1387 lines
No EOL
46 KiB
C++
1387 lines
No EOL
46 KiB
C++
#include <algorithm>
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#include <iostream>
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#include "myassert.h"
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#include "game_state.h"
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/**
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* Compiling with -DINTEGRITY_CHECK_ON will enable exhaustive integrity check while backtracking.
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* These significantly slow down performance, so they are deactivated by default.
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*/
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#ifdef INTEGRITY_CHECK_ON
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#define CHECK_DRAW_PILE_INTEGRITY check_draw_pile_integrity()
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#else
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#define CHECK_DRAW_PILE_INTEGRITY
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#endif
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namespace Hanabi
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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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{
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for (size_t i = 0; i < stacks.size(); i++)
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{
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os << suit_initials[i] << starting_card_rank - stacks[i];
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if (i < stacks.size() - 1)
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{
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os << ", ";
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}
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}
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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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{
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for (size_t suit = 0; suit < num_suits; suit++)
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{
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for (rank_t rank = 0; rank < starting_card_rank; rank++)
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{
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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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{
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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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{
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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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{
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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>::BacktrackAction::BacktrackAction(
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Hanabi::ActionType action_type
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, Hanabi::Card discarded_or_played
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, Hanabi::hand_index_t index
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, bool was_on_8_clues
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, bool strike
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):
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action_type(action_type), discarded(discarded_or_played), index(index), was_on_8_clues(was_on_8_clues), strike(
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strike)
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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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HanabiState<num_suits, num_players, hand_size>::HanabiState(const std::vector<Card> & deck, uint8_t score_goal, clue_t num_clues_gained_on_discard_or_stack_finished):
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_clues_gained_on_discard_or_stack_finished(num_clues_gained_on_discard_or_stack_finished)
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, _score_goal(score_goal), _turn(0), _num_clues(max_num_clues), _num_strikes(0), _weighted_draw_pile_size(deck.size()), _stacks(), _hands(), _draw_pile()
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, _endgame_turns_left(no_endgame), _pace(deck.size() - score_goal - num_players * (hand_size - 1)), _score(0)
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, _actions_log(), _relative_representation(), _position_tablebase()
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, _enumerated_states(0)
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{
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std::fill(_stacks.begin(), _stacks.end(), starting_card_rank);
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for (const Card & card: deck)
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{
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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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{
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for (std::uint8_t index = 0; index < hand_size; index++)
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{
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draw(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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// Prepare card counting
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CardArray<num_suits, unsigned> card_multiplicities (0);
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for (auto const hand: _hands) {
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for (Card const card: hand) {
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_num_copies_left[card] += 1;
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}
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}
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for (CardMultiplicity const card_mult : _draw_pile) {
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_num_copies_left[card_mult.card] += card_mult.multiplicity;
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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>::give_clue()
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{
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ASSERT(_num_clues >= clue_t(1));
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--_num_clues;
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_actions_log.emplace(ActionType::clue, Cards::unknown, 0);
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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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{
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_turn = (_turn + 1) % num_players;
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if (_endgame_turns_left != no_endgame)
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{
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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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{
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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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{
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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>::check_draw_pile_integrity() const
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{
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if (not _relative_representation.initialized)
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{
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return;
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}
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if (_draw_pile.size() >= 2)
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{
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auto copy = _draw_pile;
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copy.sort([](CardMultiplicity const & card1, CardMultiplicity const & card2) {
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return card1.card.rank < card2.card.rank or
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(card1.card.rank == card2.card.rank and card1.card.suit < card2.card.suit);
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});
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auto before = copy.begin();
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for (auto it = std::next(copy.begin()); it != copy.end(); ++it)
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{
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ASSERT(before->card != it->card);
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++before;
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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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bool HanabiState<num_suits, num_players, hand_size>::is_playable(const Hanabi::Card & card) const
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{
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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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bool HanabiState<num_suits, num_players, hand_size>::is_critical(Card const & card) const
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{
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return _num_copies_left[card] == 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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{
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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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{
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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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void HanabiState<num_suits, num_players, hand_size>::play(Hanabi::hand_index_t index)
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{
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play_and_potentially_update(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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unsigned long
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HanabiState<num_suits, num_players, hand_size>::play_and_potentially_update(hand_index_t index, bool cycle)
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{
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CHECK_DRAW_PILE_INTEGRITY;
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ASSERT(index < _hands[_turn].size());
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const Card played_card = _hands[_turn][index];
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bool const strike = !is_playable(played_card);
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_actions_log.emplace(ActionType::play, played_card, index, _num_clues == 8, strike);
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if (!strike)
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{
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--_stacks[played_card.suit];
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_score++;
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if (played_card.rank == 0 and _num_clues < max_num_clues)
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{
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// update clues if we played the last played_card of a stack
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_num_clues += _clues_gained_on_discard_or_stack_finished;
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}
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} else {
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_num_strikes++;
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assert(_num_strikes <= max_num_strikes);
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_num_copies_left[played_card]--;
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}
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const unsigned long multiplicity = draw(index, cycle, !strike);
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incr_turn();
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CHECK_DRAW_PILE_INTEGRITY;
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return multiplicity;
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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>::discard(hand_index_t index)
