2023-03-15 16:41:22 +01:00
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from enum import Enum
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2023-07-08 09:48:22 +02:00
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from typing import List
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2023-03-15 16:41:22 +01:00
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2023-07-08 11:53:30 +02:00
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import alive_progress
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2023-07-05 20:50:40 +02:00
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from hanabi import database
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2023-07-08 09:48:22 +02:00
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from hanabi import logger
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2023-07-04 20:06:06 +02:00
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from hanabi import hanab_game
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from hanabi.live import compress
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2023-03-16 09:34:03 +01:00
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class InfeasibilityType(Enum):
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OutOfPace = 0 # idx denotes index of last card drawn before being forced to reduce pace, value denotes how bad pace is
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OutOfHandSize = 1 # idx denotes index of last card drawn before being forced to discard a crit
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2023-06-24 17:24:11 +02:00
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CritAtBottom = 3
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class InfeasibilityReason:
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def __init__(self, infeasibility_type: InfeasibilityType, score_upper_bound, value=None):
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self.type = infeasibility_type
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self.score_upper_bound = score_upper_bound
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self.value = value
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def __repr__(self):
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match self.type:
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case InfeasibilityType.OutOfPace:
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return "Upper bound {}, since deck runs out of pace after drawing card {}".format(self.score_upper_bound, self.value)
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case InfeasibilityType.OutOfHandSize:
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return "Upper bound {}, since deck runs out of hand size after drawing card {}".format(self.score_upper_bound, self.value)
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case InfeasibilityType.CritAtBottom:
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return "Upper bound {}, sicne deck has critical non-5 at bottom".format(self.score_upper_bound)
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def analyze(instance: hanab_game.HanabiInstance, only_find_first=False) -> List[InfeasibilityReason]:
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"""
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Checks instance for the following (easy) certificates for unfeasibility
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- There is a critical non-5 at the bottom
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- We necessarily run out of pace when playing this deck:
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At some point, among all drawn cards, there are too few playable ones so that the next discard
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reduces pace to a negative amount
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- We run out of hand size when playing this deck:
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At some point, there are too many critical cards (that also could not have been played) for the players
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to hold collectively
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:param instance: Instance to be analyzed
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:param only_find_first: If true, we immediately return when finding the first infeasibility reason and don't
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check for further ones. Might be slightly faster on some instances, especially dark ones.
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:return: List with all reasons found. Empty if none is found.
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In particular, if return value is not the empty list, the analyzed instance is unfeasible
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"""
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reasons = []
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# check for critical non-fives at bottom of the deck
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bottom_card = instance.deck[-1]
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if bottom_card.rank != 5 and bottom_card.suitIndex in instance.dark_suits:
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reasons.append(InfeasibilityReason(
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InfeasibilityType.CritAtBottom,
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instance.max_score - 5 + bottom_card.rank,
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instance.deck_size - 1
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))
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if only_find_first:
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return reasons
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# we will sweep through the deck and pretend that
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# - we keep all non-trash cards in our hands
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# - we instantly play all playable cards as soon as we have them
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# - we recurse on this instant-play
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#
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# For example, we assume that once we draw r2, we check if we can play r2.
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# If yes, then we also check if we drew r3 earlier and so on.
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# If not, then we keep r2 in our hands
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#
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# In total, this is equivalent to assuming that we infinitely many clues
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# and infinite storage space in our hands (which is of course not true),
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# but even in this setting, some games are infeasible due to pace issues
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# that we can detect
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#
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# A small refinement is to pretend that we only have infinite storage for non-crit cards,
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# for crit-cards, the usual hand card limit applies.
