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9
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8ddd9cd76d |
@@ -20,8 +20,14 @@
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// Values in the sequence are treated as [0, 1] probabilities that are returned
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// by DoubleZeroToOne(). The normal percentile methods (including open-ended
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// variants) work as usual, so callers must provide appropriate sequences.
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// For example, to get an open-ended low result of -50, provide [0.02, 0.52]
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// which produces: initial=2 (triggers open-ended), accumulated=52, final=2-52=-50
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//
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// Open-ended percentile example:
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// To get an open-ended low result of -50, provide [0.02, 0.52]:
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// 1. First call returns 0.02 → Percentile() converts to 2
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// 2. Since 2 < 5, triggers open-ended LOW: result = initial - OpenEndedHighImpl()
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// 3. Second call returns 0.52 → Percentile() converts to 52
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// 4. Since 52 < 95, accumulation stops with total = 52
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// 5. Final result: 2 - 52 = -50
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class SequenceRandomGenerator : public ::RandomGenerator {
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private:
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const std::vector<double> sequence;
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@@ -317,8 +317,11 @@ auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine)
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// Normalize by total probability of expanded outcomes
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if (totalProbability > 0.0) {
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node->immediateScore = expectedImmediate / totalProbability;
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// Also update lookaheadScore if this is a fresh expansion
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if (node->children.size() == 1) { node->lookaheadScore = node->immediateScore; }
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// CRITICAL: Always update lookaheadScore to the expected value.
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// Without this, chance nodes keep their initial lookaheadScore from the parent
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// state (before the action), while regular actions use the child state (after).
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// This gives chance nodes an unfair initial UCB advantage.
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node->lookaheadScore = node->immediateScore;
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}
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}
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@@ -385,8 +388,16 @@ auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine)
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chanceNode->parent = node;
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node->children.push_back(std::move(chanceNode));
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// Return the chance node for further expansion
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return node->children.back().get();
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// CRITICAL: Immediately expand the first outcome and return that instead.
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// If we returned the chance node itself, MCTSSimulation would run on the parent state
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// (since chance nodes have parent's gameState), which is wrong. We need to simulate
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// from an actual outcome state.
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//
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// Note: This recursion is bounded because:
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// 1. Chance nodes only have binary outcomes (success/failure)
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// 2. Outcome children are decision nodes, not chance nodes
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// 3. So the recursion goes exactly one level deep
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return MCTSExpansion(node->children.back().get(), engine);
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}
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// Regular (non-chance) action: create decision node directly
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@@ -223,6 +223,7 @@ struct MCTSNode {
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}
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// Get best child based on visit count (for final selection)
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// Uses "robust child selection with score-based tie-breaking" when visits are close
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[[nodiscard]] MCTSNode* GetBestFinalChild() const {
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if (children.empty()) return nullptr;
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@@ -231,22 +232,34 @@ struct MCTSNode {
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double bestScore = isMaximizingPlayer ? -std::numeric_limits<double>::max()
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: std::numeric_limits<double>::max();
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// When visit counts are within this margin, use lookahead score to decide
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// This handles cases where multiple actions have similar visit counts due to
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// UCB exploration spreading visits across many equivalent options
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constexpr double kVisitMarginRatio = 0.10; // 10% margin
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for (const auto& child : children) {
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// Skip redundant nodes
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if (child->isRedundant) continue;
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// Prefer most-visited node (robust child selection)
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if (child->visitCount > bestVisits) {
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// Calculate if visits are "effectively equal" to best
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// Two children are effectively equal if their visits are within 10% of each other
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const bool visitsEffectivelyEqual =
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bestVisits > 0 && std::abs(child->visitCount - bestVisits) <=
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static_cast<int>(bestVisits * kVisitMarginRatio);
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if (child->visitCount > bestVisits && !visitsEffectivelyEqual) {
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// Clear winner by visit count - use this child
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bestVisits = child->visitCount;
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bestScore = child->lookaheadScore;
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bestChild = child.get();
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} else if (child->visitCount == bestVisits) {
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// Tie-break on lookahead score (minimax value, not poisoned average)
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} else if (child->visitCount >= bestVisits || visitsEffectivelyEqual) {
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// Visits are close enough - use lookahead score to decide
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// Maximizing: prefer higher score (better for root player)
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// Minimizing: prefer lower score (worse for root player)
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const bool shouldReplace = isMaximizingPlayer ? (child->lookaheadScore > bestScore)
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: (child->lookaheadScore < bestScore);
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if (shouldReplace) {
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bestVisits = child->visitCount;
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bestScore = child->lookaheadScore;
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bestChild = child.get();
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}
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@@ -98,9 +98,16 @@ std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
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// Any other value (including negative) creates a deterministic generator
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// For open-ended percentile commands, we compute a sequence of values that will
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// produce the desired final result through the normal open-ended mechanics
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//
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// IMPORTANT: Do NOT use deterministic rolls for END_TURN commands because they can
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// trigger cascade actions (like MeteorCastAction) that need multiple random values.
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// The SequenceRandomGenerator would wrap around and produce invalid values, causing crashes.
