Framework (holdem_core::game::strategy): - HandAnalyzer: 15 hand analysis methods (overpair, flush draw, OESD, outs, etc.) - HandHelper: 14 board texture and hand strength methods (Kill Phil grouping, etc.) - ActionRecorder: per-street action tracking with player filtering - StrategyContext: read-only game state snapshot with position/pot odds helpers - Strategy trait + ModularStrategy: composite pattern with 3 voting modes (FirstApplicable, Democratic, Random) Cash Game Bots (holdem_bots crate — private, exclude from public mirrors): - PostFlopStrategy: shared postflop logic using hand strength approximation - BigStackBot: NL cash strategy for stack > 25 BB (preflop + postflop) - ShortStackBot: NL cash strategy for stack ≤ 25 BB (preflop + postflop) - Full preflop decision trees ported from Java Supersonic framework Repository restructuring: - Created holdem_bots crate with feature-gated dependency from holdem_sim - Added game::strategy module to holdem_core - Cleaned up 4 unused evaluator stubs - Moved plans/ to docs/, added proptest-regressions/ to .gitignore - Added ARCHITECTURE_BOT_FRAMEWORK.md documentation Tests: 58 new strategy tests + 17 bot tests (all passing)
648 lines
25 KiB
Markdown
648 lines
25 KiB
Markdown
# Bot Framework Architecture — Supersonic Port
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## Overview
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This document describes the module architecture for porting the Java Supersonic bot framework to the Rust `rusty-marvin` project. The design introduces a **strategy framework** with hand analysis, modular strategy composition, and advanced cash-game bots — while keeping proprietary bot logic in a separate private crate.
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### Goals
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1. **Public/Private separation** — Advanced bots live in a private crate excludable from public mirrors
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2. **Framework in `holdem_core`** — Traits, helpers, analysis tools remain public and reusable
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3. **Idiomatic Rust** — Traits instead of interfaces, enums instead of inheritance hierarchies, `Option` instead of null
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4. **Minimal disruption** — Existing bots and engine code continue to work unchanged
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---
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## Current State
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The existing codebase already has:
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- [`HoldemPlayer`](holdem_core/src/game/player.rs:78) trait — the Meerkat-compatible bot interface with `act()`, `action_event()`, etc.
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- [`GameInfo`](holdem_core/src/game/game_info.rs:21) — read-only game state snapshot passed to bots
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- [`bot_factory`](holdem_core/src/game/bot_factory.rs:52) — string-based factory mapping `"call_bot"` → `Box<dyn HoldemPlayer>`
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- Six simple bots in [`holdem_core/src/game/bots/`](holdem_core/src/game/bots/mod.rs) — `CallBot`, `FoldBot`, `RaiseBot`, `RandomBot`, `FlockBot`, `ChumpBot`
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- [`Evaluator`](holdem_core/src/evaluator/evaluator.rs) + [`EvaluatorSingleton`](holdem_core/src/evaluator/singleton.rs:9) — Two-Plus-Two lookup table evaluator
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- [`Card`](holdem_core/src/card.rs) with zero-based rank/suit, [`HandValue`](holdem_core/src/evaluator/evaluator.rs:108), [`Street`](holdem_core/src/board.rs) enum
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---
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## Proposed Workspace Structure
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```
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rusty-marvin/
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├── Cargo.toml # workspace root — members listed here
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├── holdem_core/ # PUBLIC crate — framework + simple bots
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│ └── src/
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│ ├── lib.rs
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│ ├── card.rs, deck.rs, board.rs, hand.rs, hole_cards.rs
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│ ├── errors.rs
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│ ├── evaluator/ # unchanged
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│ └── game/
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│ ├── mod.rs
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│ ├── action.rs, betting.rs, config.rs
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│ ├── game_info.rs, player_info.rs
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│ ├── hand_runner.rs, hand_history.rs
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│ ├── player.rs # HoldemPlayer trait + Seat
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│ ├── pot.rs, table.rs, tournament.rs
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│ ├── simulation.rs, stats.rs, types.rs
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│ ├── bot_factory.rs # EXTENDED: plugin-style registration
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│ ├── bots/ # simple test bots — unchanged
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│ │ ├── mod.rs, call_bot.rs, fold_bot.rs
