remove actiontype from backtrack struct
This commit is contained in:
parent
6fa4098e36
commit
6e71a6a457
4 changed files with 39 additions and 40 deletions
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@ -119,12 +119,12 @@ namespace Download {
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break;
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case Hanabi::ActionType::discard:
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index = game.find_card_in_hand(deck[actions[i].target]);
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ASSERT(index != -1);
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ASSERT(index != std::uint8_t(-1));
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game.discard(index);
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break;
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case Hanabi::ActionType::play:
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index = game.find_card_in_hand(deck[actions[i].target]);
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ASSERT(index != -1);
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ASSERT(index != std::uint8_t(-1));
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game.play(index);
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break;
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case Hanabi::ActionType::vote_terminate:
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@ -131,7 +131,6 @@ enum class ActionType {
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};
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struct BacktrackAction {
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ActionType type{};
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// The card that was discarded or played
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Card discarded{};
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// Index of card in hand that was discarded or played
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@ -148,7 +147,7 @@ public:
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double backtrack(size_t depth);
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BacktrackAction clue();
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void clue();
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/**
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* Plays a card from current hand, drawing top card of draw pile and rotating draw pile
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@ -162,7 +161,9 @@ public:
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void normalize_draw_and_positions();
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void revert(const BacktrackAction &action);
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void revert_clue();
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void revert_play(const BacktrackAction &action);
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void revert_discard(const BacktrackAction &action);
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uint8_t draw(uint8_t index);
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@ -83,13 +83,11 @@ namespace Hanabi {
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}
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template<size_t num_suits, player_t num_players, size_t hand_size>
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BacktrackAction HanabiState<num_suits, num_players, hand_size>::clue() {
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void HanabiState<num_suits, num_players, hand_size>::clue() {
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ASSERT(_num_clues > 0);
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--_num_clues;
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incr_turn();
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return BacktrackAction{ActionType::clue, {}, {}};
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}
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template<size_t num_suits, player_t num_players, size_t hand_size>
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@ -128,7 +126,7 @@ namespace Hanabi {
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--_stacks[card.suit];
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_score++;
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BacktrackAction ret{ActionType::play, _hands[_turn][index], index, 0};
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BacktrackAction ret{_hands[_turn][index], index, 0};
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if (card.rank == 0) {
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// update clues if we played the last card of a stack
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@ -149,7 +147,7 @@ namespace Hanabi {
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_num_clues++;
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_pace--;
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BacktrackAction ret{ActionType::discard, _hands[_turn][index], index};
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BacktrackAction ret{_hands[_turn][index], index};
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ret.multiplicity = draw(index);
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incr_turn();
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@ -303,30 +301,30 @@ namespace Hanabi {
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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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void HanabiState<num_suits, num_players, hand_size>::revert(
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const BacktrackAction &action) {
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void HanabiState<num_suits, num_players, hand_size>::revert_play(const BacktrackAction& action) {
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decr_turn();
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switch (action.type) {
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case ActionType::clue:
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ASSERT(_num_clues < max_num_clues);
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_num_clues++;
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break;
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case ActionType::discard:
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ASSERT(_num_clues > 0);
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_num_clues--;
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_pace++;
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revert_draw(action.index, action.discarded);
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break;
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case ActionType::play:
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if (action.discarded.rank == 0) {
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_num_clues--;
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}
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revert_draw(action.index, action.discarded);
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_stacks[action.discarded.suit]++;
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_score--;
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default:
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break;
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if (action.discarded.rank == 0) {
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_num_clues--;
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}
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revert_draw(action.index, action.discarded);
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_stacks[action.discarded.suit]++;
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_score--;
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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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void HanabiState<num_suits, num_players, hand_size>::revert_discard(const BacktrackAction& action) {
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decr_turn();
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ASSERT(_num_clues > 0);
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_num_clues--;
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_pace++;
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revert_draw(action.index, action.discarded);
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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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void HanabiState<num_suits, num_players, hand_size>::revert_clue() {
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decr_turn();
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ASSERT(_num_clues < max_num_clues);
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_num_clues++;
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}
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#define UPDATE_PROBABILITY(new_probability) \
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@ -358,7 +356,7 @@ namespace Hanabi {
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auto copy = *this;
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BacktrackAction action = play(index);
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const double probability_for_this_play = backtrack(depth + 1);
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revert(action);
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revert_play(action);
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UPDATE_PROBABILITY(probability_for_this_play);
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} else {
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double sum_of_probabilities = 0;
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@ -367,7 +365,7 @@ namespace Hanabi {
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BacktrackAction action = play(index);
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sum_of_probabilities += backtrack(depth + 1) * action.multiplicity;
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sum_of_mults += action.multiplicity;
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revert(action);
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revert_play(action);
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ASSERT(sum_of_mults <= _weighted_draw_pile_size);
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}
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ASSERT(sum_of_mults == _weighted_draw_pile_size);
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@ -385,7 +383,7 @@ namespace Hanabi {
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if (_draw_pile.empty()) {
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BacktrackAction action = discard(index);
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const double probability_for_this_discard = backtrack(depth + 1);
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revert(action);
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revert_discard(action);
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UPDATE_PROBABILITY(probability_for_this_discard);
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} else {
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uint8_t sum_of_mults = 0;
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@ -393,7 +391,7 @@ namespace Hanabi {
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BacktrackAction action = discard(index);
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sum_of_probabilities += backtrack(depth + 1) * action.multiplicity;
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sum_of_mults += action.multiplicity;
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revert(action);
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revert_discard(action);
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}
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ASSERT(sum_of_mults == _weighted_draw_pile_size);
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const double probability_discard = sum_of_probabilities / _weighted_draw_pile_size;
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@ -408,9 +406,9 @@ namespace Hanabi {
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// Last option is to stall
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if(_num_clues > 0) {
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BacktrackAction action = clue();
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clue();
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const double probability_stall = backtrack(depth + 1);
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revert(action);
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revert_clue();
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UPDATE_PROBABILITY(probability_stall);
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}
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4
main.cpp
4
main.cpp
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@ -30,7 +30,7 @@ void test_game() {
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auto a = state.play(4);
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std::cout << state;
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state.revert(a);
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state.revert_play(a);
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std::cout << state << std::endl;
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std::cout << state2 << std::endl;
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@ -41,7 +41,7 @@ void test_game() {
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}
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void download(int turn) {
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auto game = Download::get_game<6,5,4>(996518, turn);
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auto game = Download::get_game<6,5,4>("996518", turn);
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std::cout << "Analysing state: " << game << std::endl;
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auto res = game.backtrack(1);
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std::cout << "Probability with optimal play: " << res << std::endl;
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