Add JAX engine verification tests
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"""Independent pure-Python Lost Cities rules reference.
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This module intentionally uses ordinary Python containers rather than the JAX
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state representation. It is deterministic under an explicit ``deck_order`` and
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the shared flat action encoding.
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"""
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from __future__ import annotations
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from dataclasses import dataclass
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from random import Random
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N_PLAYERS = 2
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N_COLORS = 5
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CARDS_PER_COLOR = 12
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N_CARDS = N_COLORS * CARDS_PER_COLOR
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HAND_SIZE = 8
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INITIAL_DEAL = N_PLAYERS * HAND_SIZE
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MAX_STEPS = 400
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N_ACTIONS = HAND_SIZE * 2 * 6
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LOC_DECK = 0
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LOC_P0_HAND = 1
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LOC_P1_HAND = 2
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LOC_P0_BOARD = 3
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LOC_P1_BOARD = 4
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LOC_DISCARD = 5
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NO_CARD = -1
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PLAY = 0
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DISCARD = 1
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DRAW_DECK = 0
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@dataclass
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class RefState:
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deck_order: list[int]
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draw_ptr: int
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card_loc: list[int]
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hand_public: list[bool]
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board: list[list[list[int]]]
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piles: list[list[int]]
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to_move: int
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just_discarded: int
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step_count: int
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done: bool
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def reset(seed: int | None = None) -> RefState:
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rng = Random(seed)
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order = list(range(N_CARDS))
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rng.shuffle(order)
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return reset_from_order(order)
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def reset_from_order(deck_order: list[int] | tuple[int, ...]) -> RefState:
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order = [int(card) for card in deck_order]
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card_loc = [LOC_DECK] * N_CARDS
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for card in order[:HAND_SIZE]:
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card_loc[card] = LOC_P0_HAND
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for card in order[HAND_SIZE:INITIAL_DEAL]:
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card_loc[card] = LOC_P1_HAND
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return RefState(
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deck_order=order,
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draw_ptr=INITIAL_DEAL,
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card_loc=card_loc,
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hand_public=[False] * N_CARDS,
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board=[[[] for _ in range(N_COLORS)] for _ in range(N_PLAYERS)],
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piles=[[] for _ in range(N_COLORS)],
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to_move=0,
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just_discarded=NO_CARD,
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step_count=0,
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done=False,
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)
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def clone_state(state: RefState) -> RefState:
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return RefState(
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deck_order=list(state.deck_order),
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draw_ptr=state.draw_ptr,
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card_loc=list(state.card_loc),
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hand_public=list(state.hand_public),
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board=[[list(col) for col in player] for player in state.board],
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piles=[list(pile) for pile in state.piles],
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to_move=state.to_move,
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just_discarded=state.just_discarded,
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step_count=state.step_count,
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done=state.done,
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)
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def decode_action(action: int) -> tuple[int, int, int]:
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action = int(action)
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hand_slot = action // 12
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rem = action % 12
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place_type = rem // 6
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draw_source = rem % 6
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return hand_slot, place_type, draw_source
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def hand_cards(state: RefState, player: int | None = None) -> list[int]:
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if player is None:
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player = state.to_move
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hand_loc = LOC_P0_HAND + player
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return sorted(card for card, loc in enumerate(state.card_loc) if loc == hand_loc)
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def legal_action_mask(state: RefState) -> list[bool]:
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mask = [False] * N_ACTIONS
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if state.done:
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return mask
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player = state.to_move
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hand = hand_cards(state, player)
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for hand_slot in range(HAND_SIZE):
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if hand_slot >= len(hand):
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continue
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card = hand[hand_slot]
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for place_type in (PLAY, DISCARD):
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if place_type == PLAY:
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place_ok = can_play_card(state, player, card)
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else:
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place_ok = True
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if not place_ok:
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continue
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for draw_source in range(6):
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if _can_draw_after_place(state, card, place_type, draw_source):
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mask[hand_slot * 12 + place_type * 6 + draw_source] = True
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return mask
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def step(state: RefState, action: int) -> tuple[RefState, list[float], bool]:
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if state.done or action < 0 or action >= N_ACTIONS:
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return clone_state(state), [0.0, 0.0], state.done
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if not legal_action_mask(state)[action]:
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return clone_state(state), [0.0, 0.0], state.done
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next_state = clone_state(state)
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player = next_state.to_move
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hand_slot, place_type, draw_source = decode_action(action)
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card = hand_cards(next_state, player)[hand_slot]
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color = card_color(card)
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next_state.hand_public[card] = False
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if place_type == PLAY:
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next_state.board[player][color].append(card)
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next_state.card_loc[card] = LOC_P0_BOARD + player
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next_state.just_discarded = NO_CARD
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else:
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next_state.piles[color].append(card)
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next_state.card_loc[card] = LOC_DISCARD
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next_state.just_discarded = card
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if draw_source == DRAW_DECK:
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drawn = next_state.deck_order[next_state.draw_ptr]
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next_state.draw_ptr += 1
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public = False
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else:
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src = draw_source - 1
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drawn = next_state.piles[src].pop()
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public = True
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next_state.card_loc[drawn] = LOC_P0_HAND + player
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next_state.hand_public[drawn] = public
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next_state.just_discarded = NO_CARD
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next_state.step_count += 1
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next_state.done = (draw_source == DRAW_DECK and next_state.draw_ptr >= N_CARDS) or (
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next_state.step_count >= MAX_STEPS
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)
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next_state.to_move = 1 - player
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reward = board_score(next_state) if next_state.done else [0.0, 0.0]
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return next_state, reward, next_state.done
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def can_play_card(state: RefState, player: int, card: int) -> bool:
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column = state.board[player][card_color(card)]
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if is_handshake(card):
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return not any(not is_handshake(played) for played in column)
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top_rank = 0
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for played in column:
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if not is_handshake(played):
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top_rank = rank(played)
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return rank(card) > top_rank
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def board_score(state: RefState) -> list[float]:
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return [float(sum(score_column(column) for column in player)) for player in state.board]
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def score(state: RefState) -> list[float]:
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return board_score(state)
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def score_column(column: list[int]) -> int:
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if not column:
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return 0
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handshakes = sum(1 for card in column if is_handshake(card))
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rank_sum = sum(rank(card) for card in column if not is_handshake(card))
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value = (rank_sum - 20) * (1 + handshakes)
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if len(column) >= 8:
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value += 20
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return value
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def card_color(card: int) -> int:
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return int(card) // CARDS_PER_COLOR
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def card_slot(card: int) -> int:
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return int(card) % CARDS_PER_COLOR
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def is_handshake(card: int) -> bool:
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return card_slot(card) < 3
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def rank(card: int) -> int:
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return card_slot(card) - 1
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def _can_draw_after_place(state: RefState, card: int, place_type: int, draw_source: int) -> bool:
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if draw_source == DRAW_DECK:
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return True
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src = draw_source - 1
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same_discard_pile = place_type == DISCARD and card_color(card) == src
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after_len = len(state.piles[src]) + int(same_discard_pile)
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if after_len == 0:
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return False
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after_top = card if same_discard_pile else state.piles[src][-1]
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just_discarded = card if place_type == DISCARD else state.just_discarded
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return after_top != just_discarded
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__all__ = [
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"N_ACTIONS",
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"RefState",
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"board_score",
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"clone_state",
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"decode_action",
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"hand_cards",
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"legal_action_mask",
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"reset",
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"reset_from_order",
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"score",
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"step",
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]
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