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:
prosolis
2026-04-18 01:06:50 -07:00
parent 7c450aaefb
commit 42e6e23900
9 changed files with 2675 additions and 89 deletions

408
cmd/gensolver/main.go Normal file
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// cmd/gensolver drives TexasSolver offline to populate
// internal/plugin/testdata/solver_freqs.json for Layer 2 tip scenario tests.
//
// Usage:
//
// GOGOBEE_SOLVER=/path/to/console_solver \
// GOGOBEE_SOLVER_RESOURCES=/path/to/TexasSolver-v0.2.0-Linux/resources \
// go run ./cmd/gensolver [scenario-name-substring]
//
// If no positional arg is given, every postflop scenario is solved. Results
// are *merged* into the existing fixture file — re-running one scenario does
// not wipe the others.
package main
import (
"encoding/json"
"flag"
"fmt"
"os"
"os/exec"
"path/filepath"
"sort"
"strings"
"gogobee/internal/plugin"
)
const fixturePath = "internal/plugin/testdata/solver_freqs.json"
// Heads-up default ranges. Postflop only — preflop solving needs a full range
// tree and is out of scope for our Layer 2 validation, so we skip preflop
// scenarios entirely.
//
// These are deliberately coarse: HU BTN opens wide (~70%), BB defends wide
// (~55% vs min-raise). Refine per scenario if solver output looks nonsensical.
// TexasSolver range syntax does NOT support the `22+` / `A2s+` shorthand — it
// requires explicit enumeration. These two ranges are lifted verbatim from the
// solver's own sample input file so we know they parse and produce sensible
// equilibria. Not tuned for heads-up specifically; refine later if needed.
const (
rangeBTNOpen = "AA,KK,QQ,JJ,TT,99:0.75,88:0.75,77:0.5,66:0.25,55:0.25,AK,AQs,AQo:0.75,AJs,AJo:0.5,ATs:0.75,A6s:0.25,A5s:0.75,A4s:0.75,A3s:0.5,A2s:0.5,KQs,KQo:0.5,KJs,KTs:0.75,K5s:0.25,K4s:0.25,QJs:0.75,QTs:0.75,Q9s:0.5,JTs:0.75,J9s:0.75,J8s:0.75,T9s:0.75,T8s:0.75,T7s:0.75,98s:0.75,97s:0.75,96s:0.5,87s:0.75,86s:0.5,85s:0.5,76s:0.75,75s:0.5,65s:0.75,64s:0.5,54s:0.75,53s:0.5,43s:0.5"
rangeBBDefend = "QQ:0.5,JJ:0.75,TT,99,88,77,66,55,44,33,22,AKo:0.25,AQs,AQo:0.75,AJs,AJo:0.75,ATs,ATo:0.75,A9s,A8s,A7s,A6s,A5s,A4s,A3s,A2s,KQ,KJ,KTs,KTo:0.5,K9s,K8s,K7s,K6s,K5s,K4s:0.5,K3s:0.5,K2s:0.5,QJ,QTs,Q9s,Q8s,Q7s,JTs,JTo:0.5,J9s,J8s,T9s,T8s,T7s,98s,97s,96s,87s,86s,76s,75s,65s,64s,54s,53s,43s"
)
// SolverNode mirrors the recursive shape of TexasSolver's dump_result JSON.
// Every action node has: `actions` (the player-to-act's options), `strategy`
// (hand→freq map for those actions), and `childrens` (subtree per action).
type SolverNode struct {
Actions []string `json:"actions"`
Strategy *StrategyBlock `json:"strategy,omitempty"`
Childrens map[string]*SolverNode `json:"childrens,omitempty"`
NodeType string `json:"node_type,omitempty"`
Player int `json:"player,omitempty"`
}
type StrategyBlock struct {
Actions []string `json:"actions"`
Strategy map[string][]float64 `json:"strategy"`
}
func main() {
flag.Parse()
filter := strings.ToLower(flag.Arg(0))
solverBin := os.Getenv("GOGOBEE_SOLVER")
resourceDir := os.Getenv("GOGOBEE_SOLVER_RESOURCES")
if solverBin == "" || resourceDir == "" {
fmt.Fprintln(os.Stderr, "set GOGOBEE_SOLVER and GOGOBEE_SOLVER_RESOURCES")
os.Exit(2)
}
existing := loadFixture()
workDir, err := os.MkdirTemp("", "gensolver-*")
must(err)
defer os.RemoveAll(workDir)
solved := 0
for _, s := range plugin.TipScenarios() {
if s.Street == plugin.StreetPreFlop || len(s.BoardStr) == 0 {
continue
}
if filter != "" && !strings.Contains(strings.ToLower(s.Name), filter) {
continue
}
fmt.Printf("solving: %s\n", s.Name)
freqs, err := solveScenario(s, solverBin, resourceDir, workDir)
if err != nil {
fmt.Fprintf(os.Stderr, " FAILED: %v\n", err)
continue
}
existing[s.Name] = freqs
fmt.Printf(" → %v\n", freqs)
solved++
}
writeFixture(existing)
fmt.Printf("\ndone. %d scenarios solved, fixture written to %s\n", solved, fixturePath)
}
func solveScenario(s plugin.TipScenario, bin, resources, workDir string) (map[string]float64, error) {
input := buildInputFile(s)
inputPath := filepath.Join(workDir, "input.txt")
outputPath := filepath.Join(workDir, "output.json")
if err := os.WriteFile(inputPath, []byte(input), 0o644); err != nil {
return nil, err
}
// TexasSolver writes output_result.json to its CWD, so cd into workDir.
cmd := exec.Command(bin, "-i", inputPath, "-r", resources)
cmd.Dir = workDir
cmd.Stdout = os.Stderr // surface solver logs on stderr so JSON doesn't mix in
cmd.Stderr = os.Stderr
if err := cmd.Run(); err != nil {
return nil, fmt.Errorf("solver failed: %w", err)
}
data, err := os.ReadFile(outputPath)
if err != nil {
return nil, fmt.Errorf("read output: %w", err)
}
return extractHeroFrequencies(data, s)
}
func buildInputFile(s plugin.TipScenario) string {
board := strings.Join(s.BoardStr, ",")
ipRange, oopRange := rangesFor(s)
// Normalize to solver-friendly scale: pot=50, stack=8×pot, preserving
// SPR. TexasSolver segfaults on large chip counts for certain textures
// (suspected internal precision/overflow on some flop trees). Strategic
// equivalence holds because GTO frequencies are scale-invariant; only
// the raw chip values in action labels change. Caps SPR at 8 to keep
// tree build time sane regardless of scenario stack depth.
const normalizedPot = 50
spr := float64(s.Stack) / float64(s.Pot)
if spr > 8 {
spr = 8
}
normalizedStack := int(float64(normalizedPot) * spr)
if normalizedStack < 100 {
normalizedStack = 100
}
var b strings.Builder
fmt.Fprintf(&b, "set_pot %d\n", normalizedPot)
fmt.Fprintf(&b, "set_effective_stack %d\n", normalizedStack)
fmt.Fprintf(&b, "set_board %s\n", board)
fmt.Fprintf(&b, "set_range_ip %s\n", ipRange)
fmt.Fprintf(&b, "set_range_oop %s\n", oopRange)
// Simple bet tree: half-pot + allin each street.
for _, side := range []string{"ip", "oop"} {
for _, street := range []string{"flop", "turn", "river"} {
fmt.Fprintf(&b, "set_bet_sizes %s,%s,bet,50,100\n", side, street)
fmt.Fprintf(&b, "set_bet_sizes %s,%s,raise,60\n", side, street)
fmt.Fprintf(&b, "set_bet_sizes %s,%s,allin\n", side, street)
}
}
b.WriteString("set_allin_threshold 0.67\n")
b.WriteString("build_tree\n")
b.WriteString("set_thread_num 8\n")
// accuracy 1.0 = stop when total exploitability < 1% of pot. Empirically
// this is reached in ~80 iterations on our scenarios vs 120+ for 0.5%,
// cutting per-scenario time roughly in half with no practical loss for
// validation (we only check if rules engine matches a significant-freq
// action, not exact frequencies).
b.WriteString("set_accuracy 1.0\n")
b.WriteString("set_max_iteration 100\n")
