Split GameState into multiple files
This now allows to import a light-weight header containing the abstract interface separately from the templated header that manages the actual backtracking, thus speeding up compilation.
This commit is contained in:
parent
0dbeb6e202
commit
3244213daa
7 changed files with 312 additions and 283 deletions
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@ -17,12 +17,15 @@ include_directories(.)
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include_directories(${Boost_INCLUDE_DIR})
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add_executable(endgame-analyzer src/main.cpp src/state_explorer.cpp src/download.cpp
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src/game_state.cpp
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include/null_buffer.h
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include/command_line_interface.h
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src/command_line_interface.cpp
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include/parse_game.h
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src/parse_game.cpp
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include/hanabi_types.hpp
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include/game_interface.h
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src/hanabi_types.cpp
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src/game_interface.cpp
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)
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target_link_libraries(endgame-analyzer cpr)
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91
include/game_interface.h
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91
include/game_interface.h
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@ -0,0 +1,91 @@
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#ifndef DYNAMIC_PROGRAM_GAME_INTERFACE_H
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#define DYNAMIC_PROGRAM_GAME_INTERFACE_H
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#include <cstddef>
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#include <iosfwd>
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#include <vector>
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#include <unordered_map>
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#include <memory>
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#include "hanabi_types.hpp"
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namespace Hanabi
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{
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struct CardMultiplicity
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{
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Card card;
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unsigned multiplicity;
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bool operator==(const CardMultiplicity &) const = default;
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};
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class HanabiStateIF {
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public:
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virtual void give_clue() = 0;
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virtual void discard(hand_index_t index) = 0;
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virtual void play(hand_index_t index) = 0;
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virtual void rotate_next_draw(const Card& card) = 0;
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virtual ActionType last_action_type() const = 0;
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virtual void revert() = 0;
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virtual void modify_clues(clue_t change) = 0;
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virtual void set_clues(clue_t clues) = 0;
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[[nodiscard]] virtual player_t turn() const = 0;
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[[nodiscard]] virtual clue_t num_clues() const = 0;
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[[nodiscard]] virtual unsigned score() const = 0;
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[[nodiscard]] virtual std::vector<std::vector<Card>> hands() const = 0;
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[[nodiscard]] virtual std::vector<Card> cur_hand() const = 0;
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[[nodiscard]] virtual size_t draw_pile_size() const = 0;
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[[nodiscard]] virtual bool is_trash(const Card& card) const = 0;
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[[nodiscard]] virtual bool is_playable(const Card& card) const = 0;
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[[nodiscard]] virtual bool is_relative_state_initialized() const = 0;
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[[nodiscard]] virtual hand_index_t find_card_in_hand(const Card& card) const = 0;
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[[nodiscard]] virtual std::uint64_t enumerated_states() const = 0;
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[[nodiscard]] virtual const std::unordered_map<unsigned long, probability_t>& position_tablebase() const = 0;
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virtual void init_backtracking_information() = 0;
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virtual probability_t evaluate_state() = 0;
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[[nodiscard]] virtual std::optional<probability_t> lookup() const = 0;
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[[nodiscard]] virtual std::uint64_t unique_id() const = 0;
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[[nodiscard]] virtual std::pair<std::vector<std::uint64_t>, std::vector<Card>> dump_unique_id_parts() const = 0;
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virtual std::vector<std::pair<Action, std::optional<probability_t>>> get_reasonable_actions() = 0;
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virtual std::vector<std::pair<CardMultiplicity, std::optional<probability_t>>> possible_next_states(hand_index_t index, bool play) = 0;
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virtual ~HanabiStateIF() = default;
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protected:
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virtual void print(std::ostream& os) const = 0;
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friend std::ostream& operator<<(std::ostream&, HanabiStateIF const&);
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};
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std::ostream &operator<<(std::ostream &os, HanabiStateIF const &hanabi_state);
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struct Game {
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Game(std::unique_ptr<HanabiStateIF> state, std::vector<Action> actions, std::vector<Card> deck);
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[[nodiscard]] unsigned cur_turn() const;
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void make_turn();
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void revert_turn();
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bool goto_draw_pile_size(size_t draw_pile_break);
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bool goto_turn(size_t turn);
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[[nodiscard]] bool holds_state() const;
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std::unique_ptr<HanabiStateIF> state;
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std::vector<Action> actions;
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std::vector<Card> deck;
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unsigned next_action;
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};
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}
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#endif //DYNAMIC_PROGRAM_GAME_INTERFACE_H
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@ -16,135 +16,15 @@
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#include <boost/container/static_vector.hpp>
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#include <boost/rational.hpp>
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#include "game_interface.h"
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namespace Hanabi {
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using rank_t = std::uint8_t;
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using suit_t = std::uint8_t;
