remove actiontype from backtrack struct

This commit is contained in:
Maximilian Keßler 2023-08-06 16:44:21 +02:00
parent 6fa4098e36
commit 6e71a6a457
Signed by: max
GPG key ID: BCC5A619923C0BA5
4 changed files with 39 additions and 40 deletions

View file

@ -119,12 +119,12 @@ namespace Download {
break; break;
case Hanabi::ActionType::discard: case Hanabi::ActionType::discard:
index = game.find_card_in_hand(deck[actions[i].target]); index = game.find_card_in_hand(deck[actions[i].target]);
ASSERT(index != -1); ASSERT(index != std::uint8_t(-1));
game.discard(index); game.discard(index);
break; break;
case Hanabi::ActionType::play: case Hanabi::ActionType::play:
index = game.find_card_in_hand(deck[actions[i].target]); index = game.find_card_in_hand(deck[actions[i].target]);
ASSERT(index != -1); ASSERT(index != std::uint8_t(-1));
game.play(index); game.play(index);
break; break;
case Hanabi::ActionType::vote_terminate: case Hanabi::ActionType::vote_terminate:

View file

@ -131,7 +131,6 @@ enum class ActionType {
}; };
struct BacktrackAction { struct BacktrackAction {
ActionType type{};
// The card that was discarded or played // The card that was discarded or played
Card discarded{}; Card discarded{};
// Index of card in hand that was discarded or played // Index of card in hand that was discarded or played
@ -148,7 +147,7 @@ public:
double backtrack(size_t depth); double backtrack(size_t depth);
BacktrackAction clue(); void clue();
/** /**
* Plays a card from current hand, drawing top card of draw pile and rotating draw pile * Plays a card from current hand, drawing top card of draw pile and rotating draw pile
@ -162,7 +161,9 @@ public:
void normalize_draw_and_positions(); void normalize_draw_and_positions();
void revert(const BacktrackAction &action); void revert_clue();
void revert_play(const BacktrackAction &action);
void revert_discard(const BacktrackAction &action);
uint8_t draw(uint8_t index); uint8_t draw(uint8_t index);