b.WriteString("set_print_interval 20\n")
// Isomorphism optimization segfaults on certain flop textures (notably
// paired boards and some two-tone). Disabling costs ~20% extra solve
// time but makes the pipeline reliable.
b.WriteString("set_use_isomorphism 0\n")
b.WriteString("start_solve\n")
b.WriteString("set_dump_rounds 1\n")
b.WriteString("dump_result output.json\n")
return b.String()
}
func rangesFor(s plugin.TipScenario) (ip, oop string) {
// HU: BTN=IP, BB=OOP.
return rangeBTNOpen, rangeBBDefend
}
// extractHeroFrequencies walks the dumped tree to find the node where hero
// is actually to act, then returns hero's action frequencies for their exact
// hole combo, normalized to {check,bet,call,fold,raise}.
//
// HU postflop ordering: OOP acts first on every street. So the root node is
// always OOP's decision.
//
// - hero=OOP, ToCall=0 → root (OOP first to act, no action yet)
// - hero=IP, ToCall=0 → root.childrens["CHECK"] (OOP checked, IP facing check)
// - hero=IP, ToCall>0 → root.childrens["BET <x>"] matching ToCall size
// - hero=OOP, ToCall>0 → not supported yet (check-bet line, 2 levels deep)
func extractHeroFrequencies(data []byte, s plugin.TipScenario) (map[string]float64, error) {
var root SolverNode
if err := json.Unmarshal(data, &root); err != nil {
return nil, fmt.Errorf("parse json: %w", err)
}
heroIP := s.Position == "BTN" || s.Position == "SB"
// Normalize ToCall to the solver's chip scale (pot=50) so bet-child
// matching works after the pot/stack normalization in buildInputFile.
normalizedToCall := float64(s.ToCall) * 50.0 / float64(s.Pot)
node, err := navigateToHero(&root, heroIP, normalizedToCall)
if err != nil {
return nil, err
}
if node.Strategy == nil {
return nil, fmt.Errorf("hero node has no strategy (node_type=%s)", node.NodeType)
}
key := holeKey(s.HoleStr)
raw, ok := node.Strategy.Strategy[key]
if !ok {
raw, ok = node.Strategy.Strategy[flipHole(key)]
}
if !ok {
return nil, fmt.Errorf("hole %q not found in strategy (tried %q)", key, flipHole(key))
}
if len(raw) != len(node.Strategy.Actions) {
return nil, fmt.Errorf("action/freq length mismatch: %d vs %d", len(raw), len(node.Strategy.Actions))
}
out := map[string]float64{}
for i, act := range node.Strategy.Actions {
out[normalizeAction(act)] += raw[i]
}
return out, nil
}
func navigateToHero(root *SolverNode, heroIP bool, toCall float64) (*SolverNode, error) {
// HU postflop: OOP always acts first on each street, so root is OOP's node.
switch {
case !heroIP && toCall == 0:
// OOP first to act, no prior action.
return root, nil
case heroIP && toCall == 0:
// OOP checked → IP facing check.
return childByLabel(root, "CHECK")
case heroIP && toCall > 0:
// OOP donk-bet (or we're mid-street with OOP having bet first). Find
// the BET child whose chip amount is closest to the scenario's ToCall.
return childByBetSize(root, toCall)
case !heroIP && toCall > 0:
// Check-bet line: OOP checks → IP bets → OOP facing bet.
checkNode, err := childByLabel(root, "CHECK")
if err != nil {
return nil, fmt.Errorf("check-bet line: %w", err)
}
return childByBetSize(checkNode, toCall)
}
return nil, fmt.Errorf("unreachable")
}
func childByLabel(node *SolverNode, label string) (*SolverNode, error) {
child, ok := node.Childrens[label]
if !ok {
return nil, fmt.Errorf("no %q child; available: %v", label, keysOf(node.Childrens))
}
return child, nil
}
// childByBetSize picks the BET child whose chip amount is closest to toCall.
// Rejects the match if the nearest bet size differs by more than 25% — that
// usually means the solver wasn't configured with a comparable sizing and the
// returned frequencies would describe a different decision.
func childByBetSize(node *SolverNode, toCall float64) (*SolverNode, error) {
var best *SolverNode
var bestAmt float64
bestDelta := 1e18
for label, child := range node.Childrens {
if !strings.HasPrefix(label, "BET") {
continue
}
amt := parseBetAmount(label)
if amt < 0 {
continue
}
d := amt - toCall
if d < 0 {
d = -d
}
if d < bestDelta {
bestDelta = d
bestAmt = amt
best = child
}
}
if best == nil {
return nil, fmt.Errorf("no BET child matching toCall=%v; available: %v", toCall, keysOf(node.Childrens))
}
if toCall > 0 && bestDelta/toCall > 0.25 {
return nil, fmt.Errorf("nearest BET child %.2f is >25%% off toCall=%.2f; solver sizings don't cover this spot; available: %v", bestAmt, toCall, keysOf(node.Childrens))
}
return best, nil
}
func parseBetAmount(label string) float64 {
// "BET 25.000000" → 25
parts := strings.Fields(label)
if len(parts) != 2 {
return -1
}
var v float64
if _, err := fmt.Sscanf(parts[1], "%f", &v); err != nil {
return -1
}
return v
}
func keysOf(m map[string]*SolverNode) []string {
out := make([]string, 0, len(m))
for k := range m {
out = append(out, k)
}
return out
}
// holeKey builds TexasSolver's hand key: two cards with higher rank first.
// Ranks: 2..9,T,J,Q,K,A. Suit order for same-rank pairs: s > h > d > c.
func holeKey(hole [2]string) string {
a, b := hole[0], hole[1]
if cardLess(b, a) {
return a + b
}
return b + a
}
func flipHole(k string) string {
if len(k) != 4 {
return k
}
return k[2:] + k[:2]
}
func cardLess(a, b string) bool {
ra := rankIdx(a[0])
rb := rankIdx(b[0])
if ra != rb {
return ra < rb
}
return suitIdx(a[1]) < suitIdx(b[1])
}
func rankIdx(r byte) int {
return strings.IndexByte("23456789TJQKA", r)
}
func suitIdx(s byte) int {
return strings.IndexByte("cdhs", s)
}
func normalizeAction(a string) string {
a = strings.ToLower(a)
switch {
case strings.HasPrefix(a, "check"):
return "check"
case strings.HasPrefix(a, "fold"):
return "fold"
case strings.HasPrefix(a, "call"):
return "call"
case strings.HasPrefix(a, "bet"):
return "bet"
case strings.HasPrefix(a, "raise"):
return "raise"
case strings.Contains(a, "allin"):
return "raise"
default:
return a
}
}
func loadFixture() map[string]map[string]float64 {
out := map[string]map[string]float64{}
data, err := os.ReadFile(fixturePath)
if err != nil {
return out
}
_ = json.Unmarshal(data, &out)
return out
}
func writeFixture(m map[string]map[string]float64) {
keys := make([]string, 0, len(m))
for k := range m {
keys = append(keys, k)
}
sort.Strings(keys)
ordered := make(map[string]map[string]float64, len(m))
for _, k := range keys {
ordered[k] = m[k]
}
data, err := json.MarshalIndent(ordered, "", " ")
must(err)
must(os.MkdirAll(filepath.Dir(fixturePath), 0o755))
must(os.WriteFile(fixturePath, append(data, '\n'), 0o644))
}
func must(err error) {
if err != nil {
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
}

