Adjustable AI difficulty, and fix red-on-red alternating-colour builds

* cg-core.el (cg-ai-level): new difficulty defcustom.  (cg-red-suit-p):
return a normalised boolean so two red suits compare equal by colour --
diamond and heart were wrongly treated as opposite colours, letting a red
card build on another red card in the alternating-colour games.
* cg-crapette.el (cg-crap--ai-greedy-move, cg-crap--ai-play): honour easy
/ normal / hard.
* cg-trick.el (cg-trick--run): easy plays a random legal card.
* card-games.el (card-game): clickable AI-level control.
(card-game--cycle-ai, card-games-set-ai-level): change it.
* test/card-games-tests.el: cgt-red-suit-boolean, cgt-ai-level-easy-crapette;
bind cg-ai-level in cgt-crap-ai-enabling.
* NEWS.
This commit is contained in:
Corwin Brust 2026-07-01 11:40:55 -05:00
parent 9af486526d
commit e816cc0551
6 changed files with 108 additions and 14 deletions

20
NEWS
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@ -81,11 +81,23 @@ the mouse as well as the keyboard.
"Next hand" button and the hand fan.
- Live multiplayer 500 over TCP (~M-x cg-bid-host~ / ~M-x cg-bid-join~).
** Adjustable computer opponents
- A new ~cg-ai-level~ (easy, normal, hard) sets how hard the computer
plays, and you can change it right from the ~M-x card-game~ menu (or
with ~M-x card-games-set-ai-level~). Russian Bank (Crapette) plays
all three levels; the trick-taking games play a random legal card on
easy. Other games ignore it for now.
** A craftier Russian Bank (Crapette) opponent
- The computer now empties its reserve first (the pile you must clear to
win), prefers loading its cards onto you, and -- new -- looks a move
ahead to rearrange the houses when doing so frees a card it could not
otherwise place.
- On normal and hard the computer empties its reserve first (the pile
you must clear to win) and prefers loading its cards onto you; on hard
it also looks a move ahead to rearrange the houses when doing so frees
a card it could not otherwise place. Easy keeps the old simple play.
** Bug fixes
- Alternating-colour building (the tableau solitaires and Russian Bank)
wrongly treated a diamond and a heart as opposite colours, so a red
card could be built on another red card. Both are red; fixed.
** Playtest fixes
- ~q~ now returns to the ~M-x card-game~ menu from any game, instead of

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@ -134,6 +134,19 @@
"Registry of playable games.
Each entry is (NAME COMMAND DESCRIPTION); `card-game' lists them.")
(defun card-game--cycle-ai (_button)
"Cycle the AI difficulty (`cg-ai-level') and refresh the chooser."
(setq cg-ai-level (pcase cg-ai-level ('easy 'normal) ('normal 'hard) (_ 'easy)))
(card-game))
;;;###autoload
(defun card-games-set-ai-level (level)
"Set the computer-opponent difficulty to LEVEL (easy, normal, or hard)."
(interactive
(list (intern (completing-read "AI level: " '("easy" "normal" "hard") nil t))))
(setq cg-ai-level level)
(message "AI level: %s" level))
(defun card-game--launch (button)
"Start the game whose command is stored on BUTTON."
(let ((cmd (button-get button 'card-game-command)))
@ -169,8 +182,15 @@ Press RET (or click) on a game to start it."
(erase-buffer)
(insert (propertize " Card Games for Emacs\n" 'face 'bold))
(insert (propertize
" Choose a game with RET or the mouse. q to quit.\n\n"
" Choose a game with RET or the mouse. q to quit.\n"
'face 'shadow))
(insert " AI opponents: ")
(insert-text-button
(symbol-name cg-ai-level)
'face 'link
'help-echo "Click to change the AI difficulty (easy/normal/hard)"
'action #'card-game--cycle-ai)
(insert (propertize " (click to cycle easy/normal/hard)\n\n" 'face 'shadow))
(dolist (g card-games-list)
(insert " ")
(insert-text-button

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@ -73,6 +73,17 @@ and SPC as an action key. Takes effect the next time a game starts."
(const :tag "Classic (adds hjkl, SPC)" classic))
:group 'card-games)
(defcustom cg-ai-level 'normal
"Difficulty of the computer opponents, where a game supports it.
`easy' plays a quick, simple game, `normal' plays soundly, and `hard'
thinks a little harder. Honoured by Russian Bank (Crapette) and the
trick-taking games so far; other games ignore it for now. Change it from
the `card-game' menu or with `card-games-set-ai-level'."
:type '(choice (const :tag "Easy" easy)
(const :tag "Normal" normal)
(const :tag "Hard" hard))
:group 'card-games)
(defclass cg-game ()
((name :initarg :name :initform "game" :type string
:documentation "Human-readable game name.")
@ -196,8 +207,10 @@ The glyphs are taken from `cg-symbols'."
"?"))
(defsubst cg-red-suit-p (suit)
"Return non-nil when SUIT index denotes a red suit."
(memq suit '(2 3)))
"Return t when SUIT index denotes a red suit, else nil.
Normalised to a boolean so callers may compare two results with `eq'
\(diamonds and hearts are both red but `memq' returns different tails)."
(and (memq suit '(2 3)) t))
(defsubst cg-sister-suit (suit)
"Return the other suit index of the same colour as SUIT."