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│ │ ├── raise_bot.rs, random_bot.rs
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│ │ ├── chump_bot.rs, flock_bot.rs
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│ └── strategy/ # NEW: strategy framework
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│ ├── mod.rs
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│ ├── context.rs # StrategyContext — aggregated decision state
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│ ├── modular.rs # ModularStrategy — composite pattern
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│ ├── action_recorder.rs # ActionRecorder — per-street action log
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│ ├── hand_analyzer.rs # HandAnalyzer — postflop hand analysis
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│ ├── hand_helper.rs # HandHelper — preflop tables + utilities
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│ ├── hand_range.rs # HandRange — 52x52 weighted opponent range
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│ └── hand_potential.rs # HandPotential — hand strength estimation
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├── holdem_bots/ # PRIVATE crate — advanced bots
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│ ├── Cargo.toml
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│ └── src/
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│ ├── lib.rs
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│ ├── factory.rs # registers bots with holdem_core factory
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│ └── cash/ # cash game strategies
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│ ├── mod.rs
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│ ├── big_stack.rs # BigStackStrategy
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│ ├── short_stack.rs # ShortStackStrategy
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│ ├── postflop.rs # PostFlopStrategyV3 — shared postflop logic
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│ ├── preflop/
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│ │ ├── mod.rs
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│ │ ├── big_stack.rs # BigStackPreFlopStrategy
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│ │ └── short_stack.rs # ShortStackPreFlopStrategy
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│ └── street/
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│ ├── mod.rs
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│ ├── flop.rs # BigStackFlopStrategy
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│ ├── turn.rs # BigStackTurnStrategy
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│ └── river.rs # BigStackRiverStrategy
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├── holdem_sim/ # unchanged
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│ └── src/main.rs
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├── docs/
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└── plans/
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```
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---
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## Crate Responsibilities
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### `holdem_core` — Public Framework Crate
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**Contains:** Everything needed to build a poker bot.
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| Module | Purpose | Visibility |
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|--------|---------|------------|
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| `card`, `deck`, `board`, `hand`, `hole_cards` | Core card types | Public |
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| `evaluator` | Hand evaluation via lookup tables | Public |
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| `game::player` | [`HoldemPlayer`](holdem_core/src/game/player.rs:78) trait — the bot interface | Public |
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| `game::game_info` | [`GameInfo`](holdem_core/src/game/game_info.rs:21) — read-only game state | Public |
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| `game::bot_factory` | Bot instantiation with plugin registration | Public |
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| `game::bots` | Simple test bots: CallBot, FoldBot, etc. | Public |
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| `game::strategy` | **NEW** — Strategy framework traits and helpers | Public |
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| `game::strategy::modular` | **NEW** — Composite strategy with voting | Public |
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| `game::strategy::action_recorder` | **NEW** — Per-street action tracking | Public |
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| `game::strategy::hand_analyzer` | **NEW** — Postflop hand analysis | Public |
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| `game::strategy::hand_helper` | **NEW** — Preflop rankings + board texture | Public |
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| `game::strategy::hand_range` | **NEW** — 52×52 weighted opponent range grid | Public |
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| `game::strategy::hand_potential` | **NEW** — Hand strength / potential estimation | Public |
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### `holdem_bots` — Private Advanced Bots Crate
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**Contains:** Proprietary bot implementations that implement `HoldemPlayer`.
