--- Input for STRATEGIZER at 20250925_042649 ---
================================ Human Message =================================

META THOUGHTS: The analyzer has completed its diagnosis of Evolution 0 and identified the core problem: the foo_player always selects the first available action without any evaluation or strategic thinking. This resulted in 0 wins and a massive VP deficit (2.0 vs 10.0). The analyzer correctly identified that we need to implement action evaluation using lookahead functions like copy_game and execute_deterministic. Since we have a clear diagnosis of the strategic flaw, it's time to move to the strategizer to develop a concrete algorithmic approach.

META GOAL: Develop and implement a strategic lookahead algorithm that evaluates actions using the adapter functions (copy_game, execute_deterministic, etc.) to replace the current naive "pick first action" approach and achieve meaningful wins against the AlphaBeta opponent.

CHOSEN AGENT: STRATEGIZER

AGENT OBJECTIVE: The analyzer has identified that our foo_player is failing because it always selects the first available action without any evaluation (resulting in 0 wins and 2.0 avg VP vs opponent's 10.0 VP). Design a concrete algorithmic strategy that uses the adapter functions to evaluate actions through lookahead or search. Your strategy must use functions like copy_game and execute_deterministic to simulate future game states and select the best action. Do not propose simple weight-based heuristics - I need a clever algorithmic approach like minimax, expectimax, or multi-step lookahead that can compete against the AlphaBeta opponent. Focus on one core strategic improvement that will have maximum impact on performance.
================================== Ai Message ==================================

STRATEGIZER
**Proposed Strategy: Multi-Step Lookahead with Expected Value Estimation**

The current `foo_player.py` fails because it blindly selects the first action without evaluating outcomes. To address this, we will implement a **multi-step lookahead strategy** using the following steps:

1. **Simulate Future States**: For each playable action, use `copy_game` and `execute_deterministic` to simulate the resulting game state.
2. **Evaluate States**: Use the `base_fn` heuristic from `adapters.py` to evaluate the quality of each resulting state.
3. **Select Best Action**: Choose the action that leads to the highest evaluated state.

### Key Features:
- **Multi-Step Lookahead**: Simulate 2-3 turns ahead to capture longer-term consequences.
- **Expected Value Estimation**: Use `base_fn` to quantify the desirability of each state.
- **Efficiency**: Limit the depth of lookahead to balance performance and computation time.

### Implementation Steps:
1. **Import Required Functions**: Add `copy_game`, `execute_deterministic`, and `base_fn` from `adapters.py`.
2. **Define Lookahead Depth**: Set a fixed depth (e.g., 2) for the simulation.
3. **Simulate and Evaluate**:
   - For each action, simulate the game state after execution.
   - Evaluate the resulting state using `base_fn`.
4. **Select Best Action**: Return the action with the highest evaluation score.

### Example Code Snippet:
```python
from .adapters import copy_game, execute_deterministic, base_fn

class FooPlayer(Player):
    def __init__(self, name=None):
        super().__init__(Color.BLUE, name)
        self.value_fn = base_fn()  # Initialize heuristic function

    def decide(self, game, playable_actions):
        best_action = None
        best_score = float('-inf')

        for action in playable_actions:
            # Simulate the action
            game_copy = copy_game(game)
            outcomes = execute_deterministic(game_copy, action)

            # Evaluate the resulting state
            for outcome, _ in outcomes:
                score = self.value_fn(outcome, self.color)
                if score > best_score:
                    best_score = score
                    best_action = action

        return best_action if best_action else playable_actions[0]
```

### Why This Works:
- **Strategic Depth**: By simulating future states, the player can anticipate outcomes and make informed decisions.
- **Heuristic Guidance**: The `base_fn` provides a quantitative measure of state quality, ensuring better action selection.
- **Competitive Edge**: This approach directly competes with the AlphaBeta opponent by leveraging similar lookahead principles.

**Next Steps**: Implement this strategy in `foo_player.py` and test its performance against the baseline.
END STRATEGIZER
================================ Human Message =================================

META THOUGHTS: Excellent progress! We jumped from 0 wins to 11 wins (37% win rate) and 2.0 VP to 7.1 VP, proving our lookahead strategy is fundamentally sound. The analyzer identified specific refinements needed: deeper lookahead (depth 3+), better action prioritization to reduce computational waste, and rebalancing the evaluation to favor infrastructure over maritime trades. This is very promising - we have a working algorithmic foundation that just needs optimization.

META GOAL: Refine the existing lookahead strategy by increasing depth, improving action prioritization, and rebalancing evaluation priorities to favor long-term infrastructure building over short-term resource trades, aiming to achieve 50%+ win rate.

CHOSEN AGENT: STRATEGIZER

AGENT OBJECTIVE: Our lookahead strategy is working well - we improved from 0 wins to 11 wins (37% win rate) and 2.0 to 7.1 avg VP. However, the analyzer identified key refinements needed: 1) Current depth-2 lookahead is too shallow for long-term planning, 2) Player over-prioritizes maritime trades vs infrastructure building, 3) No robber/knight strategy, 4) Inefficient node expansion (570 expansions per decision). Design specific improvements to our existing lookahead algorithm that address these issues. Focus on: increasing lookahead depth to 3+, implementing better action prioritization/pruning to reduce computational waste, and adjusting the evaluation strategy to favor settlements/roads/robber actions over maritime trades. Build on our successful foundation rather than changing the core approach.
================================== Ai Message ==================================

STRATEGIZER
**Refined Strategy: Deepened Lookahead with Infrastructure Focus and Robber Optimization**

### Key Improvements:
1. **Increase Lookahead Depth to 3**:
   - Capture longer-term consequences of infrastructure decisions (settlements, roads, cities).
   - Adjust `lookahead_depth` in `FooPlayer.__init__` to 3.

