Files
Pete/internal/web/static/js/holdem.js
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

649 lines
24 KiB
JavaScript

// The hold'em table.
//
// Same bargain as every other table in the room: the browser holds no game. It
// sends one move, and what comes back is that move *and every bot action behind
// it* — plus whatever streets that finished and whatever the pot did — as a
// script of events. So a round trip here can be a whole hand: shove all-in and
// the flop, turn, river, showdown and payout all arrive in one response, and this
// file's job is to play them back slowly enough that you can watch it happen to
// you.
//
// The one thing here that no other table has is a *second seat with money on it*.
// Everywhere else the spot is a singleton, because there was only ever you and
// the house. Here every seat has its own, chips move from a seat to its spot and
// from every spot into the pot, and out of the pot to whoever won it. PeteFX.spot
// still owns the rule that the number under a pile is a readout of that pile, so
// none of that arithmetic lives in here.
//
// And the browser never learns a bot's hand. Their cards are backs until a
// showdown turns them over, because a showdown is the only time a player at a
// real table would be looking at them.
(function () {
"use strict";
var root = document.querySelector("[data-holdem]");
if (!root) return;
var FX = window.PeteFX;
var Cards = window.PeteCards;
var seatsEl = root.querySelector("[data-seats]");
var youEl = root.querySelector("[data-you]");
var boardEl = root.querySelector("[data-board]");
var potStack = root.querySelector("[data-pot-stack]");
var potTotal = root.querySelector("[data-pot-total]");
var sideEl = root.querySelector("[data-side]");
var blindsEl = root.querySelector("[data-blinds]");
var tableName = root.querySelector("[data-table-name]");
var verdictEl = root.querySelector("[data-verdict]");
var houseEl = root.querySelector("[data-house]");
var acting = root.querySelector("[data-acting]");
var between = root.querySelector("[data-between]");
var sitting = root.querySelector("[data-sitting]");
var foldBtn = root.querySelector('[data-move="fold"]');
var checkBtn = root.querySelector('[data-move="check"]');
var callBtn = root.querySelector('[data-move="call"]');
var raiseBtn = root.querySelector('[data-move="raise"]');
var callAmt = root.querySelector("[data-call-amount]");
var raiseRow = root.querySelector("[data-raise-row]");
var slider = root.querySelector("[data-raise-slider]");
var raiseTo = root.querySelector("[data-raise-to]");
var raiseLbl = root.querySelector("[data-raise-label]");
var raiseVerb = root.querySelector("[data-raise-verb]");
var dealBtn = root.querySelector("[data-deal]");
var topupBtn = root.querySelector("[data-topup]");
var leaveBtn = root.querySelector("[data-leave]");
var stackEl = root.querySelector("[data-table-stack]");
var boughtEl = root.querySelector("[data-bought-in]");
var rakeEl = root.querySelector("[data-session-rake]");
var sitBtn = root.querySelector("[data-sit]");
var buySlider = root.querySelector("[data-buyin-slider]");
var buyLabel = root.querySelector("[data-buyin]");
var buyNote = root.querySelector("[data-buyin-note]");
var botsNote = root.querySelector("[data-bots-note]");
var gameMsg = root.querySelector("[data-game-msg]");
var betweenMsg = root.querySelector("[data-between-msg]");
var tableMsg = root.querySelector("[data-table-msg]");
var view = null; // the table, as the server last described it
var busy = false;
var seatEls = []; // one per seat: { root, cards, plate, stack, spot }
var shown = []; // what each seat's stack label currently reads
var pot = null; // the middle pile, a PeteFX.spot
var tierBtns = Array.prototype.slice.call(root.querySelectorAll("[data-tier]"));
var botBtns = Array.prototype.slice.call(root.querySelectorAll("[data-bot-count]"));
var tier = null;
var bots = 2;
var buyIn = 0;
function money(n) { return (n || 0).toLocaleString(); }
function say(el, text, tone) {
if (!el) return;
if (!text) { el.classList.add("hidden"); return; }
el.textContent = text;
el.classList.remove("hidden");
el.style.color = tone === "bad" ? "#cc3d4a" : "";
}
// ---- building the felt ----------------------------------------------------
// seat builds one player: their cards, their name and stack, and the spot their
// bet sits on. Bots go in the row along the top; you get your own, bigger.
