simplify backtrack interface by storing actions in stack
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24aa016d36
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a4ee7ace1d
2 changed files with 101 additions and 61 deletions
46
game_state.h
46
game_state.h
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@ -2,6 +2,7 @@
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#define DYNAMIC_PROGRAM_GAME_STATE_H
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#include <array>
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#include <stack>
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#include <cstdint>
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#include <algorithm>
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#include <cstddef>
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@ -80,6 +81,7 @@ constexpr Card y1 = {1, 1};
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constexpr Card y2 = {1, 2};
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constexpr Card y3 = {1, 3};
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constexpr Card y4 = {1, 4};
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constexpr Card unknown_card = {0, 6};
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/**
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* To store:
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@ -144,21 +146,29 @@ enum class ActionType {
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};
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struct BacktrackAction {
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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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hand_index_t index{};
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// Multiplicity of new draw (needed for probability calculations)
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hand_index_t multiplicity{};
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BacktrackAction(ActionType action_type, Card discarded_or_played, hand_index_t index);
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ActionType action_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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hand_index_t index{};
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};
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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 probability_t backtrack(size_t depth) = 0;
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virtual void clue() = 0;
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virtual BacktrackAction discard(hand_index_t index) = 0;
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virtual BacktrackAction play(hand_index_t index) = 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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[[nodiscard]] virtual hand_index_t find_card_in_hand(const Card& card) const = 0;
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[[nodiscard]] virtual bool is_trash(const Card& card) const = 0;
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@ -187,12 +197,12 @@ public:
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probability_t backtrack(size_t depth) final;
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void clue() final;
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BacktrackAction play(hand_index_t index) final;
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BacktrackAction discard(hand_index_t index) final;
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void play(hand_index_t index) final;
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void discard(hand_index_t index) final;
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void revert_clue();
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void revert_play(const BacktrackAction &action, bool was_on_8_clues);
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void revert_discard(const BacktrackAction &action);
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void revert_play(bool was_on_8_clues);
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void revert_discard();
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[[nodiscard]] hand_index_t find_card_in_hand(const Card& card) const final;
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[[nodiscard]] bool is_trash(const Card& card) const final;
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@ -210,10 +220,10 @@ protected:
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void print(std::ostream& os) const final;
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private:
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template<bool update_card_positions> BacktrackAction play_and_potentially_update(hand_index_t index);
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template<bool update_card_positions> BacktrackAction discard_and_potentially_update(hand_index_t index);
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template<bool update_card_positions> unsigned long play_and_potentially_update(hand_index_t index);
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template<bool update_card_positions> unsigned long discard_and_potentially_update(hand_index_t index);
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template<bool update_card_positions> hand_index_t draw(hand_index_t index);
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template<bool update_card_positions> unsigned long draw(hand_index_t index);
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void revert_draw(hand_index_t index, Card discarded_card);
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void incr_turn();
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@ -241,8 +251,8 @@ private:
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// This will indicate whether cards that were in hands initially still are in hands
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std::bitset<num_players * hand_size> _card_positions_hands;
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size_t _num_useful_cards_in_starting_hands;
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size_t _initial_draw_pile_size;
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size_t _num_useful_cards_in_starting_hands{};
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size_t _initial_draw_pile_size{};
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// further statistics that we might want to keep track of
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int8_t _pace{};
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@ -251,6 +261,8 @@ private:
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std::uint64_t _enumerated_states {};
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std::unordered_map<unsigned long, probability_t> _position_tablebase;
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std::stack<BacktrackAction> _actions_log;
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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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116
game_state.hpp
116
game_state.hpp
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@ -61,6 +61,14 @@ namespace Hanabi {
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return _array[card.suit][card.rank];
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};
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BacktrackAction::BacktrackAction(
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Hanabi::ActionType action_type, Hanabi::Card discarded_or_played, Hanabi::hand_index_t index
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):
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action_type(action_type),
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discarded(discarded_or_played),
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index(index) {