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using clue_t = std::int8_t;
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using player_t = std::uint8_t;
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using hand_index_t = std::uint8_t;
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using probability_base_type = unsigned long;
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using rational_probability = boost::rational<probability_base_type>;
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/**
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* Define macro
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* NUSE_RATIONAL_PROBABILITIES
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* to use floating-point arithematic for the stored probabilities
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* instead of rational representations
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*/
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#ifndef NUSE_RATIONAL_PROBABILITIES
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using probability_t = boost::rational<probability_base_type>;
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#else
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using probability_t = double;
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#endif
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inline std::ostream& print_probability(std::ostream& os, double prob);
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inline std::ostream& print_probability(std::ostream& os, const rational_probability& prob);
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template<typename T>
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std::ostream& print_probability(std::ostream& os, const std::optional<T>& prob);
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/**
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* We will generally assume that stacks are played from n to 0
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* Playing a 0 will yield a clue
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* Therefore, for the default hanabi, we will play 4,3,2,1,0 in that order
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* on each stack. A stack with no cards played implicitly has value 5 on it
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* This is just easier to implement, since then the remaining number of cards
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* to be played is always the current number of the stack
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*/
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constexpr rank_t starting_card_rank = 5;
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constexpr suit_t max_suit_index = 5;
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constexpr size_t max_card_duplicity = 3;
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constexpr clue_t max_num_clues = 8;
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constexpr uint8_t not_in_starting_hand = std::numeric_limits<uint8_t>::max();
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constexpr hand_index_t invalid_hand_idx = std::numeric_limits<hand_index_t>::max();
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// We might want to change these at runtime to adapt to other variants.
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// However, a global variable is used so that we can have an output operator for cards reading from here
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// Note that this is therefore not static so that we have external linking
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inline std::array<char, 6> suit_initials = {'r', 'y', 'g', 'b', 'p', 't'};
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struct Card {
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suit_t suit;
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rank_t rank;
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uint8_t local_index;
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bool in_starting_hand;
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bool initial_trash;
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inline bool operator==(const Card &other) const;
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};
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namespace Cards {
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static constexpr Card r0 = {0, 5};
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static constexpr Card r1 = {0, 4};
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static constexpr Card r2 = {0, 3};
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static constexpr Card r3 = {0, 2};
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static constexpr Card r4 = {0, 1};
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static constexpr Card r5 = {0, 0};
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static constexpr Card y0 = {1, 5};
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static constexpr Card y1 = {1, 4};
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static constexpr Card y2 = {1, 3};
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static constexpr Card y3 = {1, 2};
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static constexpr Card y4 = {1, 1};
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static constexpr Card y5 = {1, 0};
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static constexpr Card g0 = {2, 5};
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static constexpr Card g1 = {2, 4};
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static constexpr Card g2 = {2, 3};
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static constexpr Card g3 = {2, 2};
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static constexpr Card g4 = {2, 1};
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static constexpr Card g5 = {2, 0};
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static constexpr Card b0 = {3, 5};
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static constexpr Card b1 = {3, 4};
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static constexpr Card b2 = {3, 3};
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static constexpr Card b3 = {3, 2};
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static constexpr Card b4 = {3, 1};
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static constexpr Card b5 = {3, 0};
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static constexpr Card p0 = {4, 5};
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static constexpr Card p1 = {4, 4};
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static constexpr Card p2 = {4, 3};
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static constexpr Card p3 = {4, 2};
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static constexpr Card p4 = {4, 1};
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static constexpr Card p5 = {4, 0};
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static constexpr Card t0 = {5, 5};
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static constexpr Card t1 = {5, 4};
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static constexpr Card t2 = {5, 3};
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static constexpr Card t3 = {5, 2};
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static constexpr Card t4 = {5, 1};
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static constexpr Card t5 = {5, 0};
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static constexpr Card unknown = {std::numeric_limits<suit_t>::max(), 0};
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static constexpr Card trash = {std::numeric_limits<suit_t>::max(), 1};
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}
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}
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namespace Hanabi {
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inline std::string to_string(const Hanabi::Card &card);
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inline std::ostream &operator<<(std::ostream &os, const Card &card);
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/**
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* To store:
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* - Draw pile size
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* - Distribution of cards
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* - Which cards exist?