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{
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discard_and_potentially_update(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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unsigned long
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HanabiState<num_suits, num_players, hand_size>::discard_and_potentially_update(hand_index_t index, bool cycle)
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{
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CHECK_DRAW_PILE_INTEGRITY;
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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_card = _hands[_turn][index];
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_num_clues += _clues_gained_on_discard_or_stack_finished;
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_pace--;
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_num_copies_left[discarded_card]--;
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unsigned long multiplicity = draw(index, cycle, false);
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_actions_log.emplace(ActionType::discard, discarded_card, index);
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incr_turn();
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CHECK_DRAW_PILE_INTEGRITY;
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return multiplicity;
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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
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) const
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{
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auto it = std::find_if(_hands[_turn].begin(), _hands[_turn].end(), [&card, this](Card const & card_in_hand) {
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return card_in_hand == card or (is_trash(card) and is_trash(card_in_hand));
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});
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if (it != _hands[_turn].end())
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{
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return std::distance(_hands[_turn].begin(), it);
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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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{
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os << "Stacks: " << _stacks << " (score " << +_score << ")";
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os << ", clues: " << +_num_clues << ", strikes: " << +_num_strikes << ", turn: " << +_turn;
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if (_endgame_turns_left != no_endgame)
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{
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os << ", " << +_endgame_turns_left << " turns left";
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}
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os << std::endl;
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os << "Draw pile: ";
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unsigned num_trash = 0;
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for (const auto & [card, mul]: _draw_pile)
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{
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if (is_trash(card))
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{
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num_trash += mul;
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continue;
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}
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os << card;
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if (mul > 1)
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{
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os << " (" << +mul << ")";
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}
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os << ", ";
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}
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if (num_trash > 0)
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{
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os << Cards::trash << " (" << num_trash << ") ";
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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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{
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os << "[";
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for (hand_index_t index = 0; index < hand.size(); index++)
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{
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if (is_trash(hand[index])) {
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os << "kt";
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} else {
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os << hand[index];
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}
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if (is_critical(hand[index])) {
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os << "!";
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}
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if (index < hand.size() - 1)
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{
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os << " ";
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}
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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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unsigned HanabiState<num_suits, num_players, hand_size>::draw(uint8_t index, bool cycle, bool played)
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{
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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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if (_relative_representation.initialized)
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{
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const Card discarded = _hands[_turn][index];
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if (!discarded.initial_trash)
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{
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if (discarded.in_starting_hand)
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{
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ASSERT(_relative_representation.card_positions_hands[discarded.local_index] ==
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RelativeRepresentationData::hand);
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if (played)
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{
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_relative_representation.card_positions_hands[discarded.local_index] = RelativeRepresentationData::played;
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}
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else
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{
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_relative_representation.card_positions_hands[discarded.local_index] = RelativeRepresentationData::discarded;
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}
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}
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else
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{
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auto replaced_card_it = std::find(
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_relative_representation.card_positions_draw[discarded.local_index].begin(),
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_relative_representation.card_positions_draw[discarded.local_index].end(),
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_turn
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);
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ASSERT(replaced_card_it != _relative_representation.card_positions_draw[discarded.local_index].end());
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if (played)
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{
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*replaced_card_it = RelativeRepresentationData::play_stack;
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}
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else
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{
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*replaced_card_it = RelativeRepresentationData::discard_pile;
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}
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std::sort(
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_relative_representation.card_positions_draw[discarded.local_index].begin(),
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_relative_representation.card_positions_draw[discarded.local_index].end()
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);
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}
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}
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}
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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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{
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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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{
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if (cycle)
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{
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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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else
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{
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_draw_pile.push_front(draw);
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_draw_pile.front().multiplicity--;
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}
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}
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if (_relative_representation.initialized)
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{
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// update card position of the drawn card
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if (!draw.card.initial_trash)
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{
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ASSERT(draw.card.in_starting_hand == false);
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auto new_card_it = std::find(
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_relative_representation.card_positions_draw[draw.card.local_index].begin(),
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_relative_representation.card_positions_draw[draw.card.local_index].end(),
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RelativeRepresentationData::draw_pile
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);
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ASSERT(new_card_it != _relative_representation.card_positions_draw[draw.card.local_index].end());
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*new_card_it = _turn;
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std::sort(
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_relative_representation.card_positions_draw[draw.card.local_index].begin(),
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_relative_representation.card_positions_draw[draw.card.local_index].end()
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);
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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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{
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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 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>::revert_draw(
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std::uint8_t index
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, Card discarded_card
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, bool cycle
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, bool played
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)
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{
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// Put the card that is currently in hand back into the draw pile (this does not happen in the last round!)
