#include #include #include "myassert.h" #include "game_state.h" #include namespace Hanabi { std::ostream& operator<<(std::ostream& os, HanabiStateIF const& hanabi_state) { hanabi_state.print(os); return os; } Card &Card::operator++() { rank++; return *this; } Card Card::successor() const { return {suit, static_cast(rank + 1)}; } const Card Card::operator++(int) { Card ret = *this; rank++; return ret; } template std::ostream &operator<<(std::ostream &os, const Stacks &stacks) { for (size_t i = 0; i < stacks.size() - 1; i++) { os << starting_card_rank - stacks[i] << ", "; } os << starting_card_rank - stacks.back(); return os; } template CardArray::CardArray(T default_val) { for(size_t suit = 0; suit < num_suits; suit++) { for (rank_t rank = 0; rank < starting_card_rank; rank++) { if constexpr (respect_card_duplicity) { std::ranges::fill(_vals.array[suit][rank], default_val); } else { _vals.array[suit][rank] = default_val; } } } } template const T& CardArray::operator[](const Card &card) const { if constexpr (respect_card_duplicity) { return _vals.array[card.suit][card.rank][card.copy]; } else { return _vals.array[card.suit][card.rank]; } }; template T& CardArray::operator[](const Card &card) { if constexpr (respect_card_duplicity) { return _vals.array[card.suit][card.rank][card.copy]; } else { return _vals.array[card.suit][card.rank]; } }; template HanabiState::HanabiState(const std::vector &deck): _turn(0), _num_clues(max_num_clues), _weighted_draw_pile_size(deck.size()), _stacks(), _hands(), _draw_pile(), _endgame_turns_left(no_endgame), _pace(deck.size() - 5 * num_suits - num_players * (hand_size - 1)), _score(0) { std::ranges::fill(_stacks, starting_card_rank); for(const Card& card: deck) { _draw_pile.push_back({card, 1}); } for(player_t player = 0; player < num_players; player++) { for(std::uint8_t index = 0; index < hand_size; index++) { draw(index); } incr_turn(); } ASSERT(_turn == 0); } template void HanabiState::clue() { ASSERT(_num_clues > 0); --_num_clues; incr_turn(); } template void HanabiState::incr_turn() { _turn = (_turn + 1) % num_players; if(_endgame_turns_left != no_endgame) { _endgame_turns_left--; } } template void HanabiState::decr_turn() { _turn = (_turn + num_players - 1) % num_players; if (_endgame_turns_left != no_endgame) { _endgame_turns_left++; } } template bool HanabiState::is_playable(const Hanabi::Card &card) const { return card.rank == _stacks[card.suit] - 1; } template std::uint64_t HanabiState::enumerated_states() const { return _enumerated_states; } template bool HanabiState::is_trash(const Hanabi::Card &card) const { return card.rank >= _stacks[card.suit]; } template BacktrackAction HanabiState::play( std::uint8_t index) { ASSERT(index < _hands[_turn].size()); const Card card = _hands[_turn][index]; ASSERT(card.rank == _stacks[card.suit] - 1); --_stacks[card.suit]; _score++; if (card.rank == 0 and _num_clues < max_num_clues) { // update clues if we played the last card of a stack _num_clues++; } BacktrackAction ret{card, index, draw(index)}; incr_turn(); return ret; } template BacktrackAction HanabiState::discard(std::uint8_t index) { ASSERT(index < _hands[_turn].size()); ASSERT(_num_clues != max_num_clues); const Card discarded = _hands[_turn][index]; _num_clues++; _pace--; BacktrackAction ret{discarded, index, draw(index)}; incr_turn(); return ret; } template std::uint8_t HanabiState::find_card_in_hand( const Hanabi::Card &card) const { for(std::uint8_t i = 0; i < hand_size; i++) { if(_hands[_turn][i].rank == card.rank && _hands[_turn][i].suit == card.suit) { return i; } } return -1; } template void HanabiState::print(std::ostream &os) const { os << "Stacks: " << _stacks << " (score " << +_score << ")"; os << ", clues: " << +_num_clues << ", turn: " << +_turn << std::endl; os << "Draw pile: "; for (const auto &[card, mul]: _draw_pile) { os << card; if (mul > 1) { os << " (" << +mul << ")"; } os << ", "; } os << "(size " << +_weighted_draw_pile_size << ")" << std::endl; os << "Hands: "; for (const auto &hand: _hands) { for (const auto &card: hand) { os << card << ", "; } os << " | "; } } template std::uint8_t HanabiState::draw(uint8_t index) { ASSERT(index < _hands[_turn].size()); const Card& discarded = _hands[_turn][index]; // draw a new card if the draw pile is not empty if (!_draw_pile.empty()) { --_weighted_draw_pile_size; const CardMultiplicity draw = _draw_pile.front(); _draw_pile.pop_front(); ASSERT(draw.multiplicity > 0); if (draw.multiplicity > 1) { _draw_pile.push_back(draw); _draw_pile.back().multiplicity--; } Card& card_in_hand = _hands[_turn][index]; card_in_hand = draw.card; card_in_hand.copy = draw.multiplicity - 1; if(_draw_pile.empty()) { // Note the +1, since we will immediately decrement this when moving to the next player _endgame_turns_left = num_players + 1; } return draw.multiplicity; } return 0; } template void HanabiState::revert_draw(std::uint8_t index, Card discarded_card) { 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 ASSERT(index < _hands[_turn].size()); const Card &drawn = _hands[_turn][index]; // put discarded_card back into draw pile (at the back) if (!