Bots that play on alone do it at a pace to watch, a round every two seconds after the first few, and a seat may hurry them to the end

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
This commit is contained in:
Eric Wagoner
2026-09-29 12:19:38 -04:00
co-authored by Claude Opus 5.5
parent 99a0b23f59
commit 403232087d
8 changed files with 120 additions and 3 deletions
+6 -1
View File
@@ -118,7 +118,12 @@ README.
- Simultaneous by default: every seat that `needsInput` submits, then the
round resolves at once, bots included. A seat that owes an extra turn
alone (a time stop, a bonus move) is just a state where only it needs
input; the server resolves rounds owed only to bots straight away.
input; the server resolves rounds owed only to bots straight away. A few
such rounds are played at once; past that (a table every person is out
of), the bots play on a round every two seconds so the table can be
watched and the server answers everyone else between rounds. The view
says so (`playingOn`), and a seat may ask for the rest at once
(`room.hurry()`).
- Hidden information is the engine's business: `view(state, viewer)`
returns what one seat may see, and the SPECTATOR view is the
intersection of everyone's. The server sends nothing else.
+5
View File
@@ -9,6 +9,7 @@
// POST /api/rooms/:id/begin {token} the host begins with the players seated so far
// POST /api/rooms/:id/rank {token, ranking} a seat ranks the table's choices, best first, where the table asks for it
// POST /api/rooms/:id/turn {token, input} this seat's move
// POST /api/rooms/:id/hurry {token} a table the bots are playing on plays the rest at once
// POST /api/rooms/:id/say {token, text, to?} table talk, from a seat to the whole room, or privately to the seats in `to`;
// {name, text} or from the gallery, signed, when the host allows it
// POST /api/rooms/:id/gallery {token, on} the host lets the Peanut Gallery talk, or hushes it
@@ -235,6 +236,10 @@ async function handle(req: IncomingMessage, res: ServerResponse): Promise<void>
rooms.rank(room, token, body.ranking);
return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
}
if (action === 'hurry') {
rooms.hurry(room, token);
return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
}
if (action === 'turn') {
rooms.submit(room, token, body.input, body.resolved);
return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
+40
View File
@@ -164,4 +164,44 @@ describe('rooms', () => {
rooms.begin(host.room, host.token);
expect(() => rooms.say(host.room, host.token, 'Psst.', ['B'])).toThrow(/read no private talk/);
});
describe('a table the bots play on alone', () => {
/** A count to ten that only the bots play: the host is never owed a move. */
type Count = { n: number; over: { winner: null; reason: string } | null };
const count: GameSpec<Count, null> = {
seatIds: ['A', 'B'],
minSeats: 2,
botNames: ['Aldric'],
currentRules: 1,
create: () => ({ n: 0, over: null }),
resolve: (s) => ({ n: s.n + 1, over: s.n + 1 >= 10 ? { winner: null, reason: 'Ten.' } : null }),
needsInput: (s, seat) => seat === 'B' && !s.over,
over: (s) => s.over,
turn: (s) => s.n + 1,
view: (s) => s,
botInput: () => null,
cleanInput: () => null,
nameOf: (_s, seat) => seat
};
beforeEach(() => vi.useFakeTimers());
afterEach(() => vi.useRealTimers());
it('plays a few rounds at once, then one at a pace to watch, and the rest at once when hurried', () => {
const rooms = new Rooms(count, new Store(dir));
const host = rooms.create('Ann', 2);
rooms.addBot(host.room, host.token);
rooms.begin(host.room, host.token);
const room = host.room;
expect(room.state!.n).toBe(4);
expect(rooms.view(room, 'A').playingOn).toBe(true);
vi.advanceTimersByTime(2000);
expect(room.state!.n).toBe(5);
rooms.hurry(room, host.token);
vi.runAllTimers();
expect(room.state!.n).toBe(10);
expect(room.over).toBe(true);
expect(rooms.view(room, 'A').playingOn).toBe(false);
});
});
});
+55 -2
View File
@@ -13,6 +13,12 @@ import type { LedgerLine, Store } from './store';
const CHAT_MAX_LENGTH = 300;
/** Lines of talk kept and sent; the ledger keeps them all. A game that runs for weeks of talk raises this. */
const CHAT_KEEP = 200;
/** Bots' rounds played in one go, when nobody else owes a move, before the rest are paced. */
const PLAYED_AT_ONCE = 4;
/** Between paced bots' rounds: long enough to watch the table move. */
const PACE_MS = 2000;
/** Bots' rounds played between answers to everyone else, once hurried. */
const HURRIED_STEP = 3;
export { SPECTATOR };
export interface Seat {
@@ -117,6 +123,10 @@ export class Rooms<State, Input> {
private transfers = new Map<string, { roomId: string; seatId: SeatId; token: string; expiresAt: number }>();
private failedClaims = 0;
private failWindowStart = 0;
/** Tables whose bots are playing on, paced: the next round's timer. */
private pacing = new Map<string, ReturnType<typeof setTimeout>>();
/** Tables asked to play the rest at once. */
private hurried = new Set<string>();
constructor(
private game: GameSpec<State, Input>,
@@ -315,18 +325,60 @@ export class Rooms<State, Input> {
this.botsSpeak(room, 'phase');
}
/** Rounds only bots owe (an opening move, an extra turn) resolve at once; a human's waits for them. */
private driveBots(room: Room<State>): void {
/**
* Rounds only bots owe (an opening move, an extra turn, a table the
* people are out of) resolve without waiting; a human's waits for them.
