The automatons awaken (branch only — not for the public droplet yet)
Phase 4 begins. The automaton is a pure function in the engine — automatonCommand(view) — playing from its own redacted GameView, the same information a human seat receives: hidden hands stay hidden from the clockwork. It ranks simple damage spells, counters what hurts (full shield at 3+, reflection at 4+, blunt at 2+), discards its worst cards by a value order, BFS-pathfinds to enemy treasures and home again, refuses to path through hazards, brawls when there is nothing to steal, and always has a safe fallback; the server's drive loop steps any bot-held seat through the same runCommand path as humans, so bot commands log, persist, replay, and broadcast like anyone's. Hosts seat them pre-start with "⚙ seat an automaton" (Automaton, Automaton II, ... V); bot seats persist as tokenless join lines and restore on boot. Proven three ways: bot-vs-bot engine games conclude across seeds in 8-14 rounds (~100 commands — human-scale), a full four-automaton table finishes, and a live websocket game of human vs. automaton ended with the clockwork carrying two treasures home through a do-nothing opponent. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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5802e1df05
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import { describe, expect, it } from "vitest";
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import {
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applyCommand,
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createGame,
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type GameState,
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type PlayerId,
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} from "../src/game";
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import { viewFor } from "../src/view";
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import { automatonCommand, automatonFallback } from "../src/automaton";
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/** Whose input does the maze want right now? */
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function actingSeat(state: GameState): PlayerId {
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return (
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state.stack?.waitingOn ??
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state.pendingDiscard ??
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state.chaosPending?.queue[0] ??
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state.outOfTurnWindow?.playerId ??
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state.players[state.turn.activeIndex]!.id
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);
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}
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/** Drive a full bot-vs-bot game; returns the final state and command count. */
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function playOut(seed: number, players: number, expansion = true) {
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const ids = Array.from({ length: players }, (_, i) => `bot${i + 1}`);
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let { state } = createGame({
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playerIds: ids,
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seed,
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sets: expansion ? ["basic", "expansion1"] : ["basic"],
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deckRev: 8,
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});
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let commands = 0;
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let stuck = 0;
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const CAP = 4000;
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while (state.phase === "playing" && commands < CAP) {
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const seat = actingSeat(state);
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const view = viewFor(state, seat);
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const cmd = automatonCommand(view) ?? automatonFallback(view);
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let r = applyCommand(state, seat, cmd);
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if (!r.ok) {
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const fb = automatonFallback(view);
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r = applyCommand(state, seat, fb);
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if (!r.ok) {
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stuck++;
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if (stuck > 3) {
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throw new Error(
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`automaton stuck at seat ${seat} after ${commands} commands: ` +
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`${JSON.stringify(cmd)} -> ${JSON.stringify(fb)} both refused (${r.error})`,
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);
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}
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// Last-ditch: burn the turn structure forward.
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r = applyCommand(state, seat, { type: "endTurn", draw: 0 });
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if (!r.ok) r = applyCommand(state, seat, { type: "pass" });
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if (!r.ok) throw new Error(`unrecoverable at ${seat}: ${r.error}`);
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}
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} else {
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stuck = 0;
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}
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state = r.state;
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commands++;
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}
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return { state, commands };
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}
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describe("automaton vs automaton", () => {
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it("two clockwork wizards fight a game to its end", () => {
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const { state, commands } = playOut(11, 2);
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expect(state.phase).toBe("finished");
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expect(state.winner).not.toBeNull();
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expect(commands).toBeLessThan(4000);
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});
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it("holds up across many seeds without wedging", () => {
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let finished = 0;
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for (const seed of [1, 2, 3, 5, 8, 13, 21, 34]) {
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const { state } = playOut(seed, 2);
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if (state.phase === "finished") finished++;
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}
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// Cautious clockwork can stall a maze; most games must still conclude.
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expect(finished).toBeGreaterThanOrEqual(6);
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});
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it("a full table of four automatons concludes", () => {
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const { state } = playOut(7, 4);
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expect(state.phase).toBe("finished");
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});
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});
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