Major changes: - Add hand history module (iPoker format) with HandHistoryLogger - Add run_sng_series() for multi-tournament aggregate statistics - Fix MTT table consolidation deadlock (sub-minimum-player tables) - Add Meerkat-compatible convenience methods on Action and GameInfo - Add custom blind levels, prize structures, auto-rebuy to GameConfig - Add SngSeriesResult/SngPlayerSeriesResult for series tracking - Add Tournament::winner(), tables_mut(), shuffle_seats() Review fixes: - Fix TOML prizes field ordering (must precede [[game.blind_levels]]) - Add sensible serde defaults for small_blind (10) and big_blind (20) - Fix prize assignment in run_sng_series (use raw_placement directly) - Handle hand history filename collisions with suffixed retry - Add debug_assert guard on collect_hand_history_data double-consumption
862 lines
29 KiB
Markdown
862 lines
29 KiB
Markdown
# Architecture: Hand History Logging & Tournament Improvements
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**Document Version:** 1.0
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**Date:** 2026-05-19
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**Scope:** Two major features for the rusty-marvin poker simulation engine
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---
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## Table of Contents
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1. [Overview](#overview)
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2. [Feature 1: Hand History Logging in iPoker Format](#feature-1-hand-history-logging)
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3. [Feature 2: Tournament Improvements](#feature-2-tournament-improvements)
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4. [Implementation Plan](#implementation-plan)
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5. [Data Structures](#data-structures)
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6. [Integration Points](#integration-points)
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---
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## Overview
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This document describes the architecture for two major features:
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1. **Hand History Logging** — Log every hand played in PokerTracker 3 / iPoker format for later review, analysis, and a future hand tester function.
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2. **Tournament Improvements** — Explicit blind arrays, SNG configuration with all 6 bot types, prize structure configuration, multi-tournament execution with balance tracking.
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---
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## Feature 1: Hand History Logging
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### 1.1 Module Structure
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A new module `holdem_core/src/game/hand_history.rs` will be the sole location for all hand history formatting and file I/O. It will be registered in [`holdem_core/src/game/mod.rs`](holdem_core/src/game/mod.rs:21).
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```
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holdem_core/src/game/
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├── hand_history.rs ← NEW: iPoker formatter + file writer
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├── hand_runner.rs ← MODIFY: expose action history in HandResult
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├── table.rs ← MODIFY: pass HandHistoryContext to logger
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├── simulation.rs ← MODIFY: integrate logging into cash game loop
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├── tournament.rs ← MODIFY: integrate logging into tournament loop
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└── config.rs ← MODIFY: extend OutputConfig with log directory
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```
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### 1.2 Data Flow
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The hand history logger needs data from multiple points in the hand lifecycle. The key challenge is that [`HandResult`](holdem_core/src/game/hand_runner.rs:87) currently does NOT include action history or player names — only pot winners, hand values, board, chip movements, and rake.
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```mermaid
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flowchart TD
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A[Table::run_hand] --> B[HandRunner executes hand]
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B --> C[HandRunner collects actions_this_hand]
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B --> D[HandRunner produces HandResult]
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D --> E[Table::complete_hand restores seats]
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E --> F{log_hands enabled?}
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F -->|Yes| G[Build HandHistoryRecord]
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F -->|No| H[Skip logging]
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G --> I[HandHistoryLogger::log_hand]
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I --> J[Format iPoker text]
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J --> K[Write to logs/hand_N_YYYY-MM-DD_HH-MM-SS.txt]
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subgraph Data Sources
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L[HandResult: pot_winners, hand_values, board, chip_movements, rake]
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M[HandHistoryRecord: actions, player_names, hole_cards, blind_positions, timestamp]
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end
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L --> G
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M --> G
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```
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### 1.3 Design Decision: Extend HandResult with Action History
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**Decision:** Add action history and supplementary data to [`HandResult`](holdem_core/src/game/hand_runner.rs:87) rather than exposing it separately from `HandRunner`.
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**Rationale:**
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- [`HandRunner::actions_this_hand`](holdem_core/src/game/hand_runner.rs:146) is a private field that already collects `Vec<Vec<(PlayerId, Action)>>` (4 elements: preflop, flop, turn, river).
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- [`HandRunner::into_seats()`](holdem_core/src/game/hand_runner.rs:838) consumes the runner, so actions must be extracted before or during that call.
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- Adding actions to `HandResult` keeps the API clean — callers get everything from one struct.
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- The `HandRunner::run_to_completion()` method already builds `HandResult` internally; we extend it to include actions.
