fix clash in encoding function due to undefined number of extra turns

This commit is contained in:
Maximilian Keßler 2023-08-07 13:34:27 +02:00
parent c394338c24
commit 1f4949c1e5
Signed by: max
GPG Key ID: BCC5A619923C0BA5
2 changed files with 19 additions and 11 deletions

View File

@ -113,8 +113,6 @@ namespace Download {
const std::vector<Action>& actions, const std::vector<Action>& actions,
size_t num_turns_to_replicate size_t num_turns_to_replicate
) { ) {
std::cout << "Initialising game with " << +num_players << " players, " << +num_suits << " suits and hand size " << +hand_size << std::endl;
auto game = std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<num_suits, num_players, hand_size>(deck)); auto game = std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<num_suits, num_players, hand_size>(deck));
std::uint8_t index; std::uint8_t index;
for (size_t i = 0; i < num_turns_to_replicate; i++) { for (size_t i = 0; i < num_turns_to_replicate; i++) {

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@ -406,12 +406,11 @@ namespace Hanabi {
#define RETURN_PROBABILITY \ #define RETURN_PROBABILITY \
if (_position_tablebase.contains(id_of_state)) { \ if (_position_tablebase.contains(id_of_state)) { \
ASSERT(_position_tablebase[id_of_state] == best_probability); \ ASSERT(_position_tablebase[id_of_state] == best_probability); \
} else { \
_position_tablebase[id_of_state] = best_probability; \
} \ } \
_position_tablebase[id_of_state] = best_probability; \
\
return best_probability; return best_probability;
#define UPDATE_PROBABILITY(new_probability) \ #define UPDATE_PROBABILITY(new_probability) \
best_probability = std::max(best_probability, new_probability); \ best_probability = std::max(best_probability, new_probability); \
if (best_probability == 1) { \ if (best_probability == 1) { \
@ -429,6 +428,9 @@ namespace Hanabi {
if(_pace < 0 || _endgame_turns_left == 0) { if(_pace < 0 || _endgame_turns_left == 0) {
return 0; return 0;
} }
if (_position_tablebase.contains(id_of_state)) {
return _position_tablebase[id_of_state];
}
// TODO: Have some endgame analysis here? // TODO: Have some endgame analysis here?
@ -500,8 +502,7 @@ namespace Hanabi {
UPDATE_PROBABILITY(probability_stall); UPDATE_PROBABILITY(probability_stall);
} }
_position_tablebase[id_of_state] = best_probability; RETURN_PROBABILITY;
return best_probability;
} }
template<suit_t num_suits, player_t num_players, hand_index_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
@ -520,9 +521,18 @@ namespace Hanabi {
id *= max_num_clues + 1; id *= max_num_clues + 1;
id += _num_clues; id += _num_clues;
// encode draw pile size // we can encode draw pile size and extra turn in one metric, since we only have extra turns if draw pile is empty
id *= _initial_draw_pile_size; const std::uint8_t draw_pile_size_and_extra_turns = [this]() -> uint8_t {
id += _weighted_draw_pile_size; if(_endgame_turns_left == no_endgame) {
return _weighted_draw_pile_size + num_players;
}
else {
return _endgame_turns_left;
}
}();
id *= _initial_draw_pile_size + num_players;
id += draw_pile_size_and_extra_turns;
// encode positions of cards that started in hands // encode positions of cards that started in hands
id = id << _num_useful_cards_in_starting_hands; id = id << _num_useful_cards_in_starting_hands;