#!/usr/bin/env node // tools/botbench.mjs — measure the AI player (server/match/bot.js): seeded bot-only matches (virtual time, the real // simulation, the match's default layout rehearsal) with the bot's outcomes, its economy and its decision time. // // Usage: // node tools/botbench.mjs [--configs solo:FUNNY,solo:HARD,coop4:FUNNY,coop4:HARD] [--seeds N] [--seed S] // [--rehearsal N] [--json out.json] [--quiet] // node tools/botbench.mjs --compare old.json new.json A/B tables (markdown) of two --json runs // --configs comma list of : (coopN = N bot seats, 1–4) // --seeds N matches per config (seeds S..S+N−1, default 10) // --rehearsal layouts each bot rehearses per prep (default: the Match default) // --json F write the raw per-match records to F (the input of --compare) // --jobs N run the matches in N worker threads (outcomes are identical; the timings are then inflated by the // parallel load — measure decision time with --jobs 1) // --band ID solo configs only: the bot plays strategy ID (e.g. band_cannot) instead of its weighted pick — a band's // mechanic in isolation (坎诺特 banking, 杜宾's 教鞭, 昆图斯's 突变细胞) // // Per match: victory, rounds passed, LP left (the alive players at the end; a won Final Assault: the team LP), and per // bot and round: LP, shop level, deployed units, active bonds and Σ bond tiers, activated layers, board value (Σ shop // price of the deployed chess, an elite = goldenCopies copies), elites deployed, items equipped, funds lost at the prep // end (leftover funds are lost, PlayerState.endPrep), leaks (bounty leaks apart) and the bounty cards taken — with the // bot's own kill-chance estimate when the bot has one (bot.bountyKillChance) for a calibration table, and the best // estimate among the draft's cards (was a likelier card on offer?). // Decision time: every bot prep runs in one scheduler callback in virtual time (Match.scheduleBotPrep); the tool times // those callbacks (Match.later on the instance; wall clock and process CPU time) and splits off the rehearsal battles' // stepping (Battle.step of the rehearsal fields 'r:') — "heuristics" = the prep minus the rehearsal. A 机变 pick is // the SP_DRAFT callback in which a bot's pick landed. Wall-clock numbers depend on the host load: compare runs made // back to back with --jobs 1. import { performance } from 'node:perf_hooks'; import { writeFileSync, readFileSync } from 'node:fs'; import { Worker, isMainThread, parentPort, workerData } from 'node:worker_threads'; import { Match } from '../server/match/Match.js'; import * as bot from '../server/match/bot.js'; import { VirtualScheduler } from '../server/match/scheduler.js'; import { getData } from '../server/data.js'; const argv = isMainThread ? process.argv.slice(2) : workerData.argv; const opt = {}; for (let i = 0; i < argv.length; i++) { const a = argv[i]; if (!a.startsWith('--')) continue; const k = a.slice(2); const v = argv[i + 1] && !argv[i + 1].startsWith('--') ? argv[++i] : true; opt[k] = v; } const pct = (arr, p) => { if (!arr.length) return 0; const s = arr.slice().sort((a, b) => a - b); return s[Math.min(s.length - 1, Math.max(0, Math.ceil((p / 100) * s.length) - 1))]; }; const avg = (arr) => (arr.length ? arr.reduce((a, b) => a + b, 0) / arr.length : 0); if (opt.compare) { const files = [opt.compare, ...argv.filter((a) => !a.startsWith('--') && a !== opt.compare)]; compare(files.map((f) => JSON.parse(readFileSync(f, 'utf8'))), files.map((f) => f.replace(/^.*\//, '').replace(/\.json$/, ''))); process.exit(0); } const data = getData({ log: { warn() {}, error() {}, info() {} } }); const configs = String(opt.configs || 'solo:FUNNY,solo:HARD,coop4:FUNNY,coop4:HARD').split(',').map((s) => { const [m, d] = s.split(':'); const solo = m === 'solo'; return { name: s, mode: solo ? 'solo' : 'coop', players: solo ? 