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### 1.4 New Data Structures
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#### `HandHistoryRecord`
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A self-contained record with everything needed to produce an iPoker hand history file. This is NOT stored in `HandResult` — it is assembled by the caller (Table or simulation loop) from `HandResult` plus external context.
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```rust
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/// Complete record of a hand for history logging.
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pub struct HandHistoryRecord {
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/// Hand number within the session.
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pub hand_number: u64,
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/// Timestamp when the hand started.
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pub timestamp: chrono::DateTime<chrono::Utc>,
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/// Table name (e.g., "Tournament 12345, Table 1" or "Cash Game Table 1").
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pub table_name: String,
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/// Maximum seats at the table.
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pub max_seats: u8,
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/// Dealer button seat index (1-based for iPoker format).
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pub button_seat: u8,
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/// Player entries: seat number, name, starting stack.
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pub players: Vec<HandHistoryPlayer>,
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/// Blind postings: player name, amount, type (SB/BB/Ante).
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pub blind_postings: Vec<BlindPosting>,
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/// Actions per street: preflop, flop, turn, river.
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/// Each street is a list of (player_name, action_description).
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pub street_actions: Vec<Vec<StreetAction>>,
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/// Board cards per street.
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pub board_cards: Vec<Vec<Card>>,
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/// Showdown entries: player name, hole cards, hand description.
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pub showdown_entries: Vec<ShowdownEntry>,
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/// Pot collection entries: player name, amount.
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pub collections: Vec<PotCollection>,
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/// Total pot and rake.
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pub total_pot: ChipCount,
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pub total_rake: ChipCount,
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/// Summary information.
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pub summary: HandSummary,
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}
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```
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#### Supporting types:
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```rust
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pub struct HandHistoryPlayer {
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pub seat: u8, // 1-based
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pub name: String,
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pub stack: ChipCount,
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}
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pub struct BlindPosting {
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pub player_name: String,
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pub amount: ChipCount,
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pub blind_type: BlindType, // SmallBlind, BigBlind, Ante
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}
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pub struct StreetAction {
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pub player_name: String,
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pub action_type: ActionDescription,
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pub amount: ChipCount, // 0 for fold/check
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}
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pub enum ActionDescription {
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Fold,
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Check,
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Call,
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Raise { total: ChipCount },
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Bet { total: ChipCount },
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AllIn { total: ChipCount },
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}
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pub struct ShowdownEntry {
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pub player_name: String,
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pub seat: u8,
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pub hole_cards: Option<HoleCards>,
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pub hand_description: String, // e.g., "a pair of Aces"
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pub result: ShowdownResult, // Won, Lost
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}
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pub struct PotCollection {
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pub player_name: String,
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pub amount: ChipCount,
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}
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pub struct HandSummary {
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pub total_pot: ChipCount,
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pub rake: ChipCount,
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pub board: Vec<Card>,
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pub player_summaries: Vec<PlayerSummary>,
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}
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pub struct PlayerSummary {
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pub seat: u8,
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pub name: String,
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pub action: String, // e.g., "collected 800", "showed [As Kh] and lost"
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}
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```
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### 1.5 Changes to HandResult
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Extend [`HandResult`](holdem_core/src/game/hand_runner.rs:87) to include action history:
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```rust
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pub struct HandResult {
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// ... existing fields ...
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pub pot_winners: Vec<Vec<PotWinner>>,
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pub hand_values: HashMap<PlayerId, HandValue>,
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pub board: Board,
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pub chip_movements: HashMap<PlayerId, i64>,
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pub total_rake: ChipCount,
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pub rake_per_pot: Vec<ChipCount>,
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// NEW FIELDS:
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/// Actions taken during the hand, grouped by street.
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/// Index 0 = preflop, 1 = flop, 2 = turn, 3 = river.
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pub actions: Vec<Vec<(PlayerId, Action)>>,
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/// Hole cards for each player who was dealt cards.
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/// Keyed by PlayerId. Available for all players, not just showdown.
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pub hole_cards: HashMap<PlayerId, HoleCards>,
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/// Seat assignments: PlayerId -> seat index (0-based).
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pub seat_assignments: HashMap<PlayerId, SeatIndex>,
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/// Blind positions: SB and BB seat indices.
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pub sb_seat: SeatIndex,
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pub bb_seat: SeatIndex,
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/// Dealer seat index.
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pub dealer_seat: SeatIndex,
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/// Small blind and big blind amounts used.