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# Fix: Texas Hold'em LLM Tips
## What's broken
Two confirmed issues observed across multiple tip examples:
### 1. Position label is inverted in heads-up play
The tip says "positional advantage" when the player is acting first post-flop (out of position) and "out of position" when they're acting last. The position label reaching the LLM prompt is wrong.
**Root cause:** the `positionLabel()` function in `tips.go` derives position from `DealerIdx` using the general formula. In heads-up play the dealer posts the small blind and acts first pre-flop but **last** post-flop. The heads-up exception that exists in `PostBlinds()` in `betting.go` is not being reflected in position label calculation.
**Fix:** in `positionLabel()`, gate on `len(g.Players) == 2` before applying any label logic. In heads-up:
- Pre-flop: dealer = BTN/SB (acts first), other player = BB (acts last)
- Post-flop: dealer = BTN (acts last, positional advantage), other player = BB (acts first, out of position)
Check which street it is before assigning the label. `g.Street == PreFlop` needs different position semantics than all other streets in heads-up.
---
### 2. LLM is generating generic concepts instead of hand-specific advice
**Observed:** tips reference equity numbers but then ignore what those numbers mean for the specific hand. A player with 8♥ 7♥ on Q♥ K♠ 10♦ (gutshot + backdoor flush draw, 29% equity, free card available) received "not enough equity to bet" — which ignores the draw entirely and misapplies a made-hand concept to a drawing hand.
**Root cause:** the user prompt is not giving the LLM enough structured context to reason about hand *type*. It sees an equity number but doesn't know whether the hand is a draw, a made hand, a bluff catcher, or air. It pattern-matches on the number alone.
**Fix:** compute and inject the following additional fields into `TipContext` before building the prompt:
```go
type TipContext struct {
// existing fields...
// Add these:
HandCategory string // from poker.RankString() on current 5-card best
IsDraw bool // true if outs > 0 (see below)
FlushDrawOuts int // suited cards matching board suit count
StraightDrawOuts int // connected card gaps to straight
TotalOuts int // combined draw outs (deduped)
IsFreeCard bool // ToCall == 0
HeadsUp bool // len(ActivePlayers) == 2
}
```
Outs calculation (add to `equity.go` or a new `outs.go`):
- Flush draw: count hole cards matching dominant board suit; if 2 hole cards + 2 board cards same suit, FlushDrawOuts = 9
- Open-ended straight draw: 8 outs
- Gutshot: 4 outs
- Backdoor draws: count as 1-2 outs each
- TotalOuts = sum, capped at 15 (avoid double-counting straights and flushes)
---
### 3. System prompt needs to be more directive
**Current system prompt** (paraphrased from blueprint): "be a concise Hold'em coach, 2-4 sentences, cover hand strength, pot odds, position."
This is too open-ended. The LLM fills the space with whatever poker concepts come to mind. Replace with a prompt that forces it to reason about the specific situation before speaking.
**New system prompt:**
```
You are a Texas Hold'em coach giving advice to a single player via private message.
You will receive structured game context. Reason through it in this order:
1. What type of hand do I have — made hand, drawing hand, or air?
2. If drawing: how many outs, and do pot odds justify continuing?
3. If made hand: is it strong enough to bet for value, or weak enough to just pot control?
4. Does position affect what I should do here?
5. Is a free card available, and if so, is taking it correct?
Then write ONE piece of advice — 2 to 3 sentences maximum — that tells the player
what to do and why, using the specific cards and numbers provided.
Do not list concepts. Do not use generic poker vocabulary without connecting it to
this specific hand. If the correct play is obvious (e.g. free card with a draw),
say so plainly and briefly.
```
---
### 4. User prompt needs draw and hand type context injected
**Current user prompt structure** (from blueprint):
```
Street: <street>
Your hand: <cards>
Board: <cards>
Equity vs <n> opponents: Win x% | Tie y% | Loss z%
Pot odds to call: x%
SPR: x | Position: <pos> | Active players: <n>
```
**New user prompt structure** — add the computed fields:
```
Street: {street}
Your hand: {cards} [{hand_category}]
Board: {cards}
Draw outs: {total_outs} ({draw_description}) <- omit line if IsDraw == false
Equity vs {n} opponent(s): Win {x}% | Tie {y}% | Loss {z}%
{if ToCall > 0}: Pot odds to call: {pct}% — equity {exceeds|falls short of} price
{if IsFreeCard}: Free card available — no bet to call
SPR: {spr} | Position: {position} | Heads-up: {yes|no} | Street: {street}
```
`{draw_description}` examples:
- "flush draw (9 outs)"
- "gutshot straight draw (4 outs)"
- "open-ended straight draw (8 outs)"
- "flush draw + gutshot (11 outs)"
- "backdoor flush + backdoor straight (2 outs)"
`{hand_category}` examples from `poker.RankString()`:
- "High Card", "One Pair", "Two Pair", "Three of a Kind", "Straight", "Flush", "Full House", "Four of a Kind", "Straight Flush"
---
## Specific scenario the fix must handle correctly
**Hand:** 8♥ 7♥
**Board:** Q♥ K♠ 10♦
**Street:** Flop
**Equity:** 29%
**To call:** €0 (free card)
**Position:** dealer, heads-up, acting first post-flop (out of position)
Expected tip behaviour after fix:
- Identifies this as a drawing hand (gutshot + backdoor flush)
- Notes the free card is available
- Does NOT say "not enough equity to bet" without acknowledging the draw
- Does NOT say "positional advantage" — player is out of position post-flop heads-up
- Produces something like: "You have a gutshot straight draw with a backdoor flush. With a free card available you can check and see the turn without risk. If a 9 or a third heart comes, you'll be in a strong position — for now, take the free card."
---
## Reasoning mode (Qwen3 thinking)
Poker tips are the only task in GogoBee that should use reasoning mode. All other LLM calls (adventure narrative, etc.) run with thinking disabled. This needs to be a one-off configuration scoped entirely to `tips.go`.
### Why reasoning mode here
The tips failure pattern is not a knowledge gap — Qwen3-32B knows poker. The problem is that it jumps to pattern-matched conclusions without working through the situation in sequence. Reasoning mode forces the model to produce a `<think>...</think>` chain before the final response, which naturally surfaces: hand type, outs, position semantics, and the actual decision. The tip then follows from that chain rather than being assembled from disconnected concepts.
### Request changes in `tips.go`
Add a `enable_thinking` field to the request body and a `thinking_budget` cap to keep latency bounded:
```go
type llmRequest struct {
Model string `json:"model"`
Messages []llmMessage `json:"messages"`
MaxTokens int `json:"max_tokens"`
Stream bool `json:"stream"`
EnableThinking bool `json:"enable_thinking,omitempty"`
ThinkingBudget int `json:"thinking_budget,omitempty"`
}
```
When building the tips request, set:
```go
body := llmRequest{
Model: cfg.Model,
Messages: []llmMessage{...},
MaxTokens: 1000, // increased to accommodate think block + response
Stream: false,
EnableThinking: true,
ThinkingBudget: 512, // cap reasoning tokens; enough for poker, not runaway
}
```
`ThinkingBudget` of 512 tokens is sufficient for a poker hand analysis reasoning chain. Without a cap, complex board textures can produce very long think blocks. 512 keeps worst-case latency reasonable.
Note: the exact field names for Ollama's Qwen3 thinking mode may differ from the above. Check the Ollama API docs for the current `qwen3:32b` thinking parameters — it may be `/think` appended to the model name (`qwen3:32b/think`) rather than a request body field, depending on the Ollama version. Either way, the intent is the same — make this configurable in `TipsConfig` so it can be toggled without a code change:
```go
type TipsConfig struct {
Endpoint string
Model string
APIKey string
Timeout time.Duration
EnableThinking bool // default true for poker tips
ThinkingBudget int // default 512
}
```
### Strip the think block from the response
The `<think>...</think>` content must never reach the player DM. The current response parser takes `choices[0].message.content` directly. Update it to strip thinking content before returning:
```go
func extractTipFromResponse(raw string) string {
// Strip <think>...</think> block if present
// Qwen3 may use <think> or <!--think--> depending on version
re := regexp.MustCompile(`(?s)<think>.*?</think>`)
cleaned := re.ReplaceAllString(raw, "")
// Also strip any leading/trailing whitespace left behind
return strings.TrimSpace(cleaned)
}
```
Call `extractTipFromResponse()` on `llmResp.Choices[0].Message.Content` before returning the tip string. If the result is empty after stripping (model only produced a think block and nothing else), fall back to the rules-based tip.
### Latency expectations
With `ThinkingBudget: 512` and the structured context prompt, expect:
- Typical: 4-8 seconds total (within the existing 10s timeout)
- Complex boards: up to 10 seconds
- Increase `cfg.Timeout` to `12 * time.Second` for tips specifically to give reasoning room without affecting other LLM calls
Tip delivery via DM is already async (goroutine), so even a 10-12 second tip doesn't block the table view or the action loop. Players receive the table view immediately and the tip follows shortly after.
### Config addition
```toml
[holdem]
# ... existing fields ...
tips_enable_thinking = true
tips_thinking_budget = 512
tips_timeout = "12s" # longer than default to accommodate reasoning
```
---
## Files to change
- `tips.go``TipContext` struct, `BuildTipContext()`, `buildPrompt()`, `positionLabel()`, `llmRequest` struct, `GenerateTip()`, new `extractTipFromResponse()` function
- `equity.go` — add outs calculation function
- No schema changes required
- No changes to `game.go`, `betting.go`, or `render.go`
## Test cases to verify before shipping
Write a table-driven test in `tips_test.go` covering:
| Hand | Board | Street | Expected position (HU) | Expected IsDraw | Expected outs |
|------|-------|--------|------------------------|-----------------|---------------|
| 8♥ 7♥ | Q♥ K♠ 10♦ | Flop | Out of position | true | 4 (gutshot) + backdoor |
| A♠ K♠ | — | Pre-Flop | BTN (dealer, acts first) | false | 0 |
| 5♥ 6♥ | 7♥ 8♣ 2♥ | Flop | varies | true | 15 (OESD + flush) |
| Q♣ Q♦ | Q♥ 2♠ 7♣ | Flop | varies | false | 0 |
The position test for heads-up pre-flop vs post-flop is the most important one. Get that right first.
---
## Validation pipeline (shipped 2026-04-13)
The "is the tip actually good?" question is now answered by a two-layer
automated test harness rather than vibes.
**Layer 1 — hand-authored scenarios** (`internal/plugin/holdem_tip_scenarios.go`)
20 canonical spots covering preflop tier/facing-bet branches and postflop
equity tiers × board textures × SPR depths. Each scenario declares an
expected action verb, required theme keywords, and forbidden substrings.
`TestTipScenarios_Layer1` runs the full rules-engine pipeline
(equity MC, draw detection, hand category, board texture, preflop
classification) against each scenario and asserts the tip contains the
expected action + themes. Fast, cheap, green.
**Layer 2 — solver-derived scenarios** (same scenarios, populated via `cmd/gensolver`)
11 of the 14 postflop scenarios carry real TexasSolver GTO frequencies
committed as a fixture at `internal/plugin/testdata/solver_freqs.json`.
`TestTipScenarios_Layer2` treats any action with solver frequency ≥ 15% as
"significant" and asserts the rules engine's recommended action matches one
of the significant actions — tolerating GTO's legitimately mixed spots
while catching genuinely-wrong recommendations.
**cmd/gensolver**
Offline pipeline that iterates `plugin.TipScenarios()`, shells out to
`console_solver` (TexasSolver CLI), parses the JSON strategy tree,
navigates to hero's decision node (IP/OOP × facing-check/facing-bet ×
check-bet line), extracts hero's action frequencies for their exact hole
combo, and merges them into the fixture file.
Key solver-side knobs worked out the hard way:
- **Scale normalization** to `pot=50, stack=8×pot` (SPR cap 8). TexasSolver
segfaults on deep stacks and on some textures at larger chip counts;
strategic equivalence is preserved because GTO frequencies are
scale-invariant.
- **Bet tree**: 50% + 100% pot sizings, plus allin. Narrower trees build
faster and still give solvable decision points.
- **`set_accuracy 1.0`, `set_max_iteration 100`** — converges in ~2 min
per flop instead of the ~24 min the solver's defaults demanded. 1%
exploitability is plenty for our assertion type.
- **Range syntax**: TexasSolver rejects shorthand like `22+` / `A2s+`
ranges must be explicitly enumerated. Using the solver's own
sample-input ranges verbatim as HU defaults.
Invocation:
```bash
GOGOBEE_SOLVER=/path/to/console_solver \
GOGOBEE_SOLVER_RESOURCES=/path/to/TexasSolver/resources \
go run ./cmd/gensolver [scenario-name-substring]
```
Results merge into the fixture, so regenerating one scenario doesn't wipe
the others.
**Known gaps** — 3 scenarios have no solver frequencies:
- `flop/monster set on paired board facing bet` — TexasSolver segfaults on
paired-board textures (upstream bug, not fixable from our side).
- `turn/weak top pair facing overbet` — hero's hole (63o) isn't in any
reasonable HU range, so the solver never allocates strategy for it.
Scenario still validated by Layer 1.
- Occasional flake on `flop/bottom pair facing big bet` at full-batch time
(succeeds when retried solo). Current fixture entry came from a solo
retry and is valid; if regeneration fails, just re-run that one
scenario with the name filter.
Adding new scenarios: append to `tipScenarios` in
`holdem_tip_scenarios.go`, run `cmd/gensolver` with the name filter,
commit both the code and fixture changes together.