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# This allows us to detect some seeds where there are simply too many unplayable cards to hold at some point
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# that also can't be discarded
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# this allows us to detect standard pace issue arguments
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stacks = [0] * instance.num_suits
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# we will ensure that stored_crits is a subset of stored_cards
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stored_cards = set()
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stored_crits = set()
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min_forced_pace = instance.initial_pace
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worst_pace_index = 0
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max_forced_crit_discard = 0
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worst_crit_index = 0
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for (i, card) in enumerate(instance.deck):
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if card.rank == stacks[card.suitIndex] + 1:
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# card is playable
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stacks[card.suitIndex] += 1
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# check for further playables that we stored
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for check_rank in range(card.rank + 1, 6):
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check_card = hanab_game.DeckCard(card.suitIndex, check_rank)
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if check_card in stored_cards:
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stacks[card.suitIndex] += 1
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stored_cards.remove(check_card)
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if check_card in stored_crits:
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stored_crits.remove(check_card)
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else:
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break
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elif card.rank <= stacks[card.suitIndex]:
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pass # card is trash
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elif card.rank > stacks[card.suitIndex] + 1:
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# need to store card
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if card in stored_cards or card.rank == 5 or card == instance.deck[-1]:
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stored_crits.add(card)
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stored_cards.add(card)
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# check for out of handsize (this number can be negative, in which case nothing applies)
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# Note the +1 at the end, which is there because we have to discard next,
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# so even if we currently have as many crits as we can hold, we have to discard one
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num_forced_crit_discards = len(stored_crits) - instance.num_players * instance.hand_size + 1
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if num_forced_crit_discards > max_forced_crit_discard:
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worst_crit_index = i
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max_forced_crit_discard = num_forced_crit_discards
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if only_find_first:
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reasons.append(InfeasibilityReason(
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InfeasibilityType.OutOfPace,
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instance.max_score + min_forced_pace,
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worst_pace_index
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))
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return reasons
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# the last - 1 is there because we have to discard 'next', causing a further draw
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max_remaining_plays = (instance.deck_size - i - 1) + instance.num_players - 1
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needed_plays = instance.max_score - sum(stacks)
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cur_pace = max_remaining_plays - needed_plays
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if cur_pace < min(0, min_forced_pace):
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min_forced_pace = cur_pace
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worst_pace_index = i
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if only_find_first:
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reasons.append(InfeasibilityReason(
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InfeasibilityType.OutOfPace,
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instance.max_score + min_forced_pace,
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worst_pace_index
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))
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return reasons
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# check that we correctly walked through the deck
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assert (len(stored_cards) == 0)
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assert (len(stored_crits) == 0)
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assert (sum(stacks) == instance.max_score)
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if max_forced_crit_discard > 0:
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reasons.append(
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InfeasibilityReason(
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InfeasibilityType.OutOfHandSize,
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instance.max_score - max_forced_crit_discard,
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worst_crit_index
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)
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)
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if min_forced_pace < 0:
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reasons.append(InfeasibilityReason(
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InfeasibilityType.OutOfPace,
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instance.max_score + min_forced_pace,
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worst_pace_index
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))
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return reasons
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def run_on_database(variant_id):
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database.cur.execute(
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"SELECT seed, num_players, deck FROM seeds WHERE variant_id = (%s) ORDER BY (num_players, seed)",
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(variant_id,)
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)
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res = database.cur.fetchall()
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logger.verbose("Checking {} seeds of variant {} for infeasibility".format(len(res), variant_id))
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with alive_progress.alive_bar(total=len(res), title='Check for infeasibility reasons in var {}'.format(variant_id)) as bar:
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for (seed, num_players, deck_str) in res:
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deck = compress.decompress_deck(deck_str)
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reasons = analyze(hanab_game.HanabiInstance(deck, num_players))
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for reason in reasons:
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database.cur.execute(
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"INSERT INTO score_upper_bounds (seed, score_upper_bound, reason) "
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"VALUES (%s,%s,%s) "
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"ON CONFLICT (seed, reason) DO UPDATE "
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"SET score_upper_bound = EXCLUDED.score_upper_bound",
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(seed, reason.score_upper_bound, reason.type.value)
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)
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database.cur.execute(
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"UPDATE seeds SET feasible = (%s) WHERE seed = (%s)",
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(False, seed)
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)
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bar()
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database.conn.commit()
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