2. **Action Prioritization with Pruning**:
   - Use `prune_robber_actions` to reduce computational waste and focus on high-impact actions.
   - Prioritize actions like `BUILD_SETTLEMENT`, `BUILD_ROAD`, and `BUILD_CITY` over maritime trades.

3. **Rebalance Evaluation with `contender_fn`**:
   - Replace `base_fn` with `contender_fn` to emphasize infrastructure and long-term growth.
   - Customize weights to further prioritize settlements, roads, and development cards.

4. **Robber/Knight Strategy**:
   - Add logic to prioritize robber placement actions that target opponents with high resource production or development card advantages.
   - Use `prune_robber_actions` to focus on disruptive robber placements.

---

### Implementation Steps:
1. **Update `FooPlayer.__init__`**:
   ```python
   def __init__(self, name: str | None = None, lookahead_depth: int = 3):
       super().__init__(Color.BLUE, name)
       self.value_fn = contender_fn()  # Use contender_fn for infrastructure focus
       self.lookahead_depth = max(1, int(lookahead_depth))
   ```

2. **Modify `decide` to Prioritize High-Impact Actions**:
   ```python
   def decide(self, game: Game, playable_actions: Iterable) -> object:
       actions = list(playable_actions)
       if not actions:
           return None

       # Prune robber actions to reduce computational waste
       if any(action.action_type == ActionType.PLACE_ROBBER for action in actions):
           actions = prune_robber_actions(self.color, game, actions)

       # Prioritize infrastructure actions
       infrastructure_actions = [
           action for action in actions
           if action.action_type in {ActionType.BUILD_SETTLEMENT, ActionType.BUILD_ROAD, ActionType.BUILD_CITY}
       ]
       if infrastructure_actions:
           actions = infrastructure_actions

       # Proceed with lookahead evaluation
       best_action, best_score = self._evaluate_actions(game, actions)
       return best_action if best_action else actions[0]
   ```

3. **Adjust `_evaluate_node` for Robber Strategy**:
   - In `_evaluate_node`, explicitly evaluate robber actions to target opponents with high resource production.

4. **Optimize Node Expansion**:
   - Limit node expansions by pruning less impactful actions early in the evaluation process.

---

### Expected Outcome:
- **Higher Win Rate**: Deeper lookahead and infrastructure focus should increase win rate to 50%+.
- **Efficiency**: Pruning and prioritization will reduce node expansions, improving computational efficiency.
- **Strategic Depth**: Robber/knight strategy will disrupt opponents and create opportunities for resource dominance.

**Next Steps**: Implement these changes in `foo_player.py` and test performance.
END STRATEGIZER
================================ Human Message =================================

This is the current performance history

{
  "Evolution 0": {
    "wins": 0,
    "avg_score": 2.0,
    "avg_turns": 62.53333333333333,
    "full_game_log_path": "game_20250925_041340_fg/game_output.txt",
    "json_game_results_path": "game_20250925_041340_fg/game_20250925_041340_fg.json",
    "cur_foo_player_path": "game_20250925_041340_fg/foo_player.py",
    "cli_run_id": "game_20250925_041340_fg",
    "timestamp": "2025-09-25 04:14:15"
  },
  "Evolution 1": {
    "wins": 11,
    "avg_score": 7.1,
    "avg_turns": 76.46666666666667,
    "full_game_log_path": "game_20250925_041638_fg/game_output.txt",
    "json_game_results_path": "game_20250925_041638_fg/game_20250925_041638_fg.json",
    "cur_foo_player_path": "game_20250925_041638_fg/foo_player.py",
    "cli_run_id": "game_20250925_041638_fg",
    "timestamp": "2025-09-25 04:17:50"
  },
  "Evolution 2": {
    "wins": 16,
    "avg_score": 8.266666666666667,
    "avg_turns": 77.4,
    "full_game_log_path": "game_20250925_042045_fg/game_output.txt",
    "json_game_results_path": "game_20250925_042045_fg/game_20250925_042045_fg.json",
    "cur_foo_player_path": "game_20250925_042045_fg/foo_player.py",
    "cli_run_id": "game_20250925_042045_fg",
    "timestamp": "2025-09-25 04:22:54"
  },
  "Evolution 3": {
    "wins": 4,
    "avg_score": 5.6,
    "avg_turns": 74.36666666666666,
    "full_game_log_path": "game_20250925_042440_fg/game_output.txt",
    "json_game_results_path": "game_20250925_042440_fg/game_20250925_042440_fg.json",
    "cur_foo_player_path": "game_20250925_042440_fg/foo_player.py",
    "cli_run_id": "game_20250925_042440_fg",
    "timestamp": "2025-09-25 04:25:58"
  }
}
================================ Human Message =================================

This is the current foo_player.py file

import os
from typing import Iterable, List, Tuple

# MUST use adapters to interact with the game. Do NOT import catanatron directly.
from .adapters import (
    Game,
    Player,
    Color,
    copy_game,
    execute_deterministic,
    list_prunned_actions,
    prune_robber_actions,
    contender_fn,
    base_fn,
    DEFAULT_WEIGHTS,
    ActionType,
)


class FooPlayer(Player):
    """A lookahead player that focuses on infrastructure and robber pruning.

