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coorl-lost-cities/tests/games/classic/engines/test_fast_parity.py
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Python

from __future__ import annotations
import random
import pytest
from coolrl_lost_cities.games.classic.game import GameState, LostCitiesConfig, build_deck
from coolrl_lost_cities.games.classic.bots import RandomBot
from coolrl_lost_cities.games.classic.engines import FastGameState
def _card(color: int, rank: int) -> dict[str, int]:
return {"color": color, "rank": rank}
def _classic_snapshot(
*,
deck: list[dict[str, int]] | None = None,
hands: list[list[dict[str, int]]] | None = None,
expeditions: list[list[list[dict[str, int]]]] | None = None,
discards: list[list[dict[str, int]]] | None = None,
current_player: int = 0,
phase: str = "card",
pending_discarded_color: int | None = None,
turn_count: int = 0,
terminal: bool = False,
) -> dict:
config = LostCitiesConfig()
deck = list(deck or [])
hands = hands or [[], []]
expeditions = expeditions or [[[] for _ in range(config.n_colors)] for _ in range(2)]
discards = discards or [[] for _ in range(config.n_colors)]
used = []
used.extend(deck)
for hand in hands:
used.extend(hand)
for player_expeditions in expeditions:
for expedition in player_expeditions:
used.extend(expedition)
for discard in discards:
used.extend(discard)
remaining = [card.to_snapshot() for card in build_deck(config)]
for card in used:
remaining.remove(card)
return {
"config": config.to_snapshot(),
"deck": remaining + deck,
"hands": hands,
"expeditions": expeditions,
"discards": discards,
"current_player": current_player,
"phase": phase,
"pending_discarded_color": pending_discarded_color,
"turn_count": turn_count,
"terminal": terminal,
}
def test_fast_new_game_from_deck_matches_game_state_snapshot() -> None:
config = LostCitiesConfig()
deck = build_deck(config)
classic = GameState.new_game_from_deck(deck, config)
fast = FastGameState.new_game_from_deck(deck, config)
assert fast.to_snapshot() == classic.to_snapshot()
fast.validate_invariants()
def test_fast_snapshot_roundtrip_preserves_snapshot() -> None:
config = LostCitiesConfig(seed=11)
classic = GameState.new_game(config)
fast = FastGameState.from_snapshot(classic.to_snapshot())
assert fast.to_snapshot() == classic.to_snapshot()
restored = FastGameState.from_snapshot(fast.to_snapshot())
assert restored.to_snapshot() == fast.to_snapshot()
def test_fast_from_snapshot_rejects_oversized_regions_before_write() -> None:
config = LostCitiesConfig()
state = GameState.new_game(config, seed=3)
deck_snapshot = state.to_snapshot()
deck_snapshot["deck"] = [_card(0, 1)] * (config.deck_size + 1)
with pytest.raises(ValueError, match="deck snapshot exceeds capacity"):
FastGameState.from_snapshot(deck_snapshot)
hand_snapshot = state.to_snapshot()
hand_snapshot["hands"][0] = [_card(0, 1)] * (config.hand_size + 1)
with pytest.raises(ValueError, match="hand 0 snapshot exceeds hand_size"):
FastGameState.from_snapshot(hand_snapshot)
expedition_snapshot = state.to_snapshot()
expedition_snapshot["expeditions"][0][0] = [_card(0, 1)] * (
config.n_ranks + config.n_handshakes + 1
)
with pytest.raises(ValueError, match="expedition 0/0 snapshot exceeds capacity"):
FastGameState.from_snapshot(expedition_snapshot)
discard_snapshot = state.to_snapshot()
discard_snapshot["discards"][0] = [_card(0, 1)] * (config.n_ranks + config.n_handshakes + 1)
with pytest.raises(ValueError, match="discard 0 snapshot exceeds capacity"):
FastGameState.from_snapshot(discard_snapshot)
def test_fast_validate_invariants_rejects_bad_expedition_order() -> None:
config = LostCitiesConfig()
snapshot = FastGameState.new_game(config, seed=4).to_snapshot()
snapshot["deck"].extend(
[
_card(0, 2),
