testsAndMisc/kcd2_dice_solver/README.md
Krzysztof kuhy Rudnicki 9d7751cebb
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kcd2 dice solver: serve it at dice.kuhy.duckdns.org, fit all 43 dice, move inventories between devices
The solver only ran behind ./run.sh, had one media query in the whole
stylesheet, and kept the inventory in a 46vh scroll box that showed maybe a
third of the 43 dice. Setting it up on the PC did nothing for the phone.

Deployment
  dice.kuhy.duckdns.org, behind the existing gitea-caddy edge. DuckDNS already
  wildcards *.kuhy.duckdns.org (checked against 1.1.1.1 and 8.8.8.8), so no
  dashboard step. deploy_build.sh builds to dist.staging and rsyncs into dist/
  with --delete-after --delay-updates; plain --delete removes stale assets
  before writing the new ones, which 404s a client mid-load. A post-commit hook
  starts a MemorySwapMax=0 systemd user unit, so a rebuild can neither slow a
  commit nor thrash zram.

  Three traps found by driving the live URL in a browser rather than curling it:
  a site address of "127.0.0.1:8089" reads as a HOSTNAME, so Caddy enabled
  auto-HTTPS and started an HTTP->HTTPS redirect listener that bound *:80 next
  to the edge -- SO_REUSEPORT would then split inbound HTTP and intermittently
  break ACME for every domain here. The same address also made a Host matcher,
  so the edge's forwarded Host matched nothing and served an empty 200 while the
  local health check passed. And watching dist/'s own inode could never detect a
  detached bind mount: rsync into an existing directory never changes it. Each
  now has a guard that asserts positively rather than failing open.

Dice list
  All 43 on screen at every width, no inner scrollbar. Column count and size
  tier are chosen together from a container query on the panel -- not the
  viewport, which mispredicts by 2x at the point the columns split. Two
  invariants govern it: the list fits above the fold, and the name column stays
  wide enough to tell Painter's die B, G and R apart. The left column holds the
  grid alone, so it is sized to fill the height it owns: one --die-row value
  drives the type, buttons and bar strip, giving a 52px row and 44px buttons on
  a 1296px-tall screen and 20px rows on a phone.

  Three safe-design rules are broken inside .die-list deliberately: sub-16px
  body text, square icon buttons, sub-8px intra-cell gaps. 43 items with a name,
  a chart and a counter in one viewport is arithmetically incompatible with 16px.

Import / export
  A file, the clipboard, or a link carrying the inventory in the URL fragment.
  One validator behind all four entry points including localStorage; it keeps
  what it can and reports what it dropped, so a die added in a later game patch
  costs you that entry, not the inventory. A link never silently overwrites what
  is saved here -- it offers Keep or Discard, and only a link that actually
  carries dice is applied at all, because one encoding a count of zero parsed
  cleanly, blanked the screen, disabled Clear and left Keep writing the emptiness
  over the visitor's own loadout.

session_autopsy
  parse.py (551) and report.py (504) were over the repo's 500-line limit, so
  test_file_length has been failing on main since 5ffd035. Extracted TurnTracker
  and the two candidate-cell helpers. Report output is byte-identical on real
  data apart from its timestamp, checked against HEAD in a worktree.

Verified: 288 TS tests and 911 Python tests, 100% coverage both, lint and
pre-commit clean, 8 viewports measured on the live HTTPS site, solver confirmed
through the real module worker.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 20:01:21 +02:00

8.5 KiB
Raw Blame History

KCD2 Dice Solver

Pick which six dice and which badge to bring to a game of dice in Kingdom Come: Deliverance II. Enter what you own; the solver evaluates every loadout your inventory allows and reports the best one with the numbers behind it.

Live at https://dice.kuhy.duckdns.org/ — no terminal needed, and usable on a phone. See Deployment for how it gets there.

pnpm install
pnpm dev        # http://localhost:5174 — for working on it
pnpm test       # full suite
pnpm coverage   # 100% statements / branches / functions / lines
pnpm lint       # tsc --noEmit + eslint (strictTypeChecked)
pnpm build

Entering an inventory

Three ways, all wired to the same state:

  • Click a die's row to add one.
  • Scroll the mouse wheel over its counter to step it up or down.
  • Search by name — a fuzzy match, so wei finds Weighted die and paintb finds Painter's die B. The same box filters the badge list.

The inventory is saved to localStorage, so it survives a reload.

All 43 dice are on screen at once at every width, phone included — there is no inner scroll box. The column count and the type size are picked together from a container query on the inventory panel (not the viewport: at a 1000px viewport the panel is ~918px wide and one pixel later it drops to ~472px). Two rules govern the choice: the list must fit above the fold, and the name column must stay wide enough to tell Painter's die B, G and R apart, which is the tightest constraint in the layout.

The left column holds the dice grid and nothing else. The title, the search box and the badges all live on the right, where horizontal room is going spare, rather than spending the vertical budget the grid needs. Badges are collapsed by default — open, they are the tallest thing on the page. Stacked on a phone the order becomes title/search, then the dice, then the results.

