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| 1 | +/** |
| 2 | + * AI strategies for Main Street. |
| 3 | + * |
| 4 | + * Provides: |
| 5 | + * - MainStreetAiStrategy interface: chooseAction(state, rng) |
| 6 | + * - enumerateLegalActions(state): all valid PlayerAction options |
| 7 | + * - RandomStrategy: uniformly random legal action |
| 8 | + * - GreedyStrategy: heuristic priority chain |
| 9 | + * - MainStreetAiPlayer: wrapper binding a strategy and RNG |
| 10 | + * |
| 11 | + * Uses shared AI module (`@ai`) for base types and utility functions. |
| 12 | + * |
| 13 | + * @module |
| 14 | + */ |
| 15 | + |
| 16 | +import type { AiStrategyBase } from '../../src/ai'; |
| 17 | +import { AiPlayer as AiPlayerBase, pickRandom, pickBest } from '../../src/ai'; |
| 18 | +import type { MainStreetState } from './MainStreetState'; |
| 19 | +import { |
| 20 | + executeDayStart, |
| 21 | + processEndOfTurn, |
| 22 | + executeAction, |
| 23 | + type PlayerAction, |
| 24 | + type BuyBusinessAction, |
| 25 | + type BuyUpgradeAction, |
| 26 | + type BuyEventAction, |
| 27 | +} from './MainStreetEngine'; |
| 28 | +import { |
| 29 | + canPurchaseBusiness, |
| 30 | + canPurchaseUpgrade, |
| 31 | + canPurchaseEvent, |
| 32 | + getEmptySlots, |
| 33 | +} from './MainStreetMarket'; |
| 34 | +import type { BusinessCard, UpgradeCard, EventCard } from './MainStreetCards'; |
| 35 | +import { GRID_SIZE } from './MainStreetCards'; |
| 36 | +import { computeSynergyBonus } from './MainStreetAdjacency'; |
| 37 | + |
| 38 | +// ── Scoring constants ─────────────────────────────────────── |
| 39 | + |
| 40 | +/** Weight applied to upgrade income bonus in scoring (higher = prefer better income). */ |
| 41 | +const UPGRADE_INCOME_WEIGHT = 10; |
| 42 | + |
| 43 | +/** Weight applied to base income when scoring business placement. */ |
| 44 | +const BASE_INCOME_WEIGHT = 5; |
| 45 | + |
| 46 | +/** Weight applied to synergy gain when scoring business placement. */ |
| 47 | +const SYNERGY_WEIGHT = 10; |
| 48 | + |
| 49 | +/** Coins-equivalent value of one reputation point when scoring events. */ |
| 50 | +const REPUTATION_COIN_WEIGHT = 2; |
| 51 | + |
| 52 | +// ── Strategy Interface ────────────────────────────────────── |
| 53 | + |
| 54 | +/** |
| 55 | + * An AI strategy for Main Street. |
| 56 | + * |
| 57 | + * The strategy receives the full game state and an RNG, and returns |
| 58 | + * a single PlayerAction to execute during the MarketPhase. |
| 59 | + * |
| 60 | + * Strategies should call `enumerateLegalActions` to discover valid |
| 61 | + * actions rather than hard-coding game logic. |
| 62 | + */ |
| 63 | +export interface MainStreetAiStrategy extends AiStrategyBase { |
| 64 | + /** |
| 65 | + * Choose an action for the current market phase. |
| 66 | + * |
| 67 | + * @param state Current game state (read-only by convention). |
| 68 | + * @param rng Seeded random number generator. |
| 69 | + * @returns The chosen PlayerAction. |
| 70 | + */ |
| 71 | + chooseAction(state: MainStreetState, rng: () => number): PlayerAction; |
| 72 | +} |
| 73 | + |
| 74 | +// ── Legal Action Enumeration ──────────────────────────────── |
| 75 | + |
| 76 | +/** |
| 77 | + * Produces all valid PlayerAction options for the given state. |
| 78 | + * |
| 79 | + * Covers all action types: |
| 80 | + * - `buy-business`: one entry per (affordable card × empty slot) pair |
| 81 | + * - `buy-upgrade`: one entry per (upgrade card × valid target slot) pair |
| 82 | + * - `buy-event`: one entry per purchasable Investment event |
| 83 | + * - `play-event`: one entry if the player holds an Investment event |
| 84 | + * - `end-turn`: always included |
| 85 | + * |
| 86 | + * Every action returned here is guaranteed to be accepted by `executeAction` |
