Three changes to how much the client helps you: - The hint feature is gone -- button, board highlights, the whole path that asked the policy for your best move. Playing against the model shouldn't come with the model telling you what to do. - Undo/redo is off by default and enabled from a menu toggle. Taking moves back is a training aid, not how the game is played, so the honest game is the default. The switch is reactive: flipping it on mid-game shows the controls immediately, no restart. - When on, undo/redo is limited to the current turn. The floor is the most recent committed move -- a rival move or your own draw -- so you can revise a card selection or placement before you draw, but you can't rewind into the rival's move or an earlier turn. Verified in a browser: undo is disabled at turn start, enabled after selecting a card, and disabled again once you've drawn and the rival has answered. Board and Card lose their now-dead hint props and the hint CSS goes with them. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XBQKgvBbxbheiTF1AVy1Sh
COOLRL Lost Cities Web
Browser-only Lost Cities client. The rules engine, observation builder, and PPO inference all run on the device; there is no application server.
The verified final JAX PPO policy is committed at
public/models/jax-ppo.onnx (3.1 MB). Vite copies it to the static build, and
the app resolves the asset relative to the deployed site so it works on GitHub
Pages, GitLab Pages, or a normal web root. Its size and SHA-256 are recorded in
public/models/jax-ppo.json.
Pushes to main build and publish the client through the repository's GitHub
Pages and GitLab Pages workflows. Each workflow supplies the correct base URL
for its host.
Seeded deals
Every game is dealt from a seed, shown in the menu and kept in the URL as
?seed=<seed>. Loading that URL — or typing the seed into the menu — replays
the exact same deal, so a game can be shared, replayed, or reported with a bug.
Seeds are arbitrary text; the deal is derived from a deterministic PRNG in
src/game/random.ts and is independent of the Python shuffle bank.
The seed shuffles the deck and nothing else. The policy is deterministic: it always plays its highest-logit legal action, so the same deal and the same moves reproduce the same game.
Hints, undo, and review
HINT asks the same policy that drives the rival what it would play in your
seat, and highlights the card, its destination, and the draw source (with the
policy's confidence when the ONNX model is loaded).
Undo and redo work per action, not per turn: choosing a card, choosing its
destination, and drawing are separate steps, and each is undone on its own. The
rival's moves are steps too, so a finished game can be stepped through from the
result screen (REVIEW GAME) all the way back to the deal. While undone moves
are pending the rival is suspended; PLAY FROM HERE drops them and resumes play
from the position on screen.
Setup
Install and run the checked-in final policy:
cd web
npm ci
npm run dev
Build the same static bundle used by a host:
npm run build
npm run preview
To replace the shipped policy, export a verified Orbax checkpoint from the repository root. The exporter writes both the ONNX file and its public metadata manifest:
uv run --with onnx scripts/export_jax_ppo_onnx.py \
--checkpoint /path/to/checkpoint \
--output web/public/models/jax-ppo.onnx
The policy tries WebGPU first and falls back to ONNX Runtime WebAssembly. If the model asset is absent, the UI remains playable using a simple local heuristic and reports that fallback in the header.
Checks
cd web
npm test
npm run build
The TypeScript engine follows src/lost_cities_jax/engine.py and its 96-action
atomic action space. Cross-runtime fixtures can be regenerated with:
uv run python scripts/generate_web_parity_fixture.py