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import {
generateSingleProblem,
type GeneratedProblem as GenProblem,
} from '../../utils/problemGenerator'
import {
getBaseComplexity,
ROTATION_MULTIPLIERS,
type SkillCostCalculator,
} from '../../utils/skillComplexity'
import type { RealisticProblem } from './types'
/**
* Lightweight cost calculator for seed data.
* Treats all skills as "in rotation" (multiplier = 3).
* This ensures totalComplexityCost is populated in generation traces.
*/
const seedCostCalculator: SkillCostCalculator = {
calculateSkillCost(skillId: string): number {
return getBaseComplexity(skillId) * ROTATION_MULTIPLIERS.inRotation
},
calculateTermCost(skillIds: string[]): number {
return skillIds.reduce((total, id) => total + this.calculateSkillCost(id), 0)
},
getIsPracticing(): boolean {
return true
},
getMultiplier(): number {
return ROTATION_MULTIPLIERS.inRotation
},
getBktResult(): undefined {
return undefined
},
getMode() {
return 'adaptive' as const
},
}
/**
* Maps a skill ID to the category and key for SkillSet modification
*/
export function parseSkillId(skillId: string): { category: string; key: string } | null {
const parts = skillId.split('.')
if (parts.length !== 2) return null
return { category: parts[0], key: parts[1] }
}
/**
* Enables a specific skill in a SkillSet (mutates the set)
*/
export function enableSkill(skillSet: SkillSet, skillId: string): void {
const parsed = parseSkillId(skillId)
if (!parsed) return
const { category, key } = parsed
if (category === 'basic' && key in skillSet.basic) {
;(skillSet.basic as Record<string, boolean>)[key] = true
} else if (category === 'fiveComplements' && key in skillSet.fiveComplements) {
;(skillSet.fiveComplements as Record<string, boolean>)[key] = true
} else if (category === 'tenComplements' && key in skillSet.tenComplements) {
;(skillSet.tenComplements as Record<string, boolean>)[key] = true
} else if (category === 'fiveComplementsSub' && key in skillSet.fiveComplementsSub) {
;(skillSet.fiveComplementsSub as Record<string, boolean>)[key] = true
} else if (category === 'tenComplementsSub' && key in skillSet.tenComplementsSub) {
;(skillSet.tenComplementsSub as Record<string, boolean>)[key] = true
} else if (category === 'advanced' && key in skillSet.advanced) {
;(skillSet.advanced as Record<string, boolean>)[key] = true
}
}
/**
* Get prerequisite skills that must be enabled for a target skill to be reachable.
*/
export function getPrerequisiteSkills(skillId: string): string[] {
const category = skillId.split('.')[0]
switch (category) {
case 'basic':
if (skillId === 'basic.directAddition') {
return []
}
return ['basic.directAddition']
case 'fiveComplements':
return ['basic.directAddition', 'basic.heavenBead']
case 'tenComplements':
return [
'basic.directAddition',
'basic.heavenBead',
'basic.simpleCombinations',
'fiveComplements.4=5-1',
'fiveComplements.3=5-2',
'fiveComplements.2=5-3',
'fiveComplements.1=5-4',
]
case 'fiveComplementsSub':
return ['basic.directSubtraction', 'basic.heavenBeadSubtraction']
case 'tenComplementsSub':
return [
'basic.directSubtraction',
'basic.heavenBeadSubtraction',
'basic.simpleCombinationsSub',
'fiveComplementsSub.-4=-5+1',
'fiveComplementsSub.-3=-5+2',
'fiveComplementsSub.-2=-5+3',
'fiveComplementsSub.-1=-5+4',
]
default:
return []
}
}
/**
* Creates a SkillSet that enables the target skill plus prerequisites
*/
export function createSkillSetForTarget(targetSkill: string): SkillSet {
const skillSet = createEmptySkillSet()
const prereqs = getPrerequisiteSkills(targetSkill)
for (const prereq of prereqs) {
enableSkill(skillSet, prereq)
}
enableSkill(skillSet, targetSkill)
return skillSet
}
/**
* Creates a target SkillSet with only the target skill enabled (for problem matching)
*/
export function createTargetSkillSet(targetSkill: string): Partial<SkillSet> {
const skillSet = createEmptySkillSet()
enableSkill(skillSet, targetSkill)
return skillSet
}
/**
* Generates a batch of realistic problems targeting a specific skill.
* IMPORTANT: Only returns problems that actually exercise the target skill.
* This ensures BKT sees the correct skill in skillsExercised.
*/
export function generateRealisticProblems(
targetSkill: string,
count: number,
maxAttempts: number = 100
): RealisticProblem[] {
const problems: RealisticProblem[] = []
const allowedSkills = createSkillSetForTarget(targetSkill)
const targetSkillSet = createTargetSkillSet(targetSkill)
// Determine number range based on skill category
const category = targetSkill.split('.')[0]
let numberRange = { min: 1, max: 9 }
let maxSum = 20
if (category === 'tenComplements' || category === 'tenComplementsSub') {
numberRange = { min: 1, max: 99 }
maxSum = 200
} else if (category === 'fiveComplements' || category === 'fiveComplementsSub') {
numberRange = { min: 1, max: 9 }
maxSum = 20
}
let attempts = 0
while (problems.length < count && attempts < count * maxAttempts) {
attempts++
const problem = generateSingleProblem({
constraints: {
numberRange,
maxSum,
maxTerms: 3,
minTerms: 2,
problemCount: 1,
},
allowedSkills,
targetSkills: targetSkillSet,
costCalculator: seedCostCalculator,
attempts: 20,
})
// STRICT: Only accept problems that actually use the target skill
if (problem && problem.skillsUsed.includes(targetSkill)) {
problems.push({
terms: problem.terms,
answer: problem.answer,
// IMPORTANT: Force single-skill annotation for predictable BKT outcomes.
skillsUsed: [targetSkill],
generationTrace: problem.generationTrace,
})
}
}
// If we couldn't generate enough problems, synthesize
if (problems.length < count) {
console.warn(
`[Seed] Could only generate ${problems.length}/${count} problems for ${targetSkill}. ` +
`Synthesizing ${count - problems.length} more.`
)
while (problems.length < count) {
const a = Math.floor(Math.random() * 8) + 1
const b = Math.floor(Math.random() * 8) + 1
problems.push({
terms: [a, b],
answer: a + b,
skillsUsed: [targetSkill],
})
}
}
return problems
}
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