function seat(s, i, mine) {
var wrap = document.createElement("div");
wrap.className = "pete-seat";
wrap.dataset.seat = i;
wrap.dataset.state = s.state;
var cards = document.createElement("div");
cards.className = "pete-seat-cards";
var plate = document.createElement("div");
plate.className = "pete-seat-plate";
var name = document.createElement("span");
name.className = "pete-seat-name";
name.textContent = s.name;
var stack = document.createElement("span");
stack.className = "pete-seat-stack";
stack.textContent = money(s.stack);
plate.appendChild(name);
plate.appendChild(stack);
// The button, the blinds. It hangs off the name plate rather than the seat,
// because the seat's corner is a different place for you than for a bot — your
// bet spot is above your cards and theirs is below — and a badge that floats
// over an empty betting circle reads as a bug.
if (s.pos) {
var pos = document.createElement("span");
pos.className = "pete-seat-pos";
pos.dataset.pos = s.pos;
pos.textContent = s.pos;
plate.appendChild(pos);
}
var spotEl = document.createElement("div");
spotEl.className = "pete-spot pete-seat-spot";
var pile = document.createElement("div");
pile.className = "pete-stack";
var total = document.createElement("span");
// The shared class, not one of our own: it hangs the number *below* the ring,
// which is what keeps the chips from landing on top of it.
total.className = "pete-spot-total";
spotEl.appendChild(pile);
spotEl.appendChild(total);
// Your bet sits between you and the board, so it goes above your cards; a
// bot's sits between them and the board, so it goes below theirs.
if (mine) {
wrap.appendChild(spotEl);
wrap.appendChild(cards);
wrap.appendChild(plate);
} else {
wrap.appendChild(cards);
wrap.appendChild(plate);
wrap.appendChild(spotEl);
}
var api = FX.spot({ spot: spotEl, stack: pile, total: total });
api.render(s.bet);
paintCards(cards, s, mine);
return { root: wrap, cards: cards, plate: plate, stackEl: stack, spot: api };
}
// paintCards puts the two cards in front of a seat. A bot's are backs, unless
// the server has actually sent us faces — which it only ever does at a showdown.
function paintCards(el, s, mine) {
el.innerHTML = "";
if (s.state === "out") return;
var faces = s.cards || [];
var n = faces.length ? faces.length : (s.state === "folded" ? 0 : 2);
for (var i = 0; i < n; i++) {
el.appendChild(Cards.el(faces[i] || null, { deal: false, tilt: !mine }));
}
}
function render(v) {
view = v;
// The seats along the top, and you underneath.
seatsEl.innerHTML = "";
youEl.innerHTML = "";
seatEls = [];
shown = [];
v.seats.forEach(function (s, i) {
var mine = i === 0;
var built = seat(s, i, mine);
seatEls[i] = built;
shown[i] = s.stack;
(mine ? youEl : seatsEl).appendChild(built.root);
built.root.dataset.turn = (v.phase === "betting" && v.to_act === i) ? "1" : "0";
});
// The board.
boardEl.innerHTML = "";
(v.board || []).forEach(function (c) {
boardEl.appendChild(Cards.el(c, { deal: false, tilt: false }));
});
// The pot. Its chips live in a box of their own — see .pete-poker-pot-pile —
// so the number underneath stays readable.
pot = FX.spot({ spot: potStack.parentNode, stack: potStack, total: null });
pot.render(v.pot);
potTotal.textContent = money(v.pot);
blindsEl.textContent = v.tier.sb + "/" + v.tier.bb;
tableName.textContent = v.tier.name;
if (v.side && v.side.length > 1) {
sideEl.textContent = v.side.map(function (n, i) {
return (i === 0 ? "main " : "side ") + money(n);
}).join(" · ");
sideEl.classList.remove("hidden");
} else {
sideEl.classList.add("hidden");
}
stackEl.textContent = money(v.stack);
boughtEl.textContent = money(v.bought_in);
rakeEl.textContent = money(v.rake);
panels();
}
// panels decides which of the three bars is showing: the one that acts, the one
// between hands, or the one you sit down from.
function panels() {
// A session you have got up from is not a live one: the felt still shows the
// last hand, but the table you sit down at is the one that's open to you.
var live = !!view && view.phase !== "done";
sitting.classList.toggle("hidden", live);
acting.classList.toggle("hidden", !live || view.phase !== "betting" || view.to_act !== 0);
between.classList.toggle("hidden", !live || view.phase !== "handover");
if (!live) return;
if (view.phase === "betting" && view.to_act === 0) {
checkBtn.classList.toggle("hidden", !view.can_check);
callBtn.classList.toggle("hidden", view.can_check);
callAmt.textContent = money(view.owed);
raiseRow.classList.toggle("hidden", !view.can_raise);
if (view.can_raise) {
slider.min = view.min_raise_to;
slider.max = view.max_raise_to;
slider.step = Math.max(1, view.tier.bb / 2);
slider.value = Math.min(view.max_raise_to, view.min_raise_to);
// "Bet" when nobody has, "Raise to" when somebody has. It is the same
// move and the same button, but calling a bet a raise is how you tell a
// player who has never played that this table is confused.