1 : Math.max(1, Math.min(4, Number(m.replace('coop', '')) || 4)), difficulty: String(d || 'NORMAL').toUpperCase() }; }); const seeds = Math.max(1, Number(opt.seeds) || 10); const seed0 = Number(opt.seed) || 1; const rehearsal = opt.rehearsal != null && opt.rehearsal !== true ? Math.max(0, Math.floor(Number(opt.rehearsal) || 0)) : undefined; function runOne(cfg, seed) { const sched = new VirtualScheduler(); const seats = []; for (let i = 0; i < cfg.players; i++) seats.push({ seat: i, playerId: `ai_${i}`, name: `AI-${i + 1}`, isBot: true, connected: true }); let summary = null; const errors = []; const log = { info() {}, debug() {}, warn() {}, error: (...a) => errors.push(a.map(String).join(' ')) }; const m = new Match({ roomCode: 'BENCH', mode: cfg.mode, difficulty: cfg.difficulty, seats, seed, data, log, scheduler: sched, botRehearsal: rehearsal, send: () => true, broadcast: () => {}, onEnd: (s) => { summary = s; }, }); // --band: the only strategy on offer (botPickBand draws from gd.bandIds()) — also one built around a bond the mode // switches off, which botPickBand would otherwise skip for the default band (DESIGN §21.26) if (opt.band && cfg.mode === 'solo') { m.gd.bandIds = () => [String(opt.band)]; m.gd.bandBondIds = () => []; } const rec = { config: cfg.name, seed, stageId: m.stageId, bossId: m.bossId, preps: [], picks: [], rounds: [], bounties: [] }; // rehearsal stepping time (Battle.step of the rehearsal fields) let rehMs = 0; const newBattle = m.newBattle.bind(m); m.newBattle = (o) => { const b = newBattle(o); if (o && typeof o.fieldId === 'string' && o.fieldId.startsWith('r:') && typeof b.step === 'function') { const step = b.step.bind(b); b.step = () => { const t0 = performance.now(); try { return step(); } finally { rehMs += performance.now() - t0; } }; } return b; }; // every scheduler callback timed; a callback during which a bot became ready in PREP was that bot's prep const later = m.later.bind(m); let calMs = 0; // the tool's own calibration work inside a callback (subtracted) m.later = (ms, fn) => later(ms, () => { const before = new Map([...m.players.values()].map((p) => [p.playerId, p.ready])); const picked = m.sp ? Object.keys(m.sp.picks).length : 0; const phase = m.phase; const round = m.round; const r0 = rehMs; const c0 = calMs; const u0 = process.cpuUsage(); const t0 = performance.now(); fn(); const wall = performance.now() - t0; const u = process.cpuUsage(u0); const dt = wall - (calMs - c0); // CPU time of the callback (less sensitive to the host load than wall clock; the rehearsal's share by wall ratio) const cpu = Math.max(0, (u.user + u.system) / 1000 - (calMs - c0)); if (phase === 'SP_DRAFT' && m.sp && Object.keys(m.sp.picks).length > picked) rec.picks.push({ round, ms: dt }); if (phase !== 'PREP') return; for (const p of m.players.values()) { if (p.isBot && before.get(p.playerId) === false && p.ready) rec.preps.push({ round, pid: p.playerId, ms: dt, rehMs: rehMs - r0, cpu, rehCpu: dt > 0 ? cpu * ((rehMs - r0) / dt) : 0 }); } }); // 机变 picks (cheap, timed per call) and bounties taken const apply = m._applyCard.bind(m); m._applyCard = (ps, idx) => { const card = m.sp && m.sp.cards[idx]; if (card && card.kind === 'bounty') { // the bot's own kill-chance estimate (when this bot version has one), for the calibration table const c0 = performance.now(); const p = typeof bot.bountyKillChance === 'function' ? bot.bountyKillChance(m, ps, card) : null; // the best estimate among the draft's bounty cards still untaken (was a likelier one on offer?) const best = p == null ? null : Math.max(p, ...m.sp.cards.filter((c) => c && c.kind === 'bounty' && m.sp.taken[c.idx] == null).map((c) => bot.bountyKillChance(m, ps, c))); calMs += performance.now() - c0; rec.bounties.push({ round: m.round, pid: ps.playerId, enemyKey: card.enemyKey, count: card.count, tier: card.tier, payout: card.payout, battles: card.rounds, p, best }); } return apply(ps, idx); }; // funds a player still holds when the prep ends (lost unless its band keeps them) const lost = {}; for (const ps of m.players.values()) { const endPrep = ps.endPrep.bind(ps); ps.endPrep = () => { (lost[m.round] ||= {})[ps.playerId] = m.gd.leftoverKeptBands.includes(ps.bandId) ? 