code cleanup (but printing currently bugged)
This commit is contained in:
parent
ffcdea4eb0
commit
bd400bb58c
3 changed files with 71 additions and 63 deletions
35
game_state.h
35
game_state.h
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@ -19,6 +19,7 @@ using rank_t = std::uint8_t;
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using suit_t = std::uint8_t;
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using clue_t = std::uint8_t;
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using player_t = std::int8_t;
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using hand_index_t = std::uint8_t;
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using state_t = std::uint32_t;
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@ -49,10 +50,7 @@ struct Card {
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auto operator<=>(const Card &) const = default;
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};
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std::ostream &operator<<(std::ostream &os, const Card &card) {
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os << suit_initials[card.suit] << 5 - card.rank;
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return os;
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}
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std::ostream &operator<<(std::ostream &os, const Card &card);
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constexpr Card r0 = {0, 0};
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constexpr Card r1 = {0, 1};
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@ -73,9 +71,10 @@ constexpr Card y4 = {1, 4};
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* - Number of clues
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*/
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template <std::size_t num_suits> using Stacks = std::array<rank_t, num_suits>;
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template <suit_t num_suits>
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using Stacks = std::array<rank_t, num_suits>;
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template <std::size_t num_suits>
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template <suit_t num_suits>
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std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks);
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struct CardMultiplicity {
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@ -85,7 +84,7 @@ struct CardMultiplicity {
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auto operator<=>(const CardMultiplicity &) const = default;
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};
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template <std::size_t num_suits, typename T> struct CardArray {
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template <suit_t num_suits, typename T> struct CardArray {
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using value_type = T;
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CardArray() = default;
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@ -115,9 +114,9 @@ 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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std::uint8_t index{};
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hand_index_t index{};
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// Multiplicity of new draw (needed for probability calculations)
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std::uint8_t multiplicity{};
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hand_index_t multiplicity{};
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};
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class HanabiStateIF {
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@ -125,14 +124,14 @@ public:
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virtual double backtrack(size_t depth) = 0;
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virtual void clue() = 0;
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virtual BacktrackAction discard(std::uint8_t index) = 0;
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virtual BacktrackAction play(std::uint8_t index) = 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 revert_clue() = 0;
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virtual void revert_play(const BacktrackAction &action, bool was_on_8_clues) = 0;
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virtual void revert_discard(const BacktrackAction &action) = 0;
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[[nodiscard]] virtual std::uint8_t find_card_in_hand(const Card& card) const = 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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[[nodiscard]] virtual bool is_playable(const Card& card) const = 0;
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@ -148,7 +147,7 @@ protected:
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friend std::ostream& operator<<(std::ostream&, HanabiStateIF const&);
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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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template <suit_t num_suits, player_t num_players, hand_index_t hand_size>
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class HanabiState : public HanabiStateIF {
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public:
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HanabiState() = default;
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@ -157,14 +156,14 @@ public:
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double backtrack(size_t depth) final;
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void clue() final;
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BacktrackAction play(std::uint8_t index) final;
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BacktrackAction discard(std::uint8_t index) 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 revert_clue() final;
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void revert_play(const BacktrackAction &action, bool was_on_8_clues) final;
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void revert_discard(const BacktrackAction &action) final;
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[[nodiscard]] std::uint8_t find_card_in_hand(const Card& card) const final;
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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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[[nodiscard]] bool is_playable(const Card& card) const final;
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@ -178,8 +177,8 @@ protected:
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void print(std::ostream& os) const final;
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private:
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uint8_t draw(uint8_t index);
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void revert_draw(std::uint8_t index, Card discarded_card);
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hand_index_t 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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void decr_turn();
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@ -22,7 +22,12 @@ namespace Hanabi {
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return ret;
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}
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template<std::size_t num_suits>
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std::ostream &operator<<(std::ostream &os, const Card &card) {
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os << suit_initials[card.suit] << 5 - card.rank;
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return os;
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}
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template<suit_t num_suits>
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std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks) {
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for (size_t i = 0; i < stacks.size() - 1; i++) {
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os << starting_card_rank - stacks[i] << ", ";
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@ -31,7 +36,7 @@ namespace Hanabi {
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return os;
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}
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template<std::size_t num_suits, typename T>
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template<suit_t num_suits, typename T>
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CardArray<num_suits, T>::CardArray(T default_val) {
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for(size_t suit = 0; suit < num_suits; suit++) {
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for (rank_t rank = 0; rank < starting_card_rank; rank++) {
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@ -40,17 +45,17 @@ namespace Hanabi {
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}
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}
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template<std::size_t num_suits, typename T>
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template<suit_t num_suits, typename T>
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const T& CardArray<num_suits, T>::operator[](const Card &card) const {
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return _array[card.suit][card.rank];
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};
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template<std::size_t num_suits, typename T>
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template<suit_t num_suits, typename T>
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T& CardArray<num_suits, T>::operator[](const Card &card) {
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return _array[card.suit][card.rank];
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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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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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_num_clues(max_num_clues),
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@ -74,7 +79,7 @@ namespace Hanabi {
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ASSERT(_turn == 0);
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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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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>::clue() {
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ASSERT(_num_clues > 0);
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--_num_clues;
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@ -82,7 +87,7 @@ namespace Hanabi {
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incr_turn();
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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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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>::incr_turn() {
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_turn = (_turn + 1) % num_players;
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if(_endgame_turns_left != no_endgame) {
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@ -90,7 +95,7 @@ namespace Hanabi {
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}