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if (_endgame_turns_left == num_players + 1 || _endgame_turns_left == no_endgame)
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{
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ASSERT(index < _hands[_turn].size());
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const Card & drawn = _hands[_turn][index];
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if (cycle)
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{
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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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{
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_draw_pile.back().multiplicity++;
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}
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else
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{
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_draw_pile.push_back({drawn, 1});
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}
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}
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else
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{
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// We don't know where the card came from (between the card having been removed from the draw pile
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// and re-adding it now, the user may have arbitrarily permuted the draw pile implicitly)
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// so we have to check if it is already contained in the draw pile somewhere
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auto it = std::find_if(_draw_pile.begin(), _draw_pile.end(), [&drawn](CardMultiplicity const & mult) {
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return mult.card == drawn;
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});
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if (it != _draw_pile.end())
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{
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it->multiplicity++;
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}
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else
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{
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_draw_pile.push_front({drawn, 1});
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}
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}
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if (_relative_representation.initialized && !drawn.initial_trash)
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{
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ASSERT(drawn.in_starting_hand == false);
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auto drawn_card_it = std::find(
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_relative_representation.card_positions_draw[drawn.local_index].begin(),
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_relative_representation.card_positions_draw[drawn.local_index].end(),
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_turn
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);
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ASSERT(drawn_card_it != _relative_representation.card_positions_draw[drawn.local_index].end());
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*drawn_card_it = RelativeRepresentationData::draw_pile;
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std::sort(
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_relative_representation.card_positions_draw[drawn.local_index].begin(),
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_relative_representation.card_positions_draw[drawn.local_index].end()
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);
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}
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|
_weighted_draw_pile_size++;
|
|
_endgame_turns_left = no_endgame;
|
|
}
|
|
else
|
|
{
|
|
ASSERT(_hands[_turn][index] == discarded_card);
|
|
}
|
|
|
|
if (_relative_representation.initialized && !discarded_card.initial_trash)
|
|
{
|
|
if (discarded_card.in_starting_hand)
|
|
{
|
|
ASSERT(_relative_representation.card_positions_hands[discarded_card.local_index] !=
|
|
RelativeRepresentationData::hand);
|
|
_relative_representation.card_positions_hands[discarded_card.local_index] = RelativeRepresentationData::hand;
|
|
}
|
|
else
|
|
{
|
|
player_t const old_position = [&played] {
|
|
if (played)
|
|
{
|
|
return RelativeRepresentationData::play_stack;
|
|
}
|
|
else
|
|
{
|
|
return RelativeRepresentationData::discard_pile;
|
|
}
|
|
}();
|
|
auto hand_card_it = std::find(
|
|
_relative_representation.card_positions_draw[discarded_card.local_index].begin(),
|
|
_relative_representation.card_positions_draw[discarded_card.local_index].end(),
|
|
old_position
|
|
);
|
|
ASSERT(hand_card_it != _relative_representation.card_positions_draw[discarded_card.local_index].end());
|
|
*hand_card_it = _turn;
|
|
std::sort(
|
|
_relative_representation.card_positions_draw[discarded_card.local_index].begin(),
|
|
_relative_representation.card_positions_draw[discarded_card.local_index].end()
|
|
);
|
|
}
|
|
}
|
|
|
|
_hands[_turn][index] = discarded_card;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
void HanabiState<num_suits, num_players, hand_size>::init_backtracking_information()
|
|
{
|
|
ASSERT(not _relative_representation.initialized);
|
|
// Note that this function does not have to be particularly performant, we only call it once to initialize.
