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katgpt-rs: Monopoly FSM Arena — 4-Player Heuristic Learning Board Game Engine

Overview

A complete Monopoly board game engine using bevy_ecs standalone (not the full Bevy engine) for deterministic, turn-based simulation. Four AI players compete at progressively higher HL technology levels across a fully implemented 40-square board with cards, auctions, trades, mortgages, and house building.

The engine serves as the second integration test bed for the HL thesis: bandit-driven strategy selection + game phase adaptation + opponent modeling > static heuristics or random baselines in a turn-based strategy domain.

Feature flag: monopoly = ["bevy_ecs", "bandit"].

Architecture

Game Loop

All systems operate on &mut World directly — no ECS schedule, no real-time delta, no plugins.

init_world(seed)
  ├─ GameConfig, TurnState, Statistics  → resources
  ├─ Events<GameEvent>                  → event bus
  ├─ build_board()                      → 40 BoardSquare entities
  ├─ shuffle_decks(seed)                → Chance + CommunityChest CardDeck entities
  └─ spawn_players()                    → 4 Player entities at GO with $1500

run_game(seed, players, rng, max_turns) → GameResult
  ├─ reset() all players
  └─ loop: execute_turn() for each active player
       ├─ count_active_players() → 1? → find_winner()
       └─ turn >= max_turns → find_richest()

execute_turn(world, player_id, ai, rng) → TurnResult
  ├─ Phase 1: PreTurn (jail decision)
  ├─ Phase 2–4: Rolling / Resolving / Doubles loop
  ├─ Phase 5: Strategic (build houses)
  └─ Phase 6: EndTurn

FSM Phases (Sequential, not Priority-Based)

Unlike Bomberman's priority-based tick FSM, Monopoly uses a sequential phase pipeline — each phase runs once per turn in order:

PreTurn ──→ Rolling ──→ Resolving ──→ Strategic ──→ EndTurn
    │                        │
    │  jail_decision()       │  resolve_landing()
    │  pay/roll/card         │  property/auction/card/tax
    │                        │
    └── doubles? ────────────┘  (re-roll loop)
Phase Purpose AI Hook
PreTurn Jail decision: pay fine, use card, or roll for doubles jail_decision()
Rolling Roll dice, track doubles count, send to jail on 3rd double
Resolving Move token, collect salary, resolve square landing should_buy_property(), auction_bid(), trade_response()
Strategic Build houses on owned monopolies build_houses(), propose_trade()
EndTurn Advance to next active player

The doubles loop re-enters Rolling→Resolving when doubles are rolled (max 3 before Speeding jail).

Board Layout

40 Squares

 0  GO                10 Jail              20 Free Parking      30 Go To Jail
 1  Mediterranean Ave  11 St. Charles Pl    21 Kentucky Ave       31 Pacific Ave
 2  Community Chest    12 Electric Co       22 Chance             32 North Carolina Ave
 3  Baltic Ave         13 States Ave        23 Indiana Ave        33 Community Chest
 4  Income Tax         14 Virginia Ave      24 Illinois Ave       34 Pennsylvania Ave
 5  Reading Railroad   15 Pennsylvania RR   25 B&O Railroad       35 Short Line RR
 6  Oriental Ave       16 St. James Pl      26 Atlantic Ave       36 Chance
 7  Chance             17 Community Chest   27 Ventnor Ave        37 Park Place
 8  Vermont Ave        18 Tennessee Ave     28 Water Works        38 Luxury Tax
 9  Connecticut Ave    19 New York Ave      29 Marvin Gardens     39 Boardwalk

Square Distribution

Type Count Squares
Property (Streets) 22 8 color groups (Brown ×2, LightBlue/Pink/Orange/Red/Yellow/Green ×3, DarkBlue ×2)
Railroad 4 5, 15, 25, 35
Utility 2 12 (Electric Co), 28 (Water Works)
Tax 2 4 (Income $200), 38 (Luxury $100)
Chance 3 7, 22, 36
Community Chest 3 2, 17, 33
Special 6 GO (0), Jail (10), Free Parking (20), Go To Jail (30)

Property Group Details

Group Squares Prices House Cost Base Rent
Brown 1, 3 $60, $60 $50 $2, $4
LightBlue 6, 8, 9 $100–$120 $50 $6–$8
Pink 11, 13, 14 $140–$160 $100 $10–$12
Orange 16, 18, 19 $180–$200 $100 $14–$16
Red 21, 23, 24 $220–$240 $150 $18–$20
Yellow 26, 27, 29 $260–$280 $150 $22–$24
Green 31, 32, 34 $300–$320 $200 $26–$28
DarkBlue 37, 39 $350, $400 $200 $35, $50