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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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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>::decr_turn() {
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_turn = (_turn + num_players - 1) % num_players;
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if (_endgame_turns_left != no_endgame) {
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@ -98,22 +103,22 @@ namespace Hanabi {
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}
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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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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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bool HanabiState<num_suits, num_players, hand_size>::is_playable(const Hanabi::Card &card) const {
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return card.rank == _stacks[card.suit] - 1;
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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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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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std::uint64_t HanabiState<num_suits, num_players, hand_size>::enumerated_states() const {
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return _enumerated_states;
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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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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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bool HanabiState<num_suits, num_players, hand_size>::is_trash(const Hanabi::Card &card) const {
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return card.rank >= _stacks[card.suit];
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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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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(
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std::uint8_t index) {
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ASSERT(index < _hands[_turn].size());
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@ -134,7 +139,7 @@ namespace Hanabi {
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return ret;
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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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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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ASSERT(index < _hands[_turn].size());
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ASSERT(_num_clues != max_num_clues);
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@ -149,7 +154,7 @@ namespace Hanabi {
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return ret;
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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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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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std::uint8_t HanabiState<num_suits, num_players, hand_size>::find_card_in_hand(
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const Hanabi::Card &card) const {
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for(std::uint8_t i = 0; i < hand_size; i++) {
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@ -160,9 +165,9 @@ namespace Hanabi {
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return -1;
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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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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>::print(std::ostream &os) const {
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os << "Stacks: " << _stacks << " (score " << +_score << ")";
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// os << "Stacks: " << _stacks << " (score " << +_score << ")";
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os << ", clues: " << +_num_clues << ", turn: " << +_turn << std::endl;
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os << "Draw pile: ";
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for (const auto &[card, mul]: _draw_pile) {
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@ -182,7 +187,7 @@ namespace Hanabi {
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}
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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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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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std::uint8_t HanabiState<num_suits, num_players, hand_size>::draw(uint8_t index) {
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ASSERT(index < _hands[_turn].size());
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@ -210,7 +215,7 @@ namespace Hanabi {
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return 0;
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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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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_draw(std::uint8_t index, Card discarded_card) {
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if (_endgame_turns_left == num_players + 1 || _endgame_turns_left == no_endgame) {
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// Put the card that is currently in hand back into the draw pile
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@ -230,7 +235,7 @@ namespace Hanabi {
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_hands[_turn][index] = discarded_card;
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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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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>::normalize_draw_and_positions() {
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const Card trash = [this]() -> Card {
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for(suit_t suit = 0; suit < num_suits; suit++) {
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@ -263,7 +268,7 @@ namespace Hanabi {
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_draw_pile.push_back({trash, num_trash_in_draw_pile});
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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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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_play(const BacktrackAction& action, bool was_on_8_clues) {
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ASSERT(!was_on_8_clues or _num_clues == 8);
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decr_turn();
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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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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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decr_turn();
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ASSERT(_num_clues > 0);
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@ -284,7 +289,7 @@ namespace Hanabi {
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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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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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decr_turn();
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ASSERT(_num_clues < max_num_clues);
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@ -297,7 +302,7 @@ namespace Hanabi {
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return best_probability; \
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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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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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double HanabiState<num_suits, num_players, hand_size>::backtrack(size_t depth) {
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_enumerated_states++;
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if (_score == 5 * num_suits) {
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26
main.cpp
26
main.cpp
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@ -14,17 +14,16 @@
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namespace Hanabi {
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void download(int turn) {
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auto game = Download::get_game("1004116", turn);
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void download(int game_id, int turn) {
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auto game = Download::get_game(game_id, 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.precision(10);
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std::cout << "Probability with optimal play: " << res << std::endl;
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std::cout << "Enumerated " << game->enumerated_states() << " states" << std::endl;
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}
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}
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void print_sizes() {
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void print_sizes() {
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std::cout << "size of card -> hand map: " << sizeof(HanabiState<5, 3, 4>)
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<< std::endl;
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<< std::endl;
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std::cout << sizeof(boost::rational<int>) << std::endl;
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std::cout << (1ul << exp) << std::endl;
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}
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}
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void print_usage(const char* program_name) {
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std::cout << "Usage: " << program_name << " GAME_ID TURN" << std::endl;
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}
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}
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int main(int argc, char *argv[]) {
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// Hanabi::test_game();
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if(argc == 2) {
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std::string turn (argv[1]);
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Hanabi::download(std::stoi(turn));
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if(argc == 3) {
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std::string game (argv[1]);
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std::string turn (argv[2]);
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Hanabi::download(std::stoi(game), std::stoi(turn));
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} else {
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Hanabi::print_usage(argv[0]);
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}
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return 0;
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}
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