keep track of probabilities in tablebase
This commit is contained in:
parent
f29e3d1202
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3 changed files with 111 additions and 53 deletions
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@ -5,6 +5,7 @@
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#include <cstdint>
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#include <cstdint>
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#include <algorithm>
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#include <algorithm>
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#include <cstddef>
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#include <cstddef>
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#include <unordered_map>
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#include <bitset>
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#include <bitset>
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#include <limits>
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#include <limits>
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#include <optional>
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#include <optional>
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@ -162,6 +163,7 @@ public:
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[[nodiscard]] virtual bool is_playable(const Card& card) const = 0;
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[[nodiscard]] virtual bool is_playable(const Card& card) const = 0;
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[[nodiscard]] virtual std::uint64_t enumerated_states() const = 0;
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[[nodiscard]] virtual std::uint64_t enumerated_states() const = 0;
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[[nodiscard]] virtual std::unordered_map<unsigned long, double> visited_states() const = 0;
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virtual void normalize_draw_and_positions() = 0;
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virtual void normalize_draw_and_positions() = 0;
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@ -194,6 +196,7 @@ public:
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[[nodiscard]] bool is_playable(const Card& card) const final;
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[[nodiscard]] bool is_playable(const Card& card) const final;
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[[nodiscard]] std::uint64_t enumerated_states() const final;
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[[nodiscard]] std::uint64_t enumerated_states() const final;
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[[nodiscard]] std::unordered_map<unsigned long, double> visited_states() const final;
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void normalize_draw_and_positions() final;
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void normalize_draw_and_positions() final;
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@ -232,13 +235,17 @@ private:
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// This will indicate whether cards that were in hands initially still are in hands
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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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std::bitset<num_players * hand_size> _card_positions_hands;
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uint8_t _num_useful_cards_in_starting_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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// further statistics that we might want to keep track of
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// further statistics that we might want to keep track of
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uint8_t _pace{};
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uint8_t _pace{};
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uint8_t _score{};
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uint8_t _score{};
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std::uint64_t _enumerated_states {};
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std::uint64_t _enumerated_states {};
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std::unordered_map<unsigned long, double> _position_tablebase;
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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 <std::size_t num_suits, player_t num_players, std::size_t hand_size>
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112
game_state.hpp
112
game_state.hpp
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@ -7,7 +7,7 @@
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namespace Hanabi {
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namespace Hanabi {
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std::ostream& operator<<(std::ostream& os, HanabiStateIF const& hanabi_state) {
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std::ostream &operator<<(std::ostream &os, HanabiStateIF const &hanabi_state) {
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hanabi_state.print(os);
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hanabi_state.print(os);
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return os;
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return os;
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}
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}
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@ -29,7 +29,7 @@ namespace Hanabi {
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}
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}
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template<size_t num_suits>
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template<size_t num_suits>
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std::ostream& operator<<(std::ostream &os, const Stacks<num_suits> &stacks) {
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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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for (size_t i = 0; i < stacks.size() - 1; i++) {
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os << starting_card_rank - stacks[i] << ", ";
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os << starting_card_rank - stacks[i] << ", ";
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}
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}
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@ -52,12 +52,12 @@ namespace Hanabi {
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}
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}
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template<suit_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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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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return _array[card.suit][card.rank];
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};
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};
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template<suit_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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T &CardArray<num_suits, T>::operator[](const Card &card) {
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return _array[card.suit][card.rank];
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return _array[card.suit][card.rank];
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};
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};
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@ -73,15 +73,16 @@ namespace Hanabi {
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_card_positions_draw(),
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_card_positions_draw(),
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_card_positions_hands(),
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_card_positions_hands(),
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_num_useful_cards_in_starting_hands(0),
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_num_useful_cards_in_starting_hands(0),
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_initial_draw_pile_size(0),
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_pace(deck.size() - 5 * num_suits - num_players * (hand_size - 1)),
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_pace(deck.size() - 5 * num_suits - num_players * (hand_size - 1)),
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_score(0),
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_score(0),
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_enumerated_states(0) {
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_enumerated_states(0) {
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std::ranges::fill(_stacks, starting_card_rank);