    Improvements over the previous version:
    - Default lookahead depth increased to 3 to capture longer-term infrastructure
      consequences (settlements, roads, cities).
    - Uses contender_fn (with DEFAULT_WEIGHTS) as the primary heuristic to bias
      evaluation toward infrastructure. Falls back to base_fn on failure.
    - Uses prune_robber_actions to reduce robber move branching when robber
      actions are available.
    - Prioritizes infrastructure actions (BUILD_SETTLEMENT, BUILD_ROAD,
      BUILD_CITY) over maritime trades when possible.

    Notes about this update (bugs fixed / performance improvements):
    - Fixed bugs caused by using Python's filter() without materializing into
      a list. All filtering uses list comprehensions so len() and indexing work.
    - Added a cheap "quick" heuristic pre-evaluation to rank actions and only
      fully expand the top-k candidate actions. This reduces node expansions
      drastically while preserving the depth-3 lookahead on the most
      promising moves.
    - Robust defensive error handling kept so any adapter failure falls back
      to heuristic evaluation instead of crashing the player.
    """

    def __init__(self, name: str | None = None, lookahead_depth: int = 3):
        # Initialize as BLUE (same as previous implementation). The Player
        # constructor from adapters expects (Color, name)
        super().__init__(Color.BLUE, name)

        # Prefer contender_fn to bias toward infrastructure.
        try:
            self.value_fn = contender_fn(DEFAULT_WEIGHTS)
            print('FooPlayer.__init__: Using contender_fn with DEFAULT_WEIGHTS')
        except Exception as e:
            print(f'FooPlayer.__init__: contender_fn failed, falling back to base_fn: {e}')
            try:
                self.value_fn = base_fn()
                print('FooPlayer.__init__: Using base_fn as fallback')
            except Exception as inner:
                print(f'FooPlayer.__init__: base_fn also failed, using dumb fallback. {inner}')
                self.value_fn = lambda g, c: 0.0

        # Lookahead depth controls recursion. Increase default to 3 for deeper
        # planning. Keep lower bound of 1 to avoid invalid depths.
        self.lookahead_depth = max(1, int(lookahead_depth))

        # Counters / debug info to monitor node expansions in a single decision.
        self._node_expansions = 0

        # Tunable pruning parameters to limit branching and reduce node expansions.
        # Keep conservative defaults so we don't lose good actions.
        self.max_root_expansions = 6  # number of candidate actions to fully expand at root
        self.max_child_expansions = 5  # number of actions to expand at inner nodes when branching is large

    def decide(self, game: Game, playable_actions: Iterable) -> object:
        """Choose an action from playable_actions using a prioritized lookahead.

        Strategy enhancements and bug fixes:
        - Materialize any iterables into lists (avoid filter iterator bugs).
        - Use prune_robber_actions when appropriate.
        - Perform a cheap pre-evaluation (quick heuristic) of actions and only
          fully search the top-k to reduce node expansions.
        """
        try:
            actions = list(playable_actions)
        except Exception:
            # playable_actions could be any iterable; ensure we can iterate it.
            actions = [a for a in playable_actions]

        if not actions:
            print('FooPlayer.decide: No playable actions available, returning None')
            return None

        # Reset debug counters
        self._node_expansions = 0

        # Detect and prune robber actions (safe check using name contains 'ROBBER')
        try:
            has_robber = any(
                getattr(a, 'action_type', None) is not None and
                'ROBBER' in getattr(a.action_type, 'name', '')
                for a in actions
            )
        except Exception:
            has_robber = False

        if has_robber:
            try:
                pruned = prune_robber_actions(self.color, game, actions)
                # Ensure pruned is a list; adapters should return a list but be defensive
                pruned = list(pruned) if pruned is not None else pruned
                if pruned and len(pruned) < len(actions):
                    print(f'FooPlayer.decide: Pruned robber actions from {len(actions)} to {len(pruned)}')
                    actions = pruned
            except Exception as e:
                print(f'FooPlayer.decide: prune_robber_actions failed: {e}')

        # Prioritize infrastructure actions over maritime trades and other low
        # value actions. If we have any infrastructure actions, focus on them.
        try:
            infrastructure_types = {ActionType.BUILD_SETTLEMENT, ActionType.BUILD_ROAD, ActionType.BUILD_CITY}
            infrastructure_actions = [a for a in actions if getattr(a, 'action_type', None) in infrastructure_types]
            if infrastructure_actions:
                print(f'FooPlayer.decide: Prioritizing {len(infrastructure_actions)} infrastructure actions over {len(actions)} total')
                actions = infrastructure_actions
            else:
                # If no infrastructure actions, try to deprioritize maritime trades
                # when there are many options (to avoid repeatedly choosing trades).
                if len(actions) > 6:
                    non_trade_actions = [a for a in actions if getattr(a, 'action_type', None) != ActionType.MARITIME_TRADE]
                    if non_trade_actions:
                        print(f'FooPlayer.decide: Filtering out maritime trades from {len(actions)} to {len(non_trade_actions)} actions')
                        actions = non_trade_actions
        except Exception as e:
            print(f'FooPlayer.decide: Error during action prioritization: {e}')

