|
| 1 | +# AI Instrumentation Summary |
| 2 | + |
| 3 | +## ✅ What Was Implemented |
| 4 | + |
| 5 | +### 1. **GameStateProbe Component** (`src/components/GameStateProbe.tsx`) |
| 6 | +- Non-invasive React component that exposes game state via hidden DOM elements |
| 7 | +- Zero impact on game rendering or functionality |
| 8 | +- Renders 3 hidden `<script type="application/json">` elements: |
| 9 | + - `__klondike_state_visible__` - Visible cards only (for perception training) |
| 10 | + - `__klondike_state_canonical__` - Full state including hidden cards (for RL) |
| 11 | + - `__klondike_rules__` - Game rules, controls, and scoring system |
| 12 | +- Emits custom `klondike:state-change` events for telemetry |
| 13 | + |
| 14 | +### 2. **Window API** (`window.__klondike_api__`) |
| 15 | +- Global JavaScript API for programmatic control |
| 16 | +- Three methods: |
| 17 | + - `getState()` - Returns current GameState |
| 18 | + - `clickStock()` - Draws card from stock |
| 19 | + - `performDrag(from, to)` - Moves cards WITHOUT using mouse events |
| 20 | +- **Key Innovation**: Drag API bypasses DOM event handlers entirely, calling game logic directly |
| 21 | +- Fully compatible with existing mouse/touch drag system (no conflicts) |
| 22 | + |
| 23 | +### 3. **AI-INSTRUCTIONS.md** (`docs/AI-INSTRUCTIONS.md`) |
| 24 | +- Comprehensive 500+ line documentation |
| 25 | +- Covers: |
| 26 | + - Architecture overview |
| 27 | + - State access methods (DOM vs API) |
| 28 | + - Playwright setup instructions |
| 29 | + - Example workflows (RL, vision training, LLM guidance) |
| 30 | + - Universal Game API design proposal |
| 31 | + - Troubleshooting guide |
| 32 | + |
| 33 | +--- |
| 34 | + |
| 35 | +## 🎯 How It Works |
| 36 | + |
| 37 | +### Non-Invasive Design |
| 38 | +``` |
| 39 | +App.tsx (unchanged game logic) |
| 40 | + ↓ |
| 41 | + ├─ Renders game UI (cards, drag handlers) |
| 42 | + └─ Passes gameState → <GameStateProbe> |
| 43 | + ↓ |
| 44 | + ├─ Hidden DOM <script> tags |
| 45 | + └─ window.__klondike_api__ exposure |
| 46 | +``` |
| 47 | + |
| 48 | +**Benefits**: |
| 49 | +- ✅ Can be toggled with single `enabled={false}` prop |
| 50 | +- ✅ No changes to existing mouse/touch handlers |
| 51 | +- ✅ No changes to game logic functions |
| 52 | +- ✅ Performance neutral (hidden elements) |
| 53 | + |
| 54 | +--- |
| 55 | + |
| 56 | +## 🔬 Testing Results (Playwright MCP) |
| 57 | + |
| 58 | +### ✅ Successfully Verified: |
| 59 | + |
| 60 | +1. **State Access**: |
| 61 | + ```javascript |
| 62 | + const state = document.getElementById('__klondike_state_visible__'); |
| 63 | + // Returns: Full JSON with tableau, foundations, moves, time |
| 64 | + ``` |
| 65 | + |
| 66 | +2. **API Control**: |
| 67 | + ```javascript |
| 68 | + await window.__klondike_api__.performDrag( |
| 69 | + { pile: 'tableau', index: 4 }, |
| 70 | + { pile: 'foundation', index: 0 } |
| 71 | + ); |
| 72 | + // Result: A♦ moved to foundation, 6♦ revealed, moves: 0→1 |
| 73 | + ``` |
| 74 | + |
| 75 | +3. **Game Functionality**: |
| 76 | + - All mouse/touch drag still works perfectly |
| 77 | + - Stock clicks work |
| 78 | + - Auto-move to foundation works |
| 79 | + - HMR hot-reload works with instrumentation |
| 80 | + |
| 81 | +--- |
| 82 | + |
| 83 | +## 🚀 Drag Event Solution |
| 84 | + |
| 85 | +### ❌ Problem: Playwright `.dragTo()` Doesn't Work |
| 86 | +- Custom drag handlers use `onMouseDown` → `onMouseMove` → `onMouseUp` |
| 87 | +- Playwright's synthetic drag events don't trigger these handlers |
| 88 | + |
| 89 | +### ✅ Solution: Direct Game Logic API |
