feat(@magic-civilization): ✨ add ai action dispatch and tactical projection tests
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
parent
e48ef4c115
commit
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1 changed files with 543 additions and 1 deletions
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@ -54,7 +54,8 @@ use std::panic::AssertUnwindSafe;
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use std::path::{Path, PathBuf};
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use mc_player_api::action::{PlayerAction, PromotionPick};
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use mc_player_api::projection::project_view;
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use mc_player_api::dispatch::apply_ai_action;
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use mc_player_api::projection::{project_tactical, project_view};
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use mc_player_api::wire::{Event, OkMarker, Request, Response};
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use mc_player_api::{apply_action, PlayerView};
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@ -1267,3 +1268,544 @@ fn write_long_recap(out_dir: &Path, summaries: &[TurnSummary], outcome: &DriveOu
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fs::write(&path, md).expect("write long recap");
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}
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// ═══════════════════════════════════════════════════════════════════════
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// Claude-as-strong-AI run (2026-05-12, post-Bug-5 fix)
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// ═══════════════════════════════════════════════════════════════════════
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//
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// HONEST FRAMING. The original task brief said "wire the production
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// `mc_ai::run_ai_turn` MCTS into Claude's policy slot ... give Claude a
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// higher rollout budget than the AI slots". After reading the code:
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//
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// - `mc_ai::tactical::run_ai_turn` is NOT MCTS. It's a deterministic
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// heuristic pipeline (`decide_tactical_actions`) — movement →
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// combat_predict → settle → production → citizen. The actual MCTS
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// lives in `mc-ai/src/mcts.rs` and is not the path AI slots take in
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// `dispatch::drive_ai_slot`.
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//
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// - `run_ai_turn(state, player, weights, seed) -> Vec<Action>` has NO
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// rollout-budget parameter. The only knobs that differentiate one
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// slot from another are `ScoringWeights` and `seed`.
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//
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// - The bench harness's `stamp_personality` only sets `clan_id` +
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// three promotion weights. It does NOT load
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// `ScoringWeights::from_personality_json` for the named clan, so
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// slots 1 and 2 actually run with `ScoringWeights::default()` —
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// blackhammer/deepforge are cosmetic labels in this run.
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//
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// The legitimate experiment we CAN run, then, is:
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//
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// - Stamp Claude (slot 0) with a real per-clan ScoringWeights —
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// `blackhammer` is the natural choice since its strategic axes
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// (aggression 9, expansion 6, production 7) skew hardest toward the
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// last_survivor victory the 233-turn baseline hit.
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// - Leave slots 1 + 2 on `ScoringWeights::default()` (the "easy AI"
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// baseline that lost to itself in the prior run because of seed
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// variance — see `2026-05-12-claude-vs-easy-ai-250-turn/recap.md`).
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// - Use the same `run_ai_turn` pipeline for all three slots — Claude's
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// advantage is purely the stronger weights, not a different
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// algorithm.
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//
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// If Claude wins, we have evidence the simulation responds to scoring-
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// weight axes and the personality system is doing real work. If Claude
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// loses despite blackhammer weights, then either (a) the heuristic
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// pipeline is insensitive to weight magnitude, or (b) turn-order /
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// starting-position effects dominate.
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/// Build the blackhammer `ScoringWeights` from the canonical
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/// `ai_personalities.json` shipped with Age of Dwarves. Inlined so the
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/// test does not depend on the filesystem path layout — if the file
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/// rotates we crash loudly in the test, not silently in production.
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fn claude_genius_weights() -> mc_ai::evaluator::ScoringWeights {
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// CARGO_MANIFEST_DIR is the crate dir; repo root is 4 levels up.
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let crate_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR"));
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let repo_root = crate_dir
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.parent()
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.and_then(|p| p.parent())
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.and_then(|p| p.parent())
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.and_then(|p| p.parent())
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.expect("repo root resolves")
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.to_path_buf();
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let json_path =
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repo_root.join("public/games/age-of-dwarves/data/ai_personalities.json");
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let json = fs::read_to_string(&json_path)
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.unwrap_or_else(|e| panic!("read {}: {e}", json_path.display()));
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mc_ai::evaluator::ScoringWeights::from_personality_json("blackhammer", &json)
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.expect("blackhammer must be a known clan in ai_personalities.json")
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}
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/// Stable signature for an `mc_ai::tactical::Action` — mirrors
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/// `action_signature` for `PlayerAction` so the recap frequency table
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/// reads the same way.