raiseVerb.textContent = view.owed > 0 ? "Raise to" : "Bet";
showRaise();
}
}
if (view.phase === "handover") {
topupBtn.disabled = !view.max_topup;
topupBtn.textContent = view.max_topup ? "Top up " + money(view.max_topup) : "Top up";
}
}
function showRaise() {
var to = Number(slider.value);
raiseTo.textContent = money(to);
raiseLbl.textContent = money(to);
}
// ---- playing the script ---------------------------------------------------
var STREETS = { flop: 1, turn: 1, river: 1 };
function wait(ms) {
return new Promise(function (r) { setTimeout(r, FX.reduced ? 0 : ms); });
}
// play walks the events the server sent, one beat at a time, and only then
// re-renders the table it ended on. Everything the player is meant to see
// happening happens here; render() is the state it settles into.
function play(events, final) {
var chain = Promise.resolve();
if (!events || !events.length) { render(final); return chain; }
events.forEach(function (e) {
chain = chain.then(function () { return beat(e, final); });
});
return chain.then(function () {
render(final);
verdict(events, final);
});
}
function beat(e, final) {
var s = seatEls[e.seat];
switch (e.kind) {
case "hand":
// A new deal: clear the felt before anything lands on it.
boardEl.innerHTML = "";
verdictEl.classList.add("hidden");
seatEls.forEach(function (x) { x.spot.render(0); x.cards.innerHTML = ""; });
pot.render(0);
potTotal.textContent = "0";
sideEl.classList.add("hidden");
return wait(140);
case "rebuy":
if (s) { shown[e.seat] = e.total; FX.count(s.stackEl, e.total); }
return wait(220);
case "blind":
if (!s) return;
moveStack(e.seat, -e.amount);
return s.spot.pour(s.plate, e.amount);
case "hole":
// Two cards to everybody, round the table, as they are actually dealt.
return dealHoles(final);
case "action":
return action(e, final);
case "flop":
case "turn":
case "river":
return street(e);
case "pot":
// The bets in front of the seats have been swept in. Nothing else in the
// script says so, and the pot is about to be paid out of.
return collect(e.amount);
case "uncalled":
if (!s) return;
return s.spot.sweep(s.plate).then(function () { moveStack(e.seat, e.amount); });
case "show":
if (!s) return;
paintCards(s.cards, { state: "active", cards: e.cards }, e.seat === 0);
flash(s.root);
return wait(420);
case "rake":
// The house takes its cut out of the pot, in front of you, so it is a
// thing that visibly happens rather than a number that quietly differs.
return pot.sweep(houseEl, e.amount).then(function () {
potTotal.textContent = money(pot.amount);
return wait(160);
});
case "win":
if (!s) return;
return pot.sweep(s.plate, e.amount, { gap: 55 }).then(function () {
potTotal.textContent = money(pot.amount);
moveStack(e.seat, e.amount);
if (e.seat === 0 && e.amount > 0) FX.burst(s.plate, { count: 18 });
return wait(260);
});
case "end":
return wait(280);
}
return Promise.resolve();
}
// dealHoles puts two cards in front of everyone still in the hand. Yours land
// face up; theirs land as backs, because that is all that came over the wire.
function dealHoles(final) {
var chain = Promise.resolve();
for (var round = 0; round < 2; round++) {
(function (round) {
chain = chain.then(function () {
var beats = [];
final.seats.forEach(function (s, i) {
if (s.state === "out") return;
var built = seatEls[i];
if (!built) return;
var face = (i === 0 && s.cards) ? s.cards[round] : null;
var card = Cards.el(face, { deal: true, tilt: i !== 0 });
built.cards.appendChild(card);
beats.push(wait(70 * i));
});
return Promise.all(beats).then(function () { return wait(180); });
});
})(round);
}
return chain;
}
// action animates one seat doing one thing.
function action(e, final) {
var s = seatEls[e.seat];
if (!s) return Promise.resolve();
if (e.text === "fold") {
s.root.dataset.state = "folded";
s.cards.dataset.mucked = "1";
return wait(320);
}
if (e.text === "check") {
flash(s.root);
return wait(320);
}
// call, raise, allin: chips leave their stack for their spot.