        # If there are still many actions, use a cheap pre-evaluation to select
        # the top-k candidate actions to fully evaluate with lookahead.
        try:
            candidate_actions = actions
            # Quick scoring: evaluate the immediate resulting states with the heuristic
            quick_scores = []  # list of (action, score)
            for action in candidate_actions:
                try:
                    game_copy = copy_game(game)
                    outcomes = execute_deterministic(game_copy, action)
                    quick_value = 0.0
                    for (outcome_game, prob) in outcomes:
                        try:
                            quick_value += prob * float(self.value_fn(outcome_game, self.color))
                        except Exception:
                            quick_value += prob * 0.0
                    quick_scores.append((action, quick_value))
                except Exception as e:
                    # If quick evaluation fails, push a very low score so it is deprioritized
                    print(f'FooPlayer.decide: quick evaluation failed for action {action}: {e}')
                    quick_scores.append((action, float('-inf')))

            # Sort candidate actions by quick score descending
            quick_scores.sort(key=lambda x: x[1], reverse=True)

            # Determine how many to fully expand at root
            max_expand = min(len(quick_scores), self.max_root_expansions)
            top_actions = [a for (a, _) in quick_scores[:max_expand]]

            # Debug: print quick scores for transparency
            print('FooPlayer.decide: Quick action scores (top->low):')
            for a, s in quick_scores[:max_expand]:
                print(f'  quick_score={s} action_type={getattr(a, "action_type", None)}')

        except Exception as e:
            # If quick pre-eval fails for any reason, just evaluate all actions (safe fallback)
            print(f'FooPlayer.decide: Quick pre-evaluation failed: {e}')
            top_actions = actions

        best_action = None
        best_score = float('-inf')

        print(f'FooPlayer.decide: Fully evaluating {len(top_actions)} top actions with lookahead depth={self.lookahead_depth}')

        # Evaluate the top candidate actions with full lookahead
        for idx, action in enumerate(top_actions):
            try:
                game_copy = copy_game(game)
                outcomes = execute_deterministic(game_copy, action)

                expected_value = 0.0
                for (outcome_game, prob) in outcomes:
                    node_value = self._evaluate_node(outcome_game, self.lookahead_depth - 1)
                    expected_value += prob * node_value

                print(f'  Action {idx}: expected_value={expected_value} action_type={getattr(action, "action_type", None)}')

                if expected_value > best_score:
                    best_score = expected_value
                    best_action = action

            except Exception as e:
                print(f'FooPlayer.decide: Exception while evaluating action {action}: {e}')

        # Fallback to the first original action if something went wrong
        chosen = best_action if best_action is not None else actions[0]
        print(f'FooPlayer.decide: Chosen action={chosen} score={best_score} node_expansions={self._node_expansions}')
        return chosen

    def _evaluate_node(self, game: Game, depth: int) -> float:
        """Recursive evaluator that returns a heuristic value for the given game
        state with a remaining lookahead depth.

        This function includes a lightweight child-pruning mechanism: when the
        branching factor is large we do a cheap heuristic evaluation of the
        children and only recurse into the best few. This reduces node
        expansions while still searching the most promising lines.
        """
        # Update expansion counter for debugging / profiling
        self._node_expansions += 1

        # Base case: evaluate with heuristic
        if depth <= 0:
            try:
                val = float(self.value_fn(game, self.color))
            except Exception as e:
                print(f'FooPlayer._evaluate_node: value_fn raised exception: {e}')
                val = 0.0
            return val

        # Get a pruned list of actions for this game state to reduce branching.
        try:
            actions = list_prunned_actions(game)
        except Exception as e:
            print(f'FooPlayer._evaluate_node: list_prunned_actions failed: {e}')
            try:
                return float(self.value_fn(game, self.color))
            except Exception:
                return 0.0

        if not actions:
            try:
                return float(self.value_fn(game, self.color))
            except Exception:
                return 0.0

        # If robber actions are present for the current actor, prune them.
        try:
            has_robber = any(
                getattr(a, 'action_type', None) is not None and
                'ROBBER' in getattr(a.action_type, 'name', '')
                for a in actions
            )
        except Exception:
            has_robber = False

        if has_robber:
            try:
                current_color = actions[0].color
                pruned = prune_robber_actions(current_color, game, actions)
                pruned = list(pruned) if pruned is not None else pruned
                if pruned:
                    # Only accept pruning if it meaningfully reduces branching
                    if len(pruned) < len(actions):
                        print(f'FooPlayer._evaluate_node: Pruned robber actions from {len(actions)} to {len(pruned)}')
                        actions = pruned
            except Exception as e:
                print(f'FooPlayer._evaluate_node: prune_robber_actions failed: {e}')

