472 lines
No EOL
18 KiB
C++
472 lines
No EOL
18 KiB
C++
#include <algorithm>
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#include <iterator>
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#include "myassert.h"
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#include "game_state.h"
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#include <vector>
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namespace Hanabi {
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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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return os;
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}
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Card &Card::operator++() {
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rank++;
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return *this;
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}
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const Card Card::operator++(int) {
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Card ret = *this;
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rank++;
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return ret;
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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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template<size_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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}
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os << starting_card_rank - stacks.back();
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return os;
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}
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template<suit_t num_suits, typename T>
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void CardArray<num_suits, T>::fill(T 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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_array[suit][rank] = val;
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}
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}
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}
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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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fill(default_val);
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}
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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<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<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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_weighted_draw_pile_size(deck.size()),
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_stacks(),
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_hands(),
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_draw_pile(),
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_endgame_turns_left(no_endgame),
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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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std::ranges::fill(_stacks, starting_card_rank);
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for(const Card& card: deck) {
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_draw_pile.push_back({card, 1});
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}
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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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draw<false>(index);
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}
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incr_turn();
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}
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ASSERT(_turn == 0);
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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>::clue() {
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ASSERT(_num_clues > 0);
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--_num_clues;
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incr_turn();
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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>::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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_endgame_turns_left--;
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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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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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_endgame_turns_left++;
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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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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<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<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<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(Hanabi::hand_index_t index) {
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const Card card = _hands[_turn][index];
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if (!is_playable(card)) {
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BacktrackAction ret{card, index, draw<false>(index)};
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incr_turn();
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return ret;
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}
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return play_and_potentially_update<false>(index);
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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<bool update_card_positions>
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BacktrackAction HanabiState<num_suits, num_players, hand_size>::play_and_potentially_update(hand_index_t index) {
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ASSERT(index < _hands[_turn].size());
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const Card card = _hands[_turn][index];
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ASSERT(is_playable(card));
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--_stacks[card.suit];
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_score++;
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if (card.rank == 0 and _num_clues < max_num_clues) {
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// update clues if we played the last card of a stack
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_num_clues++;
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}
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BacktrackAction ret{card, index, draw<update_card_positions>(index)};
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incr_turn();
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return ret;
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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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BacktrackAction HanabiState<num_suits, num_players, hand_size>::discard(std::uint8_t index) {
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return discard_and_potentially_update<false>(index);
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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<bool update_card_positions>
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BacktrackAction HanabiState<num_suits, num_players, hand_size>::discard_and_potentially_update(hand_index_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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const Card discarded = _hands[_turn][index];
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_num_clues++;
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_pace--;
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BacktrackAction ret{discarded, index, draw<update_card_positions>(index)};
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incr_turn();
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return ret;
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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::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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if(_hands[_turn][i].rank == card.rank && _hands[_turn][i].suit == card.suit) {
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return i;
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}
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}
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return -1;
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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>::print(std::ostream &os) const {
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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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os << card;
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if (mul > 1) {
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os << " (" << +mul << ")";
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}
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os << ", ";
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}
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os << "(size " << +_weighted_draw_pile_size << ")" << std::endl;
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os << "Hands: ";
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for (const auto &hand: _hands) {
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for (const auto &card: hand) {
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os << card << ", ";
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}
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os << " | ";
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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<bool update_card_positions>
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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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// draw a new card if the draw pile is not empty
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if (!_draw_pile.empty()) {
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--_weighted_draw_pile_size;
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const CardMultiplicity draw = _draw_pile.front();
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_draw_pile.pop_front();
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ASSERT(draw.multiplicity > 0);
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if (draw.multiplicity > 1) {
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_draw_pile.push_back(draw);
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_draw_pile.back().multiplicity--;
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}
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if constexpr(update_card_positions) {
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const Card discarded = _hands[_turn][index];
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if (!discarded.initial_trash) {
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if (discarded.was_in_initial_hand) {
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ASSERT(_card_positions_hands[_turn][index] == true);
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_card_positions_hands[_turn][index] = false;
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} else {
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auto replaced_card_it = std::ranges::find(_card_positions_draw[discarded], _turn);
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ASSERT(replaced_card_it != _card_positions_draw[discarded].end());
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*replaced_card_it = trash_or_play_stack;
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}
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}
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if (!draw.card.initial_trash) {
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auto new_card_it = std::ranges::find(_card_positions_draw[draw.card], draw_pile);
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ASSERT(new_card_it != _card_positions_draw[draw.card].end());
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*new_card_it = _turn;
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}
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}
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_hands[_turn][index] = draw.card;
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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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_endgame_turns_left = num_players + 1;
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}
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return draw.multiplicity;
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}
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return 0;
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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_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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ASSERT(index < _hands[_turn].size());
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const Card &drawn = _hands[_turn][index];
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// put discarded_card back into draw pile (at the back)