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std::ranges::fill(_stacks, starting_card_rank);
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for(const Card& card: deck) {
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for (const Card &card: deck) {
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_draw_pile.push_back({card, 1});
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_draw_pile.push_back({card, 1});
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}
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}
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for(player_t player = 0; player < num_players; player++) {
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for (player_t player = 0; player < num_players; player++) {
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for(std::uint8_t index = 0; index < hand_size; index++) {
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for (std::uint8_t index = 0; index < hand_size; index++) {
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draw<false>(index);
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draw<false>(index);
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}
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}
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incr_turn();
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incr_turn();
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@ -100,7 +101,7 @@ 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<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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void HanabiState<num_suits, num_players, hand_size>::incr_turn() {
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_turn = (_turn + 1) % num_players;
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_turn = (_turn + 1) % num_players;
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if(_endgame_turns_left != no_endgame) {
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if (_endgame_turns_left != no_endgame) {
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_endgame_turns_left--;
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_endgame_turns_left--;
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}
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}
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}
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}
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@ -184,8 +185,8 @@ 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<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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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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const Hanabi::Card &card) const {
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for(std::uint8_t i = 0; i < hand_size; i++) {
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for (std::uint8_t i = 0; i < hand_size; i++) {
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if(_hands[_turn][i].rank == card.rank && _hands[_turn][i].suit == card.suit) {
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if (_hands[_turn][i].rank == card.rank && _hands[_turn][i].suit == card.suit) {
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return i;
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return i;
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}
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}
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}
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}
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@ -220,7 +221,7 @@ namespace Hanabi {
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ASSERT(index < _hands[_turn].size());
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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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// update card position of the card we are about to discard
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if constexpr(update_card_positions) {
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if constexpr (update_card_positions) {
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const Card discarded = _hands[_turn][index];
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const Card discarded = _hands[_turn][index];
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if (!discarded.initial_trash) {
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if (!discarded.initial_trash) {
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if (discarded.in_starting_hand) {
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if (discarded.in_starting_hand) {
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@ -247,7 +248,7 @@ namespace Hanabi {
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_draw_pile.back().multiplicity--;
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_draw_pile.back().multiplicity--;
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}
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}
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if constexpr(update_card_positions) {
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if constexpr (update_card_positions) {
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// update card position of the drawn card
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// update card position of the drawn card
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if (!draw.card.initial_trash) {
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if (!draw.card.initial_trash) {
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ASSERT(draw.card.in_starting_hand == false);
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ASSERT(draw.card.in_starting_hand == false);
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@ -259,7 +260,7 @@ namespace Hanabi {
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_hands[_turn][index] = draw.card;
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_hands[_turn][index] = draw.card;
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if(_draw_pile.empty()) {
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if (_draw_pile.empty()) {
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// Note the +1, since we will immediately decrement this when moving to the next player
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// Note the +1, since we will immediately decrement this when moving to the next player
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_endgame_turns_left = num_players + 1;
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_endgame_turns_left = num_players + 1;
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}
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}
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@ -301,7 +302,8 @@ namespace Hanabi {
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ASSERT(_card_positions_hands[discarded_card.local_index] == false);
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ASSERT(_card_positions_hands[discarded_card.local_index] == false);
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_card_positions_hands[discarded_card.local_index] = true;
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_card_positions_hands[discarded_card.local_index] = true;
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} else {
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} else {
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auto hand_card_it = std::ranges::find(_card_positions_draw[discarded_card.local_index], trash_or_play_stack);
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auto hand_card_it = std::ranges::find(_card_positions_draw[discarded_card.local_index],
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trash_or_play_stack);
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ASSERT(hand_card_it != _card_positions_draw[discarded_card.local_index].end());
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ASSERT(hand_card_it != _card_positions_draw[discarded_card.local_index].end());
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*hand_card_it = _turn;
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*hand_card_it = _turn;
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}
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}
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void HanabiState<num_suits, num_players, hand_size>::normalize_draw_and_positions() {
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void HanabiState<num_suits, num_players, hand_size>::normalize_draw_and_positions() {
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// Note that this function does not have to be particularly performant, we only call it once to initialize.