        # If branching is large, do a cheap pre-evaluation of children and keep top-k
        try:
            branching_limit = 8
            if len(actions) > branching_limit:
                child_scores = []
                for a in actions:
                    try:
                        gc = copy_game(game)
                        outcomes = execute_deterministic(gc, a)
                        q = 0.0
                        for (og, prob) in outcomes:
                            try:
                                q += prob * float(self.value_fn(og, self.color))
                            except Exception:
                                q += prob * 0.0
                        child_scores.append((a, q))
                    except Exception as e:
                        child_scores.append((a, float('-inf')))

                # Keep only the top child actions to recurse into
                child_scores.sort(key=lambda x: x[1], reverse=True)
                max_children = min(len(child_scores), self.max_child_expansions)
                top_children = [a for (a, _) in child_scores[:max_children]]
                print(f'FooPlayer._evaluate_node: Branching {len(actions)} -> {len(top_children)} via cheap pre-eval')
                actions = top_children
        except Exception as e:
            print(f'FooPlayer._evaluate_node: Error during child pre-eval pruning: {e}')

        # Determine whether current player is us or the opponent by inspecting
        # the first action's color. All returned actions should be for the same
        # player (the current player in the provided game state).
        current_actor_color = actions[0].color
        is_maximizing = (current_actor_color == self.color)

        best_value = float('-inf') if is_maximizing else float('inf')

        for action in actions:
            try:
                game_copy = copy_game(game)
                outcomes = execute_deterministic(game_copy, action)

                expected = 0.0
                for (outcome_game, prob) in outcomes:
                    expected += prob * self._evaluate_node(outcome_game, depth - 1)

                if is_maximizing:
                    if expected > best_value:
                        best_value = expected
                else:
                    if expected < best_value:
                        best_value = expected

            except Exception as e:
                print(f'FooPlayer._evaluate_node: Exception on action {action}: {e}')

        # If something went wrong and best_value remains +/-inf, evaluate directly
        if best_value == float('inf') or best_value == float('-inf'):
            try:
                return float(self.value_fn(game, self.color))
            except Exception:
                return 0.0

        return best_value

================================ Human Message =================================

This is the current adapters.py file

"""Unified adapter for Catanatron agents.

Expose a small, stable surface for multi-agent systems to:
- Inspect game state
- Enumerate legal actions
- Execute hypothetical moves (with/without validation)
- Expand chance outcomes (dice, dev cards, robber)
- Use pruning helpers
- Build/evaluate heuristics

Everything here is a thin re-export or trivial wrapper from catanatron & friends.
"""

from typing import Callable, List, Optional, Tuple, Dict, Any

# CORE RE-EXPORTS
from catanatron.game import Game  # Game instance with .state, .copy(), .execute(action), .winning_color()
from catanatron.models.player import Player, Color  # Player and Color types
from catanatron.models.enums import Action, ActionType  # Action = namedtuple("Action", ["color", "action_type", "value"]) 

# Player and debug node classes (re-exported so consumers can import them from adapters)
from catanatron_experimental.machine_learning.players.minimax import (
    AlphaBetaPlayer,  # Player that executes an AlphaBeta search with expected value calculation
    SameTurnAlphaBetaPlayer,  # AlphaBeta constrained to the same turn
    DebugStateNode,  # Node for debugging the AlphaBeta search tree
    DebugActionNode,  # Node representing an action in the AlphaBeta search tree
)
from catanatron_experimental.machine_learning.players.value import (
    ValueFunctionPlayer,  # Player using heuristic value functions
    DEFAULT_WEIGHTS,  # Default weight set for value functions
)

# Underlying implementation imports (underscore aliases to avoid recursion)
from catanatron_experimental.machine_learning.players.tree_search_utils import (
    execute_deterministic as _execute_deterministic,
    execute_spectrum as _execute_spectrum,
    expand_spectrum as _expand_spectrum,
    list_prunned_actions as _list_prunned_actions,  # spelling verified in source
    prune_robber_actions as _prune_robber_actions,
)
from catanatron_experimental.machine_learning.players.minimax import render_debug_tree as _render_debug_tree

from catanatron_experimental.machine_learning.players.value import (
    base_fn as _base_fn,
    contender_fn as _contender_fn,
    value_production as _value_production,
    get_value_fn as _get_value_fn,
)

# Public API
__all__ = [
    "Game",
    "Player",
    "Color",
    "Action",
    "ActionType",
    "AlphaBetaPlayer",
    "SameTurnAlphaBetaPlayer",
    "ValueFunctionPlayer",
    "DebugStateNode",
    "DebugActionNode",
    "copy_game",
    "execute_deterministic",
    "execute_spectrum",
    "expand_spectrum",
    "list_prunned_actions",
    "prune_robber_actions",
    "render_debug_tree",
    "base_fn",
    "contender_fn",
    "value_production",
    "get_value_fn",
]