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pub small_blind: ChipCount,
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pub big_blind: ChipCount,
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pub ante: ChipCount,
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}
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```
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**Where to populate:** In [`HandRunner::run_to_completion()`](holdem_core/src/game/hand_runner.rs), after the hand finishes and before returning the result. The data is already available in `HandRunner`'s private fields:
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- `actions_this_hand` → `result.actions`
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- `seats[].hole_cards` → `result.hole_cards`
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- `seats[].index` → `result.seat_assignments`
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- `sb_seat_idx`, `bb_seat_idx` → `result.sb_seat`, `result.bb_seat`
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- `dealer_seat` → `result.dealer_seat`
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- `small_blind`, `big_blind`, `ante` → already available
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### 1.6 HandHistoryLogger
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The logger is a struct that manages file output:
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```rust
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/// Logs hand histories in iPoker format.
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pub struct HandHistoryLogger {
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/// Directory for log files.
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log_dir: PathBuf,
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/// Whether logging is enabled.
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enabled: bool,
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}
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impl HandHistoryLogger {
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pub fn new(log_dir: PathBuf, enabled: bool) -> Self;
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/// Ensures the log directory exists (creates if needed).
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pub fn ensure_dir(&self) -> std::io::Result<()>;
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/// Logs a hand to a file.
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pub fn log_hand(&self, record: &HandHistoryRecord) -> std::io::Result<()>;
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/// Generates the filename for a hand.
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fn filename(&self, record: &HandHistoryRecord) -> String {
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format!(
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"hand_{}_{}.txt",
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record.hand_number,
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record.timestamp.format("%Y-%m-%d_%H-%M-%S")
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)
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}
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}
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```
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### 1.7 iPoker Format Specification
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The formatter produces text matching the PokerTracker 3 / iPoker format. The format sections are:
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```
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Game #<hand_number> starts on <YYYY/MM/DD HH:MM:SS>
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Table "<table_name>" (<max_seats>-max) Seat #<button_seat_1based> is the button
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Seat <N>: <name> (<stack> in chips)
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<name>: posts small blind <amount>
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<name>: posts big blind <amount>
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<name>: posts ante <amount>
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*** HOLE CARDS ***
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Dealt to <name> [<card1> <card2>]
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<name>: folds
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<name>: calls <amount>
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<name>: raises <raise_amount> to <total>
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<name>: checks
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*** FLOP *** [<c1> <c2> <c3>]
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... actions ...
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*** TURN *** [<c1> <c2> <c3>] [<c4>]
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... actions ...
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*** RIVER *** [<c1> <c2> <c3> <c4>] [<c5>]
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... actions ...
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*** SHOW DOWN ***
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<name>: shows [<c1> <c2>] (<hand_description>)
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<name> collects <amount> from pot
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*** SUMMARY ***
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Total pot <amount> | Rake <amount>
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Board: [<c1> <c2> <c3> <c4> <c5>]
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Seat <N>: <name> collected <amount> (showed [<c1> <c2>] and won with <hand_desc>)
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Seat <N>: <name> showed [<c1> <c2>] and lost with <hand_desc>
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Seat <N>: <name> folded before flop (did not show)
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```
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**Card formatting:** Cards use the notation from [`Card::Display`](holdem_core/src/card.rs) — rank char + suit char, e.g., `As`, `Kh`, `Td`, `2c`. Rank mapping: `2-9, T, J, Q, K, A`. Suit mapping: `h, d, c, s`.
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**Hand description mapping** from [`HandRank`](holdem_core/src/evaluator/evaluator.rs:14):
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| HandRank | iPoker Description |
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|----------|-------------------|
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| HighCard | "high card Ace" / "high card King" etc. |
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| Pair | "a pair of Aces" |
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| TwoPair | "two pairs, Kings over Queens" |
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| ThreeOfAKind | "three of a kind, Aces" |
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| Straight | "a straight, Ace to Five" |
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| Flush | "a flush, Ace high" |
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| FullHouse | "a full house, Aces over Kings" |
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| FourOfAKind | "four of a kind, Aces" |
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| StraightFlush | "a straight flush, Ace to Five" |
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| RoyalFlush | "a royal flush" |
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### 1.8 Integration Points
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#### Cash Game Integration
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In [`run_cash_game()`](holdem_core/src/game/simulation.rs:33), after each `table.run_hand()`:
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```rust
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// Create logger from config
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let logger = HandHistoryLogger::new(
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PathBuf::from("logs"),
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config_output.log_hands,
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);
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logger.ensure_dir()?;
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// In the hand loop:
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match table.run_hand() {
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Ok(result) => {
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stats.record_hand_result(&result, &player_names);
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if logger.is_enabled() {
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let record = build_hand_history_record(
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&result, &player_names, &table, "Cash Game Table 1"
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);
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logger.log_hand(&record)?;
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}
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}
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// ...