|
|
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, false, true};
|
|
}
|
|
}
|
|
return {0, 0};
|
|
}();
|
|
|
|
CardArray<num_suits, std::uint8_t> nums_in_draw_pile;
|
|
for (const auto [card, multiplicity]: _draw_pile)
|
|
{
|
|
if (_stacks[card.suit] > card.rank)
|
|
{
|
|
nums_in_draw_pile[card] += multiplicity;
|
|
}
|
|
else
|
|
{
|
|
nums_in_draw_pile[trash] += multiplicity;
|
|
}
|
|
}
|
|
|
|
// Prepare 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, static_cast<uint8_t>(_relative_representation.card_positions_draw.size()), false
|
|
, is_trash(card)
|
|
};
|
|
if (nums_in_draw_pile[card] > 0)
|
|
{
|
|
_draw_pile.push_back({card, nums_in_draw_pile[card]});
|
|
if (!is_trash(card))
|
|
{
|
|
_relative_representation.card_positions_draw.push_back({});
|
|
_relative_representation.card_positions_draw
|
|
.back()
|
|
.resize(nums_in_draw_pile[card], RelativeRepresentationData::draw_pile);
|
|
_relative_representation.good_cards_draw.push_back(card);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_relative_representation.initial_draw_pile_size = _weighted_draw_pile_size;
|
|
|
|
size_t num_useful_cards_in_starting_hands = 0;
|
|
|
|
// Prepare cards in hands
|
|
for (player_t player = 0; player < num_players; player++)
|
|
{
|
|
for (Card & card: _hands[player])
|
|
{
|
|
card.initial_trash = is_trash(card);
|
|
card.in_starting_hand = true;
|
|
// Needed to check for dupes in same hand
|
|
boost::container::static_vector<Card, hand_size> good_cards_in_hand;
|
|
if (!is_trash(card))
|
|
{
|
|
if (std::count(good_cards_in_hand.begin(), good_cards_in_hand.end(), card) > 0)
|
|
{
|
|
// This card is already in hand, so just replace the second copy by some trash
|
|
card = trash;
|
|
}
|
|
else
|
|
{
|
|
card.local_index = num_useful_cards_in_starting_hands;
|
|
num_useful_cards_in_starting_hands++;
|
|
|
|
good_cards_in_hand.push_back(card);
|
|
_relative_representation.good_cards_hands.push_back(card);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
_relative_representation.card_positions_hands.clear();
|
|
_relative_representation.card_positions_hands
|
|
.resize(num_useful_cards_in_starting_hands, RelativeRepresentationData::hand);
|
|
|
|
_relative_representation.initialized = true;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
void
|
|
HanabiState<num_suits, num_players, hand_size>::revert_play(bool cycle)
|
|
{
|
|
CHECK_DRAW_PILE_INTEGRITY;
|
|
const BacktrackAction last_action = _actions_log.top();
|
|
_actions_log.pop();
|
|
ASSERT(last_action.action_type == ActionType::play);
|
|
ASSERT(!last_action.was_on_8_clues or _num_clues == 8);
|
|
|
|
decr_turn();
|
|
if (last_action.discarded.rank == 0 and not last_action.was_on_8_clues and not last_action.strike)
|
|
{
|
|
_num_clues -= _clues_gained_on_discard_or_stack_finished;
|
|
}
|
|
revert_draw(last_action.index, last_action.discarded, cycle, !last_action.strike);
|
|
if (not last_action.strike)
|
|
{
|
|
_stacks[last_action.discarded.suit]++;
|
|
_score--;
|
|
} else {
|
|
// If we misplayed, then we lost the card and have to regain it now
|
|
_num_copies_left[last_action.discarded]++;
|
|
_num_strikes--;
|
|
assert(_num_strikes >= 0);
|
|
}
|
|
CHECK_DRAW_PILE_INTEGRITY;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
void HanabiState<num_suits, num_players, hand_size>::revert_discard(bool cycle)
|
|
{
|
|
CHECK_DRAW_PILE_INTEGRITY;
|
|
const BacktrackAction last_action = _actions_log.top();
|
|
_actions_log.pop();
|
|
|
|
ASSERT(last_action.action_type == ActionType::discard);
|
|
|
|
decr_turn();
|
|
|
|
_num_clues -= _clues_gained_on_discard_or_stack_finished;
|
|
ASSERT(_num_clues >= clue_t(0));
|
|
|
|
_pace++;
|
|
|
|
_num_copies_left[last_action.discarded]++;
|
|
|
|
revert_draw(last_action.index, last_action.discarded, cycle, false);
|
|
CHECK_DRAW_PILE_INTEGRITY;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
void HanabiState<num_suits, num_players, hand_size>::revert_clue()
|
|
{
|
|
const BacktrackAction last_action = _actions_log.top();
|
|
_actions_log.pop();
|
|
|
|
ASSERT(last_action.action_type == ActionType::clue);
|
|
|
|
decr_turn();
|
|
ASSERT(_num_clues < max_num_clues);
|
|
|
|
_num_clues++;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
void HanabiState<num_suits, num_players, hand_size>::revert()
|
|
{
|
|
switch (_actions_log.top().action_type)
|
|
{
|
|
case ActionType::clue:
|
|
revert_clue();
|
|
break;
|
|
case ActionType::discard:
|
|
revert_discard();
|
|
break;
|
|
case ActionType::play:
|
|
revert_play();
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
void HanabiState<num_suits, num_players, hand_size>::modify_clues(Hanabi::clue_t change)
|
|
{
|
|
_num_clues += change;
|
|
if (_num_clues > 8)
|
|
{
|
|
_num_clues = 8;
|
|
}
|
|
if (_num_clues < 0)
|
|
{
|
|
_num_clues = 0;
|
|
}
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
void HanabiState<num_suits, num_players, hand_size>::set_clues(Hanabi::clue_t clues)
|
|
{
|
|
ASSERT(clue_t(0) <= clues);
|
|
ASSERT(clues <= clue_t(8));
|
|
_num_clues = clues;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
player_t HanabiState<num_suits, num_players, hand_size>::turn() const
|
|
{
|
|
return _turn;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
clue_t HanabiState<num_suits, num_players, hand_size>::num_clues() const
|
|
{
|
|
return _num_clues;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
unsigned HanabiState<num_suits, num_players, hand_size>::num_strikes() const
|
|
{
|
|
return _num_strikes;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