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| Module | Purpose | Visibility |
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|--------|---------|------------|
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| `factory` | Registers bot types with core factory on init | Private |
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| `cash::big_stack` | BigStackStrategy — stack > 25 BB | Private |
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| `cash::short_stack` | ShortStackStrategy — stack ≤ 25 BB | Private |
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| `cash::postflop` | Shared postflop logic using HandPotential | Private |
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| `cash::preflop::big_stack` | BigStack preflop strategy | Private |
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| `cash::preflop::short_stack` | ShortStack preflop strategy | Private |
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| `cash::street::flop` | BigStack flop strategy | Private |
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| `cash::street::turn` | BigStack turn strategy | Private |
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| `cash::street::river` | BigStack river strategy | Private |
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---
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## Key Traits and Relationships
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```mermaid
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classDiagram
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class HoldemPlayer {
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<<trait>>
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+id() PlayerId
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+name() str
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+init(game_info)
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+game_start_event(game_info)
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+hole_cards_dealt(hole_cards, game_info)
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+stage_event(game_info)
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+act(game_info) Action
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+action_event(player_id, action, game_info)
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+showdown_event(player_id, hole_cards, hand_value, game_info)
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+game_over_event(game_info)
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}
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class Strategy {
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<<trait>>
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+is_applicable(context) bool
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+act(context) Action
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}
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class ModularStrategy {
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-strategies: Vec~Box dyn Strategy~
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-mode: VotingMode
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+act(context) Action
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}
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class StrategyContext {
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+game_info: GameInfo
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+hole_cards: HoleCards
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+action_recorder: ActionRecorder
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+aggressor_id: Option~PlayerId~
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+num_raises: usize
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+num_callers: usize
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}
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class ActionRecorder {
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-actions: Vec~Vec~ActionRecord~~
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+record(street, player_id, action)
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+actions_on_street(street) Vec
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+last_raise_on_street(street) Option
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+reset()
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}
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class HandAnalyzer {
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-evaluator: Arc~Evaluator~
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+is_over_pair(hole_cards, board) bool
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+is_paired(board) bool
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+is_trips_or_higher(hand_value) bool
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+num_outs_to_monster(hole_cards, board) u8
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+is_oesd(hole_cards, board) bool
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+is_flush_draw(hole_cards, board) bool
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+suit_count(hole_cards, board) u8
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}
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class HandHelper {
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+preflop_rank_full_ring(hole_cards) f64
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+preflop_rank_hu(hole_cards) f64
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+kill_phil_group(hole_cards) u8
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+board_texture(board) BoardTexture
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+count_outs(hole_cards, board) u8
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}
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class HandRange {
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-weights: [[f64; 13]; 13]
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+weight(rank1, rank2) f64
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+set_weight(rank1, rank2, weight)
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+normalize()
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}
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class HandPotential {
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+hand_strength(hole_cards, board, range) f64
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+positive_potential(hole_cards, board, range) f64
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+negative_potential(hole_cards, board, range) f64
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}
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class VotingMode {
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<<enum>>
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FirstApplicable
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Democratic
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Random
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}
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Strategy <|.. ModularStrategy : implements
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ModularStrategy o-- Strategy : contains N
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ModularStrategy --> VotingMode : uses
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StrategyContext --> ActionRecorder : contains
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Strategy --> StrategyContext : reads
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HandAnalyzer --> Evaluator : uses
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HandPotential --> HandRange : uses
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HoldemPlayer <|.. ModularStrategy : implements via adapter
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HoldemPlayer <|.. CallBot : implements
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HoldemPlayer <|.. BigStackBot : implements
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```
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### Strategy Trait
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The core abstraction for composable bot behavior:
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```rust
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/// A single strategy component that can decide whether it applies
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/// to the current game situation and produce an action.
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pub trait Strategy: Send + Sync {
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/// Whether this strategy should participate in the current decision.
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fn is_applicable(&self, context: &StrategyContext) -> bool;
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/// Produce an action. Called only when `is_applicable` returns true.