_draw_pile.empty() and _draw_pile.back().card.suit == drawn.suit and _draw_pile.back().card.rank == drawn.rank) { _draw_pile.back().multiplicity++; } else { _draw_pile.push_back({drawn, 1}); } _weighted_draw_pile_size++; _endgame_turns_left = no_endgame; } _hands[_turn][index] = discarded_card; } template void HanabiState::normalize_draw_and_positions() { const Card trash = [this]() -> Card { for(suit_t suit = 0; suit < num_suits; suit++) { if(_stacks[suit] < starting_card_rank) { return {suit, starting_card_rank - 1, 0}; } } return {0,0,0}; }(); CardArray nums_in_draw_pile; std::uint8_t num_trash_in_draw_pile = 0; for(const auto [card, multiplicity] : _draw_pile) { if (_stacks[card.suit] > card.rank) { nums_in_draw_pile[card] += multiplicity; } else { num_trash_in_draw_pile++; } } _draw_pile.clear(); for(suit_t suit = 0; suit < num_suits; suit++) { for(rank_t rank = 0; rank < starting_card_rank; rank++) { Card card {suit, rank, 0}; if (nums_in_draw_pile[card] > 0) { _draw_pile.push_back({card, nums_in_draw_pile[card]}); for (std::uint8_t copy = 0; copy < nums_in_draw_pile[card]; copy++) { card.copy = copy; } } } } _draw_pile.push_back({trash, num_trash_in_draw_pile}); for(player_t player = 0; player < num_players; player++) { for(Card& card : _hands[player]) { if (_stacks[card.suit] > card.rank) { card.copy = nums_in_draw_pile[card]; nums_in_draw_pile[card]++; } } } } template void HanabiState::revert_play(const BacktrackAction& action, bool was_on_8_clues) { ASSERT(!was_on_8_clues or _num_clues == 8); decr_turn(); if (action.discarded.rank == 0 and not was_on_8_clues) { _num_clues--; } revert_draw(action.index, action.discarded); _stacks[action.discarded.suit]++; _score--; } template void HanabiState::revert_discard(const BacktrackAction& action) { decr_turn(); ASSERT(_num_clues > 0); _num_clues--; _pace++; revert_draw(action.index, action.discarded); } template void HanabiState::revert_clue() { decr_turn(); ASSERT(_num_clues < max_num_clues); _num_clues++; } #define UPDATE_PROBABILITY(new_probability) \ best_probability = std::max(best_probability, new_probability); \ if (best_probability == 1) { \ return best_probability; \ } template double HanabiState::backtrack(size_t depth) { _enumerated_states++; if (_score == 5 * num_suits) { return 1; } if(_pace < 0 || _endgame_turns_left == 0) { return 0; } // TODO: Have some endgame analysis here? // First, check if we have any playable cards double best_probability = 0; const std::array hand = _hands[_turn]; // First, check for playables for(std::uint8_t index = 0; index < hand_size; index++) { if(is_playable(hand[index])) { if (_draw_pile.empty()) { bool on_8_clues = _num_clues == 8; BacktrackAction action = play(index); const double probability_for_this_play = backtrack(depth + 1); revert_play(action, on_8_clues); UPDATE_PROBABILITY(probability_for_this_play); } else { double sum_of_probabilities = 0; uint8_t sum_of_mults = 0; for (size_t i = 0; i < _draw_pile.size(); i++) { bool on_8_clues = _num_clues == 8; BacktrackAction action = play(index); sum_of_probabilities += backtrack(depth + 1) * action.multiplicity; sum_of_mults += action.multiplicity; revert_play(action, on_8_clues); ASSERT(sum_of_mults <= _weighted_draw_pile_size); } ASSERT(sum_of_mults == _weighted_draw_pile_size); const double probability_for_this_play = sum_of_probabilities / _weighted_draw_pile_size; UPDATE_PROBABILITY(probability_for_this_play); } } } // Check for discards now if(_pace > 0 and _num_clues < max_num_clues) { for(std::uint8_t index = 0; index < hand_size; index++) { if (is_trash(hand[index])) { double sum_of_probabilities = 0; if (_draw_pile.empty()) { BacktrackAction action = discard(index); const double probability_for_this_discard = backtrack(depth + 1); revert_discard(action); UPDATE_PROBABILITY(probability_for_this_discard); } else { uint8_t sum_of_mults = 0; for (size_t i = 0; i < _draw_pile.size(); i++) { BacktrackAction action = discard(index); sum_of_probabilities += backtrack(depth + 1) * action.multiplicity; sum_of_mults += action.multiplicity; revert_discard(action); } ASSERT(sum_of_mults == _weighted_draw_pile_size); const double probability_discard = sum_of_probabilities / _weighted_draw_pile_size; UPDATE_PROBABILITY(probability_discard); } // All discards are equivalent, do not continue searching for different trash break; } } } // Last option is to stall if(_num_clues > 0) { clue(); const double probability_stall = backtrack(depth + 1); revert_clue(); UPDATE_PROBABILITY(probability_stall); } return best_probability; } } // namespace Hanabi