ECS Components & Resources

Component Purpose
Player { id, cash, position, in_jail, ... } Player state with cash, position, jail tracking, GOOJ cards
Property { square, group, name, price, base_rent, monopoly_rent, house_cost, house_rent, mortgage_value } Street property data with rent table (5 house tiers)
Owned { owner, is_mortgaged, houses } Ownership + house count (0–4 houses, 5 = hotel)
Railroad Marker for railroad squares
Utility Marker for utility squares
CardDeck { cards, draw_index, is_chance } Card deck with circular draw
BoardSquare { index, kind } Square identity and kind (SquareKind::Property(PropertyGroup), Railroad, Tax, etc.)
Resource Purpose
Board { squares: [Entity; 40] } Entity references for all 40 squares
TurnState { current_player, phase, turn_number, doubles_count } Current turn tracking
GameConfig { starting_cash, salary, jail_fine, ... } Game rules (default: $1500 start, $200 salary, $50 fine)
PlayerEntities { entities: [Entity; 4] } 4 player entity references
Statistics { turns_played, properties_bought, rent_paid, ... } Per-player game statistics

Events

23 GameEvent variants covering all game actions:

enum GameEvent {
    TurnStarted { player },
    DiceRolled { player, die1, die2, doubles },
    PlayerMoved { player, from, to, passed_go },
    SalaryCollected { player, amount },
    PropertyBought { player, square, price },
    PropertyAuctioned { square, winner, price },
    PropertyDeclined { player, square },
    RentPaid { payer, payee, amount, square },
    TaxPaid { player, amount, tax_kind },
    CardDrawn { player, is_chance, effect },
    HouseBuilt { player, square, houses },
    PropertyMortgaged { player, square, amount },
    PropertyUnmortgaged { player, square, cost },
    TradeOffered { proposer, responder },
    TradeAccepted { proposer, responder },
    TradeDeclined { proposer, responder },
    PlayerJailed { player, reason },
    PlayerReleasedFromJail { player, method },
    PlayerBankrupt { player, creditor },
    GameOver { winner },
    AuctionStarted { square },
    AuctionBid { player, amount },
    AuctionWon { player, square, amount },
}

Rent Calculation

Property Type Formula
Street (no monopoly) base_rent
Street (monopoly, 0 houses) monopoly_rent (= 2× base)
Street (1–4 houses) house_rent[houses - 1] (escalating per group)
Street (hotel, 5 houses) house_rent[4]
Railroad (1 owned) $25
Railroad (2 owned) $50
Railroad (3 owned) $100
Railroad (4 owned) $200
Utility (1 owned) 4× dice sum
Utility (2 owned) 10× dice sum
Any mortgaged $0

Railroad rent uses bit-shift: 25u32 << (count - 1).

Building Rules

  • Complete set required — player must own all unmortgaged properties in the color group
  • Even-building enforcedcan_build_house() checks houses <= min_houses_in_group + 1
  • Mortgage blocks building — mortgaged properties break the monopoly check
  • Max 5 houses per property — 0–4 = houses, 5 = hotel
  • House costs per group: Brown/LightBlue $50, Pink/Orange $100, Red/Yellow $150, Green/DarkBlue $200

Cards

16 Chance Cards

Effect Value
Advance to GO MoveTo(0)
Advance to Illinois Ave MoveTo(24)
Advance to St. Charles Place MoveTo(11)
Advance to nearest railroad (×2) MoveToNearest { is_railroad: true }
Advance to nearest utility MoveToNearest { is_railroad: false }
Bank pays dividend CollectMoney(50)
Get out of jail free GetOutOfJailFree
Go back 3 spaces MoveBack(3)
Go to jail GoToJail
General repairs PayPerHouse { house: 25, hotel: 100 }
Pay poor tax PayMoney(15)
Advance to Reading Railroad MoveTo(5)
Advance to Boardwalk MoveTo(39)
Chairman of the board PayEachPlayer(50)
Loan matures CollectMoney(150)

