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[HT-69]: Coach signals (card-death, feed-risk) + opponents-ladder extension #117
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✅ readyWell-scoped, unblocked, and ready for implementation or review work to begin.Well-scoped, unblocked, and ready for implementation or review work to begin.📏 rulesClassic Hareeg rule-engine behavior, validation, turn state, scoring, or rule presets.Classic Hareeg rule-engine behavior, validation, turn state, scoring, or rule presets.🔥 fiftyFifty/Khamsin claim flow, timer, validation, scoring, penalties, or visual treatment.Fifty/Khamsin claim flow, timer, validation, scoring, penalties, or visual treatment.🔹 p2Normal-priority work that matters but does not block the immediate critical path.Normal-priority work that matters but does not block the immediate critical path.🙋 hitlRequires human-in-the-loop judgment for rules, naming, design, tone, or product behavior.Requires human-in-the-loop judgment for rules, naming, design, tone, or product behavior.🧠 aiCPU move selection, difficulty, personality, reaction timing, or strategy evaluation.CPU move selection, difficulty, personality, reaction timing, or strategy evaluation.🧩 featureA vertical slice that delivers user-visible behavior or playable product capability.A vertical slice that delivers user-visible behavior or playable product capability.
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✅ readyWell-scoped, unblocked, and ready for implementation or review work to begin.Well-scoped, unblocked, and ready for implementation or review work to begin.📏 rulesClassic Hareeg rule-engine behavior, validation, turn state, scoring, or rule presets.Classic Hareeg rule-engine behavior, validation, turn state, scoring, or rule presets.🔥 fiftyFifty/Khamsin claim flow, timer, validation, scoring, penalties, or visual treatment.Fifty/Khamsin claim flow, timer, validation, scoring, penalties, or visual treatment.🔹 p2Normal-priority work that matters but does not block the immediate critical path.Normal-priority work that matters but does not block the immediate critical path.🙋 hitlRequires human-in-the-loop judgment for rules, naming, design, tone, or product behavior.Requires human-in-the-loop judgment for rules, naming, design, tone, or product behavior.🧠 aiCPU move selection, difficulty, personality, reaction timing, or strategy evaluation.CPU move selection, difficulty, personality, reaction timing, or strategy evaluation.🧩 featureA vertical slice that delivers user-visible behavior or playable product capability.A vertical slice that delivers user-visible behavior or playable product capability.
Parent
PRD-05: Game History & Replay — #111
What to build
Add two table-reading signals and fold them into the CPU opponents ladder so live play gets stronger (this slice has no dependency on the history feature and ships value to live games on its own):
Wire these into the Skilled and Expert policies (per the opponents-ladder contract), with per-tier degradation for lower tiers: gating by tier, limited discard memory (via the existing last-N discard query), and probabilistic application, so easier CPUs still make believable human mistakes. Update the opponents-ladder design doc to record the new rows/columns.
These same signal computations are later consumed by the analysis coach (HT-70), so they are designed as the shared source of truth.
Acceptance criteria
Blocked by