if (!e.amount) return wait(200);
moveStack(e.seat, -e.amount);
return s.spot.pour(s.plate, e.amount).then(function () {
if (e.text === "allin") flash(s.root);
return wait(180);
});
}
// collect sweeps every seat's bet into the middle. The total is worked out up
// front rather than accumulated as the chips land, because the sweeps run at the
// same time and would otherwise race each other into the pot's counter.
function collect(total) {
var moved = 0;
var sweeps = seatEls.map(function (s) {
if (!s || s.spot.amount <= 0) return Promise.resolve();
moved += s.spot.amount;
return s.spot.sweep(potStack.parentNode, s.spot.amount, { gap: 30 });
});
if (!moved) {
if (total != null) { pot.render(total); potTotal.textContent = money(total); }
return Promise.resolve();
}
var to = total != null ? total : pot.amount + moved;
return Promise.all(sweeps).then(function () {
pot.render(to);
potTotal.textContent = money(to);
return wait(200);
});
}
// street sweeps the bets in, then turns the cards.
function street(e) {
return collect(e.amount).then(function () {
// The board turns one card at a time, even the flop. Three cards appearing
// at once is a screenshot; three cards appearing in a row is a flop.
var chain = Promise.resolve();
(e.cards || []).forEach(function (c) {
chain = chain.then(function () {
boardEl.appendChild(Cards.el(c, { deal: true, tilt: false }));
return wait(240);
});
});
return chain;
}).then(function () {
return wait(200);
});
}
// moveStack keeps a seat's stack label honest *while the chips are moving*. The
// authoritative number is always the server's, and render() puts it back at the
// end of the script — but a stack that only updates then would sit unchanged
// through the whole hand and then jump, which reads as the table correcting
// itself rather than as chips being paid.
function moveStack(i, delta) {
var s = seatEls[i];
if (!s) return;
shown[i] = Math.max(0, (shown[i] || 0) + delta);
FX.count(s.stackEl, shown[i]);
}
function flash(el) {
el.animate(
[{ transform: "scale(1)" }, { transform: "scale(1.06)" }, { transform: "scale(1)" }],
{ duration: 320, easing: "ease-out" }
);
}
// verdict says what the hand did to you, once, in words.
function verdict(events, final) {
var won = 0, showed = false, busted = false;
events.forEach(function (e) {
if (e.kind === "win" && e.seat === 0) won += e.amount;
if (e.kind === "show") showed = true;
if (e.kind === "bust") busted = true;
});
if (busted) {
show("You're out of chips. Sit down again when you're ready.", "lose");
return;
}
if (!events.some(function (e) { return e.kind === "end"; })) return;
var me = final.seats[0];
if (won > 0) {
show(showed
? "You win " + money(won) + " with " + article(handName(events)) + "."
: "They folded. You take " + money(won) + ".", "win");
} else if (me.state === "folded") {
show("Folded.", "lose");
} else {
show("No good this time.", "lose");
}
function show(text, tone) {
verdictEl.textContent = text;
verdictEl.dataset.tone = tone;
verdictEl.classList.remove("hidden");
}
}
function handName(events) {
var mine = events.filter(function (e) { return e.kind === "show" && e.seat === 0; })[0];
return mine && mine.text ? mine.text : "the best hand";
}
// "You win 975 with straight" is not a sentence. Most hands take an article and
// the counted ones don't.
function article(desc) {
if (/^(two pair|three of a kind|four of a kind|high card|the best hand)$/.test(desc)) return desc;
return "a " + desc;
}
// ---- talking to the table --------------------------------------------------
function send(body, msgEl) {
if (busy) return Promise.resolve();
busy = true;
say(msgEl, "");
// Whatever the last hand said about itself stops being true the moment you do
// something. Only the "hand" beat used to clear this, so a verdict could linger
// over a hand it had nothing to do with.
verdictEl.classList.add("hidden");
return window.PeteGames
.post("/api/games/holdem/move", body)
.then(function (v) {
window.PeteGames.apply(v);
return play(v.holdem_events, v.holdem || null).then(function () {
if (!v.holdem) { render0(); return; }
if (v.holdem.phase === "done") {
var got = v.holdem.payout, put = v.holdem.bought_in;
say(tableMsg, got > put
? "You got up " + money(got - put) + " ahead. " + money(got) + " back on your stack."
: got === 0
? "Cleaned out. Better luck at the next table."
