = append(kept, c)
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}
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s.Deck = kept
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}
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func playMove(s State, idx int, rng *rand.Rand) Move {
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m := Move{Kind: MovePlay, Index: idx}
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if s.Hands[You][idx].IsWild() {
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m.Color = Red + Color(rng.IntN(4))
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}
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return m
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}
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// TestAStackIsPassedOnAndPaidOnce walks the one rule the whole mode turns on: a
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// draw card doesn't land on you, it *opens a bill*, and the seat that can't
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// answer pays the whole thing.
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func TestAStackIsPassedOnAndPaid(t *testing.T) {
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s := deal(t, nmDuel(), 100, 7)
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// Rig it: you hold a +2 on a red pile, the bot holds one card that can answer
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// and one that can't.
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s.Color = Red
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s.Discard = []Card{{Red, Five}}
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s.Hands[You] = []Card{{Red, DrawTwo}, {Blue, One}}
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s.Hands[1] = []Card{{Red, DrawTwo}, {Blue, Nine}}
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s.Turn = You
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s.Phase = PhasePlay
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// You play the +2. The bot answers with its own, so the bill comes back to you
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// at four — and you have nothing to answer with, so you pay it.
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next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
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if err != nil {
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t.Fatalf("play +2: %v", err)
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}
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if next.Phase != PhaseStack {
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t.Fatalf("phase is %s, want stack: a +2 in No Mercy opens a stack", next.Phase)
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}
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if next.Turn != You {
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t.Fatalf("the stack came back to seat %d, want you", next.Turn)
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}
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if next.Pending != 4 {
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t.Fatalf("the bill is %d, want 4 (your two, plus the bot's two)", next.Pending)
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}
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if !hasKind(evs, EvStack) {
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t.Error("no stack event: the felt has nothing to show the player")
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}
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// You cannot draw your way out of it, and you cannot play a card that isn't a
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// draw card.
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if _, _, err := ApplyMove(next, Move{Kind: MoveDraw}); err != ErrMustStack {
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t.Errorf("drawing out of a stack: %v, want ErrMustStack", err)
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}
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if _, _, err := ApplyMove(next, Move{Kind: MovePlay, Index: 0}); err != ErrMustStack {
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t.Errorf("playing a plain card under a stack: %v, want ErrMustStack", err)
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}
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// Pay it. The bot is left holding one card it cannot play, and — because No
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// Mercy makes it draw until it can — it will draw into a fresh hand and may
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// well open a *new* stack on the way. That's the game working, not a leak, so
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// what's asserted here is the bill this seat paid, not the state of the table
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// afterwards: four cards into the hand, and the bill discharged.
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before := len(next.Hands[You])
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paid, evs, err := ApplyMove(next, Move{Kind: MoveTake})
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if err != nil {
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t.Fatalf("take: %v", err)
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}
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var forced int
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for _, e := range evs {
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if e.Kind == EvForced && e.Seat == You {
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forced = e.N
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}
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}
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if forced != 4 {
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t.Errorf("the stack made you take %d cards, want 4", forced)
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}
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if len(paid.Hands[You]) < before+4 {
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t.Errorf("hand went %d → %d, want at least four more", before, len(paid.Hands[You]))
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}
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// The bill you paid is gone. Anything pending now is a new stack the bot
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// opened after yours was settled, and it is never the one you just paid.
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if paid.Pending == 4 && paid.Phase == PhaseStack {
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t.Error("the bill you just paid is still standing")
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}
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}
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// TestTwentyFiveCardsKillsYou is the mercy rule, from the player's side: the
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// stake is gone the moment the hand hits the limit, whoever else is still playing.
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func TestTwentyFiveCardsKillsYou(t *testing.T) {
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s := deal(t, nmFull(), 100, 3)
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// Twenty-four cards in your hand, and a stack of ten pointed at you.
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//
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// The cards are *moved* from the deck, not invented: a fixture that conjures
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// a hand out of nothing breaks the census before the engine gets a chance to,
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// and then the census assertion below is testing the fixture instead of the
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// mercy rule.