View File

@@ -58,7 +58,8 @@ func NewHoldemPlugin(client *mautrix.Client, euro *EuroPlugin) *HoldemPlugin {
} }
} }
func (p *HoldemPlugin) Name() string { return "holdem" } func (p *HoldemPlugin) Name() string { return "holdem" }
func (p *HoldemPlugin) Version() string { return "2.1.0" }
func (p *HoldemPlugin) Commands() []CommandDef { func (p *HoldemPlugin) Commands() []CommandDef {
return []CommandDef{ return []CommandDef{
@@ -354,7 +355,8 @@ func (p *HoldemPlugin) handleLeave(ctx MessageContext) error {
// Credit remaining stack back (buy-in was debited at join). // Credit remaining stack back (buy-in was debited at join).
cashout := player.Stack cashout := player.Stack
if !player.IsNPC && cashout > 0 { if !player.IsNPC && cashout > 0 {
p.euro.Credit(player.UserID, float64(cashout), "holdem_cashout") net, _ := communityTax(player.UserID, float64(cashout), 0.05)
p.euro.Credit(player.UserID, net, "holdem_cashout")
} }
// Remove immediately. // Remove immediately.
p.removePlayer(game, ctx.Sender) p.removePlayer(game, ctx.Sender)
@@ -375,7 +377,8 @@ func (p *HoldemPlugin) handleLeave(ctx MessageContext) error {
// Credit remaining stack back (buy-in was debited at join). // Credit remaining stack back (buy-in was debited at join).
if player.Stack > 0 { if player.Stack > 0 {
p.euro.Credit(player.UserID, float64(player.Stack), "holdem_cashout") net, _ := communityTax(player.UserID, float64(player.Stack), 0.05)
p.euro.Credit(player.UserID, net, "holdem_cashout")
} }
p.removePlayer(game, ctx.Sender) p.removePlayer(game, ctx.Sender)
@@ -902,7 +905,8 @@ func (p *HoldemPlugin) endHand(game *HoldemGame) {
if pl.WantsLeave || pl.Stack <= 0 { if pl.WantsLeave || pl.Stack <= 0 {
if !pl.IsNPC { if !pl.IsNPC {
if pl.Stack > 0 { if pl.Stack > 0 {
p.euro.Credit(pl.UserID, float64(pl.Stack), "holdem_cashout") net, _ := communityTax(pl.UserID, float64(pl.Stack), 0.05)
p.euro.Credit(pl.UserID, net, "holdem_cashout")
} }
p.SendMessage(game.RoomID, fmt.Sprintf("**%s** has left the table.", pl.DisplayName)) p.SendMessage(game.RoomID, fmt.Sprintf("**%s** has left the table.", pl.DisplayName))
} }
@@ -919,7 +923,8 @@ func (p *HoldemPlugin) endHand(game *HoldemGame) {
// Cash out remaining players. // Cash out remaining players.
for _, pl := range game.Players { for _, pl := range game.Players {
if !pl.IsNPC && pl.Stack > 0 { if !pl.IsNPC && pl.Stack > 0 {
p.euro.Credit(pl.UserID, float64(pl.Stack), "holdem_cashout") net, _ := communityTax(pl.UserID, float64(pl.Stack), 0.05)
p.euro.Credit(pl.UserID, net, "holdem_cashout")
} }
} }
p.SendMessage(game.RoomID, "Not enough players for another hand. Game over.") p.SendMessage(game.RoomID, "Not enough players for another hand. Game over.")