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* - Number of clues
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*/
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template <size_t num_suits>
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template<size_t num_suits>
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using Stacks = std::array<rank_t, num_suits>;
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template <size_t num_suits>
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std::ostream& operator<<(std::ostream &os, const Stacks<num_suits> &stacks);
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struct CardMultiplicity {
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Card card;
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unsigned multiplicity;
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bool operator==(const CardMultiplicity &) const = default;
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};
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template<size_t num_suits>
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std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks);
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template<typename T>
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struct InnerCardArray {
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@ -177,100 +57,9 @@ private:
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std::array<inner_array_t , num_suits> _array {};
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};
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enum class ActionType : std::uint8_t {
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play = 0,
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discard = 1,
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clue = 2,
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color_clue = 2,
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rank_clue = 3,
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end_game = 4,
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vote_terminate_players = 5,
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vote_terminate = 10,
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};
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struct Action {
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ActionType type {};
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Card card {};
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};
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inline std::ostream& operator<<(std::ostream& os, const Action& action);
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/** Would like to have 2 versions:
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* All:
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* - support playing cards, querying basic information
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* - support going back, but with a different interface: efficient (needs arguments, does not store) or using a stack
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*
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*/
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class HanabiStateIF {
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public:
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virtual void give_clue() = 0;
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virtual void discard(hand_index_t index) = 0;
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virtual void play(hand_index_t index) = 0;
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virtual void rotate_next_draw(const Card& card) = 0;
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virtual ActionType last_action_type() const = 0;
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virtual void revert() = 0;
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virtual void modify_clues(clue_t change) = 0;
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virtual void set_clues(clue_t clues) = 0;
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[[nodiscard]] virtual player_t turn() const = 0;
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[[nodiscard]] virtual clue_t num_clues() const = 0;
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[[nodiscard]] virtual unsigned score() const = 0;
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[[nodiscard]] virtual std::vector<std::vector<Card>> hands() const = 0;
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[[nodiscard]] virtual std::vector<Card> cur_hand() const = 0;
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[[nodiscard]] virtual size_t draw_pile_size() const = 0;
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[[nodiscard]] virtual bool is_trash(const Card& card) const = 0;
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[[nodiscard]] virtual bool is_playable(const Card& card) const = 0;
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[[nodiscard]] virtual bool is_relative_state_initialized() const = 0;
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[[nodiscard]] virtual hand_index_t find_card_in_hand(const Card& card) const = 0;
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[[nodiscard]] virtual std::uint64_t enumerated_states() const = 0;
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[[nodiscard]] virtual const std::unordered_map<unsigned long, probability_t>& position_tablebase() const = 0;
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virtual void init_backtracking_information() = 0;
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virtual probability_t evaluate_state() = 0;
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[[nodiscard]] virtual std::optional<probability_t> lookup() const = 0;
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[[nodiscard]] virtual std::uint64_t unique_id() const = 0;
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[[nodiscard]] virtual std::pair<std::vector<std::uint64_t>, std::vector<Card>> dump_unique_id_parts() const = 0;
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virtual std::vector<std::pair<Action, std::optional<probability_t>>> get_reasonable_actions() = 0;
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virtual std::vector<std::pair<CardMultiplicity, std::optional<probability_t>>> possible_next_states(hand_index_t index, bool play) = 0;
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virtual ~HanabiStateIF() = default;
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protected:
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virtual void print(std::ostream& os) const = 0;
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friend std::ostream& operator<<(std::ostream&, HanabiStateIF const&);
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};
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// A game mimics a game state together with a list of actions and allows to traverse the game
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// history by making and reverting the stored actions.