# THIN CONVENIENCE WRAPPERS
def copy_game(game: Game) -> Game:
    '''Create a deep copy of the game state.'''
    return game.copy()

def execute_deterministic(game: Game, action: Action) -> List[Tuple[Game, float]]:
    '''Execute a deterministic action and return the resulting game state with probability 1.'''
    return _execute_deterministic(game, action)

def execute_spectrum(game: Game, action: Action) -> List[Tuple[Game, float]]:
    '''Return a list of (game_copy, probability) tuples for all possible outcomes of an action.'''
    return _execute_spectrum(game, action)

def expand_spectrum(game: Game, actions: List[Action]) -> Dict[Action, List[Tuple[Game, float]]]:
    '''Expand a game state into all possible outcomes for a list of actions.'''
    return _expand_spectrum(game, actions)

def list_prunned_actions(game: Game) -> List[Action]:
    '''Returns a pruned list of actions to reduce the search space.'''
    return _list_prunned_actions(game)

def prune_robber_actions(current_color: Color, game: Game, actions: List[Action]) -> List[Action]:
    '''Prunes robber actions to keep only the most impactful ones.'''
    return _prune_robber_actions(current_color, game, actions)

def render_debug_tree(node: DebugStateNode) -> str:
    '''Renders the AlphaBeta search tree using Graphviz.'''
    return _render_debug_tree(node)

# HEURISTIC BUILDERS
def base_fn(params=DEFAULT_WEIGHTS) -> Callable[[Game, Color], float]:
    '''Base value function factory for evaluating game states.'''
    return _base_fn(params)

def contender_fn(params) -> Callable[[Game, Color], float]:
    '''Alternative value function factory with tuned weights.'''
    return _contender_fn(params)

def value_production(sample, player_name: str = "P0", include_variety: bool = True) -> float:
    '''Compute the production value of a player's state.'''
    return _value_production(sample, player_name, include_variety)

def get_value_fn(name: str, params, value_function=None) -> Callable[[Game, Color], float]:
    '''Factory that returns a value function by name and parameters.'''
    return _get_value_fn(name, params, value_function)

================================ Human Message =================================

META THOUGHTS: This is a major regression. We went from our best performance (16 wins, 53% win rate in Evolution 2) to our worst since Evolution 0 (4 wins, 13% win rate). The "bug fixes" I requested actually broke our successful strategy. The coder added aggressive pruning (max_root_expansions=6, max_child_expansions=5) that likely removed the very actions that made us successful. Evolution 2's strategy was working excellently - we shouldn't have "fixed" what wasn't broken. The filtering errors were minor compared to this massive performance drop.

META GOAL: Revert the aggressive pruning changes that caused the regression from Evolution 2 to Evolution 3, restoring our successful 53% win rate strategy while keeping only the essential bug fixes that don't impact strategic decision-making.

CHOSEN AGENT: STRATEGIZER

AGENT OBJECTIVE: We have a major regression problem. Evolution 2 achieved our best performance ever (16 wins, 53% win rate) with depth-3 lookahead and contender_fn. Evolution 3 dropped to 4 wins (13% win rate) after implementing "bug fixes" that included aggressive pruning (max_root_expansions=6, max_child_expansions=5). The coder's efficiency improvements broke our successful strategy. Design a rollback plan to restore Evolution 2's successful approach while keeping only essential bug fixes. Focus on removing the aggressive action pruning and pre-evaluation limits that are preventing our player from finding the good infrastructure actions it was successfully choosing before. The contender_fn and depth-3 lookahead were working fine - we just need to fix the pruning logic that broke everything.

--- Output from STRATEGIZER at 20250925_042702 ---
================================== Ai Message ==================================
Tool Calls:
  read_older_foo_file (jQLiBVR5N)
 Call ID: jQLiBVR5N
  Args:
    num: 2
================================= Tool Message =================================
Name: read_older_foo_file

import os
from typing import Iterable, List, Tuple

# MUST use adapters to interact with the game. Do NOT import catanatron directly.
from .adapters import (
    Game,
    Player,
    Color,
    copy_game,
    execute_deterministic,
    list_prunned_actions,
    prune_robber_actions,
    contender_fn,
    base_fn,
    DEFAULT_WEIGHTS,
    ActionType,
)


class FooPlayer(Player):
    """A lookahead player that focuses on infrastructure and robber pruning.

    Improvements over the previous version:
    - Default lookahead depth increased to 3 to capture longer-term infrastructure
      consequences (settlements, roads, cities).
    - Uses contender_fn (with DEFAULT_WEIGHTS) as the primary heuristic to bias
      evaluation toward infrastructure. Falls back to base_fn on failure.
    - Uses prune_robber_actions to reduce robber move branching when robber
      actions are available.
    - Prioritizes infrastructure actions (BUILD_SETTLEMENT, BUILD_ROAD,
      BUILD_CITY) over maritime trades when possible.

    Implementation notes / reminders:
    - Always interact with the game through the .adapters surface.
    - Keep print() debugging statements to trace decisions and node expansions.
    - Defensive try/excepts ensure we fall back to a heuristic evaluation if any
      adapter call fails instead of crashing the whole player.
    """

    def __init__(self, name: str | None = None, lookahead_depth: int = 3):
        # Initialize as BLUE (same as previous implementation). The Player
        # constructor from adapters expects (Color, name)
        super().__init__(Color.BLUE, name)

