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coorl-lost-cities/tests/games/classic/test_bots.py
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coolguyandClaude Opus 4.7 004b913a7b Rename bot family, curate analyze plots, tier evaluation cadence
Three coordinated hygiene changes; none target the diagnosed
selection-bias bottleneck. They make the codebase honestly reflect the
pure-self-play stance and reduce dashboard noise.

Bot rename (drop the unhelpful safe_ prefix; suffixes describe behaviour):
- safe_heuristic_loose -> heuristic_aggressive
- safe_heuristic       -> heuristic_balanced
- safe_heuristic_strict -> heuristic_cautious
- noisy_safe           -> heuristic_noisy
- passive_discard      -> discard_only

Class renames in bots/: SafeHeuristicBot -> HeuristicBot,
SafeHeuristicParams -> HeuristicParams, PassiveDiscardBot -> DiscardOnlyBot,
plus loose/strict parameter constants. Backwards compatibility was dropped
intentionally per user instruction; no aliases. Active configs, docs,
scripts, tests updated. Archive directories (configs/archive,
docs/archive, runs/archive) left intact and may still reference old
names per their read-only policy. The src/.../bots/passive.py module was
renamed to discard_only.py via git mv.

Analyze plot curation (deep_cfr/analyze.py):
- Added analysis_00_core.png as the canonical daily dashboard with 10
  heuristic-free metrics (loss/{advantage,strategy}; vs heuristic_cautious:
  avg_score_diff0, win_rate0, avg_opened_colors, positive_expedition_rate,
  bonus_expedition_rate, score_per_opened_color, policy_entropy; vs random:
  win_rate0).
- Removed analysis_05_open_quality.png (bad/weak/good open rates,
  recoverable score) and analysis_07_calibration.png (calibration gap,
  recoverable mean) - both relied on the heuristic recoverable_score
  classifier already dropped from inputs.
- Removed SELECTIVITY_PLOTS and plot_selectivity (heuristic-laden).
- SUMMARY_EVAL_METRICS no longer includes bad_open_rate or
  calibration_gap.
- PlotSpec gained an opponents allowlist so the new core section can pin
  a specific opponent per panel without restructuring plot_section.

Tiered evaluation cadence (EvaluationConfig):
- Added extended_opponents and extended_eval_every (default 0 = disabled).
- opponents_for_iteration(iteration) returns the core list every
  eval_every and appends extended_opponents (de-duplicated) when
  iteration is also a multiple of extended_eval_every.
- default.yaml now uses 3 core opponents (random, discard_only,
  heuristic_cautious) every 5 iterations and 3 extended opponents
  (heuristic_balanced, heuristic_aggressive, heuristic_noisy) every 50
  iterations. random is the floor sanity. discard_only is the
  zero-pit detector / absolute-score reference (its score is always 0,
  so eval/discard_only/avg_score_diff0 directly equals the model's raw
  average score). heuristic_cautious is the ceiling and the
  archive-comparable benchmark used in the prior diagnostic sections.

Net eval cost reduction: roughly 50% (3 opponents x every 5 iter, plus
6 opponents x every 50 iter, vs the prior 6 x every 5).

Documented in docs/plans/deep-cfr-selectivity.md section 9.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 15:32:55 +09:00

