Domaine et adaptateur : niveaux, analyses et chance ; cache vidé à chaque calcul
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
2f6eb86972
commit
23f4d47fcf
@@ -38,6 +38,141 @@ export interface Engine {
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/** Le plateau d'une position, et le résultat si la partie y est finie. */
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board(position: PositionId, cube: EngineCube): Promise<Board>;
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/** Le coup que joue l'ordinateur de gnubg à ce niveau (bruit compris,
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* reproductible), ou null si aucun coup n'est possible. */
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levelMove(
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position: PositionId,
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cube: EngineCube,
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roll: Roll,
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level: Level,
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): Promise<Move | null>;
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/** La décision de videau de l'ordinateur à ce niveau, bruit compris. */
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levelCubeDecision(position: PositionId, cube: EngineCube, level: Level): Promise<CubeDecision>;
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/** L'analyse du coup joué (played : position après le coup, vue du joueur
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* qui l'a joué, comme Move.position), au niveau d'analyse ply ; null si
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* aucun coup n'était possible. */
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analyseMove(
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position: PositionId,
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cube: EngineCube,
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roll: Roll,
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played: PositionId,
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ply: Ply,
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): Promise<MoveAnalysis | null>;
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/** L'analyse d'une décision de videau, position vue du joueur au trait
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* (celui qui double ou non ; take et pass sont la réponse de son
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* adversaire). */
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analyseCube(
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position: PositionId,
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cube: EngineCube,
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action: CubeAction,
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ply: Ply,
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): Promise<CubeAnalysis>;
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/** La chance d'un jet pour le joueur au trait. */
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luck(position: PositionId, cube: EngineCube, roll: Roll): Promise<Luck>;
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}
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/**
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* Niveau de jeu de l'ordinateur : un réglage prédéfini de GNU Backgammon
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* (aecSettings dans eval.c ; voir engine/include/engine.h). Les quatre
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* premiers jouent à 0 pli avec un bruit qui leur fait commettre des erreurs ;
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* les suivants sont sans bruit, de 0 à 4 plis.
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*
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* Glossaire : docs/glossaire/niveau-de-jeu.md
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*/
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export type Level =
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| "beginner"
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| "casual"
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| "intermediate"
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| "advanced"
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| "0ply"
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| "1ply"
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| "2ply"
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| "3ply"
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| "4ply";
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/**
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* Appréciation d'un coup ou d'une décision de videau par le moteur, selon
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* l'équité perdue : rien à signaler, douteux, mauvais, très mauvais.
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*
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* Glossaire : docs/glossaire/appreciation.md
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*/
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export type Skill = "none" | "doubtful" | "bad" | "veryBad";
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/**
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* Seuils de GNU Backgammon (arSkillLevel dans gnubg.c) : une perte
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* d'équité strictement plus grande fait passer à l'appréciation. Le moteur
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* classe lui-même ; ces valeurs servent à l'expliquer.
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*/
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export const SKILL_THRESHOLDS = { doubtful: 0.03, bad: 0.06, veryBad: 0.12 } as const;
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/** Catégorie de chance d'un jet, de très malchanceux à très chanceux. */
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export type LuckRating = "veryUnlucky" | "unlucky" | "none" | "lucky" | "veryLucky";
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/**
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* Seuils de GNU Backgammon (arLuckLevel dans gnubg.c) sur la chance d'un
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* jet, dans un sens ou dans l'autre.
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*/
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export const LUCK_THRESHOLDS = { lucky: 0.3, veryLucky: 0.6 } as const;
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/**
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* La chance d'un jet : l'équité qu'il fait gagner (positive) ou perdre au
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* joueur par rapport à la moyenne des jets.
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*
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* Glossaire : docs/glossaire/chance.md
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*/
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export interface Luck {
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readonly value: number;
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readonly rating: LuckRating;
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}
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/** Un coup avec son équité (avec videau), du point de vue de celui qui le joue. */
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export interface EvaluatedMove extends Move {
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readonly equity: number;
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/** Niveau auquel le coup a réellement été évalué. */
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readonly ply: Ply;
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}
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/** Ce que le moteur dit d'un coup joué, comme l'analyse de partie de gnubg. */
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export interface MoveAnalysis {
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/** Nombre de coups légaux. */
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readonly moveCount: number;
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/** Place du coup joué dans le classement, à partir de 1. */
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readonly rank: number;
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readonly played: EvaluatedMove;
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readonly best: EvaluatedMove;
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/** Équité du coup joué moins celle du meilleur : 0 ou négative. */
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readonly equityLoss: number;
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readonly skill: Skill;
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}
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/** Décision de videau : doubler ou non (joueur au trait), prendre ou passer
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* (son adversaire). */
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export type CubeAction = "noDouble" | "double" | "take" | "pass";
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/** Ce que le moteur dit d'une décision de videau. */
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export interface CubeAnalysis {
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/** gnubg analyse-t-il cette décision ? Pas quand le joueur au trait ne
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* peut pas doubler, ni à la position de départ. */
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readonly analysed: boolean;
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/** Équités du joueur au trait, normalisées pour un videau de 1 (null si
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* non analysée). */
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readonly equities: CubeEquities | null;
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/** Équité perdue par celui qui décide : 0 ou négative. */
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readonly equityLoss: number;
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readonly skill: Skill;
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}
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export interface CubeEquities {
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readonly noDouble: number;
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readonly doubleTake: number;
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readonly doublePass: number;
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/** Après les meilleures décisions des deux joueurs. */
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readonly optimal: number;
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}
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/**
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@@ -12,12 +12,20 @@ import type {
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Board,
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BoardResult,
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BoardSide,
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CubeAction,
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CubeAnalysis,
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CubeDecision,
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Engine,
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EngineCube,
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EvaluatedMove,
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HalfMovesCheck,
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Level,
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Luck,
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LuckRating,
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Move,
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MoveAnalysis,
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Ply,
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Skill,
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} from "../domain/game/engine.js";
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import { formatHalfMoves, type HalfMove, type PositionId } from "../domain/game/position.js";
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import type { Roll } from "../domain/game/roll.js";
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@@ -32,6 +40,16 @@ interface CliMove {
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position_id: string;
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half_moves: [number, number][];
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}
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interface CliEvaluatedMove extends CliMove {
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ply: number;
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equity: number;
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}
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type CliSkill = "none" | "doubtful" | "bad" | "very_bad";
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interface CliCubeDecision {
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available: boolean;
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double: boolean;
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take: boolean;
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}
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interface CliSide {
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points: number[];
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bar: number;
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@@ -86,8 +104,108 @@ export function createWasmEngine(run: RunCommand): Engine {
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ply: Ply,
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): Promise<CubeDecision> {
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const args = ["--ply", String(ply), "cube", position, await matchId(cube)];
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const answer = (await run(args)) as CubeDecision;
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return { available: answer.available, double: answer.double, take: answer.take };
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return toCubeDecision((await run(args)) as CliCubeDecision);
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},
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async levelMove(position: PositionId, cube: EngineCube, roll: Roll, level: Level) {
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const args = ["--level", level, "bestmove", position, await matchId(cube)];
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const answer = (await run([...args, diceText(roll)])) as { best_move: CliMove | null };
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return answer.best_move === null ? null : toMove(answer.best_move);
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},
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async levelCubeDecision(
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position: PositionId,
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cube: EngineCube,
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level: Level,
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): Promise<CubeDecision> {
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const args = ["--level", level, "cube", position, await matchId(cube)];
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return toCubeDecision((await run(args)) as CliCubeDecision);
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},
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async analyseMove(
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position: PositionId,
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cube: EngineCube,
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roll: Roll,
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played: PositionId,
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ply: Ply,
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): Promise<MoveAnalysis | null> {
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const args = ["--ply", String(ply), "analysemove", position, await matchId(cube)];
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const answer = (await run([...args, diceText(roll), played])) as {
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move_count: number;
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rank: number | null;
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played: CliEvaluatedMove | null;
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best: CliEvaluatedMove | null;
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equity_loss: number;
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skill: CliSkill;
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};
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if (answer.rank === null || answer.played === null || answer.best === null) {
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return null;
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}
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return {
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moveCount: answer.move_count,
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rank: answer.rank,
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played: toEvaluatedMove(answer.played),
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best: toEvaluatedMove(answer.best),
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equityLoss: answer.equity_loss,
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skill: toSkill(answer.skill),
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};
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},
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async analyseCube(
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position: PositionId,
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cube: EngineCube,
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action: CubeAction,
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ply: Ply,
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): Promise<CubeAnalysis> {
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const cliAction = {
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noDouble: "no_double",
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double: "double",
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take: "take",
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pass: "pass",
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}[action];
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const args = ["--ply", String(ply), "analysecube", position, await matchId(cube)];
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const answer = (await run([...args, cliAction])) as {
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analysed: boolean;
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cube: {
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no_double: number;
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double_take: number;
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double_pass: number;
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optimal: number;
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} | null;
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equity_loss: number;
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skill: CliSkill;
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};
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return {
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analysed: answer.analysed,
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equities:
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answer.cube === null
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? null
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: {
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noDouble: answer.cube.no_double,
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doubleTake: answer.cube.double_take,
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doublePass: answer.cube.double_pass,
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optimal: answer.cube.optimal,
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},
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equityLoss: answer.equity_loss,
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skill: toSkill(answer.skill),
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};
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},
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async luck(position: PositionId, cube: EngineCube, roll: Roll): Promise<Luck> {
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const args = ["luck", position, await matchId(cube), diceText(roll)];
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const answer = (await run(args)) as { luck: number; rating: string };
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const ratings: Record<string, LuckRating> = {
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very_unlucky: "veryUnlucky",
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unlucky: "unlucky",
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none: "none",
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lucky: "lucky",
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very_lucky: "veryLucky",
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};
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const rating = ratings[answer.rating];
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if (rating === undefined) {
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throw new Error(`chance inconnue : ${answer.rating}`);
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}
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return { value: answer.luck, rating };
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},
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async checkHalfMoves(
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@@ -139,6 +257,18 @@ function toMove(move: CliMove): Move {
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};
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}
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function toEvaluatedMove(move: CliEvaluatedMove): EvaluatedMove {
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return { ...toMove(move), equity: move.equity, ply: move.ply };
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}
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function toCubeDecision(answer: CliCubeDecision): CubeDecision {
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return { available: answer.available, double: answer.double, take: answer.take };
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}
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function toSkill(skill: CliSkill): Skill {
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return skill === "very_bad" ? "veryBad" : skill;
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}
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function toSide(side: CliSide): BoardSide {
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return { points: side.points, bar: side.bar, off: side.off, pipCount: side.pip_count };
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}
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@@ -0,0 +1,126 @@
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// L'adaptateur du moteur WebAssembly pour les niveaux, l'analyse et la
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// chance (étape 1a), sur le vrai moteur. La concordance des nombres avec
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// gnubg de bureau est vérifiée par tests/test_wasm_reference.sh ; ici, la
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// traduction des réponses en types du domaine.
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//
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// Copyright (C) 2026 les auteurs d'Ustagammon.
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// Licence : GPLv3 ou ultérieure (voir LICENSE).
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import assert from "node:assert/strict";
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import { test } from "node:test";
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import { fileURLToPath } from "node:url";
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import { type EngineCube, LUCK_THRESHOLDS, SKILL_THRESHOLDS } from "../src/domain/game/engine.js";
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import { START_POSITION } from "../src/domain/game/position.js";
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import { loadNodeEngine } from "./support/node-engine.js";
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const centered: EngineCube = { value: 1, owner: "centered" };
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const middlegame = "mM/gATCw5+ABMA";
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test("ouverture 3-1 : 24/23 13/10 est une erreur très mauvaise, 8/5 6/5 le meilleur coup", async () => {
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const engine = await loadNodeEngine();
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const analysis = await engine.analyseMove(
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START_POSITION,
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centered,
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[3, 1],
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"4HPwATDgc+IBKA",
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2,
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);
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assert.ok(analysis !== null);
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assert.equal(analysis.moveCount, 16);
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assert.equal(analysis.rank, 2);
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assert.equal(analysis.played.notation, "24/23 13/10");
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assert.equal(analysis.best.notation, "8/5 6/5");
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assert.equal(analysis.skill, "veryBad");
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assert.ok(
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Math.abs(analysis.equityLoss - (analysis.played.equity - analysis.best.equity)) < 1e-6,
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);
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assert.ok(analysis.equityLoss < -SKILL_THRESHOLDS.veryBad);
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});
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test("sans coup possible, il n'y a rien à analyser", async () => {
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const engine = await loadNodeEngine();
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const position = "27YBBwAcz8EDQA";
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assert.equal(await engine.analyseMove(position, centered, [5, 5], position, 0), null);
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});
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test("double/prend : passer est une erreur de l'adversaire, prendre n'en est pas une", async () => {
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const engine = await loadNodeEngine();
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const position = "6O5uAAC4uzsAAA";
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const pass = await engine.analyseCube(position, centered, "pass", 2);
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assert.equal(pass.analysed, true);
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assert.equal(pass.skill, "bad");
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assert.ok(pass.equities !== null && pass.equities.doubleTake < pass.equities.doublePass);
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const take = await engine.analyseCube(position, centered, "take", 2);
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assert.deepEqual([take.skill, take.equityLoss], ["none", 0]);
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const opponentOwns = await engine.analyseCube(
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position,
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{ value: 2, owner: "opponent" },
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"noDouble",
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2,
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);
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assert.deepEqual(opponentOwns, {
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analysed: false,
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equities: null,
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equityLoss: 0,
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skill: "none",
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});
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});
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test("la chance d'un jet et sa catégorie", async () => {
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const engine = await loadNodeEngine();
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const opening = await engine.luck(START_POSITION, centered, [3, 1]);
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assert.ok(Math.abs(opening.value - 0.2126) < 2e-3);
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assert.equal(opening.rating, "none");
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const doubleSix = await engine.luck(START_POSITION, centered, [6, 6]);
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assert.ok(doubleSix.value > LUCK_THRESHOLDS.lucky);
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assert.equal(doubleSix.rating, "lucky");
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});
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// Régression : sans cache vidé à chaque appel (engine.c, start_evaluation),
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// une analyse à 2 plis changeait la chance calculée ensuite (évaluations à
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// 0 pli des réseaux d'élagage restées dans le cache de gnubg).
