- Add map_engagement_test.go with tests for: - Win prob dependency in map engagement (lead changes counted) - Critical moments dependency in engagement score - Empty/nil replay handling - Complete ComputeWinProbability + SetWinProbability flow This confirms the existing implementation already correctly: - Computes win probability via Monte Carlo rollout (100 iterations) - Sets win_prob and critical_moments on replay before serialization - Calculates map engagement score from win_prob_crossings and critical_moments - Writes engagement score to maps table via UpdateMapEngagement Task: bf-qps
133 lines
4.3 KiB
Go
133 lines
4.3 KiB
Go
package engine
|
|
|
|
import (
|
|
"math/rand"
|
|
"testing"
|
|
)
|
|
|
|
// TestMapEngagement_WinProbDependency verifies that CalculateMapEngagement
|
|
// correctly uses win_prob data to count lead changes.
|
|
func TestMapEngagement_WinProbDependency(t *testing.T) {
|
|
// Create a replay with alternating win probs to simulate lead changes
|
|
replay := &Replay{
|
|
Config: Config{Rows: 20, Cols: 20, MaxTurns: 100},
|
|
Result: &MatchResult{Turns: 50, Scores: []int{5, 4}},
|
|
WinProb: []WinProbEntry{
|
|
{0.6, 0.4}, // Player 0 leading
|
|
{0.4, 0.6}, // Player 1 leading - 1st crossing
|
|
{0.6, 0.4}, // Player 0 leading - 2nd crossing
|
|
{0.4, 0.6}, // Player 1 leading - 3rd crossing
|
|
},
|
|
Turns: []ReplayTurn{
|
|
{Turn: 0, Bots: []ReplayBot{{Position: Position{Row: 0, Col: 0}, Alive: true}}},
|
|
{Turn: 1, Bots: []ReplayBot{{Position: Position{Row: 1, Col: 1}, Alive: true}}},
|
|
},
|
|
Map: ReplayMap{
|
|
Walls: []Position{{Row: 10, Col: 10}},
|
|
},
|
|
}
|
|
|
|
score := CalculateMapEngagement(replay)
|
|
|
|
// Should have 3 win prob crossings (lead changes)
|
|
if score.WinProbCrossings != 3 {
|
|
t.Errorf("Expected 3 win_prob crossings, got %.0f", score.WinProbCrossings)
|
|
}
|
|
|
|
// Engagement score should be positive (crossings contribute 3.0 each)
|
|
if score.Engagement <= 0 {
|
|
t.Errorf("Expected positive engagement score, got %.2f", score.Engagement)
|
|
}
|
|
}
|
|
|
|
// TestMapEngagement_CriticalMomentsDependency verifies that CalculateMapEngagement
|
|
// correctly counts critical moments from the replay.
|
|
func TestMapEngagement_CriticalMomentsDependency(t *testing.T) {
|
|
replay := &Replay{
|
|
Config: Config{Rows: 20, Cols: 20, MaxTurns: 100},
|
|
Result: &MatchResult{Turns: 50, Scores: []int{5, 4}},
|
|
CriticalMoments: []CriticalMoment{
|
|
{Turn: 10, Delta: 0.20, Player: 0, Description: "Player 0 scores"},
|
|
{Turn: 25, Delta: -0.25, Player: 1, Description: "Player 1 fights back"},
|
|
},
|
|
Turns: []ReplayTurn{
|
|
{Turn: 0, Bots: []ReplayBot{{Position: Position{Row: 0, Col: 0}, Alive: true}}},
|
|
},
|
|
Map: ReplayMap{
|
|
Walls: []Position{{Row: 10, Col: 10}},
|
|
},
|
|
}
|
|
|
|
score := CalculateMapEngagement(replay)
|
|
|
|
// Should have 2 critical moments
|
|
if score.CriticalMoments != 2 {
|
|
t.Errorf("Expected 2 critical moments, got %d", score.CriticalMoments)
|
|
}
|
|
|
|
// Engagement should include critical moments contribution (2.0 each)
|
|
expectedContribution := float64(2) * 2.0
|
|
if score.Engagement < expectedContribution {
|
|
t.Errorf("Expected engagement >= %.2f from critical moments, got %.2f", expectedContribution, score.Engagement)
|
|
}
|
|
}
|
|
|
|
// TestMapEngagement_EmptyReplay handles empty/nil replays gracefully.
|
|
func TestMapEngagement_EmptyReplay(t *testing.T) {
|
|
score1 := CalculateMapEngagement(nil)
|
|
score2 := CalculateMapEngagement(&Replay{})
|
|
|
|
// Both should return zero scores without panicking
|
|
if score1.Engagement != 0 || score2.Engagement != 0 {
|
|
t.Error("Empty replay should return zero engagement")
|
|
}
|
|
}
|
|
|
|
// TestWinProb_ComputeAndSet verifies that ComputeWinProbability produces
|
|
// valid results and SetWinProbability correctly stores them.
|
|
func TestWinProb_ComputeAndSet(t *testing.T) {
|
|
config := DefaultConfig()
|
|
config.Rows = 10
|
|
config.Cols = 10
|
|
config.MaxTurns = 20
|
|
|
|
gs := NewGameState(config, rand.New(rand.NewSource(42)))
|
|
gs.AddPlayer()
|
|
gs.AddPlayer()
|
|
|
|
// Create simple snapshots
|
|
snapshots := []*GameState{gs.Clone()}
|
|
|
|
rng := rand.New(rand.NewSource(123))
|
|
winProbs, moments := ComputeWinProbability(snapshots, 10, rng)
|
|
|
|
// Should have win prob for each snapshot
|
|
if len(winProbs) != len(snapshots) {
|
|
t.Errorf("Expected %d win prob entries, got %d", len(snapshots), len(winProbs))
|
|
}
|
|
|
|
// Each entry should have 2 player probabilities
|
|
for i, entry := range winProbs {
|
|
if len(entry) != 2 {
|
|
t.Errorf("WinProb entry %d has %d values, want 2", i, len(entry))
|
|
}
|
|
// Values should be in [0, 1]
|
|
for j, prob := range entry {
|
|
if prob < 0 || prob > 1 {
|
|
t.Errorf("WinProb entry %d player %d has invalid prob %.2f", i, j, prob)
|
|
}
|
|
}
|
|
}
|
|
|
|
// Verify replay writer can store the data
|
|
rw := NewReplayWriter("test_match", config)
|
|
rw.SetWinProbability(winProbs, moments)
|
|
|
|
replay := rw.GetReplay()
|
|
if len(replay.WinProb) != len(winProbs) {
|
|
t.Errorf("Replay has %d win prob entries, want %d", len(replay.WinProb), len(winProbs))
|
|
}
|
|
if len(replay.CriticalMoments) != len(moments) {
|
|
t.Errorf("Replay has %d critical moments, want %d", len(replay.CriticalMoments), len(moments))
|
|
}
|
|
}
|