        # Prefer contender_fn to bias toward infrastructure. contender_fn in the
        # adapters expects parameters; use DEFAULT_WEIGHTS as a sensible default.
        try:
            self.value_fn = contender_fn(DEFAULT_WEIGHTS)
            print('FooPlayer.__init__: Using contender_fn with DEFAULT_WEIGHTS')
        except Exception as e:
            # If contender_fn fails for any reason, fall back to base_fn.
            print(f'FooPlayer.__init__: contender_fn failed, falling back to base_fn: {e}')
            try:
                self.value_fn = base_fn()
            except Exception as inner:
                print(f'FooPlayer.__init__: base_fn also failed, using dumb fallback. {inner}')
                # Final fallback: a lambda that returns 0.0 so code remains safe.
                self.value_fn = lambda g, c: 0.0

        # Lookahead depth controls recursion. Increase default to 3 for deeper
        # planning. Keep lower bound of 1 to avoid invalid depths.
        self.lookahead_depth = max(1, int(lookahead_depth))

        # Counters / debug info to monitor node expansions in a single decision.
        self._node_expansions = 0

    def decide(self, game: Game, playable_actions: Iterable) -> object:
        """Choose an action from playable_actions using a prioritized lookahead.

        Strategy enhancements from previous version:
        - If robber actions are present, use prune_robber_actions to keep only
          impactful robber placements.
        - Prioritize infrastructure actions (settlement/road/city) over
          maritime trades to encourage long-term VP growth.
        - Evaluate a reduced set of actions with lookahead to limit node
          expansions and computation time.
        """
        try:
            actions = list(playable_actions)
        except Exception:
            # playable_actions could be any iterable; ensure we can index it.
            actions = [a for a in playable_actions]

        # Defensive: if there are no actions, return None (game should handle it)
        if not actions:
            print('FooPlayer.decide: No playable actions available, returning None')
            return None

        # Reset debug counters
        self._node_expansions = 0

        # If there are robber actions present, prune them to reduce branching.
        try:
            has_robber = any(getattr(a, 'action_type', None) and 'ROBBER' in getattr(a.action_type, 'name', '') for a in actions)
        except Exception:
            has_robber = False

        if has_robber:
            try:
                pruned = prune_robber_actions(self.color, game, actions)
                if pruned:
                    print(f'FooPlayer.decide: Pruned robber actions from {len(actions)} to {len(pruned)}')
                    actions = pruned
            except Exception as e:
                print(f'FooPlayer.decide: prune_robber_actions failed: {e}')

        # Prioritize infrastructure actions over maritime trades and other low
        # value actions. If we have any infrastructure actions, focus on them.
        try:
            infrastructure_types = {ActionType.BUILD_SETTLEMENT, ActionType.BUILD_ROAD, ActionType.BUILD_CITY}
            infrastructure_actions = [a for a in actions if getattr(a, 'action_type', None) in infrastructure_types]
            if infrastructure_actions:
                print(f'FooPlayer.decide: Prioritizing {len(infrastructure_actions)} infrastructure actions over {len(actions)} total')
                actions = infrastructure_actions
            else:
                # If no infrastructure actions, try to deprioritize maritime trades
                # when there are many options (to avoid repeatedly choosing trades).
                if len(actions) > 6:
                    non_trade_actions = [a for a in actions if getattr(a, 'action_type', None) != ActionType.MARITIME_TRADE]
                    if non_trade_actions:
                        print(f'FooPlayer.decide: Filtering out maritime trades from {len(actions)} to {len(non_trade_actions)} actions')
                        actions = non_trade_actions
        except Exception as e:
            print(f'FooPlayer.decide: Error during action prioritization: {e}')

        best_action = None
        best_score = float('-inf')

        print(f'FooPlayer.decide: Evaluating {len(actions)} actions with lookahead depth={self.lookahead_depth}')

        # Evaluate each candidate action by simulating its deterministic outcomes
        for idx, action in enumerate(actions):
            try:
                # copy the game and execute the action deterministically
                game_copy = copy_game(game)
                outcomes = execute_deterministic(game_copy, action)

                # outcomes is a list of (game_after_action, probability) tuples
                expected_value = 0.0
                for (outcome_game, prob) in outcomes:
                    # For each outcome, perform a recursive lookahead of depth-1
                    node_value = self._evaluate_node(outcome_game, self.lookahead_depth - 1)
                    expected_value += prob * node_value

                print(f'  Action {idx}: expected_value={expected_value} action_type={getattr(action, "action_type", None)}')

                # Since these actions are available to the current player, we
                # select the action with the highest expected value.
                if expected_value > best_score:
                    best_score = expected_value
                    best_action = action

            except Exception as e:
                # Catch exceptions per-action to avoid crashing during decide.
                print(f'FooPlayer.decide: Exception while evaluating action {action}: {e}')

        # Fallback to the first action if something went wrong and no best_action
        chosen = best_action if best_action is not None else actions[0]
        print(f'FooPlayer.decide: Chosen action={chosen} score={best_score} node_expansions={self._node_expansions}')
        return chosen

    def _evaluate_node(self, game: Game, depth: int) -> float:
        """Recursive evaluator that returns a heuristic value for the given game
        state with a remaining lookahead depth.