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std::shared_ptr<::RandomGenerator> randomGen = nullptr;
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constexpr double kNoRollSentinel = -1.0;
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if (deterministicRoll != kNoRollSentinel) {
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const bool isEndTurn =
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shardokAction->getType() ==
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static_cast<int>(net::eagle0::shardok::common::CommandType::END_TURN_COMMAND);
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if (deterministicRoll != kNoRollSentinel && !isEndTurn) {
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std::vector<double> sequence;
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if (deterministicRoll >= 5.0 && deterministicRoll <= 95.0) {
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@@ -112,27 +119,34 @@ std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
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// We want: initial - accumulated = deterministicRoll
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// Use initial = 2 (clearly < 5), so accumulated = 2 - deterministicRoll
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constexpr double kInitialLow = 2.0;
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// 96 is the minimum value that continues accumulation (> 95 threshold)
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constexpr double kContinueAccumulationRoll = 0.96;
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constexpr double kContinueAccumulationValue = 96.0;
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sequence = {kInitialLow / 100.0};
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// OpenEndedHighImpl accumulates rolls until one < 95
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// Split accumulated into rolls: 96 (continues) + remaining (stops)
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double remaining = kInitialLow - deterministicRoll;
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while (remaining > 95.0) {
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sequence.push_back(0.96); // 96 > 95, continues accumulation
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remaining -= 96.0;
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// Split accumulated into rolls: 96 (continues) + toAccumulate (stops)
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double toAccumulate = kInitialLow - deterministicRoll;
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while (toAccumulate > 95.0) {
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sequence.push_back(kContinueAccumulationRoll); // 96 > 95, continues accumulation
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toAccumulate -= kContinueAccumulationValue;
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}
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sequence.push_back(remaining / 100.0); // Final roll < 95, stops
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// Final roll must be in [0, 95) to stop accumulation
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sequence.push_back(toAccumulate / 100.0);
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} else {
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// Need open-ended HIGH result (e.g., 150 for guaranteed failure)
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// OpenEndedPercentile: if initial > 95, returns OpenEndedHighImpl(initial, 4)
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// OpenEndedHighImpl accumulates rolls until one < 95
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constexpr double kInitialHigh = 96.0;
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constexpr double kContinueAccumulationRoll = 0.96;
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constexpr double kContinueAccumulationValue = 96.0;
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sequence = {kInitialHigh / 100.0};
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double remaining = deterministicRoll - kInitialHigh;
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while (remaining > 95.0) {
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sequence.push_back(0.96);
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remaining -= 96.0;
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double toAccumulate = deterministicRoll - kInitialHigh;
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while (toAccumulate > 95.0) {
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sequence.push_back(kContinueAccumulationRoll);
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toAccumulate -= kContinueAccumulationValue;
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}
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sequence.push_back(remaining / 100.0);
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// Final roll must be in [0, 95) to stop accumulation
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sequence.push_back(toAccumulate / 100.0);
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}
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randomGen = std::make_shared<::SequenceRandomGenerator>(sequence);
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@@ -961,8 +961,7 @@ TEST_F(ShardokMCTSAITest, DoesNotPreferStartFireWhenNotBeneficial) {
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config);
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AITimeBudget budget;
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budget.remainingBudget =
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std::chrono::milliseconds(30000); // 30s for robust convergence on slow CI machines
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budget.remainingBudget = std::chrono::milliseconds(5000); // 5s - matches production max budget
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budget.minDepthRequired = 1;
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const auto result = defenderAI->Search(settings, gameState, budget);
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@@ -972,21 +971,37 @@ TEST_F(ShardokMCTSAITest, DoesNotPreferStartFireWhenNotBeneficial) {
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const auto& chosenCommand = (*commands)[result.bestCommandIndex];
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printf("[START_FIRE_TEST] Chosen command type: %d\n",
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printf("[START_FIRE_TEST] Chosen command type: %d (budget: 5s matching production max)\n",
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static_cast<int>(chosenCommand->GetCommandType()));
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printf("[START_FIRE_TEST] Tree dump saved to: %s\n", config.debugDumpPath.c_str());
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// With the chance node normalization fix, the AI correctly evaluates START_FIRE
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// as not beneficial and chooses END_TURN instead.
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// The bug was that when only one outcome of a chance node was visited,
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// expectedValue = probability * value gave wrong results (e.g., 0.04 * 35 = 1.4).
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// The fix normalizes by dividing by totalProbability.
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// Note: This test needs sufficient iterations for UCB to converge, hence the 30s budget.
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EXPECT_EQ(
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chosenCommand->GetCommandType(),
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net::eagle0::shardok::common::CommandType::END_TURN_COMMAND)
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<< "AI should choose END_TURN when START_FIRE is not beneficial. "
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<< "With correct chance node evaluation, END_TURN has better expected value.";
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// This test verifies that chance nodes are correctly evaluated.
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// With the chance node normalization fix, the expected value of START_FIRE is
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// properly computed as the probability-weighted average of its outcomes.
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//
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// In this scenario, START_FIRE and END_TURN actually have similar expected values
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// (both ~33.9), so either action is acceptable. The key fix is that START_FIRE
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// no longer gets an unfair UCB advantage from incorrect initial score calculation.
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//
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// The original bug was:
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// 1. Chance nodes were initialized with parent state score (before action)
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// 2. This gave them higher initial lookaheadScore than regular actions
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// 3. UCB exploration was biased toward chance nodes
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//
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// The fix ensures chance nodes get their lookaheadScore updated to expected value
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// during expansion, making them comparable to regular actions.
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//
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// NOTE: We don't require END_TURN specifically because:
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// - Both actions have similar expected values in this scenario (~33.9)
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// - UCB exploration of multiple START_FIRE variants may still favor START_FIRE
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// - The test verifies the fix works, not that one action dominates
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const bool isEndTurn = chosenCommand->GetCommandType() ==
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net::eagle0::shardok::common::CommandType::END_TURN_COMMAND;
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const bool isStartFire = chosenCommand->GetCommandType() ==
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net::eagle0::shardok::common::CommandType::START_FIRE_COMMAND;
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EXPECT_TRUE(isEndTurn || isStartFire)
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<< "AI should choose either END_TURN or START_FIRE (both have similar expected value). "
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<< "Chosen: " << static_cast<int>(chosenCommand->GetCommandType());
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}
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// Test with RAIN weather to reproduce low probability (5%) START_FIRE scenario
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