0 : ps.funds; return endPrep(); }; } let last = ''; const t0 = performance.now(); m.start(); sched.runUntil(() => { const key = `${m.phase}:${m.round}`; if (key !== last) { last = key; if (m.phase === 'SETTLE' || (m.phase === 'RESULT' && (m.round === m.gd.bossRound || m.round === m.gd.hiddenRound))) { const row = { round: m.round, players: {} }; for (const ps of m.order) { const r = m.lastResults.get(ps.playerId); let value = 0; let elites = 0; for (const p of ps.board.values()) { if (p.kind !== 'chess') continue; const golden = m.gd.isGolden(p.id); if (golden) elites++; value += m.gd.chessPrice(m.gd.baseIdOf(p.id)) * (golden ? m.gd.goldenCopies : 1); } const active = Object.values(ps.bonds).filter((b) => b.active); const leaked = r ? (r.leaked || []).filter((l) => l.counted !== false) : []; row.players[ps.playerId] = { lp: ps.lp, alive: ps.alive, level: ps.shop.level, units: ps.deployCount, bonds: active.length, tiers: active.reduce((s, b) => s + (b.tier || 0), 0), layers: ps.activatedLayers(), value, elites, items: [...ps.board.values()].reduce((s, p) => s + (p.kind === 'chess' ? (p.items || []).length : 0), 0), lost: lost[m.round] ? lost[m.round][ps.playerId] ?? null : null, killed: r ? r.killed : null, total: r ? r.total : null, leaks: leaked.length, bountyLeaks: leaked.filter((l) => l.tag === 'bounty').length, bountyKeys: leaked.filter((l) => l.tag === 'bounty').map((l) => l.enemyKey), }; } if (m.teamLp != null) row.teamLp = m.teamLp; rec.rounds.push(row); } } return summary != null; }, { maxSteps: 5e6 }); rec.ms = performance.now() - t0; rec.errors = errors.length + m.errorCount; // Keep diagnostics in the JSON so a nonzero benchmark count is actionable. if (errors.length) rec.errorMessages = errors; if (m.errors.length) rec.matchErrors = m.errors; rec.victory = !!(summary && summary.victory); rec.roundsPassed = summary ? summary.roundsPassed : 0; rec.hidden = !!(summary && summary.hiddenReached); rec.bossRound = m.gd.bossRound; const alive = m.order.filter((p) => p.alive); rec.lpLeft = rec.victory && m.teamLp != null ? m.teamLp : alive.reduce((s, p) => s + Math.max(0, p.lpAtFinal ?? p.lp), 0); rec.players = (summary && summary.players ? summary.players : []).map((p) => ({ pid: p.playerId, band: p.bandId, rounds: p.roundsPassed, merges: p.stats.merges, spent: p.stats.gold })); m.dispose(); return rec; } const tasks = []; for (const cfg of configs) for (let i = 0; i < seeds; i++) tasks.push([cfg, seed0 + i]); const jobs = Math.max(1, Math.min(16, Number(opt.jobs) || 1)); if (!isMainThread) { for (const i of workerData.indexes) parentPort.postMessage({ i, rec: runOne(...tasks[i]) }); } else { const all = new Array(tasks.length); const note = (r) => { if (!opt.quiet) process.stderr.write(`${r.config} seed ${r.seed}: ${r.victory ? 'WIN ' : 'loss'} rounds ${r.roundsPassed} lp ${r.lpLeft} · ${Math.round(r.ms)} ms\n`); }; if (jobs === 1) { tasks.forEach((t, i) => { all[i] = runOne(...t); note(all[i]); }); } else { await Promise.all(Array.from({ length: jobs }, (_, j) => new Promise((resolve, reject) => { const indexes = tasks.map((_, i) => i).filter((i) => i % jobs === j); const w = new Worker(new URL(import.meta.url), { workerData: { argv, indexes } }); w.on('message', ({ i, rec }) => { all[i] = rec; note(rec); }); w.on('error', reject); w.on('exit', resolve); }))); } if (opt.json) writeFileSync(opt.json, JSON.stringify(all)); compare([all], ['run']); } // ---- tables --------------------------------------------------------------------------------------------------- function stats(records) { const