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}
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```
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#### Tournament Integration
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In [`Tournament::run_next_hands()`](holdem_core/src/game/tournament.rs:362), after each hand result:
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```rust
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// Tournament accepts an optional HandHistoryLogger
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if let Some(ref logger) = self.hand_logger {
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let record = build_hand_history_record(
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&hand_result, &self.player_names, &table, &table_name
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);
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logger.log_hand(&record)?;
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}
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```
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### 1.9 Building HandHistoryRecord
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A helper function constructs `HandHistoryRecord` from the components:
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```rust
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/// Builds a HandHistoryRecord from a completed hand result.
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///
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/// Requires:
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/// - HandResult (with extended action/seat data)
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/// - Player name mapping (PlayerId -> name)
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/// - Table reference (for table name, max seats)
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pub fn build_hand_history_record(
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result: &HandResult,
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player_names: &HashMap<PlayerId, String>,
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table: &Table,
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table_name: &str,
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) -> HandHistoryRecord {
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// 1. Map seat_assignments to HandHistoryPlayer list
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// 2. Extract blind postings from actions[0] (preflop) where action is Raise for SB/BB
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// 3. Map actions per street to StreetAction with player names
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// 4. Map board cards from result.board
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// 5. Build showdown entries from result.pot_winners + result.hand_values + result.hole_cards
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// 6. Build collections from result.pot_winners
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// 7. Build summary
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}
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```
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### 1.10 Config Changes
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Extend [`OutputConfig`](holdem_core/src/game/config.rs:442):
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```rust
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pub struct OutputConfig {
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pub directory: Option<String>,
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pub log_hands: bool,
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pub log_actions: bool,
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// NEW:
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/// Directory for hand history log files. Defaults to "logs".
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#[serde(default = "default_log_dir")]
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pub log_dir: Option<String>,
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}
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fn default_log_dir() -> String {
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"logs".to_string()
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}
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```
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### 1.11 Dependency Addition
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Add `chrono` to [`holdem_core/Cargo.toml`](holdem_core/Cargo.toml) for timestamp support:
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```toml
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[dependencies]
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chrono = { version = "0.4", features = ["serde"] }
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```
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---
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## Feature 2: Tournament Improvements
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### 2.1 Explicit Blind Levels in TOML
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#### Config Changes
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Add optional `blind_levels` field to [`GameConfig`](holdem_core/src/game/config.rs:235):
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```rust
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pub struct GameConfig {
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// ... existing fields ...
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/// Explicit blind levels. If present, overrides num_blind_levels and hands_per_level.
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#[serde(default)]
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pub blind_levels: Vec<BlindLevelConfig>,
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}
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/// Serde-compatible blind level for TOML configuration.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct BlindLevelConfig {
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pub small_blind: ChipCount,
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pub big_blind: ChipCount,
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#[serde(default)]
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pub ante: ChipCount,
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#[serde(default = "default_hands_per_level")]
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pub hands: u32,
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}
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```
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TOML format:
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```toml
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[[game.blind_levels]]
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small_blind = 10
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big_blind = 20
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ante = 0
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hands = 10
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[[game.blind_levels]]
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small_blind = 15
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big_blind = 30
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ante = 0
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hands = 10
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```
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#### Updated `to_blind_schedule()`
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Modify [`GameConfig::to_blind_schedule()`](holdem_core/src/game/config.rs:391) to check for explicit levels first:
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```rust
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pub fn to_blind_schedule(&self) -> BlindSchedule {
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if !self.blind_levels.is_empty() {
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// Use explicit levels from config
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let levels: Vec<BlindLevel> = self.blind_levels
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.iter()
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.enumerate()
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.map(|(i, lc)| BlindLevel {
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level: (i + 1) as u32,
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small_blind: lc.small_blind,
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big_blind: lc.big_blind,
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ante: lc.ante,
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duration_hands: lc.hands,
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})
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.collect();
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BlindSchedule::custom(levels)
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} else {
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// Existing standard doubling schedule
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// ... (current code)
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}
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}
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```
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### 2.2 Custom Prize Structure
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#### Config Changes
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Add optional `prizes` field to [`GameConfig`](holdem_core/src/game/config.rs:235):
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```rust
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pub struct GameConfig {
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// ... existing fields ...