View File

@@ -0,0 +1,211 @@
package plugin
import (
"math/rand/v2"
"github.com/chehsunliu/poker"
)
// HandRange is a flat list of concrete 2-card combos. Expand hand classes
// like "AA", "AKs", "AKo" via expandRange, then optionally drop combos that
// conflict with the hero hole cards and the board.
type HandRange [][2]poker.Card
// expandHandClass converts a canonical hand class into concrete combos.
// "AA" → 6 combos, "AKs" → 4 combos, "AKo" → 12 combos.
// Returns nil for malformed input.
func expandHandClass(class string) HandRange {
if len(class) < 2 || len(class) > 3 {
return nil
}
r1 := string(class[0])
r2 := string(class[1])
isPair := class[0] == class[1]
mode := byte(0)
if len(class) == 3 {
mode = class[2]
}
suits := []string{"s", "h", "d", "c"}
var out HandRange
switch {
case isPair:
for i := 0; i < 4; i++ {
for j := i + 1; j < 4; j++ {
out = append(out, [2]poker.Card{
poker.NewCard(r1 + suits[i]),
poker.NewCard(r2 + suits[j]),
})
}
}
case mode == 's':
for _, s := range suits {
out = append(out, [2]poker.Card{
poker.NewCard(r1 + s),
poker.NewCard(r2 + s),
})
}
case mode == 'o':
for _, s1 := range suits {
for _, s2 := range suits {
if s1 == s2 {
continue
}
out = append(out, [2]poker.Card{
poker.NewCard(r1 + s1),
poker.NewCard(r2 + s2),
})
}
}
}
return out
}
// expandRange concatenates the expansions of each class in the input list.
func expandRange(classes []string) HandRange {
var out HandRange
for _, c := range classes {
out = append(out, expandHandClass(c)...)
}
return out
}
// compatCombos returns combos from r that don't conflict with any card in known.
func compatCombos(r HandRange, known map[poker.Card]bool) HandRange {
out := make(HandRange, 0, len(r))
for _, combo := range r {
if known[combo[0]] || known[combo[1]] || combo[0] == combo[1] {
continue
}
out = append(out, combo)
}
return out
}
// EquityVsRange computes hero's equity when villain's hand is drawn uniformly
// from the given range (typically an all-in stackoff range, not the full
// deck). This is the right number for facing-all-in spots: "vs random"
// systematically overstates high-card hands because nobody shoves random.
func EquityVsRange(hole [2]poker.Card, community []poker.Card, villainRange HandRange, iterations int) EquityResult {
known := make(map[poker.Card]bool, 2+len(community))
known[hole[0]] = true
known[hole[1]] = true
for _, c := range community {
known[c] = true
}
compat := compatCombos(villainRange, known)
if len(compat) == 0 {
return EquityResult{}
}
baseDeck := make([]poker.Card, 0, 52)
for _, c := range allCards() {
if !known[c] {
baseDeck = append(baseDeck, c)
}
}
boardNeeded := 5 - len(community)
var wins, ties, losses int
deck := make([]poker.Card, 0, len(baseDeck))
heroCards := make([]poker.Card, 7)
oppCards := make([]poker.Card, 7)
for it := 0; it < iterations; it++ {
combo := compat[rand.IntN(len(compat))]
// Build this iteration's deck: baseDeck minus villain's two cards.
deck = deck[:0]
for _, c := range baseDeck {
if c == combo[0] || c == combo[1] {
continue
}
deck = append(deck, c)
}
// Partial Fisher-Yates for the first boardNeeded slots.
for j := 0; j < boardNeeded && j < len(deck); j++ {
k := j + rand.IntN(len(deck)-j)
deck[j], deck[k] = deck[k], deck[j]
}
fullBoard := make([]poker.Card, 5)
copy(fullBoard, community)
for b := len(community); b < 5; b++ {
fullBoard[b] = deck[b-len(community)]
}
heroCards[0] = hole[0]
heroCards[1] = hole[1]
copy(heroCards[2:], fullBoard)
heroRank := poker.Evaluate(heroCards)
oppCards[0] = combo[0]
oppCards[1] = combo[1]
copy(oppCards[2:], fullBoard)
oppRank := poker.Evaluate(oppCards)
switch {
case heroRank < oppRank:
wins++
case heroRank == oppRank:
ties++
default:
losses++
}
}
total := float64(iterations)
return EquityResult{
Win: float64(wins) / total,
Tie: float64(ties) / total,
Loss: float64(losses) / total,
}
}
// facingAllInPostflopClasses approximates an opponent's postflop shove range:
// value hands (sets, overpairs, top pair / good kicker) plus strong draws and
// suited broadways — roughly top 13% of hands. This is deliberately tighter
// than a "stackoff range" because what matters when facing a committed shove
// is the range they will actually put in, not the range they'd be willing to
// call off with. Directionally right, not solver-exact.
var facingAllInPostflopClasses = []string{
"AA", "KK", "QQ", "JJ", "TT", "99", "88", "77", "66", "55",
"AKs", "AQs", "AJs", "ATs", "A9s", "A5s", "A4s", "A3s", "A2s",
"AKo", "AQo", "AJo",
"KQs", "KJs", "KTs",
"KQo",
"QJs", "QTs",
"JTs",
"T9s", "98s", "87s", "76s", "65s", "54s",
}
// facingAllInPreflopClasses is a tighter shove range (~13%) for preflop
// all-ins, where ranges are narrower than postflop stackoffs.
var facingAllInPreflopClasses = []string{
"AA", "KK", "QQ", "JJ", "TT", "99", "88", "77",
"AKs", "AQs", "AJs", "ATs",
"AKo", "AQo", "AJo",
"KQs", "KJs", "KTs",
"KQo",
"QJs", "QTs",
"JTs",
}
// Cached expanded ranges.
var (
facingAllInPostflopRange HandRange
facingAllInPreflopRange HandRange
)
func init() {
facingAllInPostflopRange = expandRange(facingAllInPostflopClasses)
facingAllInPreflopRange = expandRange(facingAllInPreflopClasses)
}
// facingAllInRangeFor returns the appropriate shove range for a given street.
func facingAllInRangeFor(street Street) HandRange {
if street == StreetPreFlop {
return facingAllInPreflopRange
}
return facingAllInPostflopRange
}