| 87 | + * (i.e. `canPurchase*` checks all pass). |
| 88 | + * |
| 89 | + * @param state Current game state. |
| 90 | + * @returns Array of legal PlayerActions. |
| 91 | + */ |
| 92 | +export function enumerateLegalActions(state: MainStreetState): PlayerAction[] { |
| 93 | + const actions: PlayerAction[] = []; |
| 94 | + |
| 95 | + // ── buy-business ───────────────────────────────────────── |
| 96 | + const emptySlots = getEmptySlots(state); |
| 97 | + for (const card of state.market.business as BusinessCard[]) { |
| 98 | + for (const slotIndex of emptySlots) { |
| 99 | + const result = canPurchaseBusiness(state, card.id, slotIndex); |
| 100 | + if (result.legal) { |
| 101 | + actions.push({ type: 'buy-business', cardId: card.id, slotIndex }); |
| 102 | + } |
| 103 | + } |
| 104 | + } |
| 105 | + |
| 106 | + // ── buy-upgrade ─────────────────────────────────────────── |
| 107 | + const upgradeCards = state.market.investments.filter( |
| 108 | + c => c.family === 'upgrade', |
| 109 | + ) as UpgradeCard[]; |
| 110 | + for (const card of upgradeCards) { |
| 111 | + const canBuy = canPurchaseUpgrade(state, card.id); |
| 112 | + if (!canBuy.legal) continue; |
| 113 | + |
| 114 | + // Generate one action per valid target slot so the AI can choose |
| 115 | + // which slot to upgrade (important for branching upgrade paths). |
| 116 | + const requiredLevel = card.requiredLevel ?? 0; |
| 117 | + for (let i = 0; i < GRID_SIZE; i++) { |
| 118 | + const biz = state.streetGrid[i]; |
| 119 | + if ( |
| 120 | + biz !== null && |
| 121 | + biz.name === card.targetBusiness && |
| 122 | + biz.level === requiredLevel && |
| 123 | + biz.level < biz.maxLevel |
| 124 | + ) { |
| 125 | + actions.push({ type: 'buy-upgrade', cardId: card.id, targetSlot: i }); |
| 126 | + } |
| 127 | + } |
| 128 | + } |
| 129 | + |
| 130 | + // ── buy-event ───────────────────────────────────────────── |
| 131 | + const eventCards = state.market.investments.filter( |
| 132 | + c => c.family === 'event', |
| 133 | + ) as EventCard[]; |
| 134 | + for (const card of eventCards) { |
| 135 | + const result = canPurchaseEvent(state, card.id); |
| 136 | + if (result.legal) { |
| 137 | + actions.push({ type: 'buy-event', cardId: card.id }); |
| 138 | + } |
| 139 | + } |
| 140 | + |
| 141 | + // ── play-event ──────────────────────────────────────────── |
| 142 | + if (state.heldEvent !== null) { |
| 143 | + actions.push({ type: 'play-event' }); |
| 144 | + } |
| 145 | + |
| 146 | + // ── end-turn ────────────────────────────────────────────── |
| 147 | + actions.push({ type: 'end-turn' }); |
| 148 | + |
| 149 | + return actions; |
| 150 | +} |
| 151 | + |
| 152 | +// ── RandomStrategy ────────────────────────────────────────── |
| 153 | + |
| 154 | +/** |
| 155 | + * Selects a uniformly random legal action each turn. |
| 156 | + * |
| 157 | + * Baseline strategy used for Monte Carlo balance testing and as a |
| 158 | + * fallback when no heuristic improvement is available. |
| 159 | + */ |
| 160 | +export const RandomStrategy: MainStreetAiStrategy = { |
| 161 | + name: 'Random', |
| 162 | + |
| 163 | + chooseAction(state: MainStreetState, rng: () => number): PlayerAction { |
| 164 | + const legalActions = enumerateLegalActions(state); |
| 165 | + return pickRandom(legalActions, rng); |
| 166 | + }, |
| 167 | +}; |
| 168 | + |
| 169 | +// ── GreedyStrategy ────────────────────────────────────────── |
| 170 | + |
| 171 | +/** |
| 172 | + * A heuristic greedy strategy following the PRD M3 priority chain: |
| 173 | + * |
| 174 | + * 1. Buy an upgrade (if affordable and available) — best income delta |
| 175 | + * 2. Buy a business (best synergy placement score) |
| 176 | + * 3. Buy an Investment event (positive expected ROI only) |