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// Note that this function does not have to be particularly performant, we only call it once to initialize.
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const Card trash = [this]() -> Card {
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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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for (suit_t suit = 0; suit < num_suits; suit++) {
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if(_stacks[suit] < starting_card_rank) {
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if (_stacks[suit] < starting_card_rank) {
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return {suit, starting_card_rank - 1, 0, false, true};
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return {suit, starting_card_rank - 1, 0, false, true};
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}
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}
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}
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}
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return {0,0};
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return {0, 0};
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}();
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}();
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CardArray<num_suits, std::uint8_t> nums_in_draw_pile;
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CardArray<num_suits, std::uint8_t> nums_in_draw_pile;
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for(const auto [card, multiplicity] : _draw_pile) {
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for (const auto [card, multiplicity]: _draw_pile) {
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if (_stacks[card.suit] > card.rank) {
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if (_stacks[card.suit] > card.rank) {
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nums_in_draw_pile[card] += multiplicity;
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nums_in_draw_pile[card] += multiplicity;
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} else {
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} else {
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// Prepare draw pile
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// Prepare draw pile
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_draw_pile.clear();
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_draw_pile.clear();
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for(suit_t suit = 0; suit < num_suits; suit++) {
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for (suit_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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for (rank_t rank = 0; rank < starting_card_rank; rank++) {
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Card card {suit, rank, static_cast<uint8_t>(_card_positions_draw.size()), false, is_trash(card)};
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Card card{suit, rank, static_cast<uint8_t>(_card_positions_draw.size()), false, is_trash(card)};
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if (nums_in_draw_pile[card] > 0) {
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if (nums_in_draw_pile[card] > 0) {
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_draw_pile.push_back({card, nums_in_draw_pile[card]});
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_draw_pile.push_back({card, nums_in_draw_pile[card]});
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if(!is_trash(card)) {
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if (!is_trash(card)) {
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_card_positions_draw.push_back({nums_in_draw_pile[card], draw_pile});
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_card_positions_draw.push_back({nums_in_draw_pile[card], draw_pile});
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}
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}
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}
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}
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}
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}
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}
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}
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_initial_draw_pile_size = _weighted_draw_pile_size;
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// Prepare cards in hands
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// Prepare cards in hands
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for(player_t player = 0; player < num_players; player++) {
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for (player_t player = 0; player < num_players; player++) {
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for(Card& card : _hands[player]) {
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for (Card &card: _hands[player]) {
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card.initial_trash = is_trash(card);
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card.initial_trash = is_trash(card);
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card.in_starting_hand = true;
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card.in_starting_hand = true;
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// Needed to check for dupes in same hand
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// Needed to check for dupes in same hand
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boost::container::static_vector<Card, hand_size> good_cards_in_hand;
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boost::container::static_vector<Card, hand_size> good_cards_in_hand;
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if(!is_trash(card)) {
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if (!is_trash(card)) {
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if(std::count(good_cards_in_hand.begin(), good_cards_in_hand.end(), card) > 0) {
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if (std::count(good_cards_in_hand.begin(), good_cards_in_hand.end(), card) > 0) {
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// This card is already in hand, so just replace the second copy by some trash
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// This card is already in hand, so just replace the second copy by some trash
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card = trash;
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card = trash;
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} else {
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} else {
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}
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}
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}
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}
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_card_positions_hands.reset();