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/// Custom prize structure as absolute amounts. If present, overrides
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/// standard_sng / standard_mtt calculations.
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/// Example: [5, 3, 2] means 1st=5, 2nd=3, 3rd=2.
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#[serde(default)]
|
|
pub prizes: Vec<ChipCount>,
|
|
}
|
|
```
|
|
|
|
TOML format:
|
|
|
|
```toml
|
|
[game]
|
|
prizes = [5, 3, 2]
|
|
```
|
|
|
|
#### Updated `to_prize_structure()`
|
|
|
|
Modify [`GameConfig::to_prize_structure()`](holdem_core/src/game/config.rs:423):
|
|
|
|
```rust
|
|
pub fn to_prize_structure(&self) -> PrizeStructure {
|
|
if !self.prizes.is_empty() {
|
|
PrizeStructure { prizes: self.prizes.clone() }
|
|
} else {
|
|
match self.game_type {
|
|
GameType::Cash => PrizeStructure::standard_sng(self.buy_in, num_players),
|
|
GameType::SitAndGo => PrizeStructure::standard_sng(self.buy_in, num_players),
|
|
GameType::MultiTableTournament => {
|
|
PrizeStructure::standard_mtt(self.buy_in, total_entries)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
### 2.3 Seat Switching Between Tournaments
|
|
|
|
#### Current Behavior
|
|
|
|
- [`TableConfig.randomize_seats`](holdem_core/src/game/table.rs:51) shuffles seats before each hand in cash games.
|
|
- [`Table::shuffle_seats()`](holdem_core/src/game/table.rs) already exists and works.
|
|
- In tournaments, [`Table::start_hand()`](holdem_core/src/game/table.rs:327) calls `shuffle_seats()` if `randomize_seats` is true, but this is per-hand, not per-tournament.
|
|
|
|
#### Design
|
|
|
|
For multi-tournament SNG, we need seat randomization **between tournaments**, not between hands within a tournament. The approach:
|
|
|
|
1. **Keep `randomize_seats` on `GameConfig`** with its current meaning for cash games.
|
|
2. **In the multi-tournament runner** (new function), call `table.shuffle_seats()` once before each tournament starts, but set `randomize_seats = false` on the `TableConfig` so it does not shuffle per-hand.
|
|
|
|
```rust
|
|
/// Runs multiple SNG tournaments and aggregates results.
|
|
pub fn run_sng_series(
|
|
config: &GameConfig,
|
|
num_tournaments: u32,
|
|
) -> Result<SngSeriesResult, GameError> {
|
|
let mut aggregate_stats = SimulationStats::new("SitAndGo Series");
|
|
|
|
for tournament_num in 0..num_tournaments {
|
|
let mut table_config = config.to_table_config();
|
|
table_config.randomize_seats = false; // don't shuffle per-hand
|
|
|
|
let blind_schedule = config.to_blind_schedule();
|
|
let prize_structure = config.to_prize_structure();
|
|
|
|
let mut tournament = Tournament::new_sng(
|
|
table_config,
|
|
blind_schedule,
|
|
prize_structure,
|
|
config.starting_chips,
|
|
config.buy_in,
|
|
);
|
|
|
|
// Register bots (fresh instances each tournament)
|
|
for (i, bot_config) in config.bots.iter().enumerate() {
|
|
let player_id = PlayerId(i as u64);
|
|
let bot = create_bot(bot_config, player_id)?;
|
|
tournament.register_player(bot)?;
|
|
}
|
|
|
|
// Shuffle seats between tournaments
|
|
if config.randomize_seats {
|
|
tournament.shuffle_seats()?; // NEW method on Tournament
|
|
}
|
|
|
|
// Run tournament
|
|
tournament.run_to_completion()?;
|
|
|
|
// Record results
|
|
aggregate_stats.record_tournament_result(
|
|
&tournament, &player_names, config.buy_in
|
|
);
|
|
}
|
|
|
|
// ... compute aggregate stats
|
|
}
|
|
```
|
|
|
|
#### New `Tournament::shuffle_seats()`
|
|
|
|
Add a method to [`Tournament`](holdem_core/src/game/tournament.rs:228) that shuffles seats on all tables:
|
|
|
|
```rust
|
|
/// Shuffles seat assignments on all tables.
|
|
/// Used between tournaments in a series to randomize positions.