| 177 | + * 4. Play a held event (if holding one) |
| 178 | + * 5. End turn |
| 179 | + * |
| 180 | + * Ties at each priority level are broken randomly via `pickBest`. |
| 181 | + */ |
| 182 | +export const GreedyStrategy: MainStreetAiStrategy = { |
| 183 | + name: 'Greedy', |
| 184 | + |
| 185 | + chooseAction(state: MainStreetState, rng: () => number): PlayerAction { |
| 186 | + const legalActions = enumerateLegalActions(state); |
| 187 | + |
| 188 | + // Priority 1: upgrades (highest income gain per coin) |
| 189 | + const upgradeActions = legalActions.filter(a => a.type === 'buy-upgrade') as BuyUpgradeAction[]; |
| 190 | + if (upgradeActions.length > 0) { |
| 191 | + return pickBest(upgradeActions, a => scoreUpgradeAction(state, a), rng); |
| 192 | + } |
| 193 | + |
| 194 | + // Priority 2: buy business for best synergy placement |
| 195 | + const businessActions = legalActions.filter(a => a.type === 'buy-business') as BuyBusinessAction[]; |
| 196 | + if (businessActions.length > 0) { |
| 197 | + return pickBest(businessActions, a => scoreBusinessAction(state, a), rng); |
| 198 | + } |
| 199 | + |
| 200 | + // Priority 3: buy Investment event with positive coinDelta ROI |
| 201 | + const eventActions = legalActions.filter(a => a.type === 'buy-event') as BuyEventAction[]; |
| 202 | + if (eventActions.length > 0) { |
| 203 | + const bestEvent = pickBest(eventActions, a => scoreEventAction(state, a), rng); |
| 204 | + if (scoreEventAction(state, bestEvent) > 0) { |
| 205 | + return bestEvent; |
| 206 | + } |
| 207 | + } |
| 208 | + |
| 209 | + // Priority 4: play held event |
| 210 | + const playEventAction = legalActions.find(a => a.type === 'play-event'); |
| 211 | + if (playEventAction) { |
| 212 | + return playEventAction; |
| 213 | + } |
| 214 | + |
| 215 | + // Priority 5: end turn |
| 216 | + return { type: 'end-turn' }; |
| 217 | + }, |
| 218 | +}; |
| 219 | + |
| 220 | +// ── AiPlayer ──────────────────────────────────────────────── |
| 221 | + |
| 222 | +/** |
| 223 | + * Main Street AI player binding a strategy and RNG. |
| 224 | + * |
| 225 | + * Extends the shared {@link AiPlayerBase} and adds `chooseAction` and |
| 226 | + * `playGame` convenience methods. |
| 227 | + */ |
| 228 | +export class MainStreetAiPlayer extends AiPlayerBase<MainStreetAiStrategy> { |
| 229 | + constructor( |
| 230 | + strategy: MainStreetAiStrategy = GreedyStrategy, |
| 231 | + rng: () => number = Math.random, |
| 232 | + ) { |
| 233 | + super(strategy, rng); |
| 234 | + } |
| 235 | + |
| 236 | + /** |
| 237 | + * Choose a single action for the current market phase. |
| 238 | + * |
| 239 | + * Delegates to the strategy, hiding the `rng` parameter from callers. |
| 240 | + */ |
| 241 | + chooseAction(state: MainStreetState): PlayerAction { |
| 242 | + return this.strategy.chooseAction(state, this.rng); |
| 243 | + } |
| 244 | + |
| 245 | + /** |
| 246 | + * Run a complete game from setup to game-end. |
| 247 | + * |
| 248 | + * The caller is responsible for setting up the state (via |
| 249 | + * `setupMainStreetGame`). This method drives the game loop, |
| 250 | + * choosing actions each turn until the game ends. |
| 251 | + * |
| 252 | + * @param state An already-set-up MainStreetState (mutated in-place). |
| 253 | + */ |
| 254 | + playGame(state: MainStreetState): void { |
| 255 | + while (state.gameResult === 'playing') { |
| 256 | + executeDayStart(state); |
| 257 | + |
| 258 | + // Execute actions until end-turn is chosen or game ends |
| 259 | + let action = this.chooseAction(state); |
| 260 | + while (action.type !== 'end-turn') { |
| 261 | + executeAction(state, action); |
| 262 | + if (state.gameResult !== 'playing') break; |
| 263 | + action = this.chooseAction(state); |
| 264 | + } |
| 265 | + |
| 266 | + processEndOfTurn(state); |
| 267 | + } |
| 268 | + } |
| 269 | +} |
| 270 | + |
| 271 | +// ── Scoring Helpers ───────────────────────────────────────── |
| 272 | + |
| 273 | +/** |
| 274 | + * Score an upgrade action by the net income gain per coin spent. |
| 275 | + * |
| 276 | + * Higher income bonus upgrades are preferred over cheaper ones. |
| 277 | + */ |
| 278 | +function scoreUpgradeAction( |
| 279 | + state: MainStreetState, |
| 280 | + action: BuyUpgradeAction, |
| 281 | +): number { |
| 282 | + const card = state.market.investments.find( |
| 283 | + c => c.id === action.cardId && c.family === 'upgrade', |
| 284 | + ) as UpgradeCard | undefined; |
| 285 | + if (!card) return 0; |
| 286 | + |
| 287 | + // Prefer upgrades with higher income bonus; use cost as tiebreaker (cheaper is better) |
| 288 | + return card.incomeBonus * UPGRADE_INCOME_WEIGHT - card.cost; |
| 289 | +} |
| 290 | + |
| 291 | +/** |
| 292 | + * Score a business placement by the synergy bonus gained at the target slot. |
| 293 | + * |
| 294 | + * Considers both the new business's synergy with existing neighbors and the |
| 295 | + * increase in neighbor synergies caused by placing the new business. |
| 296 | + * |
| 297 | + * Higher scores indicate better placement (more synergy gained minus cost). |
| 298 | + */ |
| 299 | +function scoreBusinessAction( |
| 300 | + state: MainStreetState, |
| 301 | + action: BuyBusinessAction, |
| 302 | +): number { |
| 303 | + const card = state.market.business.find(c => c.id === action.cardId) as BusinessCard | undefined; |
| 304 | + if (!card) return 0; |
| 305 | + |
| 306 | + // Simulate placement: clone the grid row, place card, compute synergy gain |
| 307 | + const simulatedGrid = [...state.streetGrid]; |
| 308 | + simulatedGrid[action.slotIndex] = card; |
| 309 | + |
| 310 | + // Synergy for the new card itself |
| 311 | + const newCardSynergy = computeSynergyBonus( |
| 312 | + simulatedGrid, |
| 313 | + action.slotIndex, |
| 314 | + state.config.synergyBonusPerNeighbor, |
| 315 | + ); |
| 316 | + |
| 317 | + // Increase in synergy for existing neighbors |
| 318 | + let neighborSynergyGain = 0; |
| 319 | + for (let i = 0; i < GRID_SIZE; i++) { |
| 320 | + if (i === action.slotIndex) continue; |
| 321 | + if (state.streetGrid[i] === null) continue; |
| 322 | + const before = computeSynergyBonus(state.streetGrid, i, state.config.synergyBonusPerNeighbor); |
| 323 | + const after = computeSynergyBonus(simulatedGrid, i, state.config.synergyBonusPerNeighbor); |
| 324 | + neighborSynergyGain += after - before; |
| 325 | + } |
| 326 | + |
| 327 | + const totalSynergyGain = newCardSynergy + neighborSynergyGain; |
| 328 | + |
| 329 | + // Also weight by base income and subtract cost |
| 330 | + return card.baseIncome * BASE_INCOME_WEIGHT + totalSynergyGain * SYNERGY_WEIGHT - card.cost; |
| 331 | +} |
| 332 | + |
| 333 | +/** |
| 334 | + * Score an event purchase by its expected net coin return. |
| 335 | + * |
| 336 | + * Investment events with positive coinDelta (relative to cost) are preferred. |
| 337 | + * A score > 0 means the event is worth buying. |
| 338 | + */ |
| 339 | +function scoreEventAction( |
| 340 | + state: MainStreetState, |
| 341 | + action: BuyEventAction, |
| 342 | +): number { |
| 343 | + const card = state.market.investments.find( |
| 344 | + c => c.id === action.cardId && c.family === 'event', |
| 345 | + ) as EventCard | undefined; |
| 346 | + if (!card) return 0; |
| 347 | + |
| 348 | + // Net value: coinDelta (expected return) minus cost to buy, plus reputation bonus |
| 349 | + return card.coinDelta - card.cost + card.reputationDelta * REPUTATION_COIN_WEIGHT; |
| 350 | +} |
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