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_card_positions_hands.reset();
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for(size_t i = 0; i < _num_useful_cards_in_starting_hands; i++) {
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for (size_t i = 0; i < _num_useful_cards_in_starting_hands; i++) {
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_card_positions_hands[i] = true;
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_card_positions_hands[i] = true;
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}
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}
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}
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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<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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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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ASSERT(!was_on_8_clues or _num_clues == 8);
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ASSERT(!was_on_8_clues or _num_clues == 8);
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decr_turn();
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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 (action.discarded.rank == 0 and not was_on_8_clues) {
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}
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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<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(const BacktrackAction &action) {
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decr_turn();
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decr_turn();
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ASSERT(_num_clues > 0);
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ASSERT(_num_clues > 0);
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_num_clues--;
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_num_clues--;
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_num_clues++;
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_num_clues++;
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}
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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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} else { \
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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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#define UPDATE_PROBABILITY(new_probability) \
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best_probability = std::max(best_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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if (best_probability == 1) { \
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return best_probability; \
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RETURN_PROBABILITY; \
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}
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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<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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double HanabiState<num_suits, num_players, hand_size>::backtrack(size_t depth) {
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_enumerated_states++;
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_enumerated_states++;
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const unsigned long id_of_state = unique_id();
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if (_score == 5 * num_suits) {
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if (_score == 5 * num_suits) {
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return 1;
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return 1;
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}
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}
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UPDATE_PROBABILITY(probability_stall);
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UPDATE_PROBABILITY(probability_stall);
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}
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}
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_position_tablebase[id_of_state] = best_probability;
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return best_probability;
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return best_probability;
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}
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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<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>::unique_id() const {
|
std::uint64_t HanabiState<num_suits, num_players, hand_size>::unique_id() const {
|
||||||
unsigned long id = _card_positions_hands.to_ulong();
|
unsigned long id = 0;
|
||||||
|
|
||||||
|
// encode all positions of cards that started in draw pile
|
||||||
|
for(const auto & positions: _card_positions_draw) {
|
||||||
|
for(player_t player : positions) {
|
||||||
|
id *= num_players + 2;
|
||||||
|
id += player;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// encode number of clues
|
||||||
|
id *= max_num_clues + 1;
|
||||||
|
id += _num_clues;
|
||||||
|
|
||||||
|
// encode draw pile size
|
||||||
|
id *= _initial_draw_pile_size;
|
||||||
|
id += _weighted_draw_pile_size;
|
||||||
|
|
||||||
|
// encode positions of cards that started in hands
|
||||||
|
id = id << _num_useful_cards_in_starting_hands;
|
||||||
|
id += _card_positions_hands.to_ulong();
|
||||||
|
|
||||||
|
id *= num_players;
|
||||||
|
id += _turn;
|
||||||
|
|
||||||
|
// The id is unique now, since for all relevant cards, we know their position (including if they are played),
|
||||||
|
// the number of clues, the draw pile size and whose turn it is.
|
||||||
|
// This already uniquely determines the current players position, assuming that we never discard good cards
|
||||||
|
// (and only play them)
|
||||||
|
|
||||||
return id;
|
return id;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
||||||
|
std::unordered_map<unsigned long, double> HanabiState<num_suits, num_players, hand_size>::visited_states() const {
|
||||||
|
return _position_tablebase;
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Hanabi
|
} // namespace Hanabi
|
1
main.cpp
1
main.cpp
|
@ -21,6 +21,7 @@ namespace Hanabi {
|
||||||
std::cout.precision(10);
|
std::cout.precision(10);
|
||||||
std::cout << "Probability with optimal play: " << res << std::endl;
|
std::cout << "Probability with optimal play: " << res << std::endl;
|
||||||
std::cout << "Enumerated " << game->enumerated_states() << " states" << std::endl;
|
std::cout << "Enumerated " << game->enumerated_states() << " states" << std::endl;
|
||||||
|
std::cout << "Visited " << game->visited_states().size() << " unique game states. " << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
void print_sizes() {
|
void print_sizes() {
|
||||||
|
|
Loading…
Reference in a new issue