unsigned HanabiState<num_suits, num_players, hand_size>::score() const
|
|
{
|
|
return _score;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
std::vector<std::vector<Card>> HanabiState<num_suits, num_players, hand_size>::hands() const
|
|
{
|
|
std::vector<std::vector<Card>> hands;
|
|
for (player_t player = 0; player < num_players; player++)
|
|
{
|
|
hands.push_back({});
|
|
for (const Card & card: _hands[player])
|
|
{
|
|
hands.back().push_back(card);
|
|
}
|
|
}
|
|
return hands;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
std::vector<Card> HanabiState<num_suits, num_players, hand_size>::cur_hand() const
|
|
{
|
|
std::vector<Card> hand;
|
|
for (const Card & card: _hands[_turn])
|
|
{
|
|
hand.push_back(card);
|
|
}
|
|
return hand;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
std::vector<std::pair<CardMultiplicity, std::optional<probability_t>>>
|
|
HanabiState<num_suits, num_players, hand_size>::possible_next_states(hand_index_t index, bool play)
|
|
{
|
|
std::vector<std::pair<CardMultiplicity, std::optional<probability_t>>> next_states;
|
|
do_for_each_potential_draw(index, play, [this, &next_states, &index](unsigned multiplicity) {
|
|
auto prob = lookup();
|
|
|
|
// bit hacky to get drawn card here
|
|
decr_turn();
|
|
const CardMultiplicity drawn_card = {_hands[_turn][index], multiplicity};
|
|
incr_turn();
|
|
|
|
next_states.emplace_back(drawn_card, prob);
|
|
});
|
|
return next_states;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
std::vector<std::pair<Action, std::optional<probability_t>>>
|
|
HanabiState<num_suits, num_players, hand_size>::get_reasonable_actions(bool evaluate_all, bool reasonable)
|
|
{
|
|
std::vector<std::pair<Action, std::optional<probability_t>>> actions{};
|
|
|
|
if (_score == _score_goal or _pace < 0 or _endgame_turns_left == 0)
|
|
{
|
|
return actions;
|
|
}
|
|
|
|
const std::array<Card, hand_size> & hand = _hands[_turn];
|
|
// First, check for playable cards
|
|
bool played_trash = false;
|
|
for (std::uint8_t index = 0; index < hand_size; index++)
|
|
{
|
|
Card card = hand[index];
|
|
bool const consider_playing = is_playable(card) or (_num_strikes < max_num_strikes and not is_critical(card) and (not reasonable or _num_clues == max_num_clues) and (not is_trash(card) or not played_trash));
|
|
if (consider_playing)
|
|
{
|
|
if (is_trash(card))
|
|
{
|
|
card = Cards::trash;
|
|
played_trash = true;
|
|
}
|
|
const Action action = {ActionType::play, card};
|
|
bool known = true;
|
|
probability_t sum_of_probabilities = 0;
|
|
|
|
do_for_each_potential_draw(index, true, [this, &sum_of_probabilities, &evaluate_all
|
|
, &known](const unsigned long multiplicity) {
|
|
std::optional<probability_t> prob;
|
|
if (evaluate_all) {
|
|
prob = evaluate_state();
|
|
} else {
|
|
prob = lookup();
|
|
}
|
|
if (prob.has_value())
|
|
{
|
|
sum_of_probabilities += prob.value() * multiplicity;
|
|
}
|
|
else
|
|
{
|
|
known = false;
|
|
}
|
|
});
|
|
if (known)
|
|
{
|
|
const unsigned long total_weight = std::max(static_cast<unsigned long>(_weighted_draw_pile_size), 1ul);
|
|
const probability_t probability_play = sum_of_probabilities / total_weight;
|
|
actions.emplace_back(action, probability_play);
|
|
}
|
|
else
|
|
{
|
|
actions.emplace_back(action, std::nullopt);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check for discards
|
|
if (_pace > 0 and _num_clues < max_num_clues)
|
|
{
|
|
auto trash_it = std::find_if(hand.begin(), hand.end(),[this](Card const & card){return is_trash(card);});
|
|
bool const trash_in_hand = trash_it != hand.end();
|
|
|
|
bool discarded_trash = false;
|
|
std::vector<Card> discarded;
|
|
for (std::uint8_t index = 0; index < hand_size; index++)
|
|
{
|
|
Card card = hand[index];
|
|
// We only consider discarding if
|
|
// - the card is trash, and we have not listed a trash discard yet
|
|
// - the card is not critical, and we have not listed the same card yet
|
|
bool const consider_discarding = (is_trash(card) and not discarded_trash)
|
|
or ((not trash_in_hand or not reasonable) and (not is_trash(card) and not is_critical(card) and std::find(discarded.begin(), discarded.end(), card) == discarded.end()));
|
|
|
|
if (consider_discarding)
|
|
{
|
|
if (is_trash(card))
|
|
{
|
|
// This is useful for normalizing what we discard and therefore also for later printing routines.
|
|
// Also note that this card is automatically identified as trash by the is_trash() method,
|
|
// so properly handled by other parts of the program if input again.
|
|
card = Cards::trash;
|
|
discarded_trash = true;
|
|
}
|
|
else
|
|
{
|
|
discarded.push_back(card);
|
|
}
|
|
|
|
const Action action = {ActionType::discard, card};
|
|
bool known = true;
|
|
probability_t sum_of_probabilities = 0;
|
|
|
|
do_for_each_potential_draw(index, false, [this, &sum_of_probabilities, &evaluate_all
|
|
, &known](const unsigned long multiplicity) {
|
|
std::optional<probability_t> prob;
|
|
if (evaluate_all) {
|
|
prob = evaluate_state();
|
|
} else {
|
|
prob = lookup();
|
|
}
|
|
if (prob.has_value())
|
|
{
|
|
sum_of_probabilities += prob.value() * multiplicity;
|
|
}
|
|
else
|
|
{
|
|
known = false;
|
|
}
|
|
});
|
|
if (known)
|
|
{
|
|
const unsigned long total_weight = std::max(static_cast<unsigned long>(_weighted_draw_pile_size), 1ul);
|
|
const probability_t probability_discard = sum_of_probabilities / total_weight;
|
|
actions.emplace_back(action, probability_discard);
|
|
}
|
|
else
|
|
{
|
|
actions.emplace_back(action, std::nullopt);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_num_clues >= clue_t(1))
|
|
{
|
