introduce function to select which states to save to map
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2 changed files with 18 additions and 1 deletions
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@ -226,6 +226,12 @@ namespace Hanabi
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probability_t check_play_or_discard(hand_index_t index, bool play);
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// For the current state, returns whether we will save it in the lookup table.
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// By default, this is just constant true, but we might want to trade memory for speed, i.e.
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// store less states, which will reduce memory consumption at the cost of re-computing some of the values
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// when re-visiting the states.
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bool save_state_to_map();
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static constexpr uint8_t no_endgame = std::numeric_limits<uint8_t>::max();
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// Usual game state
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@ -260,6 +266,7 @@ namespace Hanabi
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map_type<unsigned long, probability_t> _position_tablebase;
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std::uint64_t _enumerated_states{};
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};
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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@ -982,6 +982,13 @@ namespace Hanabi
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return _actions_log.top().action_type;
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}
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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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bool HanabiState<num_suits, num_players, hand_size>::save_state_to_map()
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{
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return true;
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return _draw_pile.size() != 2;
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}
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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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probability_t HanabiState<num_suits, num_players, hand_size>::evaluate_state()
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{
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@ -1381,7 +1388,10 @@ namespace Hanabi
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{
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ASSERT(_position_tablebase[id] == probability);
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}
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if (save_state_to_map())
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{
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_position_tablebase[id] = probability;
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}
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}
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} // namespace Hanabi
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