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stack(&s, You, 24)
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s.Turn = You
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s.Phase = PhaseStack
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s.Pending = 10
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next, evs, err := ApplyMove(s, Move{Kind: MoveTake})
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if err != nil {
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t.Fatalf("take: %v", err)
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}
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if !hasKind(evs, EvMercy) {
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t.Fatal("no mercy event: twenty-five cards should have killed the seat")
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}
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if next.Phase != PhaseDone || next.Outcome != OutcomeLost {
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t.Fatalf("phase %s outcome %q, want done/lost", next.Phase, next.Outcome)
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}
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if next.Payout != 0 {
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t.Errorf("a mercy kill paid out %d, want nothing", next.Payout)
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}
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if len(next.Hands[You]) != 0 || next.live(You) {
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t.Error("a dead seat should hold no cards and be out of the game")
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}
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if got := total(census(next)); got != 168 {
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t.Errorf("%d cards after a mercy kill, want 168 — the hand goes back in the deck", got)
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}
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}
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// TestOutlivingTheTableWins is the other side of the mercy rule, and the one
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// that makes No Mercy pay less than it looks like it should: the deck buries bots
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// too, and a table with every bot dead is a table you have won.
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func TestOutlivingTheTableWins(t *testing.T) {
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s := deal(t, nmDuel(), 100, 11)
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s.Color = Red
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s.Discard = []Card{{Red, Five}}
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s.Hands[You] = []Card{{Red, DrawTwo}, {Blue, One}}
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s.Hands[1] = make([]Card, 0, 24)
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for i := 0; i < 24; i++ {
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s.Hands[1] = append(s.Hands[1], Card{Blue, Nine}) // nothing it can answer with
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}
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s.Turn = You
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s.Phase = PhasePlay
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next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
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if err != nil {
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t.Fatalf("play +2: %v", err)
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}
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if !hasKind(evs, EvMercy) {
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t.Fatal("the bot should have died taking the stack")
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}
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if next.Phase != PhaseDone || next.Outcome != OutcomeWon {
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t.Fatalf("phase %s outcome %q, want done/won: the last seat standing wins",
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next.Phase, next.Outcome)
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}
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if next.Payout != next.Pays() {
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t.Errorf("paid %d, quoted %d — settle and the felt must agree", next.Payout, next.Pays())
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}
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}
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// TestYouDrawUntilYouCanPlay: no drawing one card and shrugging. The turn only
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// moves on when the deck itself has nothing left.
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func TestYouDrawUntilYouCanPlay(t *testing.T) {
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s := deal(t, nmDuel(), 100, 5)
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s.Color = Red
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s.Discard = []Card{{Red, Five}}
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s.Hands[You] = []Card{{Blue, One}} // nothing playable
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// A deck whose first two cards are dead and whose third plays.
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s.Deck = []Card{{Green, Two}, {Yellow, Three}, {Red, Nine}, {Blue, Four}}
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s.Turn = You
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s.Phase = PhasePlay
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next, _, err := ApplyMove(s, Move{Kind: MoveDraw})
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if err != nil {
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t.Fatalf("draw: %v", err)
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}
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if len(next.Hands[You]) != 4 {
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t.Fatalf("hand is %d, want 4: you draw until something plays",
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len(next.Hands[You]))
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}
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if next.Phase != PhaseDrawn {
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t.Fatalf("phase %s, want drawn: the card you stopped on is one you must play",
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next.Phase)
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}
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// And you may not pass on it: you drew for it, you play it.
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if _, _, err := ApplyMove(next, Move{Kind: MovePass}); err != ErrMustPlayNow {
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t.Errorf("passing in No Mercy: %v, want ErrMustPlayNow", err)
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}
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}
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// TestSkipAllComesBackToYou — everyone else loses their turn, so the turn never
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// actually leaves the seat that played it.
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func TestSkipAllComesBackToYou(t *testing.T) {
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s := deal(t, nmFull(), 100, 13)
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s.Color = Red
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s.Discard = []Card{{Red, Five}}
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s.Hands[You] = []Card{{Red, SkipAll}, {Blue, One}}
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s.Turn = You
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s.Phase = PhasePlay
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next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
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if err != nil {
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t.Fatalf("play skip-all: %v", err)
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}
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if next.Turn != You {
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t.Errorf("turn went to seat %d, want you: skip-all skips everyone else", next.Turn)
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}
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if !hasKind(evs, EvSkipAll) {
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t.Error("no skipall event")
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}
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}
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// TestDiscardAllTakesTheColourWithIt, and the cards it takes are still in the
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// game — buried under the pile, not deleted.