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fn ai_action_signature(action: &mc_ai::tactical::Action) -> String {
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use mc_ai::tactical::Action as A;
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match action {
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A::MoveUnit { unit_id, to_hex } => format!("move:{unit_id}:{to_hex:?}"),
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A::AttackTarget { attacker_id, target_id, .. } => {
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format!("attack:{attacker_id}->{target_id}")
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}
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A::Fortify { unit_id } => format!("fortify:{unit_id}"),
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A::Heal { unit_id } => format!("heal:{unit_id}"),
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A::FoundCity { settler_id, .. } => format!("found:{settler_id}"),
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A::SetProduction { city_id, item_id } => {
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if is_building_id(item_id) {
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format!("queue_building:{city_id}:{item_id}")
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} else {
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format!("queue_unit:{city_id}:{item_id}")
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}
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}
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A::EnqueueBuild { city_id, item_id, .. } => {
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if is_building_id(item_id) {
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format!("queue_building:{city_id}:{item_id}")
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} else {
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format!("queue_unit:{city_id}:{item_id}")
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}
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}
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A::Scout { unit_id, to_hex } => format!("scout:{unit_id}:{to_hex:?}"),
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A::IssuePatrol { unit_id, .. } => format!("patrol:{unit_id}"),
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A::PromotionPicked { unit_id, promotion_id } => {
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format!("promote:{unit_id}:{promotion_id}")
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}
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A::AssignCitizen { .. } => "assign_citizen".into(),
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A::DeploySiege { .. } => "deploy_siege".into(),
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A::PackSiege { .. } => "pack_siege".into(),
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A::Bombard { .. } => "bombard".into(),
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}
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}
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/// One Claude-driven tactical action for the recap.
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struct ClaudeTacticalDecision {
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turn: u32,
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signature: String,
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events: Vec<Event>,
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}
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/// Per-turn summary for the strong-Claude run.
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struct StrongTurnSummary {
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turn: u32,
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claude_decisions: Vec<ClaudeTacticalDecision>,
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endturn_events: Vec<Event>,
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ai_actions_applied: Vec<(u8, u32)>,
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score_snapshot: Vec<(u8, i32, u32, u32)>,
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}
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/// Same deterministic seed derivation `drive_ai_slot` uses internally,
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/// so Claude's turn picks would byte-identical-match what slot 0 would
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/// have produced if it were driven by the production AI path.
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fn seed_for_claude_turn(turn: u32) -> u64 {
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(turn as u64)
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.wrapping_mul(0x9E37_79B9_7F4A_7C15)
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}
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/// Drive a Claude-as-strong-AI game. Slot 0 (Claude) runs the same
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/// `run_ai_turn` tactical pipeline as the AI slots but with a stronger
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/// `ScoringWeights` (blackhammer's axes). Slots 1 and 2 keep
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/// `ScoringWeights::default()` — the "easy AI" baseline. After Claude's
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/// action chain is dispatched the driver issues a normal `EndTurn`
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/// which routes through `apply_end_turn` → `drive_ai_slot` for slots 1
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/// and 2 unchanged.
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fn drive_strong_claude_game(
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out_dir: &Path,
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max_turns: u32,
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) -> (Vec<StrongTurnSummary>, DriveOutcome) {
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fs::create_dir_all(out_dir).expect("create out dir");
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let transcript_path = out_dir.join("transcript.jsonl");
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let mut transcript = fs::File::create(&transcript_path).expect("create transcript");
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let mut state = build_3_player_state_like_harness();
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// Stamp blackhammer weights onto Claude (slot 0). Slots 1 + 2 keep
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// the default weights they got from `add_player_militarist_inline`.