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fn act(&self, context: &StrategyContext) -> Action;
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}
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```
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### VotingMode Enum
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Replaces the Java inheritance hierarchy for `ModularStrategy` subclasses:
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```rust
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/// How a ModularStrategy selects among multiple applicable sub-strategies.
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pub enum VotingMode {
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/// Use the first strategy where `is_applicable` returns true.
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FirstApplicable,
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/// Each applicable strategy votes; majority wins.
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Democratic,
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/// Pick a random applicable strategy.
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Random,
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}
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```
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### StrategyContext
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Aggregated decision state passed to strategies — replaces the Java pattern of passing `GameInfo`, hole cards, position, etc. as separate parameters:
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```rust
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/// Read-only context provided to strategies at decision time.
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pub struct StrategyContext<'a> {
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pub game_info: &'a GameInfo,
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pub hole_cards: &'a HoleCards,
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pub action_recorder: &'a ActionRecorder,
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pub aggressor_id: Option<PlayerId>,
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pub num_raises: usize,
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pub num_callers: usize,
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}
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```
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### ModularStrategy
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The composite pattern. It implements both `Strategy` and `HoldemPlayer`:
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```rust
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/// Composite strategy that delegates to sub-strategies via a voting mechanism.
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pub struct ModularStrategy {
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strategies: Vec<Box<dyn Strategy>>,
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voting_mode: VotingMode,
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// Internal state managed across the hand lifecycle
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hole_cards: Option<HoleCards>,
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action_recorder: ActionRecorder,
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}
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```
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---
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## Java → Rust Idiom Mapping
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| Java Construct | Rust Equivalent | Notes |
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|---|---|---|
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| `interface Strategy` | `trait Strategy` | `Send + Sync` bounds for thread safety |
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| `ModularStrategy extends Strategy` | `ModularStrategy` struct implementing `Strategy` trait | Composition over inheritance |
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| `BigStackStrategy extends ModularStrategy` | `BigStackBot` struct implementing `HoldemPlayer` directly, containing a `ModularStrategy` | No inheritance chain — flat delegation |
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| `HandAnalyzer` with singleton evaluator | `HandAnalyzer` struct holding `Arc<Evaluator>` from [`EvaluatorSingleton`](holdem_core/src/evaluator/singleton.rs:9) | `OnceLock` singleton already exists |
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| `HandHelper` static methods | `HandHelper` struct with associated functions / methods | Preflop tables as `const` arrays |
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| `int card = 0..51` | [`Card`](holdem_core/src/card.rs) struct with rank/suit | Already exists in codebase |
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| `null` | `Option<T>` | Idiomatic throughout |
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| `Vector<Action>` | `Vec<Action>` | Standard |
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| `HandRange extends WeightTable` | `HandRange` struct with `[[f64; 13]; 13]` grid | Flat array, no inheritance |
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| `ActionRecorder` per-hand state | `ActionRecorder` struct, reset on `game_start_event` | Owned by `ModularStrategy` |
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| `KillPhilGrouping` enum-like class | Rust `enum` with `#[repr(u8)]` | Type-safe |
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---
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## Bot Factory: Plugin Registration Pattern
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The current [`create_bot()`](holdem_core/src/game/bot_factory.rs:52) uses a hardcoded `match` statement. To support the private crate registering its bots without modifying `holdem_core`, we introduce a **registry pattern**:
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```rust
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use std::sync::RwLock;
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use std::collections::HashMap;
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type BotConstructor = fn(&BotConfig, PlayerId) -> Result<Box<dyn HoldemPlayer>, String>;
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static REGISTRY: RwLock<HashMap<String, BotConstructor>> = RwLock::new(HashMap::new());
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/// Register a bot type. Called by holdem_core for built-in bots
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/// and by holdem_bots for advanced bots.
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pub fn register_bot_type(bot_type: &str, constructor: BotConstructor) {
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REGISTRY.write().unwrap().insert(bot_type.to_string(), constructor);
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}
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/// Create a bot by type name. Falls back to the registry.
