ai-duel
Agent BuildingUse when running AI-vs-AI duel simulations, validating AI matchup quality, checking combat or spellcasting regressions, tuning ai-duel CLI options, or interpreting batch simulation results.
How to use this skill
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AI Duel Simulation
Run AI-vs-AI game simulations to test decision quality, validate matchups, and catch regressions.
Quick Start
# Default: Red Aggro vs Green Midrange, 5 games, Medium difficulty
rtk cargo run --release --bin ai-duel -- client/public --batch 5
# Single verbose game (see every combat action and spell cast)
rtk cargo run --release --bin ai-duel -- client/public --seed 42 --difficulty VeryHard
# Batch with specific seed for reproducibility
rtk cargo run --release --bin ai-duel -- client/public --batch 20 --seed 1000 --difficulty Medium
# Full registered matchup suite in measurement mode
rtk cargo run --release --bin ai-duel -- client/public --suite --games 10 --seed 42 \
--output target/duel-suite-results.json
# Compare two suite reports with paired-seed sign-test status
rtk cargo run --release --bin ai-duel -- compare crates/phase-ai/baselines/duel-suite.json \
target/duel-suite-results.json
# Commander candidate-seat measurement
rtk cargo run --release --bin ai-duel -- client/public --commander-suite --games 8 --seed 42 \
--difficulty Hard --baseline-difficulty Medium \
--output target/commander-suite-results.json
CLI Options
| Flag | Description | Default |
|---|---|---|
--batch N | Run N games, print summary only | 1 (verbose) |
--seed S | RNG seed for reproducibility | time-based |
--difficulty LEVEL | VeryEasy|Easy|Medium|Hard|VeryHard | Medium |
--matchup NAME | Deck matchup preset | red-vs-green |
--list-matchups | Show available matchups | - |
--verbose | Print every action (full trace) | off |
--suite | Run every registered MatchupSpec in measurement mode | off |
--games N | Games per matchup/suite cell | 10 for suite, 4 for commander suite |
--output PATH | JSON report path | target/duel-suite-results.json |
--suite-filter STR | Run only suite matchups whose id contains STR | all |
--show-attribution | Capture phase_ai::decision_trace policy attribution | off |
--commander-suite | Run 4-player Commander candidate-seat rotations | off |
--baseline-difficulty LEVEL | Baseline seats for --commander-suite | Medium |
--feed PATH | Commander feed under data root | feeds/mtggoldfish-commander.json |
Measurement And Gates
ai-duel uses AiConfig::into_measurement(seed) for single, suite, and
Commander regression runs. Measurement mode disables wall-clock search budgets
and bounds search by node/depth budgets, so outcomes are functions of the
binary, config, matchup, and seed.
Use rtk cargo ai-gate for the normal regression gate. It runs the pinned suite
against crates/phase-ai/baselines/, compares paired seeds, and reports
FAIL/WARN/PASS with a binomial sign-test p-value. WARN means movement was
observed but not significant enough to fail the gate.
When intentionally changing AI behavior, refresh the baseline in the same PR after review:
rtk ./scripts/refresh-ai-baseline.sh
rtk cargo ai-gate
Performance Guide
All times are release mode (--release). Debug mode is 5-10x slower.
| Difficulty | Time/Game | Search | Use Case |
|---|---|---|---|
| VeryEasy | ~1s | None (random) | Stress testing |
| Easy | ~3s | None (heuristic) | Baseline sanity |
| Medium | ~24s | Depth 2, 24 nodes | Primary testing |
| Hard | ~60s | Depth 3, 48 nodes | Quality validation |
| VeryHard | ~126s | Depth 3, 64 nodes | Final verification |
Deck Configuration
The ai-duel binary resolves --matchup and --suite entries from
crates/phase-ai/src/duel_suite/spec.rs. Inline starter/metagame deck builders
live in crates/phase-ai/src/duel_suite/inline_decks.rs; snapshot decks live
under crates/phase-ai/duel_decks/.
Available Matchups
Use --matchup NAME to select a preset. Use --list-matchups to see all options.