        Enhancements:
        - When robber actions are present for the current actor, use
          prune_robber_actions to reduce branching and focus on impactful
          robber placements.
        - When many actions exist, deprioritize maritime trades to limit
          expansion.
        """
        # Update expansion counter for debugging / profiling
        self._node_expansions += 1

        # Base case: evaluate with heuristic
        if depth <= 0:
            try:
                val = float(self.value_fn(game, self.color))
            except Exception as e:
                print(f'FooPlayer._evaluate_node: value_fn raised exception: {e}')
                val = 0.0
            return val

        # Get a pruned list of actions for this game state to reduce branching.
        try:
            actions = list_prunned_actions(game)
        except Exception as e:
            print(f'FooPlayer._evaluate_node: list_prunned_actions failed: {e}')
            # Fallback: evaluate directly
            try:
                return float(self.value_fn(game, self.color))
            except Exception:
                return 0.0

        if not actions:
            # No actions -> evaluate terminal-like state
            try:
                return float(self.value_fn(game, self.color))
            except Exception:
                return 0.0

        # If robber actions are present for the current actor, prune them.
        try:
            has_robber = any(getattr(a, 'action_type', None) and 'ROBBER' in getattr(a.action_type, 'name', '') for a in actions)
        except Exception:
            has_robber = False

        if has_robber:
            try:
                # Use the color of the current actor to prune appropriately.
                current_color = actions[0].color
                pruned = prune_robber_actions(current_color, game, actions)
                if pruned:
                    actions = pruned
            except Exception as e:
                print(f'FooPlayer._evaluate_node: prune_robber_actions failed: {e}')

        # If there are many actions, deprioritize maritime trades to lower
        # branching factor. Keep trades only if no other options exist.
        try:
            if len(actions) > 8:
                non_trade_actions = [a for a in actions if getattr(a, 'action_type', None) != ActionType.MARITIME_TRADE]
                if non_trade_actions:
                    actions = non_trade_actions
        except Exception as e:
            print(f'FooPlayer._evaluate_node: Error filtering maritime trades: {e}')

        # Determine whether current player is us or the opponent by inspecting
        # the first action's color. All returned actions should be for the same
        # player (the current player in the provided game state).
        current_actor_color = actions[0].color
        is_maximizing = (current_actor_color == self.color)

        # Evaluate each action to compute either the max or min expected value.
        best_value = float('-inf') if is_maximizing else float('inf')

        for action in actions:
            try:
                game_copy = copy_game(game)
                outcomes = execute_deterministic(game_copy, action)

                expected = 0.0
                for (outcome_game, prob) in outcomes:
                    expected += prob * self._evaluate_node(outcome_game, depth - 1)

                if is_maximizing:
                    if expected > best_value:
                        best_value = expected
                else:
                    if expected < best_value:
                        best_value = expected

            except Exception as e:
                print(f'FooPlayer._evaluate_node: Exception on action {action}: {e}')

        # If something went wrong and best_value remains inf/-inf, evaluate directly
        if best_value == float('inf') or best_value == float('-inf'):
            try:
                return float(self.value_fn(game, self.color))
            except Exception:
                return 0.0

        return best_value

================================== Ai Message ==================================

STRATEGIZER
**Rollback Plan: Restore Evolution 2's Successful Strategy**

### **Root Cause of Regression**
The aggressive pruning in **Evolution 3** (e.g., `max_root_expansions=6`, `max_child_expansions=5`) removed critical infrastructure actions that were driving **Evolution 2's 53% win rate**. The "bug fixes" over-optimized and broke the core strategy.

### **Proposed Fixes**
1. **Revert Aggressive Pruning**:
   - Remove `max_root_expansions` and `max_child_expansions` entirely.
   - Restore full action evaluation for infrastructure and robber actions.

2. **Keep Essential Bug Fixes**:
   - Retain defensive error handling (e.g., `try/except` blocks).
   - Keep `prune_robber_actions` for efficiency, but **do not limit infrastructure actions**.

3. **Restore Depth-3 Lookahead**:
   - Keep `lookahead_depth=3` and `contender_fn` as in **Evolution 2**.

4. **Prioritize Infrastructure**:
   - Retain the logic to prioritize `BUILD_SETTLEMENT`, `BUILD_ROAD`, and `BUILD_CITY` over maritime trades.

---

### **Implementation Steps**
1. **Revert to Evolution 2's `decide` Method**:
   - Remove all `max_root_expansions` and `max_child_expansions` logic.
   - Restore full evaluation of infrastructure actions.

2. **Keep Robust Error Handling**:
   - Retain defensive `try/except` blocks to avoid crashes.

3. **Preserve Robber Pruning**:
   - Keep `prune_robber_actions` but **do not prune infrastructure actions**.

4. **Debugging**:
   - Add a debug print to confirm infrastructure actions are being evaluated:
     ```python
     print(f"Evaluating {len(actions)} actions (infrastructure: {len([a for a in actions if getattr(a, 'action_type', None) in {ActionType.BUILD_SETTLEMENT, ActionType.BUILD_ROAD, ActionType.BUILD_CITY}])})")
     ```

---

### **Expected Outcome**
- **Win Rate**: Restore to **~53%** (16 wins) by re-enabling the full evaluation of infrastructure actions.
- **Efficiency**: Maintain reasonable node expansions (avoid the 570+ expansions of Evolution 3).
- **Robustness**: Keep defensive error handling to prevent crashes.

**Next Steps**: Implement this rollback and validate performance in **Evolution 4**.
END STRATEGIZER

