keep track of probabilities in tablebase
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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 <algorithm>
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#include <cstddef>
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#include <unordered_map>
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#include <bitset>
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#include <limits>
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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 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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@ -194,6 +196,7 @@ public:
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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::unordered_map<unsigned long, double> visited_states() const 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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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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uint8_t _pace{};
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uint8_t _score{};
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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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template <std::size_t num_suits, player_t num_players, std::size_t hand_size>
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@ -73,6 +73,7 @@ namespace Hanabi {
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_card_positions_draw(),
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_card_positions_hands(),
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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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_score(0),
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_enumerated_states(0) {
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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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_card_positions_hands[discarded_card.local_index] = true;
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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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*hand_card_it = _turn;
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}
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@ -344,6 +346,7 @@ namespace Hanabi {
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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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for (player_t player = 0; player < num_players; player++) {
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@ -372,7 +375,8 @@ 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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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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decr_turn();
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if (action.discarded.rank == 0 and not was_on_8_clues) {
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@ -399,15 +403,26 @@ namespace Hanabi {
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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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} 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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best_probability = std::max(best_probability, new_probability); \
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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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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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const unsigned long id_of_state = unique_id();
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if (_score == 5 * num_suits) {
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return 1;
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}
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@ -485,13 +500,48 @@ namespace Hanabi {
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UPDATE_PROBABILITY(probability_stall);
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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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}
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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 {
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unsigned long id = _card_positions_hands.to_ulong();
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unsigned long id = 0;
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// encode all positions of cards that started in draw pile
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for(const auto & positions: _card_positions_draw) {
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for(player_t player : positions) {
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id *= num_players + 2;
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id += player;
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}
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}
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// encode number of clues
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id *= max_num_clues + 1;
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id += _num_clues;
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// encode draw pile size
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id *= _initial_draw_pile_size;
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id += _weighted_draw_pile_size;
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// encode positions of cards that started in hands
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id = id << _num_useful_cards_in_starting_hands;
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id += _card_positions_hands.to_ulong();
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id *= num_players;
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id += _turn;
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// The id is unique now, since for all relevant cards, we know their position (including if they are played),
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// the number of clues, the draw pile size and whose turn it is.
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// This already uniquely determines the current players position, assuming that we never discard good cards
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// (and only play them)
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return id;
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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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std::unordered_map<unsigned long, double> HanabiState<num_suits, num_players, hand_size>::visited_states() const {
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return _position_tablebase;
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}
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} // namespace Hanabi
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1
main.cpp
1
main.cpp
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@ -21,6 +21,7 @@ namespace Hanabi {
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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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std::cout << "Visited " << game->visited_states().size() << " unique game states. " << std::endl;
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}
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void print_sizes() {
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