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struct Game {
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Game(std::unique_ptr<HanabiStateIF> state, std::vector<Action> actions, std::vector<Card> deck);
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unsigned cur_turn() const;
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void make_turn();
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void revert_turn();
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bool goto_draw_pile_size(size_t draw_pile_break);
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bool goto_turn(size_t turn);
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bool holds_state();
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std::unique_ptr<HanabiStateIF> state;
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std::vector<Action> actions;
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std::vector<Card> deck;
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unsigned next_action;
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};
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inline std::ostream &operator<<(std::ostream &os, HanabiStateIF const &hanabi_state);
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template <suit_t num_suits, player_t num_players, hand_index_t hand_size>
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class HanabiState : public HanabiStateIF {
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public:
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@ -6,65 +6,6 @@
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namespace Hanabi {
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template<typename T>
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std::ostream& print_probability(std::ostream& os, const std::optional<T>& prob) {
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if (prob.has_value()) {
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return print_probability(os, prob.value());
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} else {
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os << "unknown";
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}
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return os;
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}
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std::ostream& print_probability(std::ostream& os, const rational_probability & prob) {
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os << prob << " ~ " << std::setprecision(5) << boost::rational_cast<double>(prob) * 100 << "%";
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return os;
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}
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std::ostream& print_probability(std::ostream& os, double prob) {
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os << std::setprecision(5) << prob;
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return os;
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}
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std::ostream &operator<<(std::ostream &os, HanabiStateIF const &hanabi_state) {
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hanabi_state.print(os);
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return os;
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}
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std::string to_string(const Hanabi::Card &card) {
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if (card == Hanabi::Cards::trash) {
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return "kt";
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} else {
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return Hanabi::suit_initials[card.suit] + std::to_string(5 - card.rank);
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}
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}
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std::ostream &operator<<(std::ostream &os, Action const& action) {
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switch(action.type) {
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case ActionType::play:
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os << "play " + to_string(action.card);
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break;
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case ActionType::discard:
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os << "discard";
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break;
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case ActionType::clue:
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os << "clue";
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break;
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default:
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break;
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}
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return os;
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}
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bool Card::operator==(const Card &other) const {
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return suit == other.suit and rank == other.rank;
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}
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std::ostream &operator<<(std::ostream &os, const Card &card) {
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os << to_string(card);
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return os;
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}
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template<size_t num_suits>
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std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks) {
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for (size_t i = 0; i < stacks.size(); i++) {
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157
include/hanabi_types.hpp
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157
include/hanabi_types.hpp
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#ifndef DYNAMIC_PROGRAM_HANABI_TYPES_H
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#define DYNAMIC_PROGRAM_HANABI_TYPES_H
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#include <cstdint>
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#include <iosfwd>
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#include <array>
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#include <optional>
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#include <boost/rational.hpp>
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namespace Hanabi {
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using rank_t = std::uint8_t;
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using suit_t = std::uint8_t;
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using clue_t = std::int8_t;
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using player_t = std::uint8_t;
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using hand_index_t = std::uint8_t;
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using probability_base_type = unsigned long;
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using rational_probability = boost::rational<probability_base_type>;
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/**
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* Define macro
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* NUSE_RATIONAL_PROBABILITIES
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* to use floating-point arithematic for the stored probabilities
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* instead of rational representations
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*/
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#ifndef NUSE_RATIONAL_PROBABILITIES
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using probability_t = boost::rational<probability_base_type>;
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#else
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using probability_t = double;
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#endif
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std::ostream& print_probability(std::ostream& os, const rational_probability& prob);
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std::ostream& print_probability(std::ostream& os, double prob);
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template<typename T>
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std::ostream& print_probability(std::ostream& os, const std::optional<T>& prob);
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/**
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* We will generally assume that stacks are played from n to 0
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* Playing a 0 will yield a clue
|
||||
* Therefore, for the default hanabi, we will play 4,3,2,1,0 in that order
|
||||
* on each stack. A stack with no cards played implicitly has value 5 on it
|
||||
* This is just easier to implement, since then the remaining number of cards
|
||||
* to be played is always the current number of the stack
|
||||
*/
|
||||
constexpr rank_t starting_card_rank = 5;
|
||||
constexpr suit_t max_suit_index = 5;
|
||||
constexpr size_t max_card_duplicity = 3;
|
||||
constexpr clue_t max_num_clues = 8;
|
||||
constexpr hand_index_t invalid_hand_idx = std::numeric_limits<hand_index_t>::max();
|
||||
|
||||
// We might want to change these at runtime to adapt to other variants.