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func TestDiscardAllTakesTheColourWithIt(t *testing.T) {
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s := deal(t, nmDuel(), 100, 17)
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s.Color = Red
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s.Discard = []Card{{Red, Five}}
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s.Hands[You] = []Card{{Red, DiscardAll}, {Red, One}, {Red, Nine}, {Blue, Two}}
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s.Turn = You
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s.Phase = PhasePlay
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before := total(census(s))
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next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
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if err != nil {
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t.Fatalf("play discard-all: %v", err)
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}
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if len(next.Hands[You]) != 1 {
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t.Fatalf("hand is %d, want 1: every red should have gone with it",
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len(next.Hands[You]))
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}
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if next.Hands[You][0] != (Card{Blue, Two}) {
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t.Errorf("kept %v, want the blue two", next.Hands[You][0])
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}
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if top := next.Top(); top.Value != DiscardAll {
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t.Errorf("the card in play is %v, want the discard-all that was played", top.Value)
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}
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if !hasKind(evs, EvDiscardAll) {
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t.Error("no discard event")
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}
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if got := total(census(next)); got != before {
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t.Errorf("%d cards, want %d: a dumped colour is buried, not destroyed", got, before)
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}
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}
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// TestRouletteFlipsUntilTheColour — and the victim keeps every card it turned.
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func TestRouletteFlipsUntilTheColour(t *testing.T) {
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s := deal(t, nmDuel(), 100, 19)
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s.Color = Blue
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s.Discard = []Card{{Blue, Five}}
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s.Hands[You] = []Card{{Wild, WildRoulette}, {Blue, One}}
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s.Hands[1] = []Card{{Green, Three}}
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s.Deck = []Card{{Blue, Two}, {Green, Four}, {Yellow, Six}, {Red, Seven}, {Blue, Eight}}
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s.Turn = You
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s.Phase = PhasePlay
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// Name red: the bot flips blue, green, yellow, red — four cards — and keeps them.
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next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0, Color: Red})
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if err != nil {
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t.Fatalf("play roulette: %v", err)
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}
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var got int
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for _, e := range evs {
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if e.Kind == EvRoulette {
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got = e.N
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}
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}
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if got != 4 {
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t.Errorf("flipped %d, want 4 — up to and including the first red", got)
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}
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// One card it started with, plus the four it turned. (The bot is then skipped,
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// so the turn is back with you and it never played any of them.)
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if n := len(next.Hands[1]); n != 5 {
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t.Errorf("the bot holds %d, want 5", n)
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}
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if total(census(next)) != total(census(s)) {
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t.Error("the roulette lost a card")
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}
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}
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// TestTheMultiplesAreStillPriced measures the naive strategy against the bots and
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// checks each tier still charges roughly the house's edge for it.
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//
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// This is the test that fails when somebody changes the bots, the deck, or a
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// rule, and it is *supposed* to: the tier and the game it prices are a pair. If
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// this goes red, re-measure and move the number, don't loosen the bound.
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func TestTheMultiplesAreStillPriced(t *testing.T) {
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if testing.Short() {
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t.Skip("slow: plays thousands of games")
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}
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for _, tier := range AllTiers() {
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wins, games := 0, 3000
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for seed := 0; seed < games; seed++ {
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s := deal(t, tier, 100, uint64(seed)+7777)
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rng := rand.New(rand.NewPCG(uint64(seed), 4242))
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for moves := 0; s.Phase != PhaseDone && moves < 800; moves++ {
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next, _, err := ApplyMove(s, naive(s, rng))
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if err != nil {
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t.Fatalf("%s: %v", tier.Slug, err)
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}
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s = next
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}
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if s.Outcome.Won() {
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wins++
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}
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}
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p := float64(wins) / float64(games)
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// What a staked chip comes back as, playing badly: you win p of the time and
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// keep the multiple less the rake on the profit, and lose the stake the rest.
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||
ev := p*(1+(tier.Base-1)*(1-rake)) - 1
|
||
t.Logf("%-8s bots=%d base=%.2f naive win rate %.1f%% house edge %.1f%%",
|
||
tier.Slug, tier.Bots, tier.Base, p*100, -ev*100)
|
||
if ev < -0.14 || ev > -0.02 {
|
||
t.Errorf("%s: the house edge on naive play is %.1f%%, which is outside the 2–14%% "+
|
||
"band the tiers are priced to. Re-measure Base: %.2f would put it near 8%%.",
|
||
tier.Slug, -ev*100, (0.92/p-1)/(1-rake)+1)
|
||
}
|
||
}
|
||
}
|