View file

@ -83,13 +83,11 @@ namespace Hanabi {
} }
template<size_t num_suits, player_t num_players, size_t hand_size> template<size_t num_suits, player_t num_players, size_t hand_size>
BacktrackAction HanabiState<num_suits, num_players, hand_size>::clue() { void HanabiState<num_suits, num_players, hand_size>::clue() {
ASSERT(_num_clues > 0); ASSERT(_num_clues > 0);
--_num_clues; --_num_clues;
incr_turn(); incr_turn();
return BacktrackAction{ActionType::clue, {}, {}};
} }
template<size_t num_suits, player_t num_players, size_t hand_size> template<size_t num_suits, player_t num_players, size_t hand_size>
@ -128,7 +126,7 @@ namespace Hanabi {
--_stacks[card.suit]; --_stacks[card.suit];
_score++; _score++;
BacktrackAction ret{ActionType::play, _hands[_turn][index], index, 0}; BacktrackAction ret{_hands[_turn][index], index, 0};
if (card.rank == 0) { if (card.rank == 0) {
// update clues if we played the last card of a stack // update clues if we played the last card of a stack
@ -149,7 +147,7 @@ namespace Hanabi {
_num_clues++; _num_clues++;
_pace--; _pace--;
BacktrackAction ret{ActionType::discard, _hands[_turn][index], index}; BacktrackAction ret{_hands[_turn][index], index};
ret.multiplicity = draw(index); ret.multiplicity = draw(index);
incr_turn(); incr_turn();
@ -303,30 +301,30 @@ namespace Hanabi {
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::revert( void HanabiState<num_suits, num_players, hand_size>::revert_play(const BacktrackAction& action) {
const BacktrackAction &action) {
decr_turn(); decr_turn();
switch (action.type) { if (action.discarded.rank == 0) {
case ActionType::clue: _num_clues--;
ASSERT(_num_clues < max_num_clues);
_num_clues++;
break;
case ActionType::discard:
ASSERT(_num_clues > 0);
_num_clues--;
_pace++;
revert_draw(action.index, action.discarded);
break;
case ActionType::play:
if (action.discarded.rank == 0) {
_num_clues--;
}
revert_draw(action.index, action.discarded);
_stacks[action.discarded.suit]++;
_score--;
default:
break;
} }
revert_draw(action.index, action.discarded);
_stacks[action.discarded.suit]++;
_score--;
}
template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::revert_discard(const BacktrackAction& action) {
decr_turn();
ASSERT(_num_clues > 0);
_num_clues--;
_pace++;
revert_draw(action.index, action.discarded);
}
template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::revert_clue() {
decr_turn();
ASSERT(_num_clues < max_num_clues);
_num_clues++;
} }
#define UPDATE_PROBABILITY(new_probability) \ #define UPDATE_PROBABILITY(new_probability) \
@ -358,7 +356,7 @@ namespace Hanabi {
auto copy = *this; auto copy = *this;
BacktrackAction action = play(index); BacktrackAction action = play(index);
const double probability_for_this_play = backtrack(depth + 1); const double probability_for_this_play = backtrack(depth + 1);
revert(action); revert_play(action);
UPDATE_PROBABILITY(probability_for_this_play); UPDATE_PROBABILITY(probability_for_this_play);
} else { } else {
double sum_of_probabilities = 0; double sum_of_probabilities = 0;
@ -367,7 +365,7 @@ namespace Hanabi {
BacktrackAction action = play(index); BacktrackAction action = play(index);
sum_of_probabilities += backtrack(depth + 1) * action.multiplicity; sum_of_probabilities += backtrack(depth + 1) * action.multiplicity;
sum_of_mults += action.multiplicity; sum_of_mults += action.multiplicity;
revert(action); revert_play(action);
ASSERT(sum_of_mults <= _weighted_draw_pile_size); ASSERT(sum_of_mults <= _weighted_draw_pile_size);
} }
ASSERT(sum_of_mults == _weighted_draw_pile_size); ASSERT(sum_of_mults == _weighted_draw_pile_size);
@ -385,7 +383,7 @@ namespace Hanabi {
if (_draw_pile.empty()) { if (_draw_pile.empty()) {
BacktrackAction action = discard(index); BacktrackAction action = discard(index);
const double probability_for_this_discard = backtrack(depth + 1); const double probability_for_this_discard = backtrack(depth + 1);
revert(action); revert_discard(action);
UPDATE_PROBABILITY(probability_for_this_discard); UPDATE_PROBABILITY(probability_for_this_discard);
} else { } else {
uint8_t sum_of_mults = 0; uint8_t sum_of_mults = 0;
@ -393,7 +391,7 @@ namespace Hanabi {
BacktrackAction action = discard(index); BacktrackAction action = discard(index);
sum_of_probabilities += backtrack(depth + 1) * action.multiplicity; sum_of_probabilities += backtrack(depth + 1) * action.multiplicity;
sum_of_mults += action.multiplicity; sum_of_mults += action.multiplicity;
revert(action); revert_discard(action);
} }
ASSERT(sum_of_mults == _weighted_draw_pile_size); ASSERT(sum_of_mults == _weighted_draw_pile_size);
const double probability_discard = sum_of_probabilities / _weighted_draw_pile_size; const double probability_discard = sum_of_probabilities / _weighted_draw_pile_size;
@ -408,9 +406,9 @@ namespace Hanabi {
// Last option is to stall // Last option is to stall
if(_num_clues > 0) { if(_num_clues > 0) {
BacktrackAction action = clue(); clue();
const double probability_stall = backtrack(depth + 1); const double probability_stall = backtrack(depth + 1);
revert(action); revert_clue();
UPDATE_PROBABILITY(probability_stall); UPDATE_PROBABILITY(probability_stall);
} }

View file

@ -30,7 +30,7 @@ void test_game() {
auto a = state.play(4); auto a = state.play(4);
std::cout << state; std::cout << state;
state.revert(a); state.revert_play(a);
std::cout << state << std::endl; std::cout << state << std::endl;
std::cout << state2 << std::endl; std::cout << state2 << std::endl;
@ -41,7 +41,7 @@ void test_game() {
} }
void download(int turn) { void download(int turn) {
auto game = Download::get_game<6,5,4>(996518, turn); auto game = Download::get_game<6,5,4>("996518", turn);
std::cout << "Analysing state: " << game << std::endl; std::cout << "Analysing state: " << game << std::endl;
auto res = game.backtrack(1); auto res = game.backtrack(1);
std::cout << "Probability with optimal play: " << res << std::endl; std::cout << "Probability with optimal play: " << res << std::endl;