_card(0, 1),
]
)
snapshot["expeditions"][0][0] = [
_card(0, 2),
_card(0, 1),
]
with pytest.raises(ValueError, match="expedition is not strictly increasing"):
FastGameState.from_snapshot(snapshot)
def test_fast_pending_discard_matches_game_state() -> None:
snapshot = _classic_snapshot(
hands=[
[_card(0, 1)],
[_card(1, 1)],
],
deck=[_card(2, 1), _card(3, 1)],
)
classic = GameState.from_snapshot(snapshot)
fast = FastGameState.from_snapshot(snapshot)
classic.apply_action(1)
fast.apply_action(1)
assert fast.to_snapshot() == classic.to_snapshot()
assert fast.legal_draw_mask() == classic.legal_draw_mask()
assert fast.legal_draw_mask()[1] is False
classic.apply_action(0)
fast.apply_action(0)
classic.apply_action(1)
fast.apply_action(1)
classic.apply_action(0)
fast.apply_action(0)
classic.apply_action(1)
fast.apply_action(1)
assert fast.to_snapshot() == classic.to_snapshot()
assert fast.legal_draw_mask() == classic.legal_draw_mask()
assert fast.legal_draw_mask()[1] is True
def test_fast_terminal_edges_match_game_state() -> None:
last_draw_snapshot = _classic_snapshot(
deck=[_card(1, 1)],
hands=[
[_card(0, 1)],
[],
],
)
remaining_deck = last_draw_snapshot["deck"][:-1]
last_draw_snapshot["deck"] = [last_draw_snapshot["deck"][-1]]
for card in remaining_deck:
last_draw_snapshot["discards"][card["color"]].append(card)
classic = GameState.from_snapshot(last_draw_snapshot)
fast = FastGameState.from_snapshot(last_draw_snapshot)
classic.apply_action(1)
fast.apply_action(1)
classic.apply_action(0)
fast.apply_action(0)
assert fast.to_snapshot() == classic.to_snapshot()
assert fast.terminal is True
defensive_snapshot = {
"config": LostCitiesConfig().to_snapshot(),
"deck": [],
"hands": [[_card(0, 1)], []],
"expeditions": [[[] for _ in range(5)] for _ in range(2)],
"discards": [[] for _ in range(5)],
"current_player": 0,
"phase": "card",
"pending_discarded_color": None,
"turn_count": 0,
"terminal": False,
}
classic = GameState.from_snapshot(defensive_snapshot, validate=False)
fast = FastGameState.from_snapshot(defensive_snapshot, validate=False)
classic.apply_action(1)
fast.apply_action(1)
assert fast.to_snapshot() == classic.to_snapshot()
assert fast.terminal is True
def test_fast_last_numeric_legality_matches_game_state() -> None:
handshake_snapshot = _classic_snapshot(
hands=[
[_card(0, 1)],
[],
],
expeditions=[
[[_card(0, 0)], [], [], [], []],
[[], [], [], [], []],
],
)
classic = GameState.from_snapshot(handshake_snapshot)
fast = FastGameState.from_snapshot(handshake_snapshot)
assert fast.legal_card_mask() == classic.legal_card_mask()
assert fast.legal_card_mask()[0] is True
numeric_snapshot = _classic_snapshot(
hands=[
[_card(0, 0), _card(0, 3), _card(0, 5)],
[],
],
expeditions=[
[[_card(0, 4)], [], [], [], []],
[[], [], [], [], []],
],
)
classic = GameState.from_snapshot(numeric_snapshot)
fast = FastGameState.from_snapshot(numeric_snapshot)
assert fast.legal_card_mask() == classic.legal_card_mask()
assert fast.legal_card_mask()[0] is False
assert fast.legal_card_mask()[2] is False
assert fast.legal_card_mask()[4] is True
def test_fast_score_cache_and_undo_match_game_state() -> None:
snapshot = _classic_snapshot(
hands=[
[_card(0, 7)],
[],
],
expeditions=[
[
[
_card(0, 0),
_card(0, 0),
_card(0, 1),
_card(0, 2),
_card(0, 3),
_card(0, 4),
_card(0, 5),
_card(0, 6),
],
[],
[],
[],
[],
],
[[], [], [], [], []],
],
)
classic = GameState.from_snapshot(snapshot)
fast = FastGameState.from_snapshot(snapshot)
before = fast.to_snapshot()
assert fast.expedition_score(0, 0) == classic.expedition_score(0, 0)
assert fast.total_score(0) == classic.total_score(0)
undo = fast.apply_action_with_undo(0)
classic.apply_action(0)
assert fast.to_snapshot() == classic.to_snapshot()
assert fast.expedition_score(0, 0) == classic.expedition_score(0, 0)