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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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HanabiState<num_suits, num_players, hand_size>::HanabiState(const std::vector<Card> &deck):
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_turn(0),
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@ -95,6 +103,7 @@ namespace Hanabi {
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ASSERT(_num_clues > 0);
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--_num_clues;
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_actions_log.emplace(ActionType::clue, unknown_card, 0);
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incr_turn();
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}
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@ -130,56 +139,58 @@ namespace Hanabi {
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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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BacktrackAction HanabiState<num_suits, num_players, hand_size>::play(Hanabi::hand_index_t index) {
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void HanabiState<num_suits, num_players, hand_size>::play(Hanabi::hand_index_t index) {
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const Card card = _hands[_turn][index];
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if (!is_playable(card)) {
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BacktrackAction ret{card, index, draw<false>(index)};
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draw<false>(index);
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incr_turn();
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return ret;
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return;
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}
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return play_and_potentially_update<false>(index);
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play_and_potentially_update<false>(index);
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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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template<bool update_card_positions>
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BacktrackAction HanabiState<num_suits, num_players, hand_size>::play_and_potentially_update(hand_index_t index) {
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unsigned long HanabiState<num_suits, num_players, hand_size>::play_and_potentially_update(hand_index_t index) {
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ASSERT(index < _hands[_turn].size());
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const Card card = _hands[_turn][index];
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ASSERT(is_playable(card));
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const Card played_card = _hands[_turn][index];
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ASSERT(is_playable(played_card));
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--_stacks[card.suit];
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--_stacks[played_card.suit];
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_score++;
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if (card.rank == 0 and _num_clues < max_num_clues) {
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// update clues if we played the last card of a stack
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if (played_card.rank == 0 and _num_clues < max_num_clues) {
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// update clues if we played the last played_card of a stack
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_num_clues++;
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}
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BacktrackAction ret{card, index, draw<update_card_positions>(index)};
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unsigned long multiplicity = draw<update_card_positions>(index);
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_actions_log.emplace(ActionType::play, played_card, index);
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incr_turn();
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return ret;
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return multiplicity;
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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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BacktrackAction HanabiState<num_suits, num_players, hand_size>::discard(std::uint8_t index) {
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return discard_and_potentially_update<false>(index);
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void HanabiState<num_suits, num_players, hand_size>::discard(std::uint8_t index) {
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discard_and_potentially_update<false>(index);
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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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template<bool update_card_positions>
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BacktrackAction HanabiState<num_suits, num_players, hand_size>::discard_and_potentially_update(hand_index_t index) {
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unsigned long HanabiState<num_suits, num_players, hand_size>::discard_and_potentially_update(hand_index_t index) {
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ASSERT(index < _hands[_turn].size());
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ASSERT(_num_clues != max_num_clues);
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const Card discarded = _hands[_turn][index];
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const Card discarded_card = _hands[_turn][index];
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_num_clues++;
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_pace--;
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BacktrackAction ret{discarded, index, draw<update_card_positions>(index)};
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unsigned long multiplicity = draw<update_card_positions>(index);
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_actions_log.emplace(ActionType::discard, discarded_card, index);
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incr_turn();
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return ret;
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return multiplicity;
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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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@ -217,7 +228,7 @@ namespace Hanabi {
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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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template<bool update_card_positions>
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std::uint8_t HanabiState<num_suits, num_players, hand_size>::draw(uint8_t index) {
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unsigned long HanabiState<num_suits, num_players, hand_size>::draw(uint8_t index) {
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ASSERT(index < _hands[_turn].size());
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// update card position of the card we are about to discard
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@ -377,45 +388,62 @@ namespace Hanabi {
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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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void
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HanabiState<num_suits, num_players, hand_size>::revert_play(const BacktrackAction &action, bool was_on_8_clues) {
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HanabiState<num_suits, num_players, hand_size>::revert_play(bool was_on_8_clues) {
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const BacktrackAction last_action = _actions_log.top();
