Add optional argument to define score being optimized for

A third CLI argument is now accepted, describing a score goal.
The program will then treat reaching this score as a win and
calculate lines optimized for this score, ignoring any (possible)
higher scores.
This commit is contained in:
Maximilian Keßler 2023-11-04 13:02:16 +01:00
parent 87c429e586
commit 4e67ffa9ee
Signed by: max
GPG Key ID: BCC5A619923C0BA5
5 changed files with 52 additions and 35 deletions

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@ -45,7 +45,7 @@ namespace Download {
* *
* @note Turns start counting at 1, since this is also the way hanab.live does it. * @note Turns start counting at 1, since this is also the way hanab.live does it.
*/ */
std::unique_ptr<Hanabi::HanabiStateIF> get_game(std::variant<int, const char*> game_spec, unsigned turn = 1, size_t draw_pile_break = 0); std::unique_ptr<Hanabi::HanabiStateIF> get_game(std::variant<int, const char*> game_spec, unsigned turn = 1, size_t draw_pile_break = 0, std::optional<uint8_t> score_goal = std::nullopt);
} // namespace Download } // namespace Download

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@ -257,7 +257,7 @@ template <suit_t num_suits, player_t num_players, hand_index_t hand_size>
class HanabiState : public HanabiStateIF { class HanabiState : public HanabiStateIF {
public: public:
HanabiState() = default; HanabiState() = default;
explicit HanabiState(const std::vector<Card>& deck); explicit HanabiState(const std::vector<Card>& deck, uint8_t score_goal = 5 * num_suits);
void give_clue() final; void give_clue() final;
void discard(hand_index_t index) final; void discard(hand_index_t index) final;
@ -374,6 +374,7 @@ private:
// further values of game state that are technically determined, but we update them anyway // further values of game state that are technically determined, but we update them anyway
int8_t _pace{}; int8_t _pace{};
uint8_t _score{}; uint8_t _score{};
uint8_t _score_goal{};
// For reverting the current game // For reverting the current game
std::stack<BacktrackAction> _actions_log; std::stack<BacktrackAction> _actions_log;

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@ -111,7 +111,7 @@ namespace Hanabi {
} }
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>
HanabiState<num_suits, num_players, hand_size>::HanabiState(const std::vector<Card> &deck): HanabiState<num_suits, num_players, hand_size>::HanabiState(const std::vector<Card> &deck, uint8_t score_goal):
_turn(0), _turn(0),
_num_clues(max_num_clues), _num_clues(max_num_clues),
_weighted_draw_pile_size(deck.size()), _weighted_draw_pile_size(deck.size()),
@ -119,8 +119,9 @@ namespace Hanabi {
_hands(), _hands(),
_draw_pile(), _draw_pile(),
_endgame_turns_left(no_endgame), _endgame_turns_left(no_endgame),
_pace(deck.size() - 5 * num_suits - num_players * (hand_size - 1)), _pace(deck.size() - score_goal - num_players * (hand_size - 1)),
_score(0), _score(0),
_score_goal(score_goal),
_actions_log(), _actions_log(),
_relative_representation(), _relative_representation(),
_position_tablebase(), _position_tablebase(),
@ -561,7 +562,7 @@ namespace Hanabi {
std::vector<std::pair<Action, std::optional<probability_t>>> HanabiState<num_suits, num_players, hand_size>::get_reasonable_actions() { std::vector<std::pair<Action, std::optional<probability_t>>> HanabiState<num_suits, num_players, hand_size>::get_reasonable_actions() {
std::vector<std::pair<Action, std::optional<probability_t>>> reasonable_actions {}; std::vector<std::pair<Action, std::optional<probability_t>>> reasonable_actions {};
if(_score == 5 * num_suits or _pace < 0 or _endgame_turns_left == 0) { if(_score == _score_goal or _pace < 0 or _endgame_turns_left == 0) {
return reasonable_actions; return reasonable_actions;
} }
@ -663,7 +664,7 @@ namespace Hanabi {
_enumerated_states++; _enumerated_states++;
const unsigned long id_of_state = unique_id(); const unsigned long id_of_state = unique_id();
if (_score == 5 * num_suits) { if (_score == _score_goal) {
return 1; return 1;
} }
if(_pace < 0 || _endgame_turns_left == 0) { if(_pace < 0 || _endgame_turns_left == 0) {