|
|
pub fn shuffle_seats(&mut self) {
|
|
for table in &mut self.tables {
|
|
table.shuffle_seats();
|
|
}
|
|
}
|
|
```
|
|
|
|
### 2.4 Multi-Tournament Execution
|
|
|
|
#### Config Changes
|
|
|
|
Add `num_tournaments` to [`OutputConfig`](holdem_core/src/game/config.rs:442) (or `GameConfig`):
|
|
|
|
```rust
|
|
pub struct OutputConfig {
|
|
// ... existing fields ...
|
|
|
|
/// Number of tournaments to run in a series. Default: 1.
|
|
#[serde(default = "default_one")]
|
|
pub num_tournaments: u32,
|
|
}
|
|
```
|
|
|
|
TOML:
|
|
|
|
```toml
|
|
[output]
|
|
log_hands = true
|
|
num_tournaments = 100
|
|
```
|
|
|
|
#### New: SngSeriesResult
|
|
|
|
Aggregate results across multiple tournaments:
|
|
|
|
```rust
|
|
/// Results from a series of SNG tournaments.
|
|
pub struct SngSeriesResult {
|
|
/// Number of tournaments played.
|
|
pub tournaments_played: u32,
|
|
/// Per-player aggregate statistics.
|
|
pub player_results: HashMap<PlayerId, SngPlayerSeriesResult>,
|
|
/// Total hands played across all tournaments.
|
|
pub total_hands: u64,
|
|
}
|
|
|
|
/// Aggregate results for one player across a tournament series.
|
|
pub struct SngPlayerSeriesResult {
|
|
pub player_id: PlayerId,
|
|
pub name: String,
|
|
/// Number of tournaments this player won (1st place).
|
|
pub wins: u32,
|
|
/// Number of times this player finished in each paid position.
|
|
pub finishes: HashMap<u32, u32>, // position -> count
|
|
/// Total entry fees paid (num_tournaments * buy_in).
|
|
pub total_entry_fees: ChipCount,
|
|
/// Total prize money won.
|
|
pub total_prize_money: ChipCount,
|
|
/// Net profit = total_prize_money - total_entry_fees.
|
|
pub net_profit: i64,
|
|
/// ROI as percentage = (net_profit / total_entry_fees) * 100.
|
|
pub roi_percent: f64,
|
|
/// Average finishing position.
|
|
pub avg_finish: f64,
|
|
}
|
|
```
|
|
|
|
### 2.5 Balance Tracking (Money, Not Chips)
|
|
|
|
The balance tracking is about tracking **real money** (entry fees vs. prize money) across multiple tournaments, not chip balances within a single tournament.
|
|
|
|
**Key insight:** Within a single tournament, chips are play money. The financial outcome is:
|
|
- **Cost:** `buy_in` per tournament
|
|
- **Revenue:** `prize` based on finishing position
|
|
- **Profit:** `prize - buy_in`
|
|
|
|
This is already partially implemented in [`SimulationStats::record_tournament_result()`](holdem_core/src/game/stats.rs:224) which computes `profit = prize - buy_in`. The multi-tournament aggregation adds:
|
|
|
|
1. Accumulating profits across N tournaments
|
|
2. Computing ROI across the series
|
|
3. Tracking position distribution (how often each player finishes 1st, 2nd, 3rd, etc.)
|
|
|
|
### 2.6 Data Flow for Multi-Tournament
|
|
|
|
```mermaid
|
|
flowchart TD
|
|
A[Load SimulationConfig] --> B[Parse blind_levels, prizes, num_tournaments]
|
|
B --> C{For each tournament 1..N}
|
|
C --> D[Create fresh Tournament instance]
|
|
D --> E[Create fresh bot instances]
|
|
E --> F{randomize_seats?}
|
|
F -->|Yes| G[Tournament.shuffle_seats]
|
|
F -->|No| H[Skip]
|
|
G --> I[Register bots]
|
|
H --> I
|
|
I --> J[Tournament.run_to_completion]
|
|
J --> K[Record tournament result]
|
|
K --> L[Accumulate SngPlayerSeriesResult]
|
|
L --> C
|
|
C -->|Done| M[Compute aggregate stats]
|
|
M --> N[Print summary table]
|
|
M --> O[Optionally log individual tournament results]
|
|
```
|
|
|
|
### 2.7 Main.rs Changes
|
|
|
|
Update [`holdem_sim/src/main.rs`](holdem_sim/src/main.rs) to handle multi-tournament:
|
|
|
|
```rust
|
|
fn run_tournament_simulation(config: &GameConfig, output_config: &OutputConfig) {
|
|
let num_tournaments = output_config.num_tournaments.max(1);
|
|
|
|
if num_tournaments > 1 {
|
|
// Run SNG series
|
|
run_sng_series(config, num_tournaments);
|
|
} else {
|
|
// Single tournament (existing behavior)
|
|
// ... current code ...