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let claude_weights = claude_genius_weights();
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state.players[0].scoring_weights = claude_weights.clone();
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let mut next_req_id: u64 = 1;
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let mut summaries: Vec<StrongTurnSummary> = Vec::new();
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let mut consecutive_endturn_only = 0u32;
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let mut outcome = DriveOutcome::Completed;
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'game: for turn in 0..max_turns {
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eprintln!("[strong-claude] starting turn {turn}");
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if SNAPSHOT_TURNS.contains(&turn) {
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let view = project_view(&state, 0, false);
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let snapshot_path = out_dir.join(format!("state-turn-{turn:02}.json"));
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let json = serde_json::to_string_pretty(&view).expect("snapshot serialise");
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fs::write(&snapshot_path, json).expect("write snapshot");
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}
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let mut summary = StrongTurnSummary {
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turn,
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claude_decisions: Vec::new(),
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endturn_events: Vec::new(),
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ai_actions_applied: Vec::new(),
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score_snapshot: Vec::new(),
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};
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// ── Claude's turn: project tactical, run the tactical pipeline,
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// dispatch each `mc_ai::Action` directly via `apply_ai_action`.
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let view_req_id = next_req_id;
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next_req_id += 1;
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let view_req = Request::View { id: Some(view_req_id) };
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write_jsonl(&mut transcript, &view_req);
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let view = project_view(&state, 0, false);
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let view_resp = Response::Ok {
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id: Some(view_req_id),
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ok: OkMarker,
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events: Vec::new(),
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view: view.clone(),
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};
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write_jsonl(&mut transcript, &view_resp);
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let mut tactical = project_tactical(&state, 0);
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tactical.current_player = 0;
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let seed = seed_for_claude_turn(turn);
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let actions =
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mc_ai::tactical::run_ai_turn(&tactical, 0, &claude_weights, seed);
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let mut took_real_action = false;
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for action in actions {
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let signature = ai_action_signature(&action);
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// Dispatch under `catch_unwind` for the same residual-overflow
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// safety the original `drive_game` carries.
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let dispatch = std::panic::catch_unwind(AssertUnwindSafe(|| {
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apply_ai_action(&mut state, 0, action)
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}));
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let result = match dispatch {
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Ok(r) => r,
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Err(payload) => {
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let msg = panic_payload_to_string(&payload);
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eprintln!("[panic] strong-claude apply_ai_action at turn {turn}: {msg}");
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use mc_player_api::wire::{HarnessNotification, Notification};
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let note = Notification::Harness(HarnessNotification::ProtocolError {
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message: format!(
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"apply_ai_action panic at turn {turn}: {msg}"
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),
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});
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write_jsonl(&mut transcript, ¬e);
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outcome = DriveOutcome::EndTurnPanic { turn, message: msg };
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summaries.push(summary);
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break 'game;
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}
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};
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// Any dispatched tactical action counts as activity for the
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// stuck-detector — unit-verb actions return `Ok(vec![])`
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// synchronously (events batch to EndTurn), so checking
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// `!events.is_empty()` would always trip Stuck after the
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// first 10 quiet turns even when Claude is moving 40+ units.
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took_real_action = true;
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match result {
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Ok(events) => {
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summary.claude_decisions.push(ClaudeTacticalDecision {
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turn,
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signature: signature.clone(),
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events: events.clone(),
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});
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}
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Err(_err) => {
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// Per-action errors (UnknownUnit, IllegalAction) are
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// tolerated — the production `drive_ai_slot` has the
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// same posture. Still log the attempt for the recap.
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summary.claude_decisions.push(ClaudeTacticalDecision {
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turn,
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signature: signature.clone(),
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events: Vec::new(),
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});
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}
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}
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}
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// ── End-of-turn: route through the normal apply_action(EndTurn)
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// path so slots 1+2 run via `drive_ai_slot` unmodified.
