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Add non-invasive AI instrumentation layer
- GameStateProbe component exposes game state via hidden DOM JSON elements * __klondike_state_visible__: visible cards only (perception/vision) * __klondike_state_canonical__: full state including hidden cards (RL training) * __klondike_rules__: complete game rules, controls, scoring system * Emits klondike:state-change custom events on updates - window.__klondike_api__ provides programmatic control * getState(): returns current GameState object * clickStock(): draws cards from stock pile * performDrag(from, to): bypasses DOM events, calls game logic directly - Comprehensive documentation * docs/AI-INSTRUCTIONS.md: 500+ line Playwright setup and integration guide * docs/AI-IMPLEMENTATION-SUMMARY.md: executive summary of architecture - Updated docs/TODO.md with implementation status * Marked GameStateProbe (5.1) as completed * Updated section 9 (Playwright MCP) with window API approach * Updated Phase 1 priorities to reflect foundation completion - Zero impact on existing functionality * All mouse/touch drag handlers remain 100% functional * Non-invasive overlay pattern preserves backward compatibility * Tested and verified working via Playwright MCP browser automation Universal Game API design proposal for future projects
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docs/AI-IMPLEMENTATION-SUMMARY.md

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# AI Instrumentation Summary
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## ✅ What Was Implemented
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### 1. **GameStateProbe Component** (`src/components/GameStateProbe.tsx`)
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- Non-invasive React component that exposes game state via hidden DOM elements
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- Zero impact on game rendering or functionality
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- Renders 3 hidden `<script type="application/json">` elements:
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- `__klondike_state_visible__` - Visible cards only (for perception training)
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- `__klondike_state_canonical__` - Full state including hidden cards (for RL)
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- `__klondike_rules__` - Game rules, controls, and scoring system
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- Emits custom `klondike:state-change` events for telemetry
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### 2. **Window API** (`window.__klondike_api__`)
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- Global JavaScript API for programmatic control
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- Three methods:
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- `getState()` - Returns current GameState
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- `clickStock()` - Draws card from stock
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- `performDrag(from, to)` - Moves cards WITHOUT using mouse events
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- **Key Innovation**: Drag API bypasses DOM event handlers entirely, calling game logic directly
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- Fully compatible with existing mouse/touch drag system (no conflicts)
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### 3. **AI-INSTRUCTIONS.md** (`docs/AI-INSTRUCTIONS.md`)
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- Comprehensive 500+ line documentation
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- Covers:
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- Architecture overview
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- State access methods (DOM vs API)
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- Playwright setup instructions
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- Example workflows (RL, vision training, LLM guidance)
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- Universal Game API design proposal
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- Troubleshooting guide
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---
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## 🎯 How It Works
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### Non-Invasive Design
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```
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App.tsx (unchanged game logic)
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├─ Renders game UI (cards, drag handlers)
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└─ Passes gameState → <GameStateProbe>
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├─ Hidden DOM <script> tags
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└─ window.__klondike_api__ exposure
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```
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**Benefits**:
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- ✅ Can be toggled with single `enabled={false}` prop
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- ✅ No changes to existing mouse/touch handlers
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- ✅ No changes to game logic functions
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- ✅ Performance neutral (hidden elements)
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---
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## 🔬 Testing Results (Playwright MCP)
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### ✅ Successfully Verified:
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1. **State Access**:
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```javascript
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const state = document.getElementById('__klondike_state_visible__');
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// Returns: Full JSON with tableau, foundations, moves, time
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```
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2. **API Control**:
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```javascript
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await window.__klondike_api__.performDrag(
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{ pile: 'tableau', index: 4 },
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{ pile: 'foundation', index: 0 }
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);
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// Result: A♦ moved to foundation, 6♦ revealed, moves: 0→1
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```
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3. **Game Functionality**:
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- All mouse/touch drag still works perfectly
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- Stock clicks work
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- Auto-move to foundation works
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- HMR hot-reload works with instrumentation
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---
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## 🚀 Drag Event Solution
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### ❌ Problem: Playwright `.dragTo()` Doesn't Work
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- Custom drag handlers use `onMouseDown``onMouseMove``onMouseUp`
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- Playwright's synthetic drag events don't trigger these handlers
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### ✅ Solution: Direct Game Logic API
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Instead of simulating mouse coordinates, the window API **calls the game logic directly**:
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```typescript
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// In App.tsx
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performDrag: async (from, to) => {
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const newState = moveCards(
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gameState,
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{ source: from.pile, index: from.index },
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{ source: to.pile, index: to.index }
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);
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if (newState) {
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setGameState(newState); // Updates React state
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return true;
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}
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return false;
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}
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```
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**This approach**:
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- ✅ Bypasses all DOM event handling
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- ✅ Uses the same validation logic as human players
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- ✅ Works with Playwright, Puppeteer, Selenium, or any automation tool
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- ✅ No conflicts with existing mouse/touch handlers
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- ✅ Can be called from browser console for debugging
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---
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## 🌐 Universal Game API Proposal
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Based on this implementation, we propose a **standard interface** for all browser-based games:
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```typescript
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interface UniversalGameAPI<TState, TAction> {
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meta: { name: string; version: string; type: string };
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state: {
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getVisible: () => TState; // Human-visible state
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getCanonical: () => TState; // Complete state (for training)
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subscribe: (cb) => void; // Event listener
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};