|
|
}
|
|
}
|
|
```
|
|
|
|
The `SimulationConfig` needs to be threaded through to the tournament runner so `output.num_tournaments` is accessible.
|
|
|
|
---
|
|
|
|
## Implementation Plan
|
|
|
|
### Phase 1: Hand History Logging
|
|
|
|
| Step | File | Action |
|
|
|------|------|--------|
|
|
| 1.1 | `holdem_core/Cargo.toml` | Add `chrono` dependency |
|
|
| 1.2 | `holdem_core/src/game/hand_runner.rs` | Extend `HandResult` with `actions`, `hole_cards`, `seat_assignments`, `sb_seat`, `bb_seat`, `dealer_seat`, `small_blind`, `big_blind`, `ante` fields. Populate them in `run_to_completion()` before returning. |
|
|
| 1.3 | `holdem_core/src/game/hand_history.rs` | Create new module with `HandHistoryRecord`, supporting types, `HandHistoryLogger`, `build_hand_history_record()`, and iPoker formatter |
|
|
| 1.4 | `holdem_core/src/game/mod.rs` | Add `pub mod hand_history;` and re-export key types |
|
|
| 1.5 | `holdem_core/src/game/config.rs` | Add `log_dir` field to `OutputConfig` |
|
|
| 1.6 | `holdem_core/src/game/simulation.rs` | Integrate `HandHistoryLogger` into `run_cash_game()` |
|
|
| 1.7 | `holdem_core/src/game/table.rs` | Expose `hand_number()` and `config()` publicly if not already |
|
|
| 1.8 | Tests | Unit tests for iPoker formatter, integration test for full hand logging |
|
|
|
|
### Phase 2: Tournament Config Improvements
|
|
|
|
| Step | File | Action |
|
|
|------|------|--------|
|
|
| 2.1 | `holdem_core/src/game/config.rs` | Add `BlindLevelConfig` struct, `blind_levels` field to `GameConfig`, `prizes` field to `GameConfig` |
|
|
| 2.2 | `holdem_core/src/game/config.rs` | Update `to_blind_schedule()` to use explicit levels when present |
|
|
| 2.3 | `holdem_core/src/game/config.rs` | Update `to_prize_structure()` to use custom prizes when present |
|
|
| 2.4 | `holdem_core/examples/configs/sng_tournament.toml` | Update example config with explicit blind levels and prize structure |
|
|
| 2.5 | Tests | Unit tests for TOML parsing of explicit blind levels and custom prizes |
|
|
|
|
### Phase 3: Multi-Tournament Execution
|
|
|
|
| Step | File | Action |
|
|
|------|------|--------|
|
|
| 3.1 | `holdem_core/src/game/config.rs` | Add `num_tournaments` to `OutputConfig` |
|
|
| 3.2 | `holdem_core/src/game/tournament.rs` | Add `Tournament::shuffle_seats()` method |
|
|
| 3.3 | `holdem_core/src/game/simulation.rs` | Create `run_sng_series()` function with `SngSeriesResult` |
|
|
| 3.4 | `holdem_core/src/game/stats.rs` | Add `SngPlayerSeriesResult` and aggregation logic |
|
|
| 3.5 | `holdem_sim/src/main.rs` | Update to pass `OutputConfig` to tournament runner, handle `num_tournaments > 1` |
|
|
| 3.6 | Tests | Integration test for multi-tournament series |
|
|
|
|
### Phase 4: Tournament Hand Logging Integration
|
|
|
|
| Step | File | Action |
|
|
|------|------|--------|
|
|
| 4.1 | `holdem_core/src/game/tournament.rs` | Add optional `HandHistoryLogger` to `Tournament`, integrate into `run_next_hands()` |
|
|
| 4.2 | `holdem_core/src/game/tournament.rs` | Track player names mapping inside Tournament for logging |
|
|
| 4.3 | Tests | Integration test verifying hand logs from tournament play |
|
|
|
|
---
|
|
|
|
## Data Structures
|
|
|
|
### Summary of All New Types
|
|
|
|
| Type | Location | Purpose |
|
|
|------|----------|---------|
|
|
| `HandHistoryRecord` | `hand_history.rs` | Complete hand record for logging |
|
|
| `HandHistoryPlayer` | `hand_history.rs` | Player info in hand history |