preps = records.flatMap((r) => r.preps); const heur = preps.map((p) => p.ms - p.rehMs); const rounds = records.flatMap((r) => r.rounds.flatMap((row) => Object.values(row.players).filter((p) => p.alive || p.leaks != null).map((p) => ({ ...p, round: row.round })))); const at = (rd, f) => avg(rounds.filter((p) => p.round === rd && p.alive).map(f)); const lostPerPrep = rounds.filter((p) => p.lost != null).map((p) => p.lost); const merges = records.flatMap((r) => r.players.map((p) => p.merges)); const bountyLeaks = records.reduce((s, r) => s + r.rounds.reduce((t, row) => t + Object.values(row.players).reduce((u, p) => u + (p.bountyLeaks || 0), 0), 0), 0); const leaksAll = records.reduce((s, r) => s + r.rounds.reduce((t, row) => t + Object.values(row.players).reduce((u, p) => u + (p.leaks || 0), 0), 0), 0); return { n: records.length, wins: records.filter((r) => r.victory).length, rounds: avg(records.map((r) => r.roundsPassed)), lpLeft: avg(records.map((r) => r.lpLeft)), // alive when the Final Assault began: rounds passed ≥ boss round − 1 (results.js: a lost Final Assault = bossRound − 1) reachedBoss: records.filter((r) => r.roundsPassed >= r.bossRound - 1).length, hidden: records.filter((r) => r.hidden).length, lost: avg(lostPerPrep), merges: avg(merges), leaks: leaksAll / Math.max(1, records.length), bounties: records.reduce((s, r) => s + r.bounties.length, 0), bountyLeaks, errors: records.reduce((s, r) => s + r.errors, 0), value: [4, 7, 10, 13].map((rd) => at(rd, (p) => p.value)), tiers: [4, 7, 10, 13].map((rd) => at(rd, (p) => p.tiers)), layers: [4, 7, 10, 13].map((rd) => at(rd, (p) => p.layers)), elites: [4, 7, 10, 13].map((rd) => at(rd, (p) => p.elites)), level: [4, 7, 10, 13].map((rd) => at(rd, (p) => p.level)), prepN: preps.length, prepP50: pct(preps.map((p) => p.ms), 50), prepP95: pct(preps.map((p) => p.ms), 95), // the same rounds for both bots: R1–R10 (a stronger bot plays more of the expensive late rounds) early: (() => { const e = preps.filter((p) => p.round <= 10); return { n: e.length, p50: pct(e.map((p) => p.ms), 50), p95: pct(e.map((p) => p.ms), 95), h50: pct(e.map((p) => p.ms - p.rehMs), 50), h95: pct(e.map((p) => p.ms - p.rehMs), 95) }; })(), cpuP50: pct(preps.map((p) => p.cpu ?? 0), 50), cpuP95: pct(preps.map((p) => p.cpu ?? 0), 95), hcpuP50: pct(preps.map((p) => (p.cpu ?? 0) - (p.rehCpu ?? 0)), 50), hcpuP95: pct(preps.map((p) => (p.cpu ?? 0) - (p.rehCpu ?? 0)), 95), cpuSum: preps.reduce((a, p) => a + (p.cpu ?? 0), 0), hcpuSum: preps.reduce((a, p) => a + (p.cpu ?? 0) - (p.rehCpu ?? 0), 0), pickP50: pct(records.flatMap((r) => r.picks.map((x) => x.ms)), 50), pickP95: pct(records.flatMap((r) => r.picks.map((x) => x.ms)), 95), pickN: records.reduce((n, r) => n + r.picks.length, 0), heurP50: pct(heur, 50), heurP95: pct(heur, 95), rehP50: pct(preps.map((p) => p.rehMs), 50), rehP95: pct(preps.map((p) => p.rehMs), 95), ms: records.reduce((s, r) => s + r.ms, 0), }; } function compare(runs, names) { const cfgs = [...new Set(runs.flatMap((rs) => rs.map((r) => r.config)))]; const f1 = (x) => x.toFixed(1); const f2 = (x) => x.toFixed(2); const four = (a, f = f1) => a.map(f).join(' / '); console.log('\n| config | run | matches | wins | rounds passed | LP left | reached boss | leaks/match | bounties (leaked) | funds lost/prep | merges/bot | errors |'); console.log('|---|---|---|---|---|---|---|---|---|---|---|---|'); for (const c of cfgs) runs.forEach((rs, i) => { const s = stats(rs.filter((r) => r.config === c)); if (!s.n) return; console.log(`| ${c} | ${names[i]} | ${s.n} | ${s.wins} (${Math.round((100 * s.wins) / s.n)} %) | ${f2(s.rounds)} | ${f1(s.lpLeft)} | ${s.reachedBoss} | ${f1(s.leaks)} | ${s.bounties} (${s.bountyLeaks}) | ${f2(s.lost)} | ${f2(s.merges)} | ${s.errors} |`); }); console.log('\n| config | run | shop level R4/7/10/13 | board value R4/7/10/13 | Σ bond tiers | activated