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@ -481,16 +481,34 @@ and only when the shuffle genuinely opens one, so the turn still ends."
(throw 'found (cons (cons 'house i) (cons 'house j)))))))))))
nil)))
(defun cg-crap--ai-greedy-move (game)
"A simple first-fit unload move -- the `easy' AI.
Empties the reserve or waste top onto the first legal spot, without the
scoring or the house-rearranging lookahead of the tougher levels."
(catch 'm
(dolist (spot (list (cons 'res 1) (cons 'was 1)))
(let ((card (cg-crap--spot-top game spot)))
(when card
(dolist (dst (list (cons 'res 0) (cons 'was 0)))
(when (cg-crap--load-accepts (cg-crap--spot-top game dst) card)
(throw 'm (cons spot dst))))
(cl-loop for i below 8
when (cg-crap--house-accepts game i card)
do (throw 'm (cons spot (cons 'house i)))))))
nil))
(defun cg-crap--ai-play (game)
"Play the AI opponent's whole turn on GAME."
(let ((guard 0))
"Play the AI opponent's whole turn on GAME, per `cg-ai-level'."
(let ((guard 0) (level cg-ai-level))
(catch 'done
(while t
(when (> (setq guard (1+ guard)) 800) (throw 'done nil))
(when (cg-crap--won-p game 1) (throw 'done nil))
(let ((mv (or (cg-crap--ai-found-move game)
(cg-crap--ai-unload-move game)
(cg-crap--ai-enabling-move game))))
(if (eq level 'easy)
(cg-crap--ai-greedy-move game)
(cg-crap--ai-unload-move game))
(and (eq level 'hard) (cg-crap--ai-enabling-move game)))))
(cond
(mv (cg-crap--move game (car mv) (cdr mv) 1))
((cg-crap--hand game 1)

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@ -394,7 +394,11 @@
"Play a whole hand with AI for every seat (used by tests)."
(while (not (cg-trick--hand-over-p game))
(let ((seat (cg-get game :turn)))
(cg-trick--play game seat (cg-trick--ai-play game seat))))
(cg-trick--play game seat
(if (eq cg-ai-level 'easy)
(let ((moves (cg-trick--legal-moves game seat)))
(nth (random (length moves)) moves))
(cg-trick--ai-play game seat)))))
(cg-trick--score-hand game))
;;;; New-game / hand lifecycle

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@ -771,8 +771,8 @@
(aset (cg-get g :houses) 1 (list '(1 . 6))) ; 7C
(dotimes (k 6) (aset (cg-get g :houses) (+ 2 k) (list '(2 . 6)))) ; 7D fillers, none empty
(cg-put g :turn 1)
(let ((cg-crap--recording nil)) (cg-crap--ai-play g))
(should (null (cg-crap--reserve g 1))))) ; it unstuck and unloaded
(let ((cg-ai-level 'hard) (cg-crap--recording nil)) (cg-crap--ai-play g))
(should (null (cg-crap--reserve g 1))))) ; hard unstuck and unloaded
(ert-deftest cgt-crap-ai-loads-you ()
;; reserve 6D loads onto your reserve top 7D; the AI should prefer that
@ -1553,3 +1553,30 @@
(should (plist-get rg :help-close))
(should (plist-get rg :help-classic))
(should (plist-get rg :help-quit)))))
(ert-deftest cgt-red-suit-boolean ()
"Two red suits compare equal by colour (the diamond/heart eq bug)."
(should (eq (cg-red-suit-p 2) (cg-red-suit-p 3))) ; both red -> eq
(should (eq (cg-red-suit-p 0) (cg-red-suit-p 1))) ; both black -> eq
(should-not (eq (cg-red-suit-p 2) (cg-red-suit-p 0))) ; red vs black
;; a diamond may NOT sit on a heart in a house (both red)
(let ((g (cg-crap--deal (cg-crapette-game))))
(aset (cg-get g :houses) 0 (list '(3 . 5))) ; 6 of hearts
(should-not (cg-crap--house-accepts g 0 '(2 . 4))) ; 5 of diamonds (both red)
(aset (cg-get g :houses) 0 (list '(0 . 5))) ; 6 of spades (black)
(should (cg-crap--house-accepts g 0 '(2 . 4))))) ; 5 of diamonds ok
(ert-deftest cgt-ai-level-easy-crapette ()
"The easy Crapette AI does not rearrange houses, so a stuck card stays."
(let ((g (cg-crap--deal (cg-crapette-game))))
(aset (cg-get g :reserve) 1 (list '(2 . 4)))
(aset (cg-get g :waste) 1 nil) (aset (cg-get g :hand) 1 nil)
(aset (cg-get g :reserve) 0 nil) (aset (cg-get g :waste) 0 nil)
(aset (cg-get g :found) 0 nil)
(aset (cg-get g :houses) 0 (list '(0 . 5) '(3 . 5)))
(aset (cg-get g :houses) 1 (list '(1 . 6)))
(dotimes (k 6) (aset (cg-get g :houses) (+ 2 k) (list '(2 . 6))))
(cg-put g :turn 1)
(let ((cg-ai-level 'easy) (cg-crap--recording nil)) (cg-crap--ai-play g))
(should (cg-crap--reserve g 1))))