|
||||
// However, a global variable is used so that we can have an output operator for cards reading from here
|
||||
// Note that this is therefore not static so that we have external linking
|
||||
inline std::array<char, 6> suit_initials = {'r', 'y', 'g', 'b', 'p', 't'};
|
||||
|
||||
struct Card {
|
||||
suit_t suit;
|
||||
rank_t rank;
|
||||
|
||||
// These attributes are not needed in general for a card,
|
||||
// they represent internal states during backtracking.
|
||||
uint8_t local_index;
|
||||
bool in_starting_hand;
|
||||
bool initial_trash;
|
||||
|
||||
/**
|
||||
* @brief Compares cards *only* regarding suit and rank.
|
||||
* This is inlined as this is a runtime critical function when backtracking.
|
||||
*/
|
||||
inline bool operator==(const Card &other) const;
|
||||
};
|
||||
|
||||
enum class ActionType : std::uint8_t {
|
||||
play = 0,
|
||||
discard = 1,
|
||||
clue = 2,
|
||||
color_clue = 2,
|
||||
rank_clue = 3,
|
||||
end_game = 4,
|
||||
vote_terminate_players = 5,
|
||||
vote_terminate = 10,
|
||||
};
|
||||
|
||||
struct Action {
|
||||
ActionType type {};
|
||||
Card card {};
|
||||
};
|
||||
|
||||
// Output utilities for Cards and Actions
|
||||
std::string to_string(const Card &card);
|
||||
std::ostream &operator<<(std::ostream &os, const Card & card);
|
||||
std::ostream& operator<<(std::ostream& os, const Action& action);
|
||||
|
||||
|
||||
namespace Cards {
|
||||
static constexpr Card r0 = {0, 5};
|
||||
static constexpr Card r1 = {0, 4};
|
||||
static constexpr Card r2 = {0, 3};
|
||||
static constexpr Card r3 = {0, 2};
|
||||
static constexpr Card r4 = {0, 1};
|
||||
static constexpr Card r5 = {0, 0};
|
||||
static constexpr Card y0 = {1, 5};
|
||||
static constexpr Card y1 = {1, 4};
|
||||
static constexpr Card y2 = {1, 3};
|
||||
static constexpr Card y3 = {1, 2};
|
||||
static constexpr Card y4 = {1, 1};
|
||||
static constexpr Card y5 = {1, 0};
|
||||
static constexpr Card g0 = {2, 5};
|
||||
static constexpr Card g1 = {2, 4};
|
||||
static constexpr Card g2 = {2, 3};
|
||||
static constexpr Card g3 = {2, 2};
|
||||
static constexpr Card g4 = {2, 1};
|
||||
static constexpr Card g5 = {2, 0};
|
||||
static constexpr Card b0 = {3, 5};
|
||||
static constexpr Card b1 = {3, 4};
|
||||
static constexpr Card b2 = {3, 3};
|
||||
static constexpr Card b3 = {3, 2};
|
||||
static constexpr Card b4 = {3, 1};
|
||||
static constexpr Card b5 = {3, 0};
|
||||
static constexpr Card p0 = {4, 5};
|
||||
static constexpr Card p1 = {4, 4};
|
||||
static constexpr Card p2 = {4, 3};
|
||||
static constexpr Card p3 = {4, 2};
|
||||
static constexpr Card p4 = {4, 1};
|
||||
static constexpr Card p5 = {4, 0};
|
||||
static constexpr Card t0 = {5, 5};
|
||||
static constexpr Card t1 = {5, 4};
|
||||
static constexpr Card t2 = {5, 3};
|
||||
static constexpr Card t3 = {5, 2};
|
||||
static constexpr Card t4 = {5, 1};
|
||||
static constexpr Card t5 = {5, 0};
|
||||
static constexpr Card unknown = {std::numeric_limits<suit_t>::max(), 0};