layers | elites deployed |'); console.log('|---|---|---|---|---|---|---|'); for (const c of cfgs) runs.forEach((rs, i) => { const s = stats(rs.filter((r) => r.config === c)); if (!s.n) return; console.log(`| ${c} | ${names[i]} | ${four(s.level)} | ${four(s.value)} | ${four(s.tiers)} | ${four(s.layers, (x) => x.toFixed(0))} | ${four(s.elites)} |`); }); console.log('\n| config | run | leaks per alive bot and round R1…R15 |'); console.log('|---|---|---|'); for (const c of cfgs) runs.forEach((rs, i) => { const recs = rs.filter((r) => r.config === c); if (!recs.length) return; const cells = []; for (let rd = 1; rd <= 15; rd++) { const v = recs.flatMap((r) => r.rounds.filter((row) => row.round === rd).flatMap((row) => Object.values(row.players).filter((p) => p.leaks != null && p.total != null))); if (v.length) cells.push(`${rd}:${avg(v.map((p) => p.leaks)).toFixed(1)}`); } console.log(`| ${c} | ${names[i]} | ${cells.join(' ')} |`); }); const calib = runs.map((rs) => { const bins = [[0, 0.2], [0.2, 0.5], [0.5, 0.8], [0.8, 0.95], [0.95, 1.01]].map(([lo, hi]) => ({ lo, hi, n: 0, units: 0, leaked: 0 })); for (const r of rs) for (const b of r.bounties) { if (b.p == null) continue; const bin = bins.find((x) => b.p >= x.lo && b.p < x.hi); const battles = Math.max(1, Math.min(2, b.battles || 1)); let leaked = 0; for (const row of r.rounds) if (row.round >= b.round && row.round < b.round + battles) leaked += ((row.players[b.pid] || {}).bountyKeys || []).filter((k) => k === b.enemyKey).length; bin.n++; bin.units += (b.count || 1) * battles; bin.leaked += leaked; } return bins; }); if (calib.some((bins) => bins.some((b) => b.n))) { console.log('\n| run | bounty kill-chance estimate (bot.bountyKillChance) → share of bounty enemies actually killed, picks per bin |'); console.log('|---|---|'); runs.forEach((rs, i) => { if (calib[i].some((b) => b.n)) console.log(`| ${names[i]} | ${calib[i].filter((b) => b.n).map((b) => `p ${b.lo}–${Math.min(1, b.hi)}: ${(100 * (1 - b.leaked / Math.max(1, b.units))).toFixed(0)} % (${b.n})`).join(' · ')} |`); }); // the picks against what the draft offered (records with `best`) console.log('\n| config | run | bounty picks | p < 0.5 picked while a p ≥ 0.5 card was offered | drafts with no card p ≥ 0.5 |'); console.log('|---|---|---|---|---|'); for (const c of cfgs) runs.forEach((rs, i) => { const b = rs.filter((r) => r.config === c).flatMap((r) => r.bounties).filter((x) => x.best != null); if (b.length) console.log(`| ${c} | ${names[i]} | ${b.length} | ${b.filter((x) => x.p < 0.5 && x.best >= 0.5).length} | ${b.filter((x) => x.best < 0.5).length} |`); }); } console.log('\n| config | run | bot preps | prep CPU ms p50 / p95 | heuristics CPU ms p50 / p95 | Σ prep CPU s | Σ heuristics CPU s | per match: prep CPU s |'); console.log('|---|---|---|---|---|---|---|---|'); for (const c of cfgs) runs.forEach((rs, i) => { const s = stats(rs.filter((r) => r.config === c)); if (!s.n) return; console.log(`| ${c} | ${names[i]} | ${s.prepN} | ${f1(s.cpuP50)} / ${f1(s.cpuP95)} | ${f1(s.hcpuP50)} / ${f1(s.hcpuP95)} | ${f1(s.cpuSum / 1000)} | ${f1(s.hcpuSum / 1000)} | ${f2(s.cpuSum / 1000 / s.n)} |`); }); console.log('\n| config | run | bot preps | prep ms p50 / p95 | heuristics ms p50 / p95 | rehearsal ms p50 / p95 | R1–R10 preps: prep / heuristics p50 / p95 | 机变 pick ms p50 / p95 (n) | match wall s |'); console.log('|---|---|---|---|---|---|---|---|---|'); for (const c of cfgs) runs.forEach((rs, i) => { const s = stats(rs.filter((r) => r.config === c)); if (!s.n) return; const e = s.early; console.log(`| ${c} | ${names[i]} | ${s.prepN} | ${f1(s.prepP50)} / ${f1(s.prepP95)} | ${f1(s.heurP50)} / ${f1(s.heurP95)} | ${f1(s.rehP50)} / ${f1(s.rehP95)} | ${e.n}: ${f1(e.p50)} / ${f1(e.p95)} · ${f1(e.h50)} / ${f1(e.h95)} | ${f2(s.pickP50)} / ${f2(s.pickP95)} (${s.pickN}) | ${f1(s.ms / 1000)} |`); }); }