Starter decks (mono-colored, simple cards for baseline testing):
| Matchup | P0 | P1 |
|---|---|---|
red-vs-green (default) | Red Aggro | Green Midrange |
blue-vs-green | Blue Control | Green Midrange |
red-vs-blue | Red Aggro | Blue Control |
black-vs-green | Black Midrange | Green Midrange |
white-vs-red | White Weenie | Red Aggro |
black-vs-blue | Black Midrange | Blue Control |
red-mirror | Red Aggro | Red Aggro |
green-mirror | Green Midrange | Green Midrange |
blue-mirror | Blue Control | Blue Control |
Metagame decks (real competitive lists from MTGGoldfish feeds, 100% engine coverage):
| Matchup | P0 | P1 | Tests |
|---|---|---|---|
azorius-vs-prowess | Pioneer Azorius Control | Mono-Red Prowess | Aggro vs control |
azorius-vs-gruul | Pioneer Azorius Control | Gruul Prowess | Control vs aggro variant |
delver-vs-prowess | Legacy Izzet Delver | Mono-Red Prowess | Tempo vs aggro |
azorius-vs-green | Pioneer Azorius Control | Green Midrange | Control vs midrange |
delver-vs-green | Legacy Izzet Delver | Green Midrange | Tempo vs midrange |
prowess-vs-green | Mono-Red Prowess | Green Midrange | Aggro vs midrange |
prowess-mirror | Mono-Red Prowess | Mono-Red Prowess | Mirror match |
Changing Decks
To add new matchups, add a MatchupSpec in duel_suite/spec.rs. Use an inline
builder only for small stable decks; prefer snapshot decks for real metagame
coverage. Card names must match entries in client/public/card-data.json. Use
jq 'keys[]' client/public/card-data.json | rg -i "card name" to find exact names.
To find high-coverage metagame decks for testing, check the feed data:
# List all feeds
ls client/public/feeds/
# Check a deck's card coverage against the engine
python3 -c "
import json
with open('client/public/card-data.json') as f:
db = {k.lower(): v for k, v in json.load(f).items()}
with open('client/public/feeds/mtggoldfish-pioneer.json') as f:
feed = json.load(f)
for deck in feed['decks']:
sup = sum(1 for e in deck['main'] if e['name'].lower() in db)
print(f'{sup}/{len(deck[\"main\"])} {deck[\"name\"]}')
"
Matchup Triangle (Expected Results)
The classic archetype triangle should hold:
- Aggro > Control — kills before control stabilizes
- Control > Midrange — removal + card draw outgrinds
- Midrange > Aggro — bigger creatures brick aggro attacks
Control decks improve more at higher difficulty levels (they need search to time removal correctly).
Mirror Match Testing
For testing AI quality independent of deck matchup advantage, use mirror matches (prowess-mirror, red-mirror, etc.). Win rates should be close to 50/50.
Commander Suite
--commander-suite loads four resolvable decks from the Commander feed, runs
one candidate seat against three baseline seats, and rotates the candidate seat
across P0-P3. Metrics are candidate win rate, survival turns, and elimination
order. Use this as the first strength signal for multiplayer/Commander changes;
it is slower than the two-player suite and should run nightly or on targeted AI
changes rather than on every parser-only change.
Interpreting Results
Healthy signs:
- 0 draws/aborted games
- Games complete in 10-20 turns
- Win rates match expected archetype matchups
- Higher difficulty = longer games (smarter defensive play)
Warning signs:
- Any draws/aborted games → AI might be stuck in a loop
- Games > 30 turns → AI might not be attacking efficiently
- Same player always wins regardless of seed → deck balance issue
- Higher difficulty = worse results → search/evaluation regression
Verbose Output Patterns to Watch
When running single verbose games, look for:
- Self-targeting: "X deals N damage to X" — anti-self-harm policy failure
- Wasteful spells: Combat tricks cast outside combat, counterspells with empty stack
- Suicidal blocking: Blocking at low life when the block damage kills you
- Not attacking with lethal: Having lethal on board but not swinging
- Tapping out into lethal: Casting sorcery-speed when opponent has lethal on board
Community Scenario Fixtures
When a Discord #ai-suggestions thread includes a saved game-state zip, turn it
into a deterministic AI scenario before landing the fix:
- Download the zip and commit it under
crates/phase-ai/fixtures/scenarios/. - Add an entry to
crates/phase-ai/fixtures/scenarios/community-scenarios.jsonwith the Discord thread id, archive name, and expected action assertion. - Run the fixture through
crates/phase-ai/tests/community_scenarios.rs; it loads the same{ "gameState": ... }export used byai-bench-state, applies saved-state compatibility migrations, and evaluates the action in measurement mode with a fixed seed.
Related Files
| File | Purpose |
|---|---|
crates/phase-ai/src/bin/ai_duel.rs | Duel simulation binary |
crates/phase-ai/src/bin/ai_tune.rs | CMA-ES weight optimization |
crates/phase-ai/src/bin/ai_gate.rs | Pinned regression gate wrapper |
crates/phase-ai/src/auto_play.rs | AI action driver |
crates/phase-ai/src/combat_ai.rs | Combat decisions |
crates/phase-ai/src/duel_suite/ | Matchup registry, runner, compare, attribution |
crates/phase-ai/src/search.rs | Action selection + search |
crates/phase-ai/tests/ai_quality.rs | Regression test suite |
crates/phase-ai/tests/scenarios.rs | Scenario integration tests |
crates/phase-ai/tests/community_scenarios.rs | Discord saved-state scenario tests |