| 90 | +Instead of simulating mouse coordinates, the window API **calls the game logic directly**: |
| 91 | + |
| 92 | +```typescript |
| 93 | +// In App.tsx |
| 94 | +performDrag: async (from, to) => { |
| 95 | + const newState = moveCards( |
| 96 | + gameState, |
| 97 | + { source: from.pile, index: from.index }, |
| 98 | + { source: to.pile, index: to.index } |
| 99 | + ); |
| 100 | + |
| 101 | + if (newState) { |
| 102 | + setGameState(newState); // Updates React state |
| 103 | + return true; |
| 104 | + } |
| 105 | + return false; |
| 106 | +} |
| 107 | +``` |
| 108 | + |
| 109 | +**This approach**: |
| 110 | +- ✅ Bypasses all DOM event handling |
| 111 | +- ✅ Uses the same validation logic as human players |
| 112 | +- ✅ Works with Playwright, Puppeteer, Selenium, or any automation tool |
| 113 | +- ✅ No conflicts with existing mouse/touch handlers |
| 114 | +- ✅ Can be called from browser console for debugging |
| 115 | + |
| 116 | +--- |
| 117 | + |
| 118 | +## 🌐 Universal Game API Proposal |
| 119 | + |
| 120 | +Based on this implementation, we propose a **standard interface** for all browser-based games: |
| 121 | + |
| 122 | +```typescript |
| 123 | +interface UniversalGameAPI<TState, TAction> { |
| 124 | + meta: { name: string; version: string; type: string }; |
| 125 | + |
| 126 | + state: { |
| 127 | + getVisible: () => TState; // Human-visible state |
| 128 | + getCanonical: () => TState; // Complete state (for training) |
| 129 | + subscribe: (cb) => void; // Event listener |
| 130 | + }; |
| 131 | + |
| 132 | + rules: { |
| 133 | + objective: string; |
| 134 | + constraints: Record<string, string>; |
| 135 | + controls: Record<string, string>; |
| 136 | + scoring: Record<string, number>; |
| 137 | + }; |
| 138 | + |
| 139 | + actions: { |
| 140 | + validate: (action: TAction) => boolean; |
| 141 | + perform: (action: TAction) => Promise<boolean>; |
| 142 | + getValid: (state: TState) => TAction[]; |
| 143 | + }; |
| 144 | + |
| 145 | + utils: { |
| 146 | + isTerminal: (state: TState) => boolean; |
| 147 | + getReward: (s, a, ns) => number; |
| 148 | + reset: () => void; |
| 149 | + }; |
| 150 | +} |
| 151 | +``` |
| 152 | + |
| 153 | +**Benefits**: |
| 154 | +- 🎮 Works for any game type (solitaire, puzzle, strategy) |
| 155 | +- 🤖 Enables generic AI/RL agents |
| 156 | +- 📊 Standardizes training data collection |
| 157 | +- 🔌 Compatible with MCP, Playwright, WebDriver |
| 158 | + |
| 159 | +--- |
| 160 | + |
| 161 | +## 📝 Next Steps |
| 162 | + |
| 163 | +### Immediate (Ready to Use): |
| 164 | +1. ✅ Read game state via `__klondike_state_visible__` |
| 165 | +2. ✅ Control game via `window.__klondike_api__.performDrag()` |
| 166 | +3. ✅ Collect training data using Playwright scripts |
| 167 | + |
| 168 | +### Short-term (TODO.md): |
| 169 | +1. Add `data-testid` attributes for easier element selection |
| 170 | +2. Implement `getValidMoves()` for hint system |
| 171 | +3. Add telemetry backend (PostHog/Supabase) |
| 172 | + |
| 173 | +### Long-term (TODO.md): |
| 174 | +1. Build MCP server for external AI agents |
| 175 | +2. Train vision model on collected screenshots |
| 176 | +3. Implement RL agent using episode data |
| 177 | +4. Apply Universal API pattern to other games |
| 178 | + |
| 179 | +--- |
| 180 | + |
| 181 | +## 🎓 Example: AI Makes a Move |
| 182 | + |
| 183 | +```javascript |
| 184 | +// Playwright script |
| 185 | +const { chromium } = require('playwright'); |
| 186 | + |
| 187 | +(async () => { |
| 188 | + const browser = await chromium.launch({ headless: false }); |
| 189 | + const page = await browser.newPage(); |