|
||||
static constexpr Card trash = {std::numeric_limits<suit_t>::max(), 1};
|
||||
}
|
||||
|
||||
//// INLINE SECTION
|
||||
|
||||
bool Card::operator==(const Card &other) const {
|
||||
return suit == other.suit and rank == other.rank;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
std::ostream& print_probability(std::ostream& os, const std::optional<T>& prob) {
|
||||
if (prob.has_value()) {
|
||||
return print_probability(os, prob.value());
|
||||
} else {
|
||||
os << "unknown";
|
||||
}
|
||||
return os;
|
||||
}
|
||||
|
||||
} // namespace Hanabi
|
||||
#endif //DYNAMIC_PROGRAM_HANABI_TYPES_H
|
|
@ -1,9 +1,14 @@
|
|||
#include <iostream>
|
||||
#include <utility>
|
||||
#include "game_state.h"
|
||||
#include "game_interface.h"
|
||||
#include "myassert.h"
|
||||
|
||||
namespace Hanabi {
|
||||
|
||||
std::ostream &operator<<(std::ostream &os, HanabiStateIF const &hanabi_state)
|
||||
{
|
||||
hanabi_state.print(os);
|
||||
return os;
|
||||
}
|
||||
|
||||
Game::Game(std::unique_ptr<HanabiStateIF> state, std::vector<Action> actions, std::vector<Card> deck):
|
||||
state(std::move(state)), actions(std::move(actions)), deck(std::move(deck)), next_action(0)
|
||||
{
|
||||
|
@ -77,7 +82,7 @@ namespace Hanabi {
|
|||
return next_action + 1 == turn;
|
||||
}
|
||||
|
||||
bool Game::holds_state()
|
||||
bool Game::holds_state() const
|
||||
{
|
||||
return state != nullptr;
|
||||
}
|
||||
|
@ -92,6 +97,4 @@ namespace Hanabi {
|
|||
}
|
||||
return state->draw_pile_size() == draw_pile_break;
|
||||
}
|
||||
|
||||
|
||||
}
|
45
src/hanabi_types.cpp
Normal file
45
src/hanabi_types.cpp
Normal file
|
@ -0,0 +1,45 @@
|
|||
#include "hanabi_types.hpp"
|
||||
|
||||
namespace Hanabi {
|
||||
std::ostream &operator<<(std::ostream &os, Action const& action) {
|
||||
switch(action.type) {
|
||||
case ActionType::play:
|
||||
os << "play " + to_string(action.card);
|
||||
break;
|
||||
case ActionType::discard:
|
||||
os << "discard";
|
||||
break;
|
||||
case ActionType::clue:
|
||||
os << "clue";
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return os;
|
||||
}
|
||||
|
||||
|
||||
std::string to_string(const Hanabi::Card &card) {
|
||||
if (card == Hanabi::Cards::trash) {
|
||||
return "kt";
|
||||
} else {
|
||||
return Hanabi::suit_initials[card.suit] + std::to_string(5 - card.rank);
|
||||
}
|
||||
}
|
||||
|
||||
std::ostream &operator<<(std::ostream &os, const Card &card) {
|
||||
os << to_string(card);
|
||||
return os;
|
||||
}
|
||||
|
||||
std::ostream& print_probability(std::ostream& os, const rational_probability & prob) {
|
||||
os << prob << " ~ " << std::setprecision(5) << boost::rational_cast<double>(prob) * 100 << "%";
|
||||
return os;
|
||||
}
|
||||
|
||||
std::ostream& print_probability(std::ostream& os, double prob) {
|
||||
os << std::setprecision(5) << prob;
|
||||
return os;
|
||||
}
|
||||
|
||||
} // namespace Hanabi
|
Loading…
Reference in a new issue