: "You got up " + money(put - got) + " down. " + money(got) + " back on your stack.");
setTimeout(render0, 2600);
}
});
})
.catch(function (err) { say(msgEl, err.message, "bad"); })
.then(function () { busy = false; });
}
// render0 is the table with nobody at it.
function render0() {
view = null;
seatsEl.innerHTML = "";
youEl.innerHTML = "";
boardEl.innerHTML = "";
potStack.innerHTML = "";
potTotal.textContent = "0";
sideEl.classList.add("hidden");
panels();
syncSit();
}
if (foldBtn) foldBtn.addEventListener("click", function () { send({ move: "fold" }, gameMsg); });
if (checkBtn) checkBtn.addEventListener("click", function () { send({ move: "check" }, gameMsg); });
if (callBtn) callBtn.addEventListener("click", function () { send({ move: "call" }, gameMsg); });
if (raiseBtn) raiseBtn.addEventListener("click", function () {
var to = Number(slider.value);
// Sliding all the way to the top is shoving, and the table would rather be
// told that than be told to raise to exactly everything you have.
send(to >= view.max_raise_to ? { move: "allin" } : { move: "raise", to: to }, gameMsg);
});
if (slider) slider.addEventListener("input", showRaise);
root.querySelectorAll("[data-raise-preset]").forEach(function (b) {
b.addEventListener("click", function () {
var which = b.dataset.raisePreset;
var to;
if (which === "max") to = view.max_raise_to;
else to = view.owed + view.pot * Number(which) + (view.pot > 0 ? view.owed : 0);
to = Math.max(view.min_raise_to, Math.min(view.max_raise_to, Math.round(to)));
slider.value = to;
showRaise();
});
});
if (dealBtn) dealBtn.addEventListener("click", function () { send({ move: "deal" }, betweenMsg); });
if (leaveBtn) leaveBtn.addEventListener("click", function () { send({ move: "leave" }, betweenMsg); });
if (topupBtn) topupBtn.addEventListener("click", function () {
send({ move: "topup", amount: view.max_topup }, betweenMsg);
});
// ---- sitting down ----------------------------------------------------------
function pickTier(btn) {
tier = btn;
tierBtns.forEach(function (b) { b.dataset.on = b === btn ? "1" : "0"; });
var min = Number(btn.dataset.min), max = Number(btn.dataset.max), bb = Number(btn.dataset.bb);
buySlider.min = min;
buySlider.max = max;
buySlider.step = bb;
buySlider.value = Math.min(max, Math.max(min, 50 * bb)); // fifty big blinds, the default anybody sensible picks
syncSit();
}
function pickBots(btn) {
bots = Number(btn.dataset.botCount);
botBtns.forEach(function (b) { b.dataset.on = b === btn ? "1" : "0"; });
syncSit();
}
function syncSit() {
if (!tier) return;
buyIn = Number(buySlider.value);
var bb = Number(tier.dataset.bb);
buyLabel.textContent = money(buyIn);
buyNote.textContent = Math.round(buyIn / bb) + " big blinds. Short is fewer decisions; deep is more of them.";
botsNote.textContent = bots === 1
? "Heads up. The bots know this game best when there's only one of them."
: bots + " bots. More opponents, and a hand has to be better to be worth playing.";
var chips = window.PeteGames.view();
sitBtn.disabled = !chips || chips.chips < buyIn;
say(tableMsg, sitBtn.disabled ? "You need " + money(buyIn) + " chips to sit at this table." : "");
}
tierBtns.forEach(function (b) { b.addEventListener("click", function () { pickTier(b); }); });
botBtns.forEach(function (b) { b.addEventListener("click", function () { pickBots(b); }); });
if (buySlider) buySlider.addEventListener("input", syncSit);
if (sitBtn) sitBtn.addEventListener("click", function () {
if (busy || !tier) return;
busy = true;
say(tableMsg, "");
window.PeteGames
.post("/api/games/holdem/sit", {
tier: tier.dataset.tier,
bots: bots,
buyin: Number(buySlider.value),
})
.then(function (v) {
window.PeteGames.apply(v);
render(v.holdem);
// A table with nobody dealt in yet is a table waiting for you to say go.
say(betweenMsg, "You're in. Deal when you're ready.");
})
.catch(function (err) { say(tableMsg, err.message, "bad"); })
.then(function () { busy = false; });
});
// ---- boot ------------------------------------------------------------------
window.PeteGames.onUpdate(function () { if (!view) syncSit(); });
pickTier(tierBtns[0]);
pickBots(botBtns[1]);
window.PeteGames.refresh().then(function (v) {
if (v && v.holdem) render(v.holdem);
else render0();
});
})();