256 lines
7.6 KiB
Python

from coolrl_lost_cities.games.classic.game import Card, GameState, LostCitiesConfig
from coolrl_lost_cities.games.classic.bots import (
HeuristicBot,
LostCitiesPolicy,
RandomBot,
)
from coolrl_lost_cities.games.classic.bots.heuristic import draw_from_discard_action
from coolrl_lost_cities.games.classic.evaluation import play_game_for_evaluation
from tests.games.classic.helpers import make_state
def _expeditions(config: LostCitiesConfig) -> list[list[list[Card]]]:
return [
[[] for _ in range(config.n_colors)],
[[] for _ in range(config.n_colors)],
]
def test_builtin_bots_implement_lost_cities_policy() -> None:
assert isinstance(RandomBot(1), LostCitiesPolicy)
assert isinstance(HeuristicBot(), LostCitiesPolicy)
def test_heuristic_mirror_match_finishes() -> None:
state, result = play_game_for_evaluation(
HeuristicBot(),
HeuristicBot(),
LostCitiesConfig(n_colors=3, n_ranks=5, n_handshakes=1, hand_size=5),
seed=2000,
max_steps=200,
)
assert state.terminal is True
assert result.timed_out is False
def test_heuristic_opponent_value_ignores_hidden_hand() -> None:
config = LostCitiesConfig(n_colors=2, n_ranks=8, hand_size=3)
bot = HeuristicBot()
discard_card = Card(color=0, rank=6)
expeditions_a = _expeditions(config)
expeditions_a[1][0] = [Card(color=0, rank=0), Card(color=0, rank=4)]
state_a = make_state(
config,
hands=[[], [Card(color=0, rank=5)]],
expeditions=expeditions_a,
discards=[[discard_card], []],
)
expeditions_b = _expeditions(config)
expeditions_b[1][0] = [Card(color=0, rank=0), Card(color=0, rank=4)]
state_b = make_state(
config,
hands=[
[],
[Card(color=0, rank=5), Card(color=0, rank=7), Card(color=0, rank=8)],
],
expeditions=expeditions_b,
discards=[[discard_card], []],
)
value_a = bot._card_value_for_opponent(
state=state_a,
opponent=1,
card=discard_card,
derived=bot._derived(state_a),
)
value_b = bot._card_value_for_opponent(
state=state_b,
opponent=1,
card=discard_card,
derived=bot._derived(state_b),
)
assert value_a == value_b
def test_heuristic_started_expedition_value_ignores_invalid_lower_followup() -> None:
config = LostCitiesConfig(n_colors=2, n_ranks=8, hand_size=3)
bot = HeuristicBot()
high_card = Card(color=0, rank=8)
base_expeditions = _expeditions(config)
base_expeditions[0][0] = [Card(color=0, rank=4)]
base_state = make_state(
config,
hands=[[high_card], []],
expeditions=base_expeditions,
)
lower_expeditions = _expeditions(config)
lower_expeditions[0][0] = [Card(color=0, rank=4)]
lower_followup_state = make_state(
config,
hands=[[Card(color=0, rank=5), high_card], []],
expeditions=lower_expeditions,
)
base_value = bot._started_expedition_play_value(
state=base_state,
player=0,
card=high_card,
derived=bot._derived(base_state),
deck_left=config.deck_size,
)
lower_followup_value = bot._started_expedition_play_value(
state=lower_followup_state,
player=0,
card=high_card,
derived=bot._derived(lower_followup_state),
deck_left=config.deck_size,
)
assert lower_followup_value == base_value
def test_heuristic_draws_playable_discard_instead_of_deck() -> None:
config = LostCitiesConfig(n_colors=2, n_ranks=8, hand_size=3)
bot = HeuristicBot()
expeditions = _expeditions(config)
expeditions[0][0] = [Card(color=0, rank=4)]
state = make_state(
config,
deck=[Card(color=1, rank=8)],
expeditions=expeditions,
discards=[[Card(color=0, rank=6)], []],
phase="draw",
)
assert bot._act_draw(state) == draw_from_discard_action(0)
def test_heuristic_can_draw_discard_to_deny_opponent_when_losing() -> None:
config = LostCitiesConfig(n_colors=2, n_ranks=8, hand_size=4)
bot = HeuristicBot()
expeditions = _expeditions(config)
expeditions[0][1] = [Card(color=1, rank=8)]
expeditions[1][0] = [
Card(color=0, rank=0),
Card(color=0, rank=5),
Card(color=0, rank=6),
Card(color=0, rank=7),
Card(color=0, rank=8),
]
state = make_state(
config,
deck=[Card(color=1, rank=8), Card(color=1, rank=7)],
hands=[[Card(color=0, rank=0), Card(color=0, rank=7)], []],
expeditions=expeditions,
discards=[[Card(color=0, rank=6)], []],
phase="draw",
)
assert state.score_diff(0) < 0
assert bot._act_draw(state) == draw_from_discard_action(0)
def test_heuristic_classic_self_play_opens_expeditions() -> None:
state = GameState.new_game(LostCitiesConfig(), seed=1)
bot = HeuristicBot()
player0_actions: list[int] = []
for _ in range(60):
if state.terminal:
break
action = bot.act(state)
unified = state.to_unified_action(action)
if state.current_player == 0:
player0_actions.append(unified)
state.apply_unified_action(unified)
play_actions = [
action
for action in player0_actions
if action < state.config.card_action_size and action % 2 == 0
]
assert play_actions
assert any(state.expeditions[0][color] for color in range(state.config.n_colors))
def test_heuristic_avoids_opening_weak_fifth_color() -> None:
config = LostCitiesConfig(n_colors=5, n_ranks=8, hand_size=8)
bot = HeuristicBot()
expeditions = _expeditions(config)
expeditions[0][0] = [Card(color=0, rank=4)]
expeditions[0][1] = [Card(color=1, rank=4)]
expeditions[0][2] = [Card(color=2, rank=5)]
expeditions[0][3] = [Card(color=3, rank=6)]
weak_open = Card(color=4, rank=4)
state = make_state(
config,
hands=[[weak_open, Card(color=4, rank=7), Card(color=0, rank=6)], []],
expeditions=expeditions,
)
state.sort_hand(0)
assert (
bot._should_open_expedition(
state=state,
player=0,
color=4,
opening_card=weak_open,
derived=bot._derived(state),
deck_left=config.deck_size,
)
is False
)
def test_heuristic_prefers_followup_on_started_expedition() -> None:
config = LostCitiesConfig(n_colors=3, n_ranks=8, hand_size=5)
bot = HeuristicBot()
expeditions = _expeditions(config)
expeditions[0][0] = [Card(color=0, rank=4)]
state = make_state(
config,
hands=[
[Card(color=0, rank=6), Card(color=1, rank=4), Card(color=1, rank=7)],
[],
],
expeditions=expeditions,
)
state.sort_hand(0)
action = bot._act_card(state)
chosen = state.hands[0][action // 2]
assert action % 2 == 0
assert chosen.color == 0
def test_heuristic_avoids_unopened_discard_draw_after_four_opens() -> None:
config = LostCitiesConfig(n_colors=5, n_ranks=8, hand_size=8)
bot = HeuristicBot()
expeditions = _expeditions(config)
expeditions[0][0] = [Card(color=0, rank=4)]
expeditions[0][1] = [Card(color=1, rank=4)]
expeditions[0][2] = [Card(color=2, rank=5)]
expeditions[0][3] = [Card(color=3, rank=6)]
discards = [[] for _ in range(config.n_colors)]
discards[4] = [Card(color=4, rank=5)]
state = make_state(
config,
deck=[Card(color=0, rank=8), Card(color=1, rank=8)],
hands=[[Card(color=4, rank=4), Card(color=4, rank=7)], []],
expeditions=expeditions,
discards=discards,
phase="draw",
)
assert bot._act_draw(state) == 0