|
|
| `BlindPosting` | `hand_history.rs` | Blind/ante posting record |
|
|
| `StreetAction` | `hand_history.rs` | Player action on a street |
|
|
| `ActionDescription` | `hand_history.rs` | Action type for logging |
|
|
| `ShowdownEntry` | `hand_history.rs` | Showdown participant |
|
|
| `PotCollection` | `hand_history.rs` | Pot collection record |
|
|
| `HandSummary` | `hand_history.rs` | Hand summary section |
|
|
| `PlayerSummary` | `hand_history.rs` | Per-player summary |
|
|
| `HandHistoryLogger` | `hand_history.rs` | File writer for hand histories |
|
|
| `BlindLevelConfig` | `config.rs` | TOML-deserializable blind level |
|
|
| `SngSeriesResult` | `simulation.rs` | Multi-tournament aggregate |
|
|
| `SngPlayerSeriesResult` | `simulation.rs` | Per-player series statistics |
|
|
|
|
### Summary of Modified Types
|
|
|
|
| Type | Location | Changes |
|
|
|------|----------|---------|
|
|
| `HandResult` | `hand_runner.rs` | Add `actions`, `hole_cards`, `seat_assignments`, blind position fields |
|
|
| `GameConfig` | `config.rs` | Add `blind_levels: Vec<BlindLevelConfig>`, `prizes: Vec<ChipCount>` |
|
|
| `OutputConfig` | `config.rs` | Add `log_dir: Option<String>`, `num_tournaments: u32` |
|
|
| `Tournament` | `tournament.rs` | Add `shuffle_seats()` method, optional `HandHistoryLogger` |
|
|
|
|
---
|
|
|
|
## Integration Points
|
|
|
|
### How New Code Connects to Existing Code
|
|
|
|
```mermaid
|
|
flowchart LR
|
|
subgraph Config Layer
|
|
GC[GameConfig]
|
|
OC[OutputConfig]
|
|
end
|
|
|
|
subgraph Engine Layer
|
|
HR[HandRunner]
|
|
T[Table]
|
|
TN[Tournament]
|
|
end
|
|
|
|
subgraph New Modules
|
|
HH[hand_history.rs]
|
|
SS[run_sng_series]
|
|
end
|
|
|
|
subgraph Output
|
|
LOG[logs/ directory]
|
|
STATS[SimulationStats]
|
|
SNG[SngSeriesResult]
|
|
end
|
|
|
|
GC -->|blind_levels| TN
|
|
GC -->|prizes| TN
|
|
OC -->|log_hands, log_dir| HH
|
|
OC -->|num_tournaments| SS
|
|
|
|
HR -->|Extended HandResult| HH
|
|
HR -->|Extended HandResult| STATS
|
|
T -->|run_hand result| HH
|
|
TN -->|per-hand results| HH
|
|
TN -->|standings| STATS
|
|
SS -->|aggregate| SNG
|
|
|
|
HH -->|writes| LOG
|
|
```
|
|
|
|
### Key API Surfaces
|
|
|
|
1. **`HandResult` extensions** — The extended struct is backward-compatible. New fields are populated automatically by `HandRunner::run_to_completion()`. Existing callers that destructure `HandResult` will get compiler warnings for unused fields but no breakage.
|
|
|
|
2. **`HandHistoryLogger`** — Standalone struct with no trait dependencies. Created by the simulation runner and optionally passed to `Table`/`Tournament`.
|
|
|
|
3. **`BlindLevelConfig`** — Pure config struct. Only affects `GameConfig::to_blind_schedule()`.
|
|
|
|
4. **`run_sng_series()`** — New function in `simulation.rs`. Does not modify existing `run_cash_game()` or single-tournament flow.
|
|
|
|
5. **`Tournament::shuffle_seats()`** — Delegates to existing `Table::shuffle_seats()`. No new behavior, just an access method.
|
|
|
|
### Backward Compatibility
|
|
|
|
- All new `GameConfig` fields use `#[serde(default)]`, so existing TOML configs continue to work.
|
|
- `HandResult` extensions are additive — existing code that ignores new fields is unaffected.
|
|
- `OutputConfig` extensions are additive with sensible defaults.
|
|
- The single-tournament path in `main.rs` is preserved; multi-tournament is triggered only when `num_tournaments > 1`.
|