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pub fn create_bot(config: &BotConfig, id: PlayerId) -> Result<Box<dyn HoldemPlayer>, String> {
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let registry = REGISTRY.read().unwrap();
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if let Some(ctor) = registry.get(&config.bot_type) {
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ctor(config, id)
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} else {
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Err(format!("unknown bot type: '{}'", config.bot_type))
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}
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}
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```
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**Initialization flow:**
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1. `holdem_core` exports a `register_builtin_bots()` function that registers the six built-in bots
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2. `holdem_bots` exports a `register_advanced_bots()` function that registers BigStack, ShortStack, etc.
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3. `holdem_sim` (or any binary) calls both at startup
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This avoids `holdem_core` depending on `holdem_bots` — the dependency flows the correct direction.
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---
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## Data Flow: Bot Decision Pipeline
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```mermaid
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flowchart TD
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A[Engine calls HoldemPlayer::act] --> B[ModularStrategy::act]
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B --> C[Build StrategyContext]
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C --> D{For each sub-strategy}
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D --> E[is_applicable?]
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E -->|Yes| F[Collect action vote]
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E -->|No| D
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F --> D
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D -->|All checked| G{VotingMode}
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G -->|FirstApplicable| H[Return first applicable action]
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G -->|Democratic| I[Majority vote]
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G -->|Random| J[Pick random applicable]
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I --> K[Return winning action]
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J --> K
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H --> K
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K --> L[Return Action to engine]
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```
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---
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## Data Flow: Hand Analysis Pipeline
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```mermaid
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flowchart TD
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A[HoleCards + Board] --> B[HandAnalyzer]
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A --> C[HandHelper]
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B --> D[EvaluatorSingleton]
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D --> E[HandValue + HandRank]
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B --> F{Analysis Results}
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F --> F1[is_over_pair]
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F --> F2[is_flush_draw]
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F --> F3[is_oesd]
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F --> F4[num_outs_to_monster]
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F --> F5[suit_count]
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C --> G{Preflop + Texture}
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G --> G1[preflop_rank_full_ring]
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G --> G2[kill_phil_group]
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G --> G3[board_texture]
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G --> G4[count_outs]
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F --> H[HandPotential]
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G --> H
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H --> I[hand_strength: f64]
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H --> J[positive_potential: f64]
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H --> K[negative_potential: f64]
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```