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if (!_draw_pile.empty() and _draw_pile.back().card.suit == drawn.suit and
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_draw_pile.back().card.rank == drawn.rank) {
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_draw_pile.back().multiplicity++;
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} else {
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_draw_pile.push_back({drawn, 1});
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}
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if (!drawn.initial_trash) {
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auto drawn_card_it = std::ranges::find(_card_positions_draw[drawn], _turn);
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ASSERT(drawn_card_it != _card_positions_draw[drawn].end());
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*drawn_card_it = draw_pile;
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}
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_weighted_draw_pile_size++;
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_endgame_turns_left = no_endgame;
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}
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if (!discarded_card.initial_trash) {
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if (discarded_card.was_in_initial_hand) {
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ASSERT(_card_positions_hands[_turn][index] == false);
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_card_positions_hands[_turn][index] = true;
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} else {
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auto hand_card_it = std::ranges::find(_card_positions_draw[discarded_card], trash_or_play_stack);
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ASSERT(hand_card_it != _card_positions_draw[discarded_card].end());
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}
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}
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_hands[_turn][index] = discarded_card;
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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>::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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const Card trash = [this]() -> Card {
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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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return {suit, starting_card_rank - 1, false, true};
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}
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}
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return {0,0};
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}();
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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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if (_stacks[card.suit] > card.rank) {
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nums_in_draw_pile[card] += multiplicity;
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} else {
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nums_in_draw_pile[trash] += multiplicity;
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}
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}
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// Prepare draw pile
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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(rank_t rank = 0; rank < starting_card_rank; rank++) {
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Card card {suit, rank, false, is_trash(card)};
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_card_positions_draw[card].clear();
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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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if(!is_trash(card)) {
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_card_positions_draw[card].resize(nums_in_draw_pile[card], draw_pile);
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std::cout << _card_positions_draw[card].size() << std::endl;
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}
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}
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}
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}
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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(Card& card : _hands[player]) {
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card.was_in_initial_hand = true;
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card.initial_trash = is_trash(card);
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if(!is_trash(card)) {
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if(std::count(_good_cards_in_initial_draw_pile[player].begin(), _good_cards_in_initial_draw_pile[player].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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card = trash;
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} else {
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_good_cards_in_initial_draw_pile[player].push_back(card);
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}
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}
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}
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_card_positions_hands[player].reset();
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_card_positions_hands[player].flip();
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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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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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if (action.discarded.rank == 0 and not was_on_8_clues) {
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_num_clues--;
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}
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revert_draw(action.index, action.discarded);
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_stacks[action.discarded.suit]++;
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_score--;
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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_discard(const BacktrackAction& action) {
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decr_turn();
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ASSERT(_num_clues > 0);
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_num_clues--;
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_pace++;
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revert_draw(action.index, action.discarded);
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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_clue() {
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decr_turn();
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ASSERT(_num_clues < max_num_clues);
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_num_clues++;
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}
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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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}
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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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return 1;
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}
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if(_pace < 0 || _endgame_turns_left == 0) {
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return 0;
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}
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// TODO: Have some endgame analysis here?
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// First, check if we have any playable cards
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double best_probability = 0;
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const std::array<Card, hand_size> hand = _hands[_turn];
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// First, check for playables
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for(std::uint8_t index = 0; index < hand_size; index++) {
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if(is_playable(hand[index])) {
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if (_draw_pile.empty()) {
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bool on_8_clues = _num_clues == 8;
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BacktrackAction action = play_and_potentially_update<true>(index);
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const double probability_for_this_play = backtrack(depth + 1);
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revert_play(action, on_8_clues);
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UPDATE_PROBABILITY(probability_for_this_play);
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} else {
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double sum_of_probabilities = 0;
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uint8_t sum_of_mults = 0;
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for (size_t i = 0; i < _draw_pile.size(); i++) {
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bool on_8_clues = _num_clues == 8;
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BacktrackAction action = play_and_potentially_update<true>(index);
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sum_of_probabilities += backtrack(depth + 1) * action.multiplicity;
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sum_of_mults += action.multiplicity;
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revert_play(action, on_8_clues);
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ASSERT(sum_of_mults <= _weighted_draw_pile_size);
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}
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ASSERT(sum_of_mults == _weighted_draw_pile_size);
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const double probability_for_this_play = sum_of_probabilities / _weighted_draw_pile_size;
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UPDATE_PROBABILITY(probability_for_this_play);
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}
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}
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}
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// Check for discards now
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if(_pace > 0 and _num_clues < max_num_clues) {
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for(std::uint8_t index = 0; index < hand_size; index++) {
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if (is_trash(hand[index])) {
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double sum_of_probabilities = 0;
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if (_draw_pile.empty()) {
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BacktrackAction action = discard_and_potentially_update<true>(index);
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const double probability_for_this_discard = backtrack(depth + 1);
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revert_discard(action);
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UPDATE_PROBABILITY(probability_for_this_discard);
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} else {
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uint8_t sum_of_mults = 0;
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for (size_t i = 0; i < _draw_pile.size(); i++) {
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BacktrackAction action = discard_and_potentially_update<true>(index);
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sum_of_probabilities += backtrack(depth + 1) * action.multiplicity;
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sum_of_mults += action.multiplicity;
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revert_discard(action);
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}
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ASSERT(sum_of_mults == _weighted_draw_pile_size);
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const double probability_discard = sum_of_probabilities / _weighted_draw_pile_size;
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UPDATE_PROBABILITY(probability_discard);
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}
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|
|
|
// All discards are equivalent, do not continue searching for different trash
|
|
break;
|
|
}
|
|
}
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|
}
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|
|
|
// Last option is to stall
|
|
if(_num_clues > 0) {
|
|
clue();
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|
const double probability_stall = backtrack(depth + 1);
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|
revert_clue();
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|
UPDATE_PROBABILITY(probability_stall);
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|
}
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|
|
|
return best_probability;
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|
}
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} // namespace Hanabi
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