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_actions_log.pop();
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ASSERT(last_action.action_type == ActionType::play);
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ASSERT(!was_on_8_clues or _num_clues == 8);
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decr_turn();
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if (action.discarded.rank == 0 and not was_on_8_clues) {
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if (last_action.discarded.rank == 0 and not was_on_8_clues) {
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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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revert_draw(last_action.index, last_action.discarded);
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_stacks[last_action.discarded.suit]++;
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_score--;
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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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void HanabiState<num_suits, num_players, hand_size>::revert_discard(const BacktrackAction &action) {
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void HanabiState<num_suits, num_players, hand_size>::revert_discard() {
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const BacktrackAction last_action = _actions_log.top();
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_actions_log.pop();
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ASSERT(last_action.action_type == ActionType::discard);
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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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revert_draw(last_action.index, last_action.discarded);
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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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void HanabiState<num_suits, num_players, hand_size>::revert_clue() {
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const BacktrackAction last_action = _actions_log.top();
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_actions_log.pop();
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ASSERT(last_action.action_type == ActionType::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 RETURN_PROBABILITY \
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if (_position_tablebase.contains(id_of_state)) { \
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ASSERT(_position_tablebase[id_of_state] == best_probability); \
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} \
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_position_tablebase[id_of_state] = best_probability; \
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\
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} \
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_position_tablebase[id_of_state] = best_probability; \
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\
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return best_probability;
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#define UPDATE_PROBABILITY(new_probability) \
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best_probability = std::max(best_probability, new_probability); \
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if (best_probability == 1) { \
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RETURN_PROBABILITY; \
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#define UPDATE_PROBABILITY(new_probability) \
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best_probability = std::max(best_probability, new_probability); \
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if (best_probability == 1) { \
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RETURN_PROBABILITY; \
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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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@ -444,19 +472,19 @@ namespace Hanabi {
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if(is_playable(hand[index])) {
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if (_draw_pile.empty()) {
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bool on_8_clues = _num_clues == 8;
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BacktrackAction action = play_and_potentially_update<true>(index);
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play_and_potentially_update<true>(index);
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const probability_t probability_for_this_play = backtrack(depth + 1);
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revert_play(action, on_8_clues);
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revert_play(on_8_clues);
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UPDATE_PROBABILITY(probability_for_this_play);
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} else {
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probability_t sum_of_probabilities = 0;
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uint8_t sum_of_mults = 0;
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for (size_t i = 0; i < _draw_pile.size(); i++) {
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bool on_8_clues = _num_clues == 8;
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BacktrackAction action = play_and_potentially_update<true>(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_play(action, on_8_clues);
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const unsigned long multiplicity = play_and_potentially_update<true>(index);
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sum_of_probabilities += backtrack(depth + 1) * multiplicity;
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sum_of_mults += multiplicity;
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revert_play(on_8_clues);
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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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@ -472,17 +500,17 @@ namespace Hanabi {
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if (is_trash(hand[index])) {
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probability_t sum_of_probabilities = 0;
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if (_draw_pile.empty()) {
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BacktrackAction action = discard_and_potentially_update<true>(index);
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discard_and_potentially_update<true>(index);
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const probability_t probability_for_this_discard = backtrack(depth + 1);
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revert_discard(action);
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revert_discard();
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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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for (size_t i = 0; i < _draw_pile.size(); i++) {
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BacktrackAction action = discard_and_potentially_update<true>(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_discard(action);
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const unsigned long multiplicity = discard_and_potentially_update<true>(index);
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sum_of_probabilities += backtrack(depth + 1) * multiplicity;
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sum_of_mults += multiplicity;
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revert_discard();
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}
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ASSERT(sum_of_mults == _weighted_draw_pile_size);
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const probability_t probability_discard = sum_of_probabilities / _weighted_draw_pile_size;
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