View File

@@ -0,0 +1,333 @@
package plugin
// TipScenario describes one canonical spot for validating poker tips.
//
// Scenarios are consumed by two layers of automated testing:
//
// 1. Layer 1 — hand-authored: ExpectedAction and ExpectedThemes are filled
// in by a reviewer who picked the "right" answer. The test asserts that
// the rules engine's tip contains the expected action verb and at least
// one theme keyword. Fast, cheap, catches obvious regressions.
//
// 2. Layer 2 — solver-derived: SolverFreqs is populated from a GTO solver
// (e.g. TexasSolver) offline and committed as a fixture. The test
// asserts that the rules engine's action is in the solver's
// significant-frequency set. Slower to generate once, free at test time.
//
// A single scenario can carry either or both layers — the shared test harness
// applies whichever fields are populated. The same struct is also designed to
// eventually feed the runtime dual-perspective tip display, so the schema is
// intentionally broader than just testing.
type TipScenario struct {
Name string
// Game state — minimum needed to reconstruct a holdemTipContext.
HoleStr [2]string // card strings parseable by poker.NewCard (e.g. "As", "9h")
BoardStr []string // community cards; empty for preflop
Street Street
Position string // "BTN", "CO", "MP", "UTG", "SB", "BB"
HeadsUp bool
NumActive int
Stack int64
Pot int64 // total pot before the facing bet
ToCall int64
// Layer 1 — hand-authored expectations.
ExpectedAction string // one of "fold", "check", "call", "bet", "raise"
ExpectedThemes []string // substrings the reasoning should contain
MustNotContain []string // substrings that would indicate a wrong-action bug
// Layer 2 — solver-derived expectations (populated by offline fixture gen).
// Maps action to frequency, e.g. {"call": 0.55, "raise": 0.38, "fold": 0.07}.
// The shared test treats any action with frequency ≥ 0.15 as "valid".
SolverFreqs map[string]float64
}
// TipScenarios returns the canonical library of poker spots used by the
// scenario test harness and the cmd/gensolver offline solver pipeline.
// Exported so tools under cmd/ can iterate the list without duplicating it.
func TipScenarios() []TipScenario { return tipScenarios }
// tipScenarios is the canonical library of poker spots used by the scenario
// test harness. Seed with ~20 cases covering the main decision regions.
// Add more scenarios here as bugs are found or as the rules engine grows.
var tipScenarios = []TipScenario{
// ---- Preflop ---------------------------------------------------------
{
Name: "preflop/AA unopened BTN HU",
HoleStr: [2]string{"As", "Ah"},
Street: StreetPreFlop,
Position: "BTN",
HeadsUp: true,
NumActive: 2,
Stack: 10000,
Pot: 150,
ToCall: 0,
ExpectedAction: "raise",
ExpectedThemes: []string{"premium"},
},
{
Name: "preflop/AKs BTN facing 3bet",
HoleStr: [2]string{"As", "Ks"},
Street: StreetPreFlop,
Position: "BTN",
HeadsUp: true,
NumActive: 2,
Stack: 10000,
Pot: 900,
ToCall: 600,
ExpectedAction: "raise",
ExpectedThemes: []string{"premium"},
},
{
Name: "preflop/TT BTN unopened HU",
HoleStr: [2]string{"Tc", "Td"},
Street: StreetPreFlop,
Position: "BTN",
HeadsUp: true,
NumActive: 2,
Stack: 10000,
Pot: 150,
ToCall: 0,
ExpectedAction: "raise",
ExpectedThemes: []string{"strong"},
},
{
Name: "preflop/54s BB facing min-raise deep",
HoleStr: [2]string{"5h", "4h"},
Street: StreetPreFlop,
Position: "BB",
HeadsUp: true,
NumActive: 2,
Stack: 20000, // deep stacks → implied odds
Pot: 300,
ToCall: 150,
ExpectedAction: "call",
ExpectedThemes: []string{"deep", "speculative"},
},
{
Name: "preflop/54s BB facing big raise shallow",
HoleStr: [2]string{"5h", "4h"},
Street: StreetPreFlop,
Position: "BB",
HeadsUp: true,
NumActive: 2,
Stack: 2000, // shallow → no implied odds
Pot: 600,
ToCall: 500,
ExpectedAction: "fold",
ExpectedThemes: []string{"speculative"},
},
{
Name: "preflop/72o BB facing raise",
HoleStr: [2]string{"7c", "2d"},
Street: StreetPreFlop,
Position: "BB",
HeadsUp: true,
NumActive: 2,
Stack: 10000,
Pot: 300,
ToCall: 200,
ExpectedAction: "fold",
ExpectedThemes: []string{"weak"},
},
// ---- Flop ------------------------------------------------------------
{
Name: "flop/top set on dry board checked to",
HoleStr: [2]string{"Tc", "Td"},
BoardStr: []string{"Th", "2c", "7d"},
Street: StreetFlop,
Position: "BTN",
HeadsUp: true,
NumActive: 2,
Stack: 10000,
Pot: 600,
ToCall: 0,
ExpectedAction: "bet",
ExpectedThemes: []string{"value"},
MustNotContain: []string{"fold", "call"},
},
{
Name: "flop/overpair on wet board facing bet",
HoleStr: [2]string{"Ac", "Ah"},
BoardStr: []string{"9s", "8s", "7s"},
Street: StreetFlop,
Position: "BTN",
HeadsUp: true,
NumActive: 2,
Stack: 5000,
Pot: 1200,
ToCall: 600,
ExpectedAction: "call",
ExpectedThemes: []string{"wet"},
MustNotContain: []string{"check"},
},
{
Name: "flop/flush draw with free card",
HoleStr: [2]string{"7h", "6h"},
BoardStr: []string{"Kh", "9h", "2c"},
Street: StreetFlop,
Position: "BB",
HeadsUp: true,
NumActive: 2,
Stack: 5000,
Pot: 400,
ToCall: 0,
ExpectedAction: "check",
ExpectedThemes: []string{"control"},
MustNotContain: []string{"fold", "call"},
},
{
Name: "flop/OESD facing small bet priced in",
HoleStr: [2]string{"5s", "4s"},
BoardStr: []string{"7c", "6d", "2h"},
Street: StreetFlop,
Position: "BB",
HeadsUp: true,
NumActive: 2,
Stack: 5000,
Pot: 600,
ToCall: 120, // 20% pot odds, OESD has ~32% equity
ExpectedAction: "call",
ExpectedThemes: []string{"price"},
MustNotContain: []string{"check"},
},
{
Name: "flop/bottom pair facing big bet",
HoleStr: [2]string{"2c", "2d"},
BoardStr: []string{"Ks", "Td", "7h"},
Street: StreetFlop,
Position: "BB",
HeadsUp: true,
NumActive: 2,
Stack: 5000,
Pot: 500,
ToCall: 500, // overbet — bad price for a weak hand
ExpectedAction: "fold",
MustNotContain: []string{"check"},
},
// ---- Turn ------------------------------------------------------------
{
Name: "turn/top set facing bet",
HoleStr: [2]string{"Kc", "Kd"},
BoardStr: []string{"Kh", "5c", "2d", "8s"},
Street: StreetTurn,
Position: "BTN",
HeadsUp: true,
NumActive: 2,
Stack: 8000,
Pot: 1500,
ToCall: 750,
ExpectedAction: "raise",
ExpectedThemes: []string{"value"},
MustNotContain: []string{"fold"},
},
{
Name: "turn/combo draw facing half-pot bet",
HoleStr: [2]string{"Jh", "Th"},
BoardStr: []string{"Qh", "9h", "2c", "4d"},
Street: StreetTurn,
Position: "BB",
HeadsUp: true,
NumActive: 2,
Stack: 5000,
Pot: 1000,
ToCall: 500, // 33% pot odds vs 15+ outs
ExpectedAction: "call",
MustNotContain: []string{"check"},
},
{
Name: "turn/weak top pair facing overbet",
HoleStr: [2]string{"6h", "3d"},
BoardStr: []string{"Jd", "9s", "4c", "8h"},
Street: StreetTurn,
Position: "BB",
HeadsUp: true,
NumActive: 2,
Stack: 4000,
Pot: 800,
ToCall: 1200, // overbet — weak kicker on coordinated board
ExpectedAction: "fold",
MustNotContain: []string{"check"},
},
// ---- River -----------------------------------------------------------
{
Name: "river/nut flush checked to us",
HoleStr: [2]string{"Ah", "Qh"},
BoardStr: []string{"Kh", "9h", "2c", "5h", "3d"},
Street: StreetRiver,
Position: "BTN",
HeadsUp: true,
NumActive: 2,
Stack: 5000,
Pot: 1500,
ToCall: 0,
ExpectedAction: "bet",
ExpectedThemes: []string{"charge"},
MustNotContain: []string{"fold", "call"},
},
{
Name: "river/bluffcatcher facing overbet",
HoleStr: [2]string{"5h", "4h"},
BoardStr: []string{"Kh", "7s", "2d", "3c", "9s"},
Street: StreetRiver,
Position: "BTN",
HeadsUp: true,
NumActive: 2,
Stack: 2500,
Pot: 800,
ToCall: 1200, // overbet — polarized, top pair is a bluffcatcher
ExpectedAction: "fold",
MustNotContain: []string{"check"},
},
{
Name: "river/weak hand check available",
HoleStr: [2]string{"7c", "6c"},
BoardStr: []string{"Ah", "Kd", "2s", "8c", "9d"},
Street: StreetRiver,
Position: "BB",
HeadsUp: true,
NumActive: 2,
Stack: 5000,
Pot: 600,
ToCall: 0,
ExpectedAction: "check",
MustNotContain: []string{"call", "raise"},
},
{
Name: "river/second pair facing bet",
HoleStr: [2]string{"6d", "5d"},
BoardStr: []string{"Ac", "Qh", "7d", "3s", "Kc"},
Street: StreetRiver,
Position: "BB",
HeadsUp: true,
NumActive: 2,
Stack: 4000,
Pot: 800,
ToCall: 1200,
ExpectedAction: "fold",
MustNotContain: []string{"check"},
},
{
Name: "flop/monster set on paired board facing bet",
HoleStr: [2]string{"9c", "9d"},
BoardStr: []string{"9h", "9s", "4c"},
Street: StreetFlop,
Position: "BTN",
HeadsUp: true,
NumActive: 2,
Stack: 8000,
Pot: 600,
ToCall: 300,
ExpectedAction: "raise",
ExpectedThemes: []string{"monster"},
MustNotContain: []string{"fold"},
},
}