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---
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## Public vs Private Separation Strategy
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### Approach: Separate Crate + `.gitignore` for Public Mirror
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The private `holdem_bots` crate is excluded when publishing to public mirrors:
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**1. Workspace `Cargo.toml` — conditional member:**
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```toml
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[workspace]
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resolver = "2"
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members = [
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"holdem_core",
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"holdem_sim",
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"holdem_bots", # present in private repo
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]
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```
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**2. `.gitignore` for public mirror export:**
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When creating a public mirror, use a `.gitattributes` export-ignore or a separate `.gitignore`:
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```gitignore
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# Public mirror excludes proprietary bots
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holdem_bots/
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```
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**3. Conditional compilation in `holdem_sim`:**
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```rust
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// holdem_sim/src/main.rs
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use holdem_core::game::bot_factory;
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fn main() {
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// Register built-in bots (always available)
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bot_factory::register_builtin_bots();
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// Register advanced bots (only when holdem_bots is in workspace)
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#[cfg(feature = "advanced-bots")]
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holdem_bots::register_advanced_bots();
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// ... run simulation
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}
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```
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**4. `holdem_sim/Cargo.toml` optional dependency:**
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```toml
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[dependencies]
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holdem_core = { path = "../holdem_core" }
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holdem_bots = { path = "../holdem_bots", optional = true }
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[features]
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||
default = []
|
||
advanced-bots = ["holdem_bots"]
|
||
```
|
||
|
||
### What Stays Public
|
||
|
||
- All traits: `HoldemPlayer`, `Strategy`
|
||
- All analysis tools: `HandAnalyzer`, `HandHelper`, `HandPotential`, `HandRange`
|
||
- `ModularStrategy`, `ActionRecorder`, `StrategyContext`
|
||
- Simple test bots: `CallBot`, `FoldBot`, `RaiseBot`, `RandomBot`, `FlockBot`, `ChumpBot`
|
||
- The entire `evaluator` module
|
||
|
||
### What Stays Private
|
||
|
||
- `BigStackStrategy`, `ShortStackStrategy` implementations
|
||
- Street-specific strategies: flop, turn, river
|
||
- Preflop strategy tables for big stack / short stack
|
||
- `PostFlopStrategyV3` shared logic
|
||
- Any future proprietary bot implementations
|
||
|
||
---
|
||
|
||
## Files to Clean Up / Reorganize
|
||
|
||
### No Deletions Needed
|
||
|
||
All existing files remain. The change is purely additive:
|
||
|
||
| File | Action | Reason |
|
||
|------|--------|--------|
|
||
| [`holdem_core/src/game/bot_factory.rs`](holdem_core/src/game/bot_factory.rs) | **Refactor** | Replace hardcoded match with plugin registry |
|
||
| [`holdem_core/src/game/mod.rs`](holdem_core/src/game/mod.rs) | **Add** `pub mod strategy;` | New strategy module |
|
||
| [`Cargo.toml`](Cargo.toml) | **Add** `holdem_bots` member | New private crate |
|
||
| [`holdem_sim/Cargo.toml`](holdem_sim/Cargo.toml) | **Add** optional `holdem_bots` dep | Feature-gated advanced bots |
|
||
|
||
### New Files to Create
|
||
|
||
| File | Purpose |
|
||
|------|---------|
|
||
| `holdem_core/src/game/strategy/mod.rs` | Module root, re-exports |
|
||
| `holdem_core/src/game/strategy/context.rs` | `StrategyContext` struct |
|
||
| `holdem_core/src/game/strategy/modular.rs` | `ModularStrategy` + `VotingMode` |
|
||
| `holdem_core/src/game/strategy/action_recorder.rs` | `ActionRecorder` |
|
||
| `holdem_core/src/game/strategy/hand_analyzer.rs` | `HandAnalyzer` |
|
||
| `holdem_core/src/game/strategy/hand_helper.rs` | `HandHelper` + preflop tables |
|
||
| `holdem_core/src/game/strategy/hand_range.rs` | `HandRange` 52×52 grid |
|
||
| `holdem_core/src/game/strategy/hand_potential.rs` | `HandPotential` estimation |
|
||
| `holdem_bots/Cargo.toml` | Private crate manifest |
|
||
| `holdem_bots/src/lib.rs` | Crate root + `register_advanced_bots()` |
|
||
| `holdem_bots/src/factory.rs` | Bot registration helpers |
|
||
| `holdem_bots/src/cash/mod.rs` | Cash game module root |
|
||
| `holdem_bots/src/cash/big_stack.rs` | BigStack bot |
|
||
| `holdem_bots/src/cash/short_stack.rs` | ShortStack bot |
|
||
| `holdem_bots/src/cash/postflop.rs` | Shared postflop logic |
|
||
| `holdem_bots/src/cash/preflop/mod.rs` | Preflop submodule |
|
||
| `holdem_bots/src/cash/preflop/big_stack.rs` | BigStack preflop |
|
||
| `holdem_bots/src/cash/preflop/short_stack.rs` | ShortStack preflop |
|
||
| `holdem_bots/src/cash/street/mod.rs` | Street submodule |
|
||
| `holdem_bots/src/cash/street/flop.rs` | Flop strategy |
|
||
| `holdem_bots/src/cash/street/turn.rs` | Turn strategy |
|
||
| `holdem_bots/src/cash/street/river.rs` | River strategy |
|
||
|
||
---
|
||
|
||
## Implementation Order
|
||
|
||
The implementation should proceed in dependency order — each step produces usable, testable artifacts:
|
||
|
||
### Phase 1: Strategy Framework Core
|
||
|
||
1. **Create `holdem_core/src/game/strategy/mod.rs`** — module root with re-exports
|
||
2. **Create `action_recorder.rs`** — `ActionRecorder` struct; pure data, no dependencies beyond `Action` and `Street`
|
||
3. **Create `context.rs`** — `StrategyContext` struct; references `GameInfo`, `HoleCards`, `ActionRecorder`
|
||
4. **Create `modular.rs`** — `Strategy` trait, `VotingMode` enum, `ModularStrategy` struct implementing both `Strategy` and `HoldemPlayer`
|
||
5. **Refactor `bot_factory.rs`** — replace hardcoded match with plugin registry; add `register_builtin_bots()` function
|
||
6. **Update `game/mod.rs`** — add `pub mod strategy;`
|
||
7. **Write unit tests** — `ActionRecorder` recording, `ModularStrategy` voting modes, factory registration
|
||
|
||
### Phase 2: Hand Analysis Tools
|
||
|
||
8. **Create `hand_analyzer.rs`** — `HandAnalyzer` struct using `Arc<Evaluator>`; methods like `is_over_pair()`, `is_flush_draw()`, `num_outs_to_monster()`
|
||
9. **Create `hand_helper.rs`** — `HandHelper` with `const` preflop ranking tables, `kill_phil_group()`, `board_texture()`, `count_outs()`
|
||
10. **Create `hand_range.rs`** — `HandRange` with `[[f64; 13]; 13]` weighted grid, `normalize()`, iteration
|
||
11. **Create `hand_potential.rs`** — `HandPotential` with `hand_strength()`, `positive_potential()`, `negative_potential()` using Monte Carlo or exhaustive enumeration
|
||
12. **Write property tests** — HandAnalyzer against known hand values, HandHelper against known preflop rankings
|
||
|
||
### Phase 3: Private Bots Crate
|
||
|
||
13. **Create `holdem_bots/` crate skeleton** — `Cargo.toml`, `lib.rs`, `cash/mod.rs`
|
||
14. **Create `factory.rs`** — `register_advanced_bots()` function
|
||
15. **Create `cash/preflop/` strategies** — preflop tables and decision logic for big stack and short stack
|
||
16. **Create `cash/postflop.rs`** — shared postflop logic using `HandPotential`
|
||
17. **Create `cash/street/` strategies** — flop, turn, river specific logic
|
||
18. **Create `cash/big_stack.rs`** — `BigStackBot` implementing `HoldemPlayer`, composing strategies via `ModularStrategy`
|
||
19. **Create `cash/short_stack.rs`** — `ShortStackBot` implementing `HoldemPlayer`, composing strategies via `ModularStrategy`
|
||
20. **Update workspace `Cargo.toml`** — add `holdem_bots` member
|
||
21. **Update `holdem_sim`** — add optional `holdem_bots` dependency and feature flag
|
||
|
||
### Phase 4: Integration and Validation
|
||
|
||
22. **Integration test** — run a cash game simulation with BigStackBot vs simple bots
|
||
23. **Integration test** — run a tournament with mixed bot types
|
||
24. **Validate public mirror** — confirm `holdem_core` compiles and all tests pass without `holdem_bots`
|
||
25. **Update documentation** — add `holdem_bots/README.md`, update main `README.md`
|
||
|
||
---
|
||
|
||
## Dependency Graph
|
||
|
||
```mermaid
|
||
flowchart BT
|
||
subgraph holdem_core
|
||
card[card, deck, board, hand, hole_cards]
|
||
evaluator[evaluator]
|
||
game_engine[game engine: hand_runner, table, pot, betting]
|
||
game_info[game_info, player_info, types, action]
|
||
player[player: HoldemPlayer trait]
|
||
simple_bots[bots: CallBot, FoldBot, etc.]