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rules: {
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objective: string;
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constraints: Record<string, string>;
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controls: Record<string, string>;
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scoring: Record<string, number>;
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};
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actions: {
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validate: (action: TAction) => boolean;
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perform: (action: TAction) => Promise<boolean>;
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getValid: (state: TState) => TAction[];
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};
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utils: {
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isTerminal: (state: TState) => boolean;
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getReward: (s, a, ns) => number;
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reset: () => void;
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};
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}
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```
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**Benefits**:
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- 🎮 Works for any game type (solitaire, puzzle, strategy)
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- 🤖 Enables generic AI/RL agents
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- 📊 Standardizes training data collection
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- 🔌 Compatible with MCP, Playwright, WebDriver
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---
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## 📝 Next Steps
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### Immediate (Ready to Use):
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1. ✅ Read game state via `__klondike_state_visible__`
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2. ✅ Control game via `window.__klondike_api__.performDrag()`
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3. ✅ Collect training data using Playwright scripts
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### Short-term (TODO.md):
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1. Add `data-testid` attributes for easier element selection
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2. Implement `getValidMoves()` for hint system
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3. Add telemetry backend (PostHog/Supabase)
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### Long-term (TODO.md):
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1. Build MCP server for external AI agents
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2. Train vision model on collected screenshots
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3. Implement RL agent using episode data
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4. Apply Universal API pattern to other games
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---
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## 🎓 Example: AI Makes a Move
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```javascript
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// Playwright script
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const { chromium } = require('playwright');
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(async () => {
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const browser = await chromium.launch({ headless: false });
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const page = await browser.newPage();
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await page.goto('http://localhost:10010/klondike/');
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// Wait for game to load
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await page.waitForSelector('.card');
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// Read current state
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const state = await page.evaluate(() => {
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const el = document.getElementById('__klondike_state_visible__');
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return JSON.parse(el.textContent);
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});
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console.log('Tableau:', state.tableau);
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// Find first Ace and move to foundation
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for (let i = 0; i < state.tableau.length; i++) {
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const topCard = state.tableau[i].faceUp[state.tableau[i].faceUp.length - 1];
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if (topCard?.rank === 'A') {
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console.log(`Found Ace at column ${i}`);
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const success = await page.evaluate(async (colIdx) => {
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return await window.__klondike_api__.performDrag(
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{ pile: 'tableau', index: colIdx },
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{ pile: 'foundation', index: 0 }
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);
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}, i);
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console.log('Move successful:', success);
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break;
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}
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}
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// Take screenshot
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await page.screenshot({ path: 'ai-move-result.png' });
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await browser.close();
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})();
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```
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---
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## 📊 Files Changed
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1. **Created**:
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- `src/components/GameStateProbe.tsx` (195 lines)
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- `docs/AI-INSTRUCTIONS.md` (500+ lines)
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2. **Modified**:
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- `src/App.tsx`:
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- Added `import { GameStateProbe }`
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- Added `<GameStateProbe gameState={gameState} />`
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- Added `useEffect` hook for `window.__klondike_api__`
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- **Zero changes to existing game logic**
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3. **Impact**:
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- Lines added: ~750
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- Lines changed in existing code: 3
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- Game functionality affected: **None**
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- Performance impact: **Negligible** (hidden DOM elements)
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---
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## 🔐 Security Considerations
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### Production Deployment:
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```tsx
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// Only enable in dev or with query param
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<GameStateProbe
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gameState={gameState}
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enabled={
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process.env.NODE_ENV === 'development' ||
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window.location.search.includes('?ai-mode=true')
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}
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/>
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```
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### Rate Limiting:
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```typescript
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// Add to window API
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let lastCall = 0;
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performDrag: async (from, to) => {
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if (Date.now() - lastCall < 50) return false; // Max 20 ops/sec
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lastCall = Date.now();
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// ... rest of logic
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}
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```
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---
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## ✅ Success Criteria - All Met!
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- [x] Non-invasive implementation (no game logic changes)
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- [x] State exposed via hidden DOM elements
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- [x] Window API for drag control WITHOUT mouse events
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- [x] Playwright MCP compatible and tested
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- [x] Comprehensive documentation created
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- [x] Universal API pattern proposed
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- [x] Example AI workflows documented
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- [x] Game functionality 100% preserved
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---
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**Ready for AI training, RL experiments, and vision model development!** 🚀

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