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AI Atlas / Edward Lawless / Cuttle Simulation
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Public showcase · Simulation & Evaluation

Cuttle Simulation.

A full Cuttle card-game simulation and web app with MCTS, ISMCTS, minimax, heuristic, and LLM strategies.

Live Artifact · 01 Cuttle Simulation captured proof view. screenshot
Cuttle Simulation captured proof view.
Cuttle Simulation authored architecture diagram.
Cuttle Simulation authored architecture diagram.
Metric · 01
MCTS reported 94.9% win rate against heuristic opponents in README
Metric · 02
116+ rule and strategy tests referenced in PRs
01 / Showcase Signal

What this showcase helps explain.

A 5-card game became a serious AI lab: MCTS reported a 94.9% win rate against heuristic opponents and surfaced strategy choices that humans had not documented clearly.

  • MCTS reported 94.9% win rate against heuristic opponents in README
  • 116+ rule and strategy tests referenced in PRs
02 / Architecture

How the system is put together.

Cuttle simulation architecture from game engine through strategy agents, simulation loop, tests, and Vercel UI.

Cuttle Simulation separates the hard parts cleanly: a rules engine defines legal game state, strategy modules choose moves, and simulation runners compare those strategies over many games. That lets MCTS, ISMCTS, minimax, heuristics, and LLM-backed players compete inside the same rules boundary.

The teaching moment is reproducibility. A builder can swap one strategy without rewriting the game, run tournaments to measure it, then ship the resulting play experience through the web UI. The page is not just a demo of an AI player; it is a pattern for turning a domain into a testable strategy laboratory.

03 / Walkthrough

The reproducible pattern.

01

Make the game state machine boring

The AI only works because legal moves, scoring, and terminal states are deterministic and heavily tested.

type Strategy = {
  chooseMove(state: GameState, legalMoves: Move[]): Move;
};
02

Run search against the same interface

MCTS and heuristic players both implement the same strategy contract, so tournament results compare decision quality rather than plumbing.

03

Promote findings into the UI

The Vercel app turns the simulation engine into something visitors can inspect, replay, and reason about.

04 / Stack

What it leans on technically.

Tool Version Role Why this tool
Monte Carlo Tree Search Current Reasoning Searches possible game futures instead of relying on brittle hand-authored rules.
Information Set MCTS Current Imperfect information Handles hidden cards and uncertainty better than fully observable search.
TypeScript Current Game engine Keeps rules, strategies, tests, and UI in one strongly typed codebase.
Vercel Current Deployment Makes the strategy lab accessible as a public interactive artifact.
05 / Prompts

Copyable prompt surfaces.

LLM player move prompt

SystemYou are playing Cuttle. Choose a legal move and explain the tactical reason briefly.

User templateGame state: <state> Legal moves: <moves> Return JSON with move_id and rationale.

06 / Evidence

Artifacts you can inspect.

live demo Live web demohttps://cuttle-simulation.vercel.app Available
github pr Glasses-aware ISMCTS PRhttps://github.com/elawless/cuttle-simulation/pull/2 Available
07 / Privacy & Evidence Boundary

What the public material does and does not expose.

Privacy. Public-safe. Avoid exposing API keys used for LLM providers.

08 / Next Step

Use this showcase as brief context.