* A few are played at once; past that, the bots play on one round at a
* time, so the table can be watched and the server answers everyone else
* between rounds. Hurried, they play in larger steps.
*/
private driveBots(room: Room<State>, burst = PLAYED_AT_ONCE): void {
if (this.pacing.has(room.id)) return;
const bots = (state: State) => room.seats.filter((s) => s.bot && this.game.needsInput(state, s.id));
let played = 0;
while (room.state && !this.game.over(room.state) && this.waitingOn(room).length === 0 && bots(room.state).length > 0) {
if (played === burst) return this.playOnLater(room);
const inputs: Record<SeatId, unknown> = {};
for (const seat of bots(room.state)) inputs[seat.id] = this.game.botInput(room.state, seat.id, this.heardBy(room, seat.id));
this.commit(room, { t: 'turn', at: Date.now(), inputs });
played += 1;
}
this.hurried.delete(room.id);
const outcome = room.state && this.game.over(room.state);
if (outcome && !room.over) this.commit(room, { t: 'over', at: Date.now(), winner: outcome.winner, reason: outcome.reason });
}
/** The bots' next round, after a pause to watch it by, or at once when hurried. */
private playOnLater(room: Room<State>): void {
const hurried = this.hurried.has(room.id);
const next = setTimeout(() => {
this.pacing.delete(room.id);
// A room forgotten and loaded again drives itself; this one is no longer the table.
if (this.rooms.get(room.id) !== room) return;
this.driveBots(room, hurried ? HURRIED_STEP : 1);
// Played out: the bots have their say once, as after any round, which ends a game with parting words.
if (!this.pacing.has(room.id)) this.botsSpeak(room, 'phase');
}, hurried ? 0 : PACE_MS);
next.unref();
this.pacing.set(room.id, next);
}
/** A seat at a table the bots are playing on asks for the rest at once. */
hurry(room: Room<State>, token: string | undefined): void {
this.seatOf(room, token);
this.hurried.add(room.id);
const waiting = this.pacing.get(room.id);
if (!waiting) return;
clearTimeout(waiting);
this.pacing.delete(room.id);
this.playOnLater(room);
}
/** Whether the bots are playing on by themselves at this table, one paced round at a time. */
playingOn(room: Room<State>): boolean {
return this.pacing.has(room.id);
}
/** The host seats a bot in an empty chair. */
addBot(room: Room<State>, token: string | undefined): Seat {
const host = this.seatOf(room, token);
@@ -494,6 +546,7 @@ export class Rooms<State, Input> {
// Private lines only to their sender and the seats they name; a note is a bot's own memory, never sent.
chat: this.heardBy(room, seatId).map(({ note: _, ...line }) => line),
parting: room.state && seated && this.game.parting && this.game.over(room.state) ? this.game.parting(room.chat, seatId) : [],
playingOn: this.playingOn(room),
audience: this.gallery.get(room.id) ?? 0,
galleryTalk: room.galleryTalk,
challenge: room.challenge,
+6
View File
@@ -54,6 +54,12 @@
{#each room.view.parting as last, i (i)}<p><em>{room.nameOf(last.id)}</em> {last.text}</p>{/each}
<a class="commit" href="/">Back to the hall</a>
</div>
{:else if room.view.playingOn}
<section class="move">
<h2>The bots play on</h2>
<p class="muted">Nobody else owes a move, so the bots play a round every few seconds for you to watch.</p>
{#if !room.spectating}<button type="button" class="quiet" onclick={() => room.hurry()}>Play the rest at once</button>{/if}
</section>
{:else if room.spectating}
<section class="move">
<h2>You watch from the Peanut Gallery</h2>
+1
View File
@@ -132,6 +132,7 @@ export function makeApi<State, Input>() {
/** The gallery's view: no token, no seat, nothing any player could not see. */
watch: (roomId: string) => call<View>('GET', `/api/rooms/${roomId}`),
turn: (roomId: string, token: string, input: Input, resolved: number) => call<View>('POST', `/api/rooms/${roomId}/turn`, { token, input, resolved }),
hurry: (roomId: string, token: string) => call<View>('POST', `/api/rooms/${roomId}/hurry`, { token }),
rank: (roomId: string, token: string, ranking: string[]) => call<View>('POST', `/api/rooms/${roomId}/rank`, { token, ranking }),
say: (roomId: string, token: string, text: string, to?: SeatId[]) => call<View>('POST', `/api/rooms/${roomId}/say`, { token, text, ...(to?.length ? { to } : {}) }),
/** A word from the gallery, signed with a name, when the host allows it. */
+5
View File
@@ -112,6 +112,11 @@ export class Room {
return this.act(() => api.unseat(this.roomId, this.token, seat), 'The bot could not be sent away.');
}
/** Out of the game, with the bots playing on: play the rest at once. */
hurry(): Promise<boolean> {
return this.act(() => api.hurry(this.roomId, this.token), 'The table did not hear you.');
}
/** This seat's ranking of the table's choices, best first, before the game begins. */
rank(ranking: string[]): Promise<boolean> {
return this.act(() => api.rank(this.roomId, this.token, ranking), 'Your ranking was not kept.');
+2
View File
@@ -46,6 +46,8 @@ export interface RoomView<State> {
chat: ChatLine[];
/** The bots' last words to this seat once the game is over, for a game that gives them some. */
parting: { id: SeatId; text: string }[];
/** The bots are playing on by themselves, a round at a time, with no person owing a move. */
playingOn: boolean;
/** How many watch from the Peanut Gallery. */
audience: number;
/** The host lets the gallery talk. */