|
give_clue();
|
|
std::optional<probability_t> prob;
|
|
if (evaluate_all) {
|
|
prob = evaluate_state();
|
|
} else {
|
|
prob = lookup();
|
|
}
|
|
const Action action = {ActionType::clue, Cards::unknown};
|
|
actions.emplace_back(action, prob);
|
|
revert_clue();
|
|
}
|
|
return actions;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
std::optional<probability_t> HanabiState<num_suits, num_players, hand_size>::lookup() const
|
|
{
|
|
if (_score == 5 * num_suits)
|
|
{
|
|
return 1;
|
|
}
|
|
if (_pace < 0 or _endgame_turns_left == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
const auto id = unique_id();
|
|
if (_position_tablebase.count(id) == 1)
|
|
{
|
|
return _position_tablebase.at(id);
|
|
}
|
|
else
|
|
{
|
|
return std::nullopt;
|
|
}
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
void HanabiState<num_suits, num_players, hand_size>::rotate_next_draw(const Card & card)
|
|
{
|
|
auto card_it = std::find_if(_draw_pile.begin()
|
|
, _draw_pile.end()
|
|
, [&card, this](const CardMultiplicity & card_multiplicity) {
|
|
return (is_trash(card) and is_trash(card_multiplicity.card)) or
|
|
(card_multiplicity.card.rank == card.rank and card_multiplicity.card.suit == card.suit);
|
|
});
|
|
ASSERT(card_it != _draw_pile.end());
|
|
std::swap(*card_it, _draw_pile.front());
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
ActionType HanabiState<num_suits, num_players, hand_size>::last_action_type() const
|
|
{
|
|
ASSERT(not _actions_log.empty());
|
|
return _actions_log.top().action_type;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
probability_t HanabiState<num_suits, num_players, hand_size>::evaluate_state()
|
|
{
|
|
ASSERT(_relative_representation.initialized);
|
|
_enumerated_states++;
|
|
const unsigned long id_of_state = unique_id();
|
|
|
|
const unsigned id = 55032;
|
|
if (id_of_state == id)
|
|
{
|
|
std::cout << "Found state with id of " << id << "\n" << *this << std::endl;
|
|
}
|
|
|
|
if (_score == _score_goal)
|
|
{
|
|
return 1;
|
|
}
|
|
if (_pace < 0 || _endgame_turns_left == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
#ifndef GAME_STATE_NO_TABLEBASE_LOOKUP
|
|
if (_position_tablebase.count(id_of_state) == 1) {
|
|
return _position_tablebase[id_of_state];
|
|
}
|
|
#endif
|
|
|
|
// TODO: Have some endgame analysis here?
|
|
|
|
probability_t best_probability = 0;
|
|
const std::array<Card, hand_size> & hand = _hands[_turn];
|
|
|
|
// First, check for playables
|
|
bool played_trash = false;
|
|
for (std::uint8_t index = 0; index < hand_size; index++)
|
|
{
|
|
if (is_playable(hand[index]) or (_num_clues == max_num_clues and _num_strikes < max_num_strikes and not is_critical(hand[index]) and (not is_trash(hand[index]) or not played_trash)))
|
|
{
|
|
if (is_trash(hand[index])) {
|
|
played_trash = true;
|
|
}
|
|
probability_t const probability_play = check_play_or_discard(index, true);
|
|
|
|
best_probability = std::max(best_probability, probability_play);
|
|
if (best_probability == 1)
|
|
{
|
|
update_tablebase(id_of_state, best_probability);
|
|
return best_probability;
|
|
};
|
|
}
|
|
}
|
|
|
|
// Check for discards now
|
|
if (_pace > 0 and (_num_clues < max_num_clues or _num_strikes < max_num_strikes))
|
|
{
|
|
bool const play_card_instead_of_discarding = _num_clues == max_num_clues;
|
|
// This will hold the index of trash to discard
|
|
std::uint8_t const invalid_index = std::numeric_limits<std::uint8_t>::max();
|
|
std::uint8_t discard_index = invalid_index;
|
|
|
|
for (hand_index_t index = 0; index < hand_size; index++)
|
|
{
|
|
if (is_trash(hand[index]))
|
|
{
|
|
discard_index = index;
|
|
|
|
// All discards are equivalent, do not continue searching for different trash
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If no trivial trash found, check for duplicates next
|
|
if (discard_index == invalid_index) {
|
|
for (std::uint8_t index = 0; index < hand_size; index++) {
|
|
Card const card = _hands[_turn][index];
|
|
auto it = std::find_if(_hands[_turn].begin() + index + 1, _hands[_turn].end(), [&card, this](Card const & card_in_hand) {
|
|
return card_in_hand == card;
|
|
});
|
|
if (it != _hands[_turn].end()) {
|
|
// found a duplicate to discard
|
|
discard_index = index;
|
|
// Since we are discarding essentially trash, we do not have to consider further actions
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Discard if we found trash now
|
|
if (discard_index != invalid_index) {
|
|
probability_t const probability_discard = check_play_or_discard(discard_index, play_card_instead_of_discarding);
|
|
|
|
best_probability = std::max(best_probability, probability_discard);
|
|
if (best_probability == 1)
|
|
{
|
|
update_tablebase(id_of_state, best_probability);
|
|
return best_probability;
|
|
};
|
|
} else {
|
|
// If we reach this state, then there are no dupes in hand, so we need to check if we want to
|
|
// sacrifice cards in hand
|
|
for(hand_index_t index = 0; index < hand_size; ++index) {
|
|
if(!is_critical(hand[index])) {
|
|
probability_t const probability_sacrifice = check_play_or_discard(index, play_card_instead_of_discarding);
|
|
|
|
best_probability = std::max(best_probability, probability_sacrifice);
|
|
if (best_probability == 1)
|
|
{
|
|
update_tablebase(id_of_state, best_probability);
|
|
return best_probability;
|
|
};
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Last option is to stall
|
|
if (_num_clues >= clue_t(1))
|
|
{
|
|
give_clue();
|
|
const probability_t probability_stall = evaluate_state();
|
|
revert_clue();
|
|
best_probability = std::max(best_probability, probability_stall);