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@ -100,9 +100,11 @@ namespace Download {
const std::vector<Hanabi::Card>& deck, const std::vector<Hanabi::Card>& deck,
const std::vector<Action>& actions, const std::vector<Action>& actions,
size_t start_turn, size_t start_turn,
size_t draw_pile_break = 0 size_t draw_pile_break = 0,
std::optional<uint8_t> score_goal = std::nullopt
) { ) {
auto game = std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<num_suits, num_players, hand_size>(deck)); uint8_t actual_score_goal = score_goal.value_or(5 * num_suits);
auto game = std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<num_suits, num_players, hand_size>(deck, actual_score_goal));
std::uint8_t index; std::uint8_t index;
for (size_t i = 0; i < std::min(start_turn - 1, actions.size()); i++) { for (size_t i = 0; i < std::min(start_turn - 1, actions.size()); i++) {
if (game->draw_pile_size() == draw_pile_break) { if (game->draw_pile_size() == draw_pile_break) {
@ -133,7 +135,7 @@ namespace Download {
return game; return game;
} }
std::unique_ptr<Hanabi::HanabiStateIF> get_game(std::variant<int, const char*> game_spec, unsigned turn, size_t draw_pile_break) { std::unique_ptr<Hanabi::HanabiStateIF> get_game(std::variant<int, const char*> game_spec, unsigned turn, size_t draw_pile_break, std::optional<uint8_t> score_goal) {
const std::optional<boost::json::object> game_json_opt = [&game_spec]() { const std::optional<boost::json::object> game_json_opt = [&game_spec]() {
if (game_spec.index() == 0) { if (game_spec.index() == 0) {
return download_game_json(std::get<int>(game_spec)); return download_game_json(std::get<int>(game_spec));
@ -156,65 +158,65 @@ namespace Download {
case 2: case 2:
switch(num_suits) { switch(num_suits) {
case 3: case 3:
return produce_state<3,2,5>(deck, actions, turn, draw_pile_break); return produce_state<3,2,5>(deck, actions, turn, draw_pile_break, score_goal);
case 4: case 4:
return produce_state<4,2,5>(deck, actions, turn, draw_pile_break); return produce_state<4,2,5>(deck, actions, turn, draw_pile_break, score_goal);
case 5: case 5:
return produce_state<5,2,5>(deck, actions, turn, draw_pile_break); return produce_state<5,2,5>(deck, actions, turn, draw_pile_break, score_goal);
case 6: case 6:
return produce_state<6,2,5>(deck, actions, turn, draw_pile_break); return produce_state<6,2,5>(deck, actions, turn, draw_pile_break, score_goal);
default: default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits)); throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
} }
case 3: case 3:
switch(num_suits) { switch(num_suits) {
case 3: case 3:
return produce_state<3,3,5>(deck, actions, turn, draw_pile_break); return produce_state<3,3,5>(deck, actions, turn, draw_pile_break, score_goal);
case 4: case 4:
return produce_state<4,3,5>(deck, actions, turn, draw_pile_break); return produce_state<4,3,5>(deck, actions, turn, draw_pile_break, score_goal);
case 5: case 5:
return produce_state<5,3,5>(deck, actions, turn, draw_pile_break); return produce_state<5,3,5>(deck, actions, turn, draw_pile_break, score_goal);
case 6: case 6:
return produce_state<6,3,5>(deck, actions, turn, draw_pile_break); return produce_state<6,3,5>(deck, actions, turn, draw_pile_break, score_goal);
default: default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits)); throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
} }
case 4: case 4:
switch(num_suits) { switch(num_suits) {
case 3: case 3:
return produce_state<3,4,4>(deck, actions, turn, draw_pile_break); return produce_state<3,4,4>(deck, actions, turn, draw_pile_break, score_goal);
case 4: case 4:
return produce_state<4,4,4>(deck, actions, turn, draw_pile_break); return produce_state<4,4,4>(deck, actions, turn, draw_pile_break, score_goal);
case 5: case 5:
return produce_state<5,4,4>(deck, actions, turn, draw_pile_break); return produce_state<5,4,4>(deck, actions, turn, draw_pile_break, score_goal);
case 6: case 6:
return produce_state<6,4,4>(deck, actions, turn, draw_pile_break); return produce_state<6,4,4>(deck, actions, turn, draw_pile_break, score_goal);
default: default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits)); throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
} }
case 5: case 5:
switch(num_suits) { switch(num_suits) {
case 3: case 3:
return produce_state<3,5,4>(deck, actions, turn, draw_pile_break); return produce_state<3,5,4>(deck, actions, turn, draw_pile_break, score_goal);
case 4: case 4:
return produce_state<4,5,4>(deck, actions, turn, draw_pile_break); return produce_state<4,5,4>(deck, actions, turn, draw_pile_break, score_goal);
case 5: case 5:
return produce_state<5,5,4>(deck, actions, turn, draw_pile_break); return produce_state<5,5,4>(deck, actions, turn, draw_pile_break, score_goal);
case 6: case 6:
return produce_state<6,5,4>(deck, actions, turn, draw_pile_break); return produce_state<6,5,4>(deck, actions, turn, draw_pile_break, score_goal);
default: default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits)); throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
} }
case 6: case 6:
switch(num_suits) { switch(num_suits) {
case 3: case 3:
return produce_state<3,6,3>(deck, actions, turn, draw_pile_break); return produce_state<3,6,3>(deck, actions, turn, draw_pile_break, score_goal);
case 4: case 4:
return produce_state<4,6,3>(deck, actions, turn, draw_pile_break); return produce_state<4,6,3>(deck, actions, turn, draw_pile_break, score_goal);
case 5: case 5:
return produce_state<5,6,3>(deck, actions, turn, draw_pile_break); return produce_state<5,6,3>(deck, actions, turn, draw_pile_break, score_goal);
case 6: case 6:
return produce_state<6,6,3>(deck, actions, turn, draw_pile_break); return produce_state<6,6,3>(deck, actions, turn, draw_pile_break, score_goal);
default: default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits)); throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
} }