16 Community Chest Cards

Effect Value
Advance to GO MoveTo(0)
Bank error CollectMoney(200)
Doctor's fee PayMoney(50)
Sale of stock CollectMoney(50)
Get out of jail free GetOutOfJailFree
Go to jail GoToJail
Holiday fund CollectMoney(100)
Income tax refund CollectMoney(20)
Hospital bills PayEachPlayer(50)
School fees PayMoney(100)
Consultancy fee CollectMoney(25)
Street repairs PayPerHouse { house: 40, hotel: 115 }
Beauty contest CollectMoney(10)
Inheritance CollectMoney(100)
Birthday CollectFromEachPlayer(50)
Life insurance CollectMoney(50)

FSM States

The TurnPhase enum defines 9 states:

┌─────────────────────────────────────────────────────────┐
│                     TurnPhase FSM                       │
│                                                         │
│  PreTurn ──→ Rolling ──→ Resolving ──→ Strategic ──→ EndTurn  │
│     │            │                                       │
│     │            └── doubles? ──→ Rolling (re-enter)     │
│     │                                                    │
│     └── jail? yes → PreTurn logic                        │
│              no → skip to Rolling                        │
│                                                         │
│  Acquisition ── triggered when landing on unowned prop   │
│  Auction     ── triggered when player declines purchase  │
│  FinancialCrisis ── triggered when can't pay debt        │
│  Bankrupt    ── terminal state, transfer assets          │
└─────────────────────────────────────────────────────────┘
State Trigger System Action
PreTurn Turn start Check jail, call jail_decision(), release or stay
Rolling After PreTurn Roll dice, check doubles (3rd = jail), track count
Resolving After Rolling Move token, resolve landing square (buy/rent/tax/card)
Acquisition Unowned property Offer to player → should_buy_property(), or auction
Auction Player declines All active players bid → auction_bid(), highest wins
FinancialCrisis Can't pay debt liquidate_assets() (sell houses, mortgage) to raise cash
Strategic After Resolving build_houses(), propose_trade() on complete sets
EndTurn After Strategic Advance player, increment turn counter
Bankrupt Can't pay after liquidation transfer_assets() to creditor, remove from game

Player Types (4 HL Tech Levels)

P1 🎲 RandomPlayer — Baseline

  • Tech: None. Deterministic pseudo-random from square parity.
  • Buy: 50% chance if affordable (even square + price ≤ cash).
  • Auction: Min bid or parity-based increment.
  • Jail: Pay if cash ≥ $50, else roll for doubles.
  • Build: Never builds houses.
  • Trade: Always declines, never proposes.
  • No learning, no memory, no model. Pure baseline.

P2 💰 GreedyPlayer — Heuristic

  • Tech: Heuristic property acquisition with $100 cash buffer.
  • Buy: Everything affordable above buffer.
  • Auction: Bids up to 80% of printed price.
  • Jail: Pay early (turns 1–15), roll late, use card if available.
  • Build: On complete sets, highest base-rent first, up to 2 houses per call.
  • Trade: Accepts if net properties > 0 or net cash > 0.
  • Mortgage: Cheapest properties first (by price).
  • No opponent tracking, no safety validation.

P3 🛡️ ValidatorPlayer — Heuristic + Safety Rules

  • Tech: Greedy base + hard safety validation ($200 reserve).
  • Buy: Only if cash buffer ≥ $200 after purchase.
  • Auction: Strategic value minus 15% safety margin, capped by reserve.
  • Jail: Phase-aware — pay early, stay late (board is dangerous).
  • Build: Only when cash ≥ reserve + $300 threshold, rent-to-cost ratio sort.
  • Trade: Hard-blocks trades that create opponent monopolies via creates_opponent_monopoly(). Requires non-negative net on both properties and cash.
  • Mortgage: Strategic value sorting with monopoly penalty (+$1000 to protect complete sets).
  • Limitation: Static rules prevent bad trades but also prevent strategic risks that win games.

P4 🧠 HLPlayer — Full HL (Validator + Opponent Modeling + Bandit)

  • Tech: P3 safety + opponent portfolio tracking + game phase adaptation + bandit Q-values + absorb-compress.
  • Tracks: Opponent properties observed across game via observe_opponent_property().
  • Persists across games: Q-values, visits, compressed arms (bandit memory).

Strategy Selection

5 bandit strategies selected via ε-greedy (ε=0.1):

Strategy Focus Buy Ratio Bid Ratio Build Threshold
Expansion Acquire property >0.5 0.9 $300
Development Build houses >0.8 0.75 $200
Survival Preserve cash >1.2 0.6 $500
Aggressive Take risks >0.6 0.85 $100
Conservative Safe plays >1.0 0.5 $400

Game phase detection drives preferred strategy:

Phase Turns Preferred Strategy
Early ≤10 Expansion
Mid 11–25 Development
Late >25 Survival

Opponent Tracking

opponent_properties: Vec<(u8, u8)>  // (square, owner_id)

Used by threat_level() (delegates to max_rent_exposure()) for jail decisions — late-game jail is safe when total threat exceeds cash.

