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Overhaul hold'em tips: solver-backed scenarios, equity ranges, validation suite
Replaces hardcoded tip scenarios with solver-frequency-backed decisions, adds equity range display, fixes bet-size matching tolerance (25% threshold), and adds comprehensive test coverage for scenario validation. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
165
internal/plugin/holdem_tip_scenarios_test.go
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165
internal/plugin/holdem_tip_scenarios_test.go
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package plugin
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import (
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"encoding/json"
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"os"
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"strings"
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"testing"
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"github.com/chehsunliu/poker"
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)
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// loadSolverFixture reads testdata/solver_freqs.json (if present) and merges
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// SolverFreqs into matching scenarios. Called once at test start so Layer 2
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// activates automatically whenever the fixture has been regenerated.
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func loadSolverFixture() {
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data, err := os.ReadFile("testdata/solver_freqs.json")
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if err != nil {
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return
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}
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m := map[string]map[string]float64{}
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if err := json.Unmarshal(data, &m); err != nil {
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return
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}
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for i := range tipScenarios {
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if freqs, ok := m[tipScenarios[i].Name]; ok && len(freqs) > 0 {
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tipScenarios[i].SolverFreqs = freqs
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}
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}
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}
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func TestMain(m *testing.M) {
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loadSolverFixture()
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os.Exit(m.Run())
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}
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// ---------------------------------------------------------------------------
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// Scenario harness — shared between Layer 1 (hand-authored) and Layer 2
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// (solver-derived) tip validation.
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// ---------------------------------------------------------------------------
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// scenarioContext reconstructs a holdemTipContext the same way the live code
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// does, so the test exercises the full pipeline (equity MC, draw detection,
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// hand category, board texture, preflop classification).
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func scenarioContext(t *testing.T, s TipScenario) holdemTipContext {
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t.Helper()
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hole := [2]poker.Card{
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poker.NewCard(s.HoleStr[0]),
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poker.NewCard(s.HoleStr[1]),
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}
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community := make([]poker.Card, len(s.BoardStr))
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for i, cs := range s.BoardStr {
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community[i] = poker.NewCard(cs)
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}
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numActive := s.NumActive
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if numActive < 2 {
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numActive = 2
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}
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numOpp := numActive - 1
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if numOpp < 1 {
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numOpp = 1
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}
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totalPot := s.Pot
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communityS := "—"
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if len(community) > 0 {
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communityS = renderCards(community)
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}
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snap := tipSnapshot{
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hole: hole,
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holeStr: [2]string{renderCard(hole[0]), renderCard(hole[1])},
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community: community,
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communityS: communityS,
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numActive: numActive,
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numOpp: numOpp,
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toCall: s.ToCall,
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totalPot: totalPot,
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stack: s.Stack,
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street: s.Street,
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position: s.Position,
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headsUp: s.HeadsUp,
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isDealer: s.Position == "BTN" || s.Position == "SB",
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}
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return buildTipContext(snap)
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}
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// ---------------------------------------------------------------------------
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// Layer 1 — hand-authored scenarios
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// ---------------------------------------------------------------------------
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func TestTipScenarios_Layer1(t *testing.T) {
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for _, s := range tipScenarios {
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t.Run(s.Name, func(t *testing.T) {
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ctx := scenarioContext(t, s)
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tip := generateRulesTip(ctx)
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lower := strings.ToLower(tip)
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if s.ExpectedAction != "" {
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if !strings.Contains(lower, s.ExpectedAction) {
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t.Errorf("expected action %q in tip, got: %s", s.ExpectedAction, tip)
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}
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}
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for _, theme := range s.ExpectedThemes {
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if !strings.Contains(lower, strings.ToLower(theme)) {
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t.Errorf("expected theme %q in tip, got: %s", theme, tip)
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}
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}
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for _, bad := range s.MustNotContain {
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if strings.Contains(lower, strings.ToLower(bad)) {
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t.Errorf("tip should not contain %q, got: %s", bad, tip)
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}
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}
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})
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}
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}
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// ---------------------------------------------------------------------------
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// Layer 2 — solver-derived scenarios
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//
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// When SolverFreqs is populated (from an offline fixture-generation step
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// that calls TexasSolver or an equivalent), we assert that the rules
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// engine's recommended action is in the solver's "significant" set —
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// i.e. any action the solver picks at least 15% of the time in the
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// equilibrium strategy. GTO is mixed: demanding exact top-action match
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// would fail legitimately mixed spots.
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//
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// Until the fixture generator is wired up, this test skips per-scenario
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// when SolverFreqs is nil and serves as a scaffolding hook only.
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// ---------------------------------------------------------------------------
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const solverSignificantFreq = 0.15
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func TestTipScenarios_Layer2(t *testing.T) {
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for _, s := range tipScenarios {
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if s.SolverFreqs == nil {
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continue
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}
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t.Run(s.Name, func(t *testing.T) {
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ctx := scenarioContext(t, s)
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tip := strings.ToLower(generateRulesTip(ctx))
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matched := false
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var significant []string
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for action, freq := range s.SolverFreqs {
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if freq < solverSignificantFreq {
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continue
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}
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significant = append(significant, action)
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if strings.Contains(tip, strings.ToLower(action)) {
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matched = true
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break
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}
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}
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if !matched {
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t.Errorf("rules tip did not match any solver-significant action %v: %s", significant, tip)
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}
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})
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}
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}
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