Because the grid owns that column outright, it is sized to fill the height rather than sit in a band at the top: the 22 rows divide up whatever the viewport has left, so the row height, the type and the −/+ buttons all scale together off one --die-row value. A 1296px-tall screen gets a 52px row, 20px type and 44px buttons — the accessibility minimum this layout cannot afford at phone width, where the same rows are 20px. The type stops growing at 20px while the row keeps going to 56px: past that the names start truncating, whereas a taller row is pure gain. The scaling is deliberately not applied to the stacked layout, where the title and search box sit above the grid and the height is not the grid's to take.

Moving an inventory between devices

Import / export, below the badges, offers three routes — set your dice up once and carry them anywhere:

  • Download .json and load it back with the file picker.
  • Copy JSON to the clipboard, paste it into the box on the other device. (If the clipboard is unavailable — an insecure origin, say — the payload is put in the box so it can still be copied by hand.)
  • Copy link: the inventory is base64url-encoded into the URL fragment. Opening that link elsewhere loads it. A realistic inventory is a ~150–260 character URL.

Everything imported goes through one validator (src/lib/inventoryIo.ts), which keeps what it can and tells you what it dropped rather than rejecting a whole payload over one bad entry — a die added in a future game patch, or a link a chat client truncated, should not cost you the rest of your inventory.

A link never silently overwrites what is already saved here. It loads, shows a banner, and is only written to localStorage once you press Keep or edit something. The fragment is cleared on arrival so a later reload does not resurrect it.

Deployment

linux_configuration/scripts/single_use/features/setup_kcd2_dice_solver.sh builds dist/ and serves it read-only from a loopback-bound caddy container on 127.0.0.1:8089, fronted by the shared gitea-caddy edge. It is idempotent; setup_kcd2_dice_solver.sh status self-diagnoses.

Committing to main with changes under kcd2_dice_solver/ republishes the site via a post-commit hook that starts kcd2-dice-build.service. Two details that are load-bearing rather than incidental:

  • deploy_build.sh builds into dist.staging/ and rsync --deletes into dist/. The container bind-mounts dist/, and a bind mount follows the inode — replacing the directory would detach the mount silently, and a plain vite build would empty it mid-request. The script asserts the inode is unchanged.
  • The build unit sets MemorySwapMax=0. This box has zram (swap held in RAM), where a memory-capped cgroup without it thrashes instead of dying cleanly.

The rebuild builds the working tree, not the commit — an unrelated uncommitted edit present at rebuild time will ship.

How the recommendation is computed

Scoring (src/core/scoring.ts) is the wiki's table: 100 per one, 50 per five, 1000 for three ones and 100 × face otherwise, doubled for each die beyond three, and 500/750/1500 for the three straights. A roll scores the best partition of its dice, which is a small memoised search.

Expected value (src/core/evaluate.ts) is exact, not sampled. Scoring depends only on the multiset of faces, so the six dice are convolved into a distribution over count vectors — at most 924 of them, against 6⁶ = 46,656 ordered outcomes. Those vectors stay packed as integers end to end, so the scorer's memo is keyed on them directly. evaluate.test.ts checks the result against a naive full enumeration that shares none of that machinery.

The search (src/core/search.ts) evaluates whole sets, because a Farkle set's value is not the sum of its dice — ranking dice individually and taking the top six is simply wrong. Dice with identical distributions are pooled first (nine of the game's dice are plain uniform dice under different names). Small inventories are enumerated exhaustively and reported as provably optimal; larger ones use a multi-start steepest-ascent local search and are reported as not proven.

Turn value (src/core/simulate.ts) is a Monte Carlo simulation, and unlike the above it depends on how you play. The policy is stated explicitly in that file and its knobs are exposed rather than buried: hold the subset maximising points + 60 × dice-left, bank at 300.

Badges (src/core/badgeValue.ts) split in two. The five that change the scoring table are valued on the exact EV delta after re-running the whole dice search with the rule on — so equipping one can change which dice you should bring. The rest are simulated one charge at a time, with each turn drawing from its own seeded stream so the comparison is paired and the measured difference is the badge rather than a diverged random sequence.

Nothing uses Math.random; every random source is a seeded mulberry32, so every number here is reproducible.

What the numbers are not

  • Balatro's die publishes no face probabilities: the wiki's dice-effect row for it is six unfilled d placeholders, and Inara does not list the die at all. Exactly one of its faces is the joker (Jimbo's grinning face), so it is modelled as a fair die whose 1 is replaced by that joker — the same face the Devil's head die replaces, which is why holding it alone counts as a 1. Only the uniform weights are an assumption; the joker's face is not.
  • The two joker faces score differently, and the scorer keeps them apart. A Devil's head "matches any combination but never scores on its own", so it can never be the lone 1 or 5 that lets you hold a die; Balatro's joker can. Both are assumed able to fill in for any face of a combination, including one made entirely of jokers — the wiki's examples only ever pair a joker with natural dice, so that part is an assumption.
  • The three "Advantage" formations (Carpenter's Cut, Executioner's Gallows, Priest's Eye) and the Headstart point leads have no published values. The constants used are marked UNVERIFIED in src/data/badges.ts. Correct them from the game's help screen if you have it open.
  • Badge point-per-game figures are estimates for ranking badges against each other, not a prediction of a scoreline.
  • The wiki and Inara disagree on about six dice (Ci/Fer/Lu, Painted, Trinity, Holy Trinity, Devil's head). The fandom wiki is treated as canonical; the Inara figures sit in a comment beside each conflicting entry.