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let act_req_id = next_req_id;
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next_req_id += 1;
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let act_req = Request::Act {
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id: Some(act_req_id),
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action: PlayerAction::EndTurn,
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};
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write_jsonl(&mut transcript, &act_req);
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let dispatch = std::panic::catch_unwind(AssertUnwindSafe(|| {
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apply_action(&mut state, 0, &PlayerAction::EndTurn)
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}));
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let result = match dispatch {
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Ok(r) => r,
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Err(payload) => {
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let msg = panic_payload_to_string(&payload);
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eprintln!("[panic] strong-claude EndTurn at turn {turn}: {msg}");
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use mc_player_api::wire::{HarnessNotification, Notification};
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let note = Notification::Harness(HarnessNotification::ProtocolError {
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message: format!("EndTurn panic at turn {turn}: {msg}"),
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});
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write_jsonl(&mut transcript, ¬e);
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outcome = DriveOutcome::EndTurnPanic { turn, message: msg };
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summaries.push(summary);
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break 'game;
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}
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};
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let post_view = project_view(&state, 0, false);
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match &result {
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Ok(events) => {
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let resp = Response::Ok {
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id: Some(act_req_id),
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ok: OkMarker,
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events: events.clone(),
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view: post_view.clone(),
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};
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write_jsonl(&mut transcript, &resp);
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summary.endturn_events = events.clone();
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for ev in events {
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if let Event::AiTurnCompleted { player, actions_applied } = ev {
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summary.ai_actions_applied.push((*player, *actions_applied));
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}
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}
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}
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Err(err) => {
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use mc_player_api::wire::ErrMarker;
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let resp = Response::Err {
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id: Some(act_req_id),
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ok: ErrMarker,
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error: err.clone(),
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};
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write_jsonl(&mut transcript, &resp);
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}
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}
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// Score snapshot post-EndTurn.
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for (p_idx, p) in state.players.iter().enumerate() {
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summary.score_snapshot.push((
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p_idx as u8,
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p.gold,
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p.cities.len() as u32,
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p.units.len() as u32,
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));
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}
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if took_real_action {
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consecutive_endturn_only = 0;
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} else {
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consecutive_endturn_only += 1;
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}
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let is_stuck = consecutive_endturn_only >= STUCK_TURN_THRESHOLD;
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let game_over = summary
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.endturn_events
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.iter()
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.any(|e| matches!(e, Event::GameOver { .. }));
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summaries.push(summary);
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if is_stuck {
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outcome = DriveOutcome::Stuck(turn);
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break 'game;
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}
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if game_over {
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outcome = DriveOutcome::NaturalGameOver(turn);
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break 'game;
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}
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}
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(summaries, outcome)
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}
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/// Strong-Claude artifact dir.
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fn strong_claude_dir() -> PathBuf {
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let crate_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR"));
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let repo_root = crate_dir
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.parent()
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.and_then(|p| p.parent())
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.and_then(|p| p.parent())
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.and_then(|p| p.parent())
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.expect("repo root resolves")
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.to_path_buf();
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repo_root.join(".local/demo-runs/2026-05-12-claude-mcts-vs-easy-ai")
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}
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/// Recap for the strong-Claude run. Mirrors `write_long_recap` shape so
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/// the two artifacts are diff-able side-by-side.
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fn write_strong_claude_recap(
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out_dir: &Path,
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summaries: &[StrongTurnSummary],
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outcome: &DriveOutcome,
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horizon: u32,
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) {
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use std::collections::BTreeMap;
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let path = out_dir.join("recap.md");
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let mut md = String::new();
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md.push_str("# Claude-as-Strong-AI Transcript — 2026-05-12\n\n");
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md.push_str(
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"**Source**: \
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`mc-player-api/tests/full_game_transcript.rs::claude_mcts_vs_two_easy_ais_transcript`\n\n",
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);
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md.push_str("**Construction**:\n\n");
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md.push_str(
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"- Slot 0 (Claude): blackhammer `ScoringWeights` from \
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`public/games/age-of-dwarves/data/ai_personalities.json`, \
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running `mc_ai::tactical::run_ai_turn` (the same tactical \
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heuristic the AI slots use).\n",
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);
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md.push_str(
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"- Slots 1 + 2 (AIs): `ScoringWeights::default()` baseline, \
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driven by the production `apply_end_turn` → `drive_ai_slot` \
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path unchanged.\n\n",
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);
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md.push_str(
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"**Why not real MCTS?** `mc_ai::tactical::run_ai_turn` is the \
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deterministic heuristic pipeline (movement → combat_predict → \
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settle → production → citizen), not MCTS. The MCTS code in \
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`mc-ai/src/mcts.rs` is not on the AI-slot turn path in the \
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current dispatch wiring — the task brief misnamed the function. \
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Documented in module comment block for `claude_genius_weights`.\n\n",
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);
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md.push_str(&format!("**Horizon**: {} turns (ceiling)\n\n", horizon));
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md.push_str(&format!("**Turns played**: {}\n\n", summaries.len()));
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md.push_str(&format!("**Termination**: {:?}\n\n", outcome));
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// Victory outcome up front — this is the headline answer.
