Py-Hanabi/src/hanabi/solvers/deck_analyzer.py

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from enum import Enum
from typing import List
import alive_progress
from hanabi import database
from hanabi import logger
from hanabi import hanab_game
from hanabi.live import compress
class InfeasibilityType(Enum):
OutOfPace = 0 # idx denotes index of last card drawn before being forced to reduce pace, value denotes how bad pace is
OutOfHandSize = 1 # idx denotes index of last card drawn before being forced to discard a crit
CritAtBottom = 3
class InfeasibilityReason:
def __init__(self, infeasibility_type: InfeasibilityType, score_upper_bound, value=None):
self.type = infeasibility_type
self.score_upper_bound = score_upper_bound
self.value = value
def __repr__(self):
match self.type:
case InfeasibilityType.OutOfPace:
return "Upper bound {}, since deck runs out of pace after drawing card {}".format(self.score_upper_bound, self.value)
case InfeasibilityType.OutOfHandSize:
return "Upper bound {}, since deck runs out of hand size after drawing card {}".format(self.score_upper_bound, self.value)
case InfeasibilityType.CritAtBottom:
return "Upper bound {}, sicne deck has critical non-5 at bottom".format(self.score_upper_bound)
def analyze(instance: hanab_game.HanabiInstance, only_find_first=False) -> List[InfeasibilityReason]:
"""
Checks instance for the following (easy) certificates for unfeasibility
- There is a critical non-5 at the bottom
- We necessarily run out of pace when playing this deck:
At some point, among all drawn cards, there are too few playable ones so that the next discard
reduces pace to a negative amount
- We run out of hand size when playing this deck:
At some point, there are too many critical cards (that also could not have been played) for the players
to hold collectively
:param instance: Instance to be analyzed
:param only_find_first: If true, we immediately return when finding the first infeasibility reason and don't
check for further ones. Might be slightly faster on some instances, especially dark ones.
:return: List with all reasons found. Empty if none is found.
In particular, if return value is not the empty list, the analyzed instance is unfeasible
"""
reasons = []
# check for critical non-fives at bottom of the deck
bottom_card = instance.deck[-1]
if bottom_card.rank != 5 and bottom_card.suitIndex in instance.dark_suits:
reasons.append(InfeasibilityReason(
InfeasibilityType.CritAtBottom,
instance.max_score - 5 + bottom_card.rank,
instance.deck_size - 1
))
if only_find_first:
return reasons
# we will sweep through the deck and pretend that
# - we keep all non-trash cards in our hands
# - we instantly play all playable cards as soon as we have them
# - we recurse on this instant-play
#
# For example, we assume that once we draw r2, we check if we can play r2.
# If yes, then we also check if we drew r3 earlier and so on.
# If not, then we keep r2 in our hands
#
# In total, this is equivalent to assuming that we infinitely many clues
# and infinite storage space in our hands (which is of course not true),
# but even in this setting, some games are infeasible due to pace issues
# that we can detect
#
# A small refinement is to pretend that we only have infinite storage for non-crit cards,
# for crit-cards, the usual hand card limit applies.
# This allows us to detect some seeds where there are simply too many unplayable cards to hold at some point
# that also can't be discarded
# this allows us to detect standard pace issue arguments
stacks = [0] * instance.num_suits
# we will ensure that stored_crits is a subset of stored_cards
stored_cards = set()
stored_crits = set()
min_forced_pace = instance.initial_pace
worst_pace_index = 0
max_forced_crit_discard = 0
worst_crit_index = 0
for (i, card) in enumerate(instance.deck):
if card.rank == stacks[card.suitIndex] + 1:
# card is playable
stacks[card.suitIndex] += 1
# check for further playables that we stored
for check_rank in range(card.rank + 1, 6):
check_card = hanab_game.DeckCard(card.suitIndex, check_rank)
if check_card in stored_cards:
stacks[card.suitIndex] += 1
stored_cards.remove(check_card)
if check_card in stored_crits:
stored_crits.remove(check_card)
else:
break
elif card.rank <= stacks[card.suitIndex]:
pass # card is trash
elif card.rank > stacks[card.suitIndex] + 1:
# need to store card
if card in stored_cards or card.rank == 5:
stored_crits.add(card)
stored_cards.add(card)
# check for out of handsize (this number can be negative, in which case nothing applies)
# Note the +1 at the end, which is there because we have to discard next,
# so even if we currently have as many crits as we can hold, we have to discard one
num_forced_crit_discards = len(stored_crits) - instance.num_players * instance.hand_size + 1
if len(stored_crits) - instance.num_players * instance.hand_size > max_forced_crit_discard:
worst_crit_index = i
max_forced_crit_discard = num_forced_crit_discards
if only_find_first:
reasons.append(InfeasibilityReason(
InfeasibilityType.OutOfPace,
instance.max_score + min_forced_pace,
worst_pace_index
))
return reasons
# the last - 1 is there because we have to discard 'next', causing a further draw
max_remaining_plays = (instance.deck_size - i - 1) + instance.num_players - 1
needed_plays = instance.max_score - sum(stacks)
cur_pace = max_remaining_plays - needed_plays
if cur_pace < min(0, min_forced_pace):
min_forced_pace = cur_pace
worst_pace_index = i
if only_find_first:
reasons.append(InfeasibilityReason(
InfeasibilityType.OutOfPace,
instance.max_score + min_forced_pace,
worst_pace_index
))
return reasons
# check that we correctly walked through the deck
assert (len(stored_cards) == 0)
assert (len(stored_crits) == 0)
assert (sum(stacks) == instance.max_score)
if max_forced_crit_discard > 0:
reasons.append(
InfeasibilityReason(
InfeasibilityType.OutOfHandSize,
instance.max_score - max_forced_crit_discard,
worst_crit_index
)
)
if min_forced_pace < 0:
reasons.append(InfeasibilityReason(
InfeasibilityType.OutOfPace,
instance.max_score + min_forced_pace,
worst_pace_index
))
return reasons
def run_on_database(variant_id):
database.cur.execute(
"SELECT seed, num_players, deck FROM seeds WHERE variant_id = (%s) ORDER BY (num_players, seed)",
(variant_id,)
)
res = database.cur.fetchall()
logger.verbose("Checking {} seeds of variant {} for infeasibility".format(len(res), variant_id))
with alive_progress.alive_bar(total=len(res), title='Check for infeasibility reasons in var {}'.format(variant_id)) as bar:
for (seed, num_players, deck_str) in res:
deck = compress.decompress_deck(deck_str)
reasons = analyze(hanab_game.HanabiInstance(deck, num_players))
for reason in reasons:
database.cur.execute(
"INSERT INTO score_upper_bounds (seed, score_upper_bound, reason) "
"VALUES (%s,%s,%s) "
"ON CONFLICT (seed, reason) DO UPDATE "
"SET score_upper_bound = EXCLUDED.score_upper_bound",
(seed, reason.score_upper_bound, reason.type.value)
)
database.cur.execute(
"UPDATE seeds SET feasible = (%s) WHERE seed = (%s)",
(False, seed)
)
bar()
database.conn.commit()