code cleanup (but printing currently bugged)

This commit is contained in:
Maximilian Keßler 2023-08-06 23:12:44 +02:00
parent ffcdea4eb0
commit bd400bb58c
Signed by: max
GPG key ID: BCC5A619923C0BA5
3 changed files with 71 additions and 63 deletions

View file

@ -19,6 +19,7 @@ using rank_t = std::uint8_t;
using suit_t = std::uint8_t; using suit_t = std::uint8_t;
using clue_t = std::uint8_t; using clue_t = std::uint8_t;
using player_t = std::int8_t; using player_t = std::int8_t;
using hand_index_t = std::uint8_t;
using state_t = std::uint32_t; using state_t = std::uint32_t;
@ -49,10 +50,7 @@ struct Card {
auto operator<=>(const Card &) const = default; auto operator<=>(const Card &) const = default;
}; };
std::ostream &operator<<(std::ostream &os, const Card &card) { std::ostream &operator<<(std::ostream &os, const Card &card);
os << suit_initials[card.suit] << 5 - card.rank;
return os;
}
constexpr Card r0 = {0, 0}; constexpr Card r0 = {0, 0};
constexpr Card r1 = {0, 1}; constexpr Card r1 = {0, 1};
@ -73,9 +71,10 @@ constexpr Card y4 = {1, 4};
* - Number of clues * - Number of clues
*/ */
template <std::size_t num_suits> using Stacks = std::array<rank_t, num_suits>; template <suit_t num_suits>
using Stacks = std::array<rank_t, num_suits>;
template <std::size_t num_suits> template <suit_t num_suits>
std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks); std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks);
struct CardMultiplicity { struct CardMultiplicity {
@ -85,7 +84,7 @@ struct CardMultiplicity {
auto operator<=>(const CardMultiplicity &) const = default; auto operator<=>(const CardMultiplicity &) const = default;
}; };
template <std::size_t num_suits, typename T> struct CardArray { template <suit_t num_suits, typename T> struct CardArray {
using value_type = T; using value_type = T;
CardArray() = default; CardArray() = default;
@ -115,9 +114,9 @@ struct BacktrackAction {
// 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
std::uint8_t index{}; hand_index_t index{};
// Multiplicity of new draw (needed for probability calculations) // Multiplicity of new draw (needed for probability calculations)
std::uint8_t multiplicity{}; hand_index_t multiplicity{};
}; };
class HanabiStateIF { class HanabiStateIF {
@ -125,14 +124,14 @@ public:
virtual double backtrack(size_t depth) = 0; virtual double backtrack(size_t depth) = 0;
virtual void clue() = 0; virtual void clue() = 0;
virtual BacktrackAction discard(std::uint8_t index) = 0; virtual BacktrackAction discard(hand_index_t index) = 0;
virtual BacktrackAction play(std::uint8_t index) = 0; virtual BacktrackAction play(hand_index_t index) = 0;
virtual void revert_clue() = 0; virtual void revert_clue() = 0;
virtual void revert_play(const BacktrackAction &action, bool was_on_8_clues) = 0; virtual void revert_play(const BacktrackAction &action, bool was_on_8_clues) = 0;
virtual void revert_discard(const BacktrackAction &action) = 0; virtual void revert_discard(const BacktrackAction &action) = 0;
[[nodiscard]] virtual std::uint8_t find_card_in_hand(const Card& card) const = 0; [[nodiscard]] virtual hand_index_t find_card_in_hand(const Card& card) const = 0;
[[nodiscard]] virtual bool is_trash(const Card& card) const = 0; [[nodiscard]] virtual bool is_trash(const Card& card) const = 0;
[[nodiscard]] virtual bool is_playable(const Card& card) const = 0; [[nodiscard]] virtual bool is_playable(const Card& card) const = 0;
@ -148,7 +147,7 @@ protected:
friend std::ostream& operator<<(std::ostream&, HanabiStateIF const&); friend std::ostream& operator<<(std::ostream&, HanabiStateIF const&);
}; };
template <std::size_t num_suits, player_t num_players, std::size_t hand_size> 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;
@ -157,14 +156,14 @@ public:
double backtrack(size_t depth) final; double backtrack(size_t depth) final;
void clue() final; void clue() final;
BacktrackAction play(std::uint8_t index) final; BacktrackAction play(hand_index_t index) final;
BacktrackAction discard(std::uint8_t index) final; BacktrackAction discard(hand_index_t index) final;
void revert_clue() final; void revert_clue() final;
void revert_play(const BacktrackAction &action, bool was_on_8_clues) final; void revert_play(const BacktrackAction &action, bool was_on_8_clues) final;
void revert_discard(const BacktrackAction &action) final; void revert_discard(const BacktrackAction &action) final;
[[nodiscard]] std::uint8_t find_card_in_hand(const Card& card) const final; [[nodiscard]] hand_index_t find_card_in_hand(const Card& card) const final;
[[nodiscard]] bool is_trash(const Card& card) const final; [[nodiscard]] bool is_trash(const Card& card) const final;
[[nodiscard]] bool is_playable(const Card& card) const final; [[nodiscard]] bool is_playable(const Card& card) const final;
@ -178,8 +177,8 @@ protected:
void print(std::ostream& os) const final; void print(std::ostream& os) const final;
private: private:
uint8_t draw(uint8_t index); hand_index_t draw(hand_index_t index);
void revert_draw(std::uint8_t index, Card discarded_card); void revert_draw(hand_index_t index, Card discarded_card);
void incr_turn(); void incr_turn();
void decr_turn(); void decr_turn();