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md.push_str("## Victory outcome\n\n");
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let game_over_event: Option<&Event> = summaries
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.iter()
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.flat_map(|s| s.endturn_events.iter())
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.find(|e| matches!(e, Event::GameOver { .. }));
|
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match game_over_event {
|
||||
Some(Event::GameOver { winner, victory_type }) => {
|
||||
let claude_won = *winner == 0;
|
||||
md.push_str(&format!(
|
||||
"- `Event::GameOver` fired: winner=**{}**, victory_type=**{}**\n",
|
||||
winner, victory_type
|
||||
));
|
||||
md.push_str(&format!(
|
||||
"- Claude (slot 0) result: **{}**\n\n",
|
||||
if claude_won { "WIN" } else { "LOSS" }
|
||||
));
|
||||
}
|
||||
_ => {
|
||||
md.push_str(&format!(
|
||||
"- No `Event::GameOver` fired. Final turn = {}, outcome = `{:?}`.\n\n",
|
||||
summaries.last().map(|s| s.turn).unwrap_or(0),
|
||||
outcome
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
// Final-score table — direct head-to-head.
|
||||
md.push_str("## Final scores (all slots)\n\n");
|
||||
md.push_str("| slot | gold | cities | units |\n");
|
||||
md.push_str("|------|------|--------|-------|\n");
|
||||
if let Some(last) = summaries.last() {
|
||||
for (slot, gold, cities, units) in &last.score_snapshot {
|
||||
let label = if *slot == 0 { "0 (Claude/blackhammer)" } else { "AI (default weights)" };
|
||||
md.push_str(&format!(
|
||||
"| {} {} | {} | {} | {} |\n",
|
||||
slot, label, gold, cities, units
|
||||
));
|
||||
}
|
||||
}
|
||||
md.push_str("\n");
|
||||
|
||||
// Per-25-turn checkpoints, slot 0.
|
||||
md.push_str("## Per-25-turn checkpoints (slot 0 = Claude)\n\n");
|
||||
md.push_str("| turn | gold | cities | units |\n");
|
||||
md.push_str("|------|------|--------|-------|\n");
|
||||
let checkpoint_turns: Vec<u32> = (0..=horizon).step_by(25).collect();
|
||||
for ct in &checkpoint_turns {
|
||||
if let Some(summary) = summaries.iter().find(|s| s.turn == *ct) {
|
||||
if let Some((_, gold, cities, units)) =
|
||||
summary.score_snapshot.iter().find(|(slot, _, _, _)| *slot == 0)
|
||||
{
|
||||
md.push_str(&format!("| {} | {} | {} | {} |\n", ct, gold, cities, units));
|
||||
}
|
||||
}
|
||||
}
|
||||
md.push_str("\n");
|
||||
|
||||
// Aggregate counts across the whole run.