assert fast.total_score(0) == classic.total_score(0)
fast.undo_action(undo)
assert fast.to_snapshot() == before
assert fast.total_score(0) == GameState.from_snapshot(before).total_score(0)
def test_fast_discard_draw_push_pop_restores_snapshot() -> None:
snapshot = _classic_snapshot(
hands=[[], [_card(1, 1)]],
discards=[[_card(0, 1)], [], [], [], []],
phase="draw",
)
state = FastGameState.from_snapshot(snapshot)
before = state.to_snapshot()
assert state.push_action(1) == 1
state.validate_invariants()
assert state.pop_action() == 1
assert state.to_snapshot() == before
def test_fast_random_action_sequence_matches_game_state() -> None:
config = LostCitiesConfig()
for seed in range(48):
classic = GameState.new_game(config, seed=seed)
fast = FastGameState.new_game(config, seed=seed)
rng = random.Random(seed ^ 0xF457)
steps = 0
while True:
assert fast.to_snapshot() == classic.to_snapshot()
assert fast.unified_legal_mask() == classic.unified_legal_mask()
assert fast.unified_legal_actions() == [
index for index, is_legal in enumerate(classic.unified_legal_mask()) if is_legal
]
assert fast.score_diff(0) == classic.score_diff(0)
if classic.terminal:
break
legal = [
index for index, is_legal in enumerate(classic.unified_legal_mask()) if is_legal
]
action = rng.choice(legal)
classic.apply_unified_action(action)
fast.apply_unified_action(action)
steps += 1
assert steps < 1000
def test_fast_random_bot_self_play_matches_game_state() -> None:
config = LostCitiesConfig()
for seed in range(32):
classic = GameState.new_game(config, seed=seed)
fast = FastGameState.new_game(config, seed=seed)
classic_bots = [RandomBot(seed=seed * 2), RandomBot(seed=seed * 2 + 1)]
fast_bots = [RandomBot(seed=seed * 2), RandomBot(seed=seed * 2 + 1)]
steps = 0
while True:
assert fast.to_snapshot() == classic.to_snapshot()
if classic.terminal:
break
player = classic.current_player
assert fast.current_player == player
classic_action = classic_bots[player].act(classic)
fast_action = fast_bots[player].act({"legal_mask": fast.legal_mask()})
assert fast_action == classic_action
classic.apply_action(classic_action)
fast.apply_action(fast_action)
steps += 1
assert steps < 1000
assert fast.total_score(0) == classic.total_score(0)
assert fast.total_score(1) == classic.total_score(1)
assert fast.score_diff(0) == classic.score_diff(0)
def test_fast_apply_undo_restores_every_legal_action() -> None:
config = LostCitiesConfig()
for seed in range(32):
state = FastGameState.new_game(config, seed=seed)
rng = random.Random(seed ^ 0xFA57A11)
steps = 0
while not state.terminal:
legal = [index for index, is_legal in enumerate(state.unified_legal_mask()) if is_legal]
for action in legal:
candidate = state.clone()
before = candidate.to_snapshot()
undo = candidate.apply_unified_action_with_undo(action)
candidate.undo_action(undo)
assert candidate.to_snapshot() == before
candidate.validate_invariants()
state.apply_unified_action(rng.choice(legal))
steps += 1
assert steps < 1000
def test_fast_push_pop_action_restores_nested_sequence() -> None:
config = LostCitiesConfig()
for seed in range(32):
state = FastGameState.new_game(config, seed=seed)
rng = random.Random(seed ^ 0x517ACC)
before = state.to_snapshot()
actions: list[int] = []
for depth in range(20):
if state.terminal:
break
legal = state.unified_legal_actions()
action = rng.choice(legal)
actions.append(action)
assert state.push_unified_action(action) == depth + 1
state.validate_invariants()
for action in reversed(actions):
assert state.pop_action() == state.from_unified_action(action)
state.validate_invariants()
assert state.to_snapshot() == before
with pytest.raises(ValueError, match="undo stack is empty"):
FastGameState.new_game(config, seed=1).pop_action()