View file

@ -22,7 +22,12 @@ namespace Hanabi {
return ret; return ret;
} }
template<std::size_t num_suits> std::ostream &operator<<(std::ostream &os, const Card &card) {
os << suit_initials[card.suit] << 5 - card.rank;
return os;
}
template<suit_t num_suits>
std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks) { std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks) {
for (size_t i = 0; i < stacks.size() - 1; i++) { for (size_t i = 0; i < stacks.size() - 1; i++) {
os << starting_card_rank - stacks[i] << ", "; os << starting_card_rank - stacks[i] << ", ";
@ -31,7 +36,7 @@ namespace Hanabi {
return os; return os;
} }
template<std::size_t num_suits, typename T> template<suit_t num_suits, typename T>
CardArray<num_suits, T>::CardArray(T default_val) { CardArray<num_suits, T>::CardArray(T default_val) {
for(size_t suit = 0; suit < num_suits; suit++) { for(size_t suit = 0; suit < num_suits; suit++) {
for (rank_t rank = 0; rank < starting_card_rank; rank++) { for (rank_t rank = 0; rank < starting_card_rank; rank++) {
@ -40,17 +45,17 @@ namespace Hanabi {
} }
} }
template<std::size_t num_suits, typename T> template<suit_t num_suits, typename T>
const T& CardArray<num_suits, T>::operator[](const Card &card) const { const T& CardArray<num_suits, T>::operator[](const Card &card) const {
return _array[card.suit][card.rank]; return _array[card.suit][card.rank];
}; };
template<std::size_t num_suits, typename T> template<suit_t num_suits, typename T>
T& CardArray<num_suits, T>::operator[](const Card &card) { T& CardArray<num_suits, T>::operator[](const Card &card) {
return _array[card.suit][card.rank]; return _array[card.suit][card.rank];
}; };
template<size_t num_suits, player_t num_players, size_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):
_turn(0), _turn(0),
_num_clues(max_num_clues), _num_clues(max_num_clues),
@ -74,7 +79,7 @@ namespace Hanabi {
ASSERT(_turn == 0); ASSERT(_turn == 0);
} }
template<size_t num_suits, player_t num_players, size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
void 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;
@ -82,7 +87,7 @@ namespace Hanabi {
incr_turn(); incr_turn();
} }
template<size_t num_suits, player_t num_players, size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::incr_turn() { void HanabiState<num_suits, num_players, hand_size>::incr_turn() {
_turn = (_turn + 1) % num_players; _turn = (_turn + 1) % num_players;
if(_endgame_turns_left != no_endgame) { if(_endgame_turns_left != no_endgame) {
@ -90,7 +95,7 @@ namespace Hanabi {
} }
} }
template<size_t num_suits, player_t num_players, size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::decr_turn() { void HanabiState<num_suits, num_players, hand_size>::decr_turn() {
_turn = (_turn + num_players - 1) % num_players; _turn = (_turn + num_players - 1) % num_players;
if (_endgame_turns_left != no_endgame) { if (_endgame_turns_left != no_endgame) {
@ -98,22 +103,22 @@ namespace Hanabi {
} }
} }
template<size_t num_suits, player_t num_players, size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
bool HanabiState<num_suits, num_players, hand_size>::is_playable(const Hanabi::Card &card) const { bool HanabiState<num_suits, num_players, hand_size>::is_playable(const Hanabi::Card &card) const {
return card.rank == _stacks[card.suit] - 1; return card.rank == _stacks[card.suit] - 1;
} }
template<size_t num_suits, player_t num_players, size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
std::uint64_t HanabiState<num_suits, num_players, hand_size>::enumerated_states() const { std::uint64_t HanabiState<num_suits, num_players, hand_size>::enumerated_states() const {
return _enumerated_states; return _enumerated_states;
} }
template<size_t num_suits, player_t num_players, size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
bool HanabiState<num_suits, num_players, hand_size>::is_trash(const Hanabi::Card &card) const { bool HanabiState<num_suits, num_players, hand_size>::is_trash(const Hanabi::Card &card) const {
return card.rank >= _stacks[card.suit]; return card.rank >= _stacks[card.suit];
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
BacktrackAction HanabiState<num_suits, num_players, hand_size>::play( BacktrackAction HanabiState<num_suits, num_players, hand_size>::play(
std::uint8_t index) { std::uint8_t index) {
ASSERT(index < _hands[_turn].size()); ASSERT(index < _hands[_turn].size());
@ -134,7 +139,7 @@ namespace Hanabi {
return ret; return ret;
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