|
||
strategy_framework[strategy: Strategy trait, ModularStrategy]
|
||
analysis[strategy: HandAnalyzer, HandHelper, HandRange, HandPotential]
|
||
action_recorder[strategy: ActionRecorder, StrategyContext]
|
||
factory[bot_factory: registry pattern]
|
||
end
|
||
|
||
subgraph holdem_bots
|
||
bots_factory[factory: register_advanced_bots]
|
||
big_stack[cash::big_stack]
|
||
short_stack[cash::short_stack]
|
||
postflop[cash::postflop]
|
||
preflop[cash::preflop]
|
||
street[cash::street]
|
||
end
|
||
|
||
subgraph holdem_sim
|
||
sim_main[main.rs]
|
||
end
|
||
|
||
card --> evaluator
|
||
card --> game_engine
|
||
evaluator --> analysis
|
||
game_info --> player
|
||
player --> simple_bots
|
||
player --> strategy_framework
|
||
game_info --> strategy_framework
|
||
action_recorder --> strategy_framework
|
||
analysis --> strategy_framework
|
||
strategy_framework --> factory
|
||
simple_bots --> factory
|
||
|
||
player --> big_stack
|
||
strategy_framework --> big_stack
|
||
analysis --> big_stack
|
||
big_stack --> preflop
|
||
big_stack --> postflop
|
||
short_stack --> preflop
|
||
short_stack --> postflop
|
||
postflop --> street
|
||
big_stack --> bots_factory
|
||
short_stack --> bots_factory
|
||
|
||
factory --> sim_main
|
||
bots_factory --> sim_main
|
||
```
|
||
|
||
---
|
||
|
||
## Design Decisions
|
||
|
||
### Why `Strategy` trait separate from `HoldemPlayer`?
|
||
|
||
[`HoldemPlayer`](holdem_core/src/game/player.rs:78) is a **lifecycle interface** — it receives events across the entire hand. `Strategy` is a **decision interface** — it only produces actions. Separating them allows:
|
||
|
||
- Multiple strategies to be composed inside a single `HoldemPlayer` implementation
|
||
- Strategies to be tested in isolation with mock `StrategyContext`
|
||
- The `ModularStrategy` adapter bridges `Strategy` → `HoldemPlayer`
|
||
|
||
### Why plugin registry over hardcoded match?
|
||
|
||
The current [`create_bot()`](holdem_core/src/game/bot_factory.rs:52) match statement requires modifying `holdem_core` every time a new bot type is added. The registry pattern allows `holdem_bots` to register itself without `holdem_core` knowing about it. This is critical for the public/private separation.
|
||
|
||
### Why `[[f64; 13]; 13]` for HandRange instead of `[[f64; 52]; 52]`?
|
||
|
||
The Java `WeightTable` uses a 52×52 grid, but most entries are redundant because suit combinations collapse to 13×13 when using suited/offsuit notation. The 13×13 representation is more memory-efficient and aligns with standard poker range notation (e.g., "AA", "AKs", "AKo").
|
||
|
||
### Why `OnceLock` over `Lazy` for the evaluator?
|
||
|
||
[`OnceLock`](holdem_core/src/evaluator/singleton.rs:17) is already used in the codebase and is in `std::sync`. No need for the `once_cell` dependency for new singletons.
|
||
|
||
### Why keep simple bots in `holdem_core`?
|
||
|
||
The six existing bots (`CallBot`, `FoldBot`, `RaiseBot`, `RandomBot`, `FlockBot`, `ChumpBot`) serve as:
|
||
1. **Test fixtures** — used in engine tests and property tests
|
||
2. **Examples** — demonstrate how to implement `HoldemPlayer`
|
||
3. **Baseline opponents** — needed even in the public crate for simulation
|
||
|
||
They contain no proprietary logic and are intentionally simple.
|