|
|
if (best_probability == 1)
|
|
{
|
|
update_tablebase(id_of_state, best_probability);
|
|
return best_probability;
|
|
};
|
|
}
|
|
|
|
update_tablebase(id_of_state, best_probability);
|
|
return best_probability;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
probability_t HanabiState<num_suits, num_players, hand_size>::check_play_or_discard(hand_index_t index, bool play) {
|
|
probability_t sum_of_probabilities = 0;
|
|
|
|
do_for_each_potential_draw(index, play, [this, &sum_of_probabilities](const unsigned long multiplicity) {
|
|
sum_of_probabilities += evaluate_state() * multiplicity;
|
|
});
|
|
|
|
const unsigned long total_weight = std::max(static_cast<unsigned long>(_weighted_draw_pile_size), 1ul);
|
|
return sum_of_probabilities / total_weight;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
template<class Function>
|
|
void
|
|
HanabiState<num_suits, num_players, hand_size>::do_for_each_potential_draw(hand_index_t index, bool play, Function f)
|
|
{
|
|
auto copy = _draw_pile;
|
|
auto do_action = [this, index, play]() {
|
|
if (play)
|
|
{
|
|
return play_and_potentially_update(index, true);
|
|
}
|
|
else
|
|
{
|
|
return discard_and_potentially_update(index, true);
|
|
}
|
|
};
|
|
|
|
auto revert_action = [this, play]() {
|
|
if (play)
|
|
{
|
|
revert_play(true);
|
|
}
|
|
else
|
|
{
|
|
revert_discard(true);
|
|
}
|
|
};
|
|
|
|
if (_draw_pile.empty())
|
|
{
|
|
do_action();
|
|
f(1);
|
|
revert_action();
|
|
}
|
|
else
|
|
{
|
|
unsigned sum_of_multiplicities = 0;
|
|
for (size_t i = 0; i < _draw_pile.size(); i++)
|
|
{
|
|
const unsigned long multiplicity = do_action();
|
|
sum_of_multiplicities += multiplicity;
|
|
f(multiplicity);
|
|
revert_action();
|
|
}
|
|
ASSERT(sum_of_multiplicities == _weighted_draw_pile_size);
|
|
}
|
|
ASSERT(_draw_pile == copy);
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
std::uint64_t HanabiState<num_suits, num_players, hand_size>::unique_id() const
|
|
{
|
|
// Encode strikes first, since they will often be zero.
|
|
unsigned long id = _num_strikes;
|
|
|
|
// encode all positions of cards that started in draw pile
|
|
ASSERT(_relative_representation.card_positions_draw.size() == _relative_representation.good_cards_draw.size());
|
|
for (size_t i = 0; i < _relative_representation.card_positions_draw.size(); i++)
|
|
{
|
|
for (player_t player: _relative_representation.card_positions_draw[i])
|
|
{
|
|
id *= num_players + 3;
|
|
// We normalize here: If a card is already played, then the positions of its other copies
|
|
// do not matter, so we can just pretend that they are all in the trash already.
|
|
// The resulting states will be equivalent.
|
|
if (!is_trash(_relative_representation.good_cards_draw[i]))
|
|
{
|
|
id += player;
|
|
}
|
|
else
|
|
{
|
|
id += RelativeRepresentationData::discard_pile;
|
|
}
|
|
}
|
|
}
|
|
|
|
// encode positions of cards that started in hands
|
|
ASSERT(_relative_representation.card_positions_hands.size() == _relative_representation.good_cards_hands.size());
|
|
for(size_t i = 0; i < _relative_representation.card_positions_hands.size(); i++)
|
|
{
|
|
id *= 3;
|
|
// we have to normalize here again and pretend that cards already played are all discarded.
|
|
// Note that implicitly, this means that when we lose the last copy of a good card, this encoding pretends that
|
|
// the card has been played already.
|
|
// However, since we only ever consider actions that do not lose the last copy of a card, this is not a problem
|
|
// (unless our base state was already lacking cards, in which case the card is never considered played in any state)
|
|
if(is_trash(_relative_representation.good_cards_hands[i]))
|
|
{
|
|
id += static_cast<std::underlying_type_t<typename RelativeRepresentationData::CardPosition>>(RelativeRepresentationData::CardPosition::discarded);
|
|
}
|
|
else
|
|
{
|
|
id += static_cast<std::underlying_type_t<typename RelativeRepresentationData::CardPosition>>(_relative_representation.card_positions_hands[i]);
|
|
}
|
|
}
|
|
|
|
// encode number of clues
|
|
clue_t const scaled_clues = clue_t(2) * _num_clues;
|
|
assert(scaled_clues.denominator() == 1);
|
|
id *= (max_num_clues * clue_t(2)).numerator() + 1;
|
|
id += scaled_clues.numerator();
|
|
|
|
// we can encode draw pile size and extra turn in one metric, since we only have extra turns if draw pile is empty
|
|
const std::uint8_t draw_pile_size_and_extra_turns = [this]() -> uint8_t {
|
|
if (_endgame_turns_left == no_endgame)
|
|
{
|
|
return _weighted_draw_pile_size + num_players;
|
|
}
|
|
else
|
|
{
|
|
return _endgame_turns_left;
|
|
}
|
|
}();
|
|
|
|
id *= _relative_representation.initial_draw_pile_size + num_players;
|
|
id += draw_pile_size_and_extra_turns;
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
std::pair<std::vector<std::uint64_t>, std::vector<Card>>
|
|
HanabiState<num_suits, num_players, hand_size>::dump_unique_id_parts() const
|
|
{
|
|
std::vector<std::uint64_t> ret;
|
|
std::vector<Card> cards;
|
|
|
|
// encode strikes first
|
|
ret.push_back(_num_strikes);
|
|
|
|
// encode all positions of cards that started in draw pile
|
|
ASSERT(_relative_representation.card_positions_draw.size() == _relative_representation.good_cards_draw.size());
|
|
for (size_t i = 0; i < _relative_representation.card_positions_draw.size(); i++)
|
|
{
|
|
for (player_t player: _relative_representation.card_positions_draw[i])
|
|
{
|
|
// We normalize here: If a card is already played, then the positions of its other copies
|
|
// do not matter, so we can just pretend that they are all in the trash already.