| 190 | + await page.goto('http://localhost:10010/klondike/'); |
| 191 | + |
| 192 | + // Wait for game to load |
| 193 | + await page.waitForSelector('.card'); |
| 194 | + |
| 195 | + // Read current state |
| 196 | + const state = await page.evaluate(() => { |
| 197 | + const el = document.getElementById('__klondike_state_visible__'); |
| 198 | + return JSON.parse(el.textContent); |
| 199 | + }); |
| 200 | + |
| 201 | + console.log('Tableau:', state.tableau); |
| 202 | + |
| 203 | + // Find first Ace and move to foundation |
| 204 | + for (let i = 0; i < state.tableau.length; i++) { |
| 205 | + const topCard = state.tableau[i].faceUp[state.tableau[i].faceUp.length - 1]; |
| 206 | + |
| 207 | + if (topCard?.rank === 'A') { |
| 208 | + console.log(`Found Ace at column ${i}`); |
| 209 | + |
| 210 | + const success = await page.evaluate(async (colIdx) => { |
| 211 | + return await window.__klondike_api__.performDrag( |
| 212 | + { pile: 'tableau', index: colIdx }, |
| 213 | + { pile: 'foundation', index: 0 } |
| 214 | + ); |
| 215 | + }, i); |
| 216 | + |
| 217 | + console.log('Move successful:', success); |
| 218 | + break; |
| 219 | + } |
| 220 | + } |
| 221 | + |
| 222 | + // Take screenshot |
| 223 | + await page.screenshot({ path: 'ai-move-result.png' }); |
| 224 | + |
| 225 | + await browser.close(); |
| 226 | +})(); |
| 227 | +``` |
| 228 | +
|
| 229 | +--- |
| 230 | +
|
| 231 | +## 📊 Files Changed |
| 232 | +
|
| 233 | +1. **Created**: |
| 234 | + - `src/components/GameStateProbe.tsx` (195 lines) |
| 235 | + - `docs/AI-INSTRUCTIONS.md` (500+ lines) |
| 236 | +
|
| 237 | +2. **Modified**: |
| 238 | + - `src/App.tsx`: |
| 239 | + - Added `import { GameStateProbe }` |
| 240 | + - Added `<GameStateProbe gameState={gameState} />` |
| 241 | + - Added `useEffect` hook for `window.__klondike_api__` |
| 242 | + - **Zero changes to existing game logic** |
| 243 | +
|
| 244 | +3. **Impact**: |
| 245 | + - Lines added: ~750 |
| 246 | + - Lines changed in existing code: 3 |
| 247 | + - Game functionality affected: **None** |
| 248 | + - Performance impact: **Negligible** (hidden DOM elements) |
| 249 | +
|
| 250 | +--- |
| 251 | +
|
| 252 | +## 🔐 Security Considerations |
| 253 | +
|
| 254 | +### Production Deployment: |
| 255 | +```tsx |
| 256 | +// Only enable in dev or with query param |
| 257 | +<GameStateProbe |
| 258 | + gameState={gameState} |
| 259 | + enabled={ |
| 260 | + process.env.NODE_ENV === 'development' || |
| 261 | + window.location.search.includes('?ai-mode=true') |
| 262 | + } |
| 263 | +/> |
| 264 | +``` |
| 265 | +
|
| 266 | +### Rate Limiting: |
| 267 | +```typescript |
| 268 | +// Add to window API |
| 269 | +let lastCall = 0; |
| 270 | +performDrag: async (from, to) => { |
| 271 | + if (Date.now() - lastCall < 50) return false; // Max 20 ops/sec |
| 272 | + lastCall = Date.now(); |
| 273 | + // ... rest of logic |
| 274 | +} |
| 275 | +``` |
| 276 | +
|
| 277 | +--- |
| 278 | +
|
| 279 | +## ✅ Success Criteria - All Met! |
| 280 | +
|
| 281 | +- [x] Non-invasive implementation (no game logic changes) |
| 282 | +- [x] State exposed via hidden DOM elements |
| 283 | +- [x] Window API for drag control WITHOUT mouse events |
| 284 | +- [x] Playwright MCP compatible and tested |
| 285 | +- [x] Comprehensive documentation created |
| 286 | +- [x] Universal API pattern proposed |
| 287 | +- [x] Example AI workflows documented |
| 288 | +- [x] Game functionality 100% preserved |
| 289 | +
|
| 290 | +--- |
| 291 | +
|
| 292 | +**Ready for AI training, RL experiments, and vision model development!** 🚀 |
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