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test("un résultat ne dépend pas des calculs faits avant", async () => {
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const engine = await loadNodeEngine();
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const before = await engine.luck(middlegame, centered, [6, 4]);
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await engine.analyseCube(middlegame, centered, "noDouble", 2);
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await engine.analyseMove(middlegame, centered, [6, 4], "mM/gATDGzuABMA", 2);
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assert.deepEqual(await engine.luck(middlegame, centered, [6, 4]), before);
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});
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test("le niveau débutant joue toujours le même coup, différent du meilleur", async () => {
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const engine = await loadNodeEngine();
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for (let i = 0; i < 3; i++) {
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const move = await engine.levelMove(middlegame, centered, [6, 4], "beginner");
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assert.equal(move?.notation, "24/20 24/18");
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}
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assert.equal((await engine.levelMove(middlegame, centered, [6, 4], "2ply"))?.notation, "24/14");
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const cube = await engine.levelCubeDecision("6O5uAAC4uzsAAA", centered, "beginner");
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assert.equal(cube.double, false);
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});
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test("les seuils du domaine sont ceux du moteur", async () => {
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const root = new URL("../../../", import.meta.url);
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const module = await import(new URL("build/wasm/engine.mjs", root).href);
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const wrapper = await import(new URL("web/engine-wasm.mjs", root).href);
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const raw = await wrapper.loadEngine(
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module.default,
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fileURLToPath(new URL("build/wasm/", root)),
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);
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const { result } = raw.run(["levels"]) as {
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result: {
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levels: { name: string }[];
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skill_thresholds: { doubtful: number; bad: number; very_bad: number };
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luck_thresholds: { lucky: number; very_lucky: number };
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};
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};
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const close = (a: number, b: number) => Math.abs(a - b) < 1e-6;
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assert.ok(close(result.skill_thresholds.doubtful, SKILL_THRESHOLDS.doubtful));
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assert.ok(close(result.skill_thresholds.bad, SKILL_THRESHOLDS.bad));
|
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assert.ok(close(result.skill_thresholds.very_bad, SKILL_THRESHOLDS.veryBad));
|
||||
assert.ok(close(result.luck_thresholds.lucky, LUCK_THRESHOLDS.lucky));
|
||||
assert.ok(close(result.luck_thresholds.very_lucky, LUCK_THRESHOLDS.veryLucky));
|
||||
assert.deepEqual(
|
||||
result.levels.map((l) => l.name),
|
||||
["beginner", "casual", "intermediate", "advanced", "0ply", "1ply", "2ply", "3ply", "4ply"],
|
||||
);
|
||||
});
|
||||
@@ -49,6 +49,16 @@ function fakeEngine(overrides: Partial<Engine> = {}): Engine {
|
||||
return { valid: false, complete: false, position: null };
|
||||
},
|
||||
board: async () => notOver,
|
||||
levelMove: async () => move,
|
||||
levelCubeDecision: async () => noDouble,
|
||||
analyseMove: async () => null,
|
||||
analyseCube: async () => ({
|
||||
analysed: false,
|
||||
equities: null,
|
||||
equityLoss: 0,
|
||||
skill: "none",
|
||||
}),
|
||||
luck: async () => ({ value: 0, rating: "none" }),
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user