View File

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

File diff suppressed because it is too large Load Diff

View File

@@ -310,6 +310,132 @@ func TestRulesTip_DrawFacingBet_GoodOdds(t *testing.T) {
} }
} }
// ---------------------------------------------------------------------------
// Rules-based tip — preflop classification
// ---------------------------------------------------------------------------
func TestRulesTip_Preflop_Premium_Open(t *testing.T) {
ctx := holdemTipContext{
Street: StreetPreFlop,
PreflopTier: "premium",
Position: "BTN",
Equity: EquityResult{Win: 0.82, Tie: 0.01, Loss: 0.17},
}
tip := generateRulesTip(ctx)
if !contains(tip, "raise") || contains(tip, "fold") {
t.Errorf("premium open should recommend raise, got: %s", tip)
}
}
func TestRulesTip_Preflop_Trash_FacingRaise(t *testing.T) {
ctx := holdemTipContext{
Street: StreetPreFlop,
PreflopTier: "trash",
Position: "BB",
ToCall: 100,
Equity: EquityResult{Win: 0.15, Tie: 0.0, Loss: 0.85},
}
tip := generateRulesTip(ctx)
if !contains(tip, "fold") {
t.Errorf("trash facing raise should fold, got: %s", tip)
}
}
// ---------------------------------------------------------------------------
// Rules-based tip — postflop action vocabulary
// ---------------------------------------------------------------------------
func TestRulesTip_Marginal_FacingBet_UsesCallOrFold(t *testing.T) {
// Facing a bet must never recommend "bet" or "check".
ctx := holdemTipContext{
Street: StreetRiver,
Equity: EquityResult{Win: 0.66, Tie: 0.0, Loss: 0.34},
ToCall: 400,
PotOddsPct: 25.0,
Position: "BTN",
HandCategory: "One Pair",
HeadsUp: true,
NumActive: 2,
}
tip := generateRulesTip(ctx)
if contains(tip, " bet ") || contains(tip, "check") {
t.Errorf("facing-a-bet tip should not say 'bet' or 'check', got: %s", tip)
}
if !contains(tip, "call") && !contains(tip, "raise") && !contains(tip, "fold") {
t.Errorf("facing-a-bet tip should recommend call/raise/fold, got: %s", tip)
}
}
func TestRulesTip_Monster_BetsForValue(t *testing.T) {
ctx := holdemTipContext{
Street: StreetFlop,
Equity: EquityResult{Win: 0.92, Tie: 0.0, Loss: 0.08},
HandCategory: "Three of a Kind — 9s (set)",
Position: "BTN",
NumActive: 2,
SPR: 5,
}
tip := generateRulesTip(ctx)
if !contains(tip, "value") && !contains(tip, "bet") {
t.Errorf("monster hand should bet for value, got: %s", tip)
}
}
// ---------------------------------------------------------------------------
// Preflop classification
// ---------------------------------------------------------------------------
func TestClassifyPreflopHand(t *testing.T) {
cases := []struct {
name string
hole [2]poker.Card
suited bool
want string
}{
{"AA", [2]poker.Card{poker.NewCard("As"), poker.NewCard("Ah")}, false, "premium"},
{"AKs", [2]poker.Card{poker.NewCard("As"), poker.NewCard("Ks")}, true, "premium"},
{"TT", [2]poker.Card{poker.NewCard("Ts"), poker.NewCard("Th")}, false, "strong"},
{"22", [2]poker.Card{poker.NewCard("2s"), poker.NewCard("2h")}, false, "speculative"},
{"72o", [2]poker.Card{poker.NewCard("7s"), poker.NewCard("2h")}, false, "trash"},
}
for _, c := range cases {
t.Run(c.name, func(t *testing.T) {
ranks := [2]int{cardRankIndex(c.hole[0]), cardRankIndex(c.hole[1])}
got := classifyPreflopHand(ranks, c.suited)
if got != c.want {
t.Errorf("classify(%s) = %s, want %s", c.name, got, c.want)
}
})
}
}
// ---------------------------------------------------------------------------
// LLM rewrite guard — keeps action verbs
// ---------------------------------------------------------------------------
func TestRewriteKeepsAction(t *testing.T) {
cases := []struct {
name string
base string
rewrite string
want bool
}{
{"same verb", "You should call here — the price is right.", "Call this one: the price is right.", true},
{"dropped call", "You should call here.", "Raise and apply pressure.", false},
{"fold preserved", "Fold this marginal hand.", "This is a fold — don't call.", true},
{"fold lost", "Fold this hand.", "Call, you're priced in.", false},
{"bet preserved", "Bet 2/3 pot for value.", "Bet two-thirds of the pot for value.", true},
}
for _, c := range cases {
t.Run(c.name, func(t *testing.T) {
got := rewriteKeepsAction(c.base, c.rewrite)
if got != c.want {
t.Errorf("rewriteKeepsAction(base=%q, rewrite=%q) = %v, want %v", c.base, c.rewrite, got, c.want)
}
})
}
}
func contains(s, substr string) bool { func contains(s, substr string) bool {
return len(s) >= len(substr) && searchSubstring(s, substr) return len(s) >= len(substr) && searchSubstring(s, substr)
} }
@@ -322,3 +448,198 @@ func searchSubstring(s, sub string) bool {
} }
return false return false
} }
// ---------------------------------------------------------------------------
// Semantic guardrails on LLM rewrites
// ---------------------------------------------------------------------------
func TestRewriteSemanticProblem_RiverFutureStreets(t *testing.T) {
ctx := holdemTipContext{Street: StreetRiver, ToCall: 0}
bad := "Check and let the opponent act first—your hand has only 31 % equity, so the safest move is to stay in the pot and see if they commit; folding after a bet is the correct response."
if r := rewriteSemanticProblem(ctx, bad); r == "" {
t.Errorf("expected river rewrite with future-street + no-bet phrasing to be rejected")
}
}
func TestRewriteSemanticProblem_RiverCleanRewrite(t *testing.T) {
ctx := holdemTipContext{Street: StreetRiver, ToCall: 0}
good := "Check — Queen high is too weak to value bet and you have showdown value against missed draws."
if r := rewriteSemanticProblem(ctx, good); r != "" {
t.Errorf("clean river rewrite should pass, got: %s", r)
}
}
func TestRewriteSemanticProblem_FlopFutureStreetsOK(t *testing.T) {
// Future-street language is fine when we're not on the river.
ctx := holdemTipContext{Street: StreetFlop, ToCall: 0}
ok := "Check to control the pot and see the next card cheaply."
if r := rewriteSemanticProblem(ctx, ok); r != "" {
t.Errorf("flop future-street language should pass, got: %s", r)
}
}
func TestRewriteSemanticProblem_NoBetToFace(t *testing.T) {
ctx := holdemTipContext{Street: StreetTurn, ToCall: 0}
bad := "Check back — folding after a bet would be the right response if they fire."
if r := rewriteSemanticProblem(ctx, bad); r == "" {
t.Errorf("rewrite with 'folding after a bet' when ToCall=0 should be rejected")
}
}
func TestRewriteKeepsAction_BetAsNoun(t *testing.T) {
// Regression: base uses "bet" as a noun ("call this bet"); rewrite uses
// "call" but not "bet". Primary action in base is "call", so accept.
base := "Call this bet — your flush draw has the right price at 33% equity."
rewrite := "Call — the flush draw gets correct odds here."
if !rewriteKeepsAction(base, rewrite) {
t.Errorf("rewrite should be accepted: base primary action is 'call', rewrite preserves it")
}
}
func TestRewriteKeepsAction_ChangesPrimaryAction(t *testing.T) {
base := "Call — your flush draw has the right price."
rewrite := "Fold — this price is too steep."
if rewriteKeepsAction(base, rewrite) {
t.Errorf("rewrite should be rejected: primary action changed from call to fold")
}
}
func TestRewriteKeepsAction_AddsRaiseOnTopOfCall(t *testing.T) {
// The A♠5♠ SB 3bet spot: base recommends call, LLM injects a raise on
// top. Primary action (call) is preserved but rewrite mentions raise,
// which was not in the base.
base := "Speculative hand with deep stacks — call for set-mining or flopping a big draw. Fold the flop if you miss."
rewrite := "Call — your equity is fine, but raise 3-4x the pot to apply maximum pressure."
if rewriteKeepsAction(base, rewrite) {
t.Errorf("rewrite should be rejected: injects raise on top of call/fold base")
}
}
// ---------------------------------------------------------------------------
// Facing all-in — terminal decision branch
// ---------------------------------------------------------------------------
func TestAllInTip_NoFutureStreetLanguage(t *testing.T) {
hole := [2]poker.Card{poker.NewCard("Ac"), poker.NewCard("Kh")}
comm := []poker.Card{poker.NewCard("4c"), poker.NewCard("9c"), poker.NewCard("4h")}
snap := tipSnapshot{
hole: hole, holeStr: [2]string{"A♣", "K♥"},
community: comm, communityS: renderCards(comm),
numActive: 2, numOpp: 1,
toCall: 16600, totalPot: 21200, stack: 18800,
street: StreetFlop, position: "BTN", headsUp: true, isDealer: true,
isAllIn: true,
}
ctx := buildTipContext(snap)
tip := generateRulesTip(ctx)
if !containsCI(tip, "facing an all-in") && !containsCI(tip, "terminal decision") {
t.Errorf("all-in tip should mark the decision as terminal, got: %s", tip)
}
forbidden := []string{"next card", "later street", "position advantage", "see the turn", "fold later", "act after", "future street"}
for _, p := range forbidden {
if containsCI(tip, p) {
t.Errorf("all-in tip must not mention %q, got: %s", p, tip)
}
}
}
func TestAllInTip_UsesVsShoveEquity_NotVsRandom(t *testing.T) {
hole := [2]poker.Card{poker.NewCard("Qs"), poker.NewCard("Js")}
comm := []poker.Card{poker.NewCard("Kh"), poker.NewCard("Th"), poker.NewCard("4d")}
snap := tipSnapshot{
hole: hole, holeStr: [2]string{"Q♠", "J♠"},
community: comm, communityS: renderCards(comm),
numActive: 2, numOpp: 1,
toCall: 800, totalPot: 1000, stack: 3000,
street: StreetFlop, position: "BTN", headsUp: true, isDealer: true,
isAllIn: true,
}
ctx := buildTipContext(snap)
vsRand := ctx.Equity.Win + ctx.Equity.Tie*0.5
vsShove := ctx.EquityVsShove.Win + ctx.EquityVsShove.Tie*0.5
if vsShove >= vsRand {
t.Errorf("OESD should lose equity vs a tight shove range; vsRand=%.2f vsShove=%.2f", vsRand, vsShove)
}
tip := generateRulesTip(ctx)
if !containsCI(tip, "fold") {
t.Errorf("OESD vs flop all-in with 44%% pot odds should recommend fold, got: %s", tip)
}
}
func TestRewriteSemanticProblem_AllInFutureStreets(t *testing.T) {
ctx := holdemTipContext{Street: StreetFlop, ToCall: 16600, IsAllIn: true}
bad := "Call the bet and see the turn. You have positional advantage giving you the ability to fold later if the board turns ugly."
if r := rewriteSemanticProblem(ctx, bad); r == "" {
t.Errorf("all-in rewrite with future-street / position language should be rejected")
}
}
func TestRewriteSemanticProblem_AllInCleanRewrite(t *testing.T) {
ctx := holdemTipContext{Street: StreetFlop, ToCall: 16600, IsAllIn: true}
ok := "Facing an all-in — call. Your equity vs a realistic shove range is well above the pot odds."
if r := rewriteSemanticProblem(ctx, ok); r != "" {
t.Errorf("clean all-in rewrite should pass, got: %s", r)
}
}
func TestEquityVsRange_CompatCombosFiltersConflicts(t *testing.T) {
hole := [2]poker.Card{poker.NewCard("As"), poker.NewCard("Ah")}
community := []poker.Card{poker.NewCard("Ad"), poker.NewCard("Th"), poker.NewCard("5c")}
r := expandRange([]string{"AA"}) // 6 combos of AA
known := map[poker.Card]bool{}
for _, c := range [...]poker.Card{hole[0], hole[1]} {
known[c] = true
}
for _, c := range community {
known[c] = true
}
compat := compatCombos(r, known)
// Hero and board block 3 aces (As, Ah, Ad); only Ac remains — 0 combos
// possible since villain needs 2 aces.
if len(compat) != 0 {
t.Errorf("villain AA should be fully blocked by hero AA + Ad on board, got %d combos", len(compat))
}
}
func TestExpandHandClass_Counts(t *testing.T) {
if n := len(expandHandClass("AA")); n != 6 {
t.Errorf("AA expands to 6 combos, got %d", n)
}
if n := len(expandHandClass("AKs")); n != 4 {
t.Errorf("AKs expands to 4 combos, got %d", n)
}
if n := len(expandHandClass("AKo")); n != 12 {
t.Errorf("AKo expands to 12 combos, got %d", n)
}
if n := len(expandHandClass("garbage")); n != 0 {
t.Errorf("garbage class should return nil/0, got %d", n)
}
}
// containsCI is a case-insensitive contains used by the all-in tests.
func containsCI(s, sub string) bool {
return contains(toLower(s), toLower(sub))
}
func toLower(s string) string {
b := make([]byte, len(s))
for i := 0; i < len(s); i++ {
c := s[i]
if c >= 'A' && c <= 'Z' {
c += 'a' - 'A'
}
b[i] = c
}
return string(b)
}
func TestRewriteKeepsAction_FoldFamilyPresent(t *testing.T) {
// "fold the flop if you miss" in the base legitimises mentioning fold in
// the rewrite.
base := "Speculative hand with deep stacks — call for set-mining. Fold the flop if you miss."
rewrite := "Call and plan to fold the flop unconnected."
if !rewriteKeepsAction(base, rewrite) {
t.Errorf("rewrite should pass: both call and fold are in base")
}
}