BacktrackAction HanabiState<num_suits, num_players, hand_size>::discard(std::uint8_t index) { BacktrackAction HanabiState<num_suits, num_players, hand_size>::discard(std::uint8_t index) {
ASSERT(index < _hands[_turn].size()); ASSERT(index < _hands[_turn].size());
ASSERT(_num_clues != max_num_clues); ASSERT(_num_clues != max_num_clues);
@ -149,7 +154,7 @@ namespace Hanabi {
return ret; return ret;
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
std::uint8_t HanabiState<num_suits, num_players, hand_size>::find_card_in_hand( std::uint8_t HanabiState<num_suits, num_players, hand_size>::find_card_in_hand(
const Hanabi::Card &card) const { const Hanabi::Card &card) const {
for(std::uint8_t i = 0; i < hand_size; i++) { for(std::uint8_t i = 0; i < hand_size; i++) {
@ -160,9 +165,9 @@ namespace Hanabi {
return -1; return -1;
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::print(std::ostream &os) const { void HanabiState<num_suits, num_players, hand_size>::print(std::ostream &os) const {
os << "Stacks: " << _stacks << " (score " << +_score << ")"; // os << "Stacks: " << _stacks << " (score " << +_score << ")";
os << ", clues: " << +_num_clues << ", turn: " << +_turn << std::endl; os << ", clues: " << +_num_clues << ", turn: " << +_turn << std::endl;
os << "Draw pile: "; os << "Draw pile: ";
for (const auto &[card, mul]: _draw_pile) { for (const auto &[card, mul]: _draw_pile) {
@ -182,7 +187,7 @@ namespace Hanabi {
} }
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
std::uint8_t HanabiState<num_suits, num_players, hand_size>::draw(uint8_t index) { std::uint8_t HanabiState<num_suits, num_players, hand_size>::draw(uint8_t index) {
ASSERT(index < _hands[_turn].size()); ASSERT(index < _hands[_turn].size());
@ -210,7 +215,7 @@ namespace Hanabi {
return 0; return 0;
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::revert_draw(std::uint8_t index, Card discarded_card) { void HanabiState<num_suits, num_players, hand_size>::revert_draw(std::uint8_t index, Card discarded_card) {
if (_endgame_turns_left == num_players + 1 || _endgame_turns_left == no_endgame) { if (_endgame_turns_left == num_players + 1 || _endgame_turns_left == no_endgame) {
// Put the card that is currently in hand back into the draw pile // Put the card that is currently in hand back into the draw pile
@ -230,7 +235,7 @@ namespace Hanabi {
_hands[_turn][index] = discarded_card; _hands[_turn][index] = discarded_card;
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::normalize_draw_and_positions() { void HanabiState<num_suits, num_players, hand_size>::normalize_draw_and_positions() {
const Card trash = [this]() -> Card { const Card trash = [this]() -> Card {
for(suit_t suit = 0; suit < num_suits; suit++) { for(suit_t suit = 0; suit < num_suits; suit++) {
@ -263,7 +268,7 @@ namespace Hanabi {
_draw_pile.push_back({trash, num_trash_in_draw_pile}); _draw_pile.push_back({trash, num_trash_in_draw_pile});
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::revert_play(const BacktrackAction& action, bool was_on_8_clues) { void HanabiState<num_suits, num_players, hand_size>::revert_play(const BacktrackAction& action, bool was_on_8_clues) {
ASSERT(!was_on_8_clues or _num_clues == 8); ASSERT(!was_on_8_clues or _num_clues == 8);
decr_turn(); decr_turn();
@ -275,7 +280,7 @@ namespace Hanabi {
_score--; _score--;
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::revert_discard(const BacktrackAction& action) { void HanabiState<num_suits, num_players, hand_size>::revert_discard(const BacktrackAction& action) {
decr_turn(); decr_turn();
ASSERT(_num_clues > 0); ASSERT(_num_clues > 0);
@ -284,7 +289,7 @@ namespace Hanabi {
revert_draw(action.index, action.discarded); revert_draw(action.index, action.discarded);
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::revert_clue() { void HanabiState<num_suits, num_players, hand_size>::revert_clue() {
decr_turn(); decr_turn();
ASSERT(_num_clues < max_num_clues); ASSERT(_num_clues < max_num_clues);
@ -297,7 +302,7 @@ namespace Hanabi {
return best_probability; \ return best_probability; \
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size> template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
double HanabiState<num_suits, num_players, hand_size>::backtrack(size_t depth) { double HanabiState<num_suits, num_players, hand_size>::backtrack(size_t depth) {
_enumerated_states++; _enumerated_states++;
if (_score == 5 * num_suits) { if (_score == 5 * num_suits) {