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@ -9,8 +9,8 @@
namespace Hanabi { namespace Hanabi {
void analyze_game_and_start_cli(std::variant<int, const char*> game_id, int turn) { void analyze_game_and_start_cli(std::variant<int, const char*> game_id, int turn, std::optional<uint8_t> score_goal) {
auto game = Download::get_game(game_id, turn); auto game = Download::get_game(game_id, turn, 0, score_goal);
if (game == nullptr) { if (game == nullptr) {
if(game_id.index() == 0) { if(game_id.index() == 0) {
std::cout << "Failed to download game " << std::get<int>(game_id) << " from hanab.live." << std::endl; std::cout << "Failed to download game " << std::get<int>(game_id) << " from hanab.live." << std::endl;
@ -41,17 +41,19 @@ namespace Hanabi {
} }
void print_usage(const char* program_name) { void print_usage(const char* program_name) {
std::cout << "Usage: " << program_name << "(GAME_ID | GAME_FILE) TURN" << std::endl; std::cout << "Usage: " << program_name << "(GAME_ID | GAME_FILE) TURN [SCORE_GOAL]" << std::endl;
std::cout << " GAME_ID A game id from hanab.live" << std::endl; std::cout << " GAME_ID A game id from hanab.live" << std::endl;
std::cout << " GAME_FILE A path to a file describing the game in hanab.live json format." << std::endl; std::cout << " GAME_FILE A path to a file describing the game in hanab.live json format." << std::endl;
std::cout << " TURN Turn number of state to analyze. Turn 1 means no actions have been taken." << std::endl; std::cout << " TURN Turn number of state to analyze. Turn 1 means no actions have been taken." << std::endl;
std::cout << " TURN Turn number of state to analyze. Turn 1 means no actions have been taken." << std::endl;
std::cout << " SCORE_GOAL Score that counts as a win, i.e. is optimized for achieving." << std::endl;
} }
} }
int main(int argc, char *argv[]) { int main(int argc, char *argv[]) {
if(argc == 3) { if(argc == 3 or argc == 4) {
std::string game_str(argv[1]); std::string game_str(argv[1]);
std::string turn_str (argv[2]); std::string turn_str (argv[2]);
@ -63,10 +65,21 @@ int main(int argc, char *argv[]) {
return EXIT_FAILURE; return EXIT_FAILURE;
} }
std::optional<uint8_t> score_goal = std::nullopt;
if (argc == 4) {
std::string score_goal_str(argv[3]);
try {
score_goal = std::stoi(score_goal_str);
} catch(std::invalid_argument&) {
std::cout << "Could not parse score goal number " << score_goal_str;
return EXIT_FAILURE;
}
}
try { try {
Hanabi::analyze_game_and_start_cli(std::stoi(game_str), turn); Hanabi::analyze_game_and_start_cli(std::stoi(game_str), turn, score_goal);
} catch(std::invalid_argument&) { } catch(std::invalid_argument&) {
Hanabi::analyze_game_and_start_cli(game_str.c_str(), turn); Hanabi::analyze_game_and_start_cli(game_str.c_str(), turn, score_goal);
} }
} }
else { else {