View File

@@ -0,0 +1,53 @@
{
"flop/OESD facing small bet priced in": {
"call": 0.9594823122024536,
"fold": 0.000014199958059180062,
"raise": 0.04050343251947197
},
"flop/bottom pair facing big bet": {
"call": 1.662783510880672e-8,
"fold": 0.9999967813491821,
"raise": 0.000003206112978659803
},
"flop/flush draw with free card": {
"bet": 0.0002895280642860598,
"check": 0.9997105002403259
},
"flop/overpair on wet board facing bet": {
"call": 0.9996392726898193,
"fold": 0.0000029239877221698407,
"raise": 0.0003577816241886467
},
"flop/top set on dry board checked to": {
"bet": 0.9198929914534801,
"check": 0.08010699599981308
},
"river/bluffcatcher facing overbet": {
"call": 0,
"fold": 0.9697164297103882,
"raise": 0.03028361313045025
},
"river/nut flush checked to us": {
"bet": 1.0000000298023224,
"check": 0
},
"river/second pair facing bet": {
"call": 0.00007920627831481397,
"fold": 0.9981566071510315,
"raise": 0.0017642288767092396
},
"river/weak hand check available": {
"bet": 0.018236066796816885,
"check": 0.9817639589309692
},
"turn/combo draw facing half-pot bet": {
"call": 0.6370915174484253,
"fold": 0.00001531363341200631,
"raise": 0.3628932002466172
},
"turn/top set facing bet": {
"call": 0.6166651248931885,
"fold": 0,
"raise": 0.3833348592670518
}
}