|
||||
let mut techs = 0u32;
|
||||
let mut buildings_done = 0u32;
|
||||
let mut units_killed = 0u32;
|
||||
let mut cities_founded = 0u32;
|
||||
let mut combat_resolved = 0u32;
|
||||
for s in summaries {
|
||||
for e in s.endturn_events.iter().chain(
|
||||
s.claude_decisions.iter().flat_map(|d| d.events.iter()),
|
||||
) {
|
||||
match e {
|
||||
Event::TechResearched { .. } => techs += 1,
|
||||
Event::CityBuildingCompleted { .. } => buildings_done += 1,
|
||||
Event::UnitDestroyed { .. } => units_killed += 1,
|
||||
Event::CityFounded { .. } => cities_founded += 1,
|
||||
Event::CombatResolved { .. } => combat_resolved += 1,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
md.push_str("## Total counts over the full run\n\n");
|
||||
md.push_str(&format!("- Techs researched: {}\n", techs));
|
||||
md.push_str(&format!("- Buildings completed: {}\n", buildings_done));
|
||||
md.push_str(&format!("- Combat resolutions: {}\n", combat_resolved));
|
||||
md.push_str(&format!("- Units killed: {}\n", units_killed));
|
||||
md.push_str(&format!("- Cities founded: {}\n\n", cities_founded));
|
||||
|
||||
// Action-signature frequency for Claude's tactical chain.
|
||||
md.push_str("## Claude action-signature frequency\n\n");
|
||||
let mut freq: BTreeMap<String, u32> = BTreeMap::new();
|
||||
for s in summaries {
|
||||
for d in &s.claude_decisions {
|
||||
let head = d.signature.split(':').next().unwrap_or(&d.signature).to_string();
|
||||
*freq.entry(head).or_insert(0) += 1;
|
||||
}
|
||||
}
|
||||
md.push_str("| action | count |\n|--------|-------|\n");
|
||||
for (k, v) in &freq {
|
||||
md.push_str(&format!("| `{}` | {} |\n", k, v));
|
||||
}
|
||||
md.push_str("\n");
|
||||
|
||||
fs::write(&path, md).expect("write strong-claude recap");
|
||||
}
|
||||
|
||||
/// 500-turn Claude-as-strong-AI test. `#[ignore]`d like
|
||||
/// `long_game_transcript`; run via:
|
||||
///
|
||||
/// ```sh
|
||||
/// cargo test -p mc-player-api --test full_game_transcript -- \
|
||||
/// --ignored claude_mcts_vs_two_easy_ais_transcript --nocapture
|
||||
/// ```
|
||||
///
|
||||
/// Note the test name preserves the original task brief's wording
|
||||
/// (`claude_mcts_vs_two_easy_ais`) even though the implementation runs
|
||||
/// the tactical heuristic rather than MCTS — the rename would break
|
||||
/// the surface the brief asked for. The recap and module comment make
|
||||
/// the actual semantics explicit.
|
||||
#[test]
|
||||
#[ignore = "500-turn strong-Claude run; invoke via --ignored"]
|
||||
fn claude_mcts_vs_two_easy_ais_transcript() {
|
||||
const STRONG_HORIZON: u32 = 500;
|
||||
let out_dir = strong_claude_dir();
|
||||
let _ = fs::remove_dir_all(&out_dir);
|
||||
let (summaries, outcome) = drive_strong_claude_game(&out_dir, STRONG_HORIZON);
|
||||
write_strong_claude_recap(&out_dir, &summaries, &outcome, STRONG_HORIZON);
|
||||
|
||||
// Sanity checks.
|
||||
assert!(
|
||||
!summaries.is_empty(),
|
||||
"strong-claude run produced zero turns"
|
||||
);
|
||||
let transcript_path = out_dir.join("transcript.jsonl");
|
||||
assert!(
|
||||
transcript_path.exists(),
|
||||
"transcript missing at {}",
|
||||
transcript_path.display()
|
||||
);
|
||||
|
||||
// Surface the headline result on the test log.
|
||||
let game_over = summaries
|
||||
.iter()
|
||||
.flat_map(|s| s.endturn_events.iter())
|
||||
.find_map(|e| match e {
|
||||
Event::GameOver { winner, victory_type } => {
|
||||
Some((*winner, victory_type.clone()))
|
||||
}
|
||||
_ => None,
|
||||
});
|
||||
eprintln!(
|
||||
"[strong-claude] turns={} outcome={:?} game_over={:?} artifact={}",
|
||||
summaries.len(),
|
||||
outcome,
|
||||
game_over,
|
||||
out_dir.display()
|
||||
);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue