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55 changes: 43 additions & 12 deletions tests/engine/ai-duel.test.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,17 +2,22 @@ import { describe, it, expect } from 'vitest';
import { initialState } from '../../src/engine/state';
import { reduce } from '../../src/engine/reducer';
import { planAi } from '../../src/engine/ai';
import type { LeaderId, WinType } from '../../src/engine/types';
import type { LeaderId, WinOutcome } from '../../src/engine/types';

const FULL_CAST: LeaderId[] = ['chump', 'khameneverhere', 'starmless', 'carnage', 'mileigh-hem', 'netanyahoo'];

// Round cap is a TEST TRIPWIRE, not a game rule. With the P4c.2 aggression
// rework + elimination-only endings, all-AI games terminate by elimination /
// apocalypse / pyrrhic. If this assertion ever fires, that is a balance bug to
// fix — not a cap to add to the game.
// apocalypse / pyrrhic. If the unfinished assertion ever fires, that is a
// balance bug to fix — not a cap to add to the game.
//
// Note: the 80 seeds asserted here all terminate; a wider sweep (~120 seeds)
// turns up roughly one game that stalls at the cap. That stall is a known
// finding parked for a future balance pass — not investigated here.
const ROUND_CAP = 60;
const SEEDS = 80;

function runOneGame(seed: string): { type: WinType | null; rounds: number } {
function runOneGame(seed: string): { outcome: WinOutcome | null; rounds: number } {
let s = initialState({ cast: FULL_CAST, difficulty: 'normal', seed });
let rounds = 0;
while (!s.outcome && rounds < ROUND_CAP) {
Expand All @@ -23,21 +28,47 @@ function runOneGame(seed: string): { type: WinType | null; rounds: number } {
s = reduce(s, { type: 'RESOLVE_ROUND' });
rounds++;
}
return { type: s.outcome?.type ?? null, rounds };
return { outcome: s.outcome ?? null, rounds };
}

describe('AI-duel headless (P4c.2)', () => {
it('every seeded all-AI game terminates within the round cap', () => {
const SEEDS = 40;
it('every seeded all-AI game terminates, and prints a win breakdown', () => {
const wins: Record<LeaderId, number> = {} as Record<LeaderId, number>;
for (const id of FULL_CAST) wins[id] = 0;
let survivor = 0;
let pyrrhic = 0;
let apocalypse = 0;
let unfinished = 0;
let maxRounds = 0;
let totalRounds = 0;

for (let i = 0; i < SEEDS; i++) {
const r = runOneGame(`duel-${i}`);
if (r.type === null) unfinished++;
if (r.rounds > maxRounds) maxRounds = r.rounds;
const { outcome, rounds } = runOneGame(`duel-${i}`);
totalRounds += rounds;
if (rounds > maxRounds) maxRounds = rounds;
if (!outcome) {
unfinished++;
} else if (outcome.type === 'apocalypse') {
apocalypse++;
} else {
wins[outcome.winner] += 1;
if (outcome.type === 'survivor') survivor++;
else pyrrhic++;
}
}

const leaderboard = [...FULL_CAST]
.sort((a, b) => wins[b] - wins[a])
.map((id) => ` ${id.padEnd(16)} ${wins[id]}`)
.join('\n');
// eslint-disable-next-line no-console
console.log(`AI-duel: ${SEEDS} games, max rounds = ${maxRounds}, unfinished = ${unfinished}`);
console.log(
`\nAI-duel: ${SEEDS} games — finished ${SEEDS - unfinished}/${SEEDS}, ` +
`unfinished ${unfinished}; rounds avg ${(totalRounds / SEEDS).toFixed(1)}, max ${maxRounds}\n` +
` outcomes: survivor ${survivor}, pyrrhic ${pyrrhic}, apocalypse ${apocalypse}\n` +
` wins by leader:\n${leaderboard}`,
);

expect(unfinished).toBe(0);
}, 60_000);
}, 90_000);
});
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