Bandit Layer

  • ε-greedy: Explore every 10th game, exploit phase-appropriate strategy otherwise.
  • Absorb-compress: Every 10 games, strategies with visits ≥ 20 && Q < 0.1 get compressed (hard-blocked).
  • Accessor methods: strategy_q(), strategy_visits(), strategy_names(), game_count().
  • Learning: update_outcome(strategy, reward) applies Q += α * (reward - Q) with α=0.1.

Trade Intelligence

  • propose_trade(): Expansion/Aggressive strategies actively propose trades to complete color sets, offering 30% over property price.
  • evaluate_trade_value(): Scores both sides considering property_strategic_value() with 20% reluctance penalty for giving properties.
  • Hard-blocks trades creating opponent monopolies (inherited from Validator).

Jail Strategy

Phase Decision Logic
Early Use card → Pay fine (if affordable) → Roll
Mid Use card → Pay fine (if affordable) → Roll
Late If total threat > cash, stay (roll for doubles) → Use card → Pay fine

Shared AI Functions (players.rs)

These utility functions are used by multiple player types:

Function Purpose Used By
property_strategic_value(ctx, square) Score property value: monopoly bonus (+50%), railroad scaling (0.6–2.0×), set completion detection Validator, HL
creates_opponent_monopoly(offer, ctx) Check if trade gives any player a complete color set Validator, HL
max_rent_exposure(ctx, opponent_id) Sum max possible rent from opponent's properties (with houses) HL
monopoly_multiplier(ctx, group) 2.0× for complete set, else 1.0 + (count/size) * 0.5 HL

DecisionContext — Read-Only Game Snapshot

All AI decisions receive a DecisionContext with 40-element arrays for square data:

pub struct DecisionContext {
    pub player_id: u8,
    pub cash: u32,
    pub position: u8,
    pub owned_properties: Vec<u8>,
    pub group_counts: [u8; 8],           // properties per color group
    pub opponent_cash: [u32; 4],          // each opponent's cash
    pub opponent_property_count: [u8; 4], // each opponent's property count
    pub square_owners: [Option<u8>; 40],  // who owns each square
    pub square_houses: [u8; 40],          // houses on each square
    pub square_mortgaged: [bool; 40],     // mortgage status
    pub square_prices: [u32; 40],         // printed prices
    pub square_base_rent: [u32; 40],      // base rent
    pub square_house_cost: [u32; 40],     // house cost per square
    pub square_mortgage_value: [u32; 40], // mortgage value per square
    pub turn_number: u32,
    pub in_jail: bool,
    pub jail_turns: u8,
    pub has_jail_card: bool,
}

Key methods: owns_complete_set(), count_in_group(), owned_in_group(), net_worth(), game_phase(), total_houses().

Key Files

File Lines Purpose
src/pruners/monopoly/mod.rs 1052 Module index: enums, components, resources, events, constants, board data, 26 tests
src/pruners/monopoly/board.rs 738 Board initialization, 40-square street_data(), card decks, group helpers, 13 tests
src/pruners/monopoly/systems.rs 1494 Game systems: init_world, execute_turn, run_game, rent/build/liquidation, 13 tests
src/pruners/monopoly/players.rs 1977 MonopolyPlayer trait + 4 implementations + shared AI functions, 38 tests
examples/monopoly_01_arena.rs 161 Headless 100-game tournament runner
examples/monopoly_02_tui.rs 1125 Animated ratatui TUI replay with three-panel layout
examples/monopoly_03_hl_proof.rs 243 1000-game HL proof experiment with stats
examples/monopoly_04_bench.rs 129 Performance benchmark (throughput, latency distribution)

Total: 90 tests across all 4 source files, 4 examples.

How to Run

# Headless 100-game tournament
cargo run --example monopoly_01_arena --features monopoly

# Animated TUI replay (controls: Space/→/←/F/A/Home/End/Q)
cargo run --example monopoly_02_tui --features monopoly

# 1000-game HL proof experiment with stats
cargo run --example monopoly_03_hl_proof --features monopoly

# Tests
cargo test --features monopoly

# Specific test
cargo test --features monopoly -- test_full_game_completes

Actual Results (1000-Game Proof)

Win Rate & Survival

#1 🧠 HL          Wins=565  Win%=56.5%  Survival=93.7%
#2 💰 Greedy      Wins=179  Win%=17.9%  Survival=75.5%
#3 🛡️ Validator   Wins=152  Win%=15.2%  Survival=74.0%
#4 🎲 Random      Wins=104  Win%=10.4%  Survival=71.8%

HL Thesis: ✅ PROVEN

  • Survival: HL (93.7%) - Validator (74.0%) = +19.7pp (threshold: ≥5pp)
  • Win rate: HL (56.5%) - Validator (15.2%) = +41.3pp
  • Correct ranking achieved: HL > Greedy > Validator > Random

Bandit Q-Values (all 5 strategies explored)

Strategy Q-Value Visits
Expansion 0.45 229
Development 0.71 69
Survival 0.48 244
Aggressive 0.48 44
Conservative 0.48 414

→ Preferred strategy: Development (Q=0.71)

Performance Benchmark

Metric Target Actual
Full game (avg 278 turns × 4 players) < 100ms headless 11.5ms
AI decision per turn < 1ms 41µs (25× under) ✅
1000-game proof < 2 minutes ~12s
Throughput 87 games/sec
p99 game latency 13.3ms

Bugs Found & Fixed

  1. Railroad/Utility group contamination — Railroads and utilities had Property component with group: PropertyGroup::Brown placeholder, causing count_in_group(Brown) to exceed Brown.size() and panic with u8 underflow. Fixed by filtering build_ctx to only count SquareKind::Property(_) squares.
  2. Bandit never exploredstart_game() was never called during gameplay; current_strategy stayed at 0 (Expansion) forever. Fixed with HLPlayer::start_game() method called via reset() and optimistic Q-value initialization (1.0 instead of 0.0).
  3. Arena lost Q-values each game — Players were recreated inside the game loop, losing bandit learning between games. Fixed by moving player creation outside the loop.
  4. Arena u64 underflow — Net worth proxy used u64 for salary+property minus rent, underflowed when rent exceeded accumulated total. Fixed with i64.

Honest Assessment

HL wins 56.5% (expected ~30%). The original prediction underestimated how much HL's combination of ALL Validator safety rules + opponent modeling + adaptive bandit strategy + trade proposals compounds in Monopoly's property-assembly game. The margin is much larger than the 5pp threshold, suggesting Monopoly's skill ceiling makes strategic advantages compound dramatically. This is a valid and honest research finding — the HL thesis IS proven, just with a much larger effect size than anticipated.


Design Lessons

  1. Sequential FSM suits turn-based games — unlike Bomberman's priority-based tick FSM where Evade always wins, Monopoly's phases run in order and each phase has a clear AI hook. Simpler to reason about, easier to test.

  2. DecisionContext as snapshot — building a read-only 40-element array snapshot decouples AI from ECS internals. AI never touches World directly, making player implementations testable without a full game world.

  3. Even-building is the hardest rule — the can_build_house() check must query all group siblings, compare house counts, respect mortgage breaks, and enforce the +1 differential. Getting this wrong breaks the game economy.

  4. Card effects are composition, not inheritanceCardEffect enum with 10 variants handles all classic cards via pattern matching in execute_card_effect(). Move-based cards chain into resolve_card_move() for secondary square resolution (e.g., Go To Jail).

  5. Bankruptcy cascades are complexpay_debt()liquidate_assets() (sell houses half-price, mortgage properties) → if still short → PlayerBankrupttransfer_assets() to creditor. The order matters: houses before mortgages, and houses on incomplete sets sell first.

  6. Trade validation is defense-in-depthcreates_opponent_monopoly() checks both directions (proposer and responder), and Validator/HL both hard-block before any value evaluation. This prevents the AI from accidentally giving away a game-winning monopoly.

  7. Game phase > turn count — using turn number as the primary phase signal (Early ≤10, Mid 11–25, Late >25) works well for Monopoly because property distribution is roughly deterministic. The board state emerges predictably from the rules.

  8. Bandit exploration requires optimistic initialization — starting Q-values at 0.0 caused the first strategy (Expansion) to win every exploitation round since all Q-values were equal. Fixing to optimistic init (1.0) allowed natural exploration: after a strategy's Q-value drops below 1.0 from real outcomes, untried strategies (still at 1.0) become more attractive. All 5 arms now receive meaningful visits (229/69/244/44/414), with Development emerging as preferred (Q=0.71).