|
|
// The resulting states will be equivalent.
|
|
if (!is_trash(_relative_representation.good_cards_draw[i]))
|
|
{
|
|
ret.push_back(player);
|
|
}
|
|
else
|
|
{
|
|
ret.push_back(RelativeRepresentationData::discard_pile);
|
|
}
|
|
cards.push_back(_relative_representation.good_cards_draw[i]);
|
|
}
|
|
}
|
|
|
|
// encode positions of cards that started in hands
|
|
ASSERT(_relative_representation.card_positions_hands.size() == _relative_representation.good_cards_hands.size());
|
|
for(size_t i = 0; i < _relative_representation.card_positions_hands.size(); i++)
|
|
{
|
|
// we have to normalize here again and pretend that cards already played are all discarded.
|
|
// Note that implicitly, this means that when we lose the last copy of a good card, this encoding pretends that
|
|
// the card has been played already.
|
|
// However, since we only ever consider actions that do not lose the last copy of a card, this is not a problem
|
|
// (unless our base state was already lacking cards, in which case the card is never considered played in any state)
|
|
if(is_trash(_relative_representation.good_cards_hands[i]))
|
|
{
|
|
ret.push_back(static_cast<std::underlying_type_t<typename RelativeRepresentationData::CardPosition>>(RelativeRepresentationData::CardPosition::discarded));
|
|
}
|
|
else
|
|
{
|
|
ret.push_back(static_cast<std::underlying_type_t<typename RelativeRepresentationData::CardPosition>>(_relative_representation.card_positions_hands[i]));
|
|
}
|
|
}
|
|
|
|
// encode number of clues
|
|
clue_t const scaled_clues = clue_t(2) * _num_clues;
|
|
assert(scaled_clues.denominator() == 1);
|
|
ret.push_back(scaled_clues.numerator());
|
|
|
|
// we can encode draw pile size and extra turn in one metric, since we only have extra turns if draw pile is empty
|
|
const std::uint8_t draw_pile_size_and_extra_turns = [this]() -> uint8_t {
|
|
if (_endgame_turns_left == no_endgame)
|
|
{
|
|
return _weighted_draw_pile_size + num_players;
|
|
}
|
|
else
|
|
{
|
|
return _endgame_turns_left;
|
|
}
|
|
}();
|
|
|
|
ret.push_back(draw_pile_size_and_extra_turns);
|
|
|
|
ret.push_back(_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 {ret, cards};
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
const std::unordered_map<unsigned long, probability_t> &
|
|
HanabiState<num_suits, num_players, hand_size>::position_tablebase() const
|
|
{
|
|
return _position_tablebase;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
size_t HanabiState<num_suits, num_players, hand_size>::draw_pile_size() const
|
|
{
|
|
return _weighted_draw_pile_size;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
bool HanabiState<num_suits, num_players, hand_size>::is_relative_state_initialized() const
|
|
{
|
|
return _relative_representation.initialized;
|
|
}
|
|
|
|
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
|
|
void HanabiState<num_suits, num_players, hand_size>::update_tablebase(
|
|
unsigned long id, Hanabi::probability_t probability
|
|
)
|
|
{
|
|
// This macro can be activated if we want to dump details on all game states visited for analysis purposes.
|
|
#ifdef DUMP_STATES
|
|
if (id == 87476369689) {
|
|
std::cout << *this << std::endl;
|
|
const auto [id_parts, cards] = dump_unique_id_parts();
|
|
std::cout << "id is: " << id << ", id parts are: ";
|
|
for (auto const & part: id_parts) {
|
|
std::cout << part << " ";
|
|
}
|
|
std::cout << ", encoded cards are ";
|
|
for (auto const & part: cards) {
|
|
std::cout << part << " ";
|
|
}
|
|
std::cout << ", probability is ";
|
|
print_probability(std::cout, probability);
|
|
std::cout << "\n" << std::endl;
|
|
}
|
|
#endif
|
|
if (_position_tablebase.count(id) == 1)
|
|
{
|
|
ASSERT(_position_tablebase[id] == probability);
|
|
}
|
|
_position_tablebase[id] = probability;
|
|
}
|
|
|
|
} // namespace Hanabi
|