View file

@ -14,35 +14,39 @@
namespace Hanabi { namespace Hanabi {
void download(int game_id, int turn) {
auto game = Download::get_game(game_id, turn);
std::cout << "Analysing state: " << *game << std::endl;
auto res = game->backtrack(1);
std::cout.precision(10);
std::cout << "Probability with optimal play: " << res << std::endl;
std::cout << "Enumerated " << game->enumerated_states() << " states" << std::endl;
}
void download(int turn) { void print_sizes() {
auto game = Download::get_game("1004116", turn); std::cout << "size of card -> hand map: " << sizeof(HanabiState<5, 3, 4>)
std::cout << "Analysing state: " << *game << std::endl; << std::endl;
auto res = game->backtrack(1);
std::cout.precision(10);
std::cout << "Probability with optimal play: " << res << std::endl;
std::cout << "Enumerated " << game->enumerated_states() << " states" << std::endl;
}
void print_sizes() { unsigned exp = 32;
std::cout << "size of card -> hand map: " << sizeof(HanabiState<5, 3, 4>) std::cout << "Pair size: " << sizeof(std::pair<std::uint32_t, float>)
<< std::endl; << std::endl;
std::cout << sizeof(boost::rational<int>) << std::endl;
std::cout << (1ul << exp) << std::endl;
}
unsigned exp = 32; void print_usage(const char* program_name) {
std::cout << "Pair size: " << sizeof(std::pair<std::uint32_t, float>) std::cout << "Usage: " << program_name << " GAME_ID TURN" << std::endl;
<< std::endl; }
std::cout << sizeof(boost::rational<int>) << std::endl;
std::cout << (1ul << exp) << std::endl;
}
} }
int main(int argc, char *argv[]) { int main(int argc, char *argv[]) {
// Hanabi::test_game(); if(argc == 3) {
if(argc == 2) { std::string game (argv[1]);
std::string turn (argv[1]); std::string turn (argv[2]);
Hanabi::download(std::stoi(turn)); Hanabi::download(std::stoi(game), std::stoi(turn));
} else {
Hanabi::print_usage(argv[0]);
} }
return 0; return 0;
} }