Merge branch 'greedy-solver'

This commit is contained in:
Maximilian Keßler 2023-06-24 17:26:51 +02:00
commit 558a341aeb
Signed by: max
GPG key ID: BCC5A619923C0BA5
13 changed files with 352 additions and 120 deletions

2
.gitignore vendored
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@ -12,5 +12,5 @@ remaining_cards.txt
lost_seeds.txt lost_seeds.txt
utils.py utils.py
infeasible_instances.txt infeasible_instances.txt
debug_log.txt
verbose_log.txt verbose_log.txt
debug_log.txt

54
cheating_strategy Normal file
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@ -0,0 +1,54 @@
card types:
trash, playable, useful (dispensable), critical
pace := #(cards left in deck) + #players - #(cards left to play)
modified_pace := pace - #(players without useful cards)
endgame := #(cards left to play) - #(cards left in deck) = #players - pace
-> endgame >= 0 iff pace <= #players
in_endgame := endgame >= 0
discard_badness(card) :=
1 if trash
8 - #players if card useful but duplicate visible # TODO: should probably account for rank of card as well, currently, lowest one is chosen
80 - 10*rank if card is not critical but currently unique # this ensures we prefer to discard higher ranked cards
600 - 100*rank if only criticals in hand # essentially not relevant, since we are currently only optimizing for full score
Algorithm:
if (have playable card):
if (in endgame) and not (in extraround):
stall in the following situations:
- we have exactly one useful card, it is a 5, and a copy of each useful card is visible
- we have exactly one useful card, it is a 4, the player with the matching 5 has another critical card to play
- we have exactly one useful card (todo: maybe use critical here?), the deck has size 1, someone else has 2 crits
- we have exactly one playable card, it is a 4, and a further useful card, but the playable is redistributable in the following sense:
the other playing only has this one useful card, and the player holding the matching 5 sits after the to-be-redistributed player
- sth else that seems messy and is currently not understood, ignored for now
TODO: maybe introduce some midgame stalls here, since we know the deck?
play a card, matching the first of the following criteria. if several cards match, recurse with this set of cards
- if in extraround, play crit
- if in second last round and we have 2 crits, play crit
- play card with lowest rank
- play a critical card
- play unique card, i.e. not visible
- lowest suit index (for determinancy)
if 8 hints:
give a hint
if 0 hints:
discard card with lowest badness
stall in the following situations:
- #(cards in deck) == 2 and (card of rank 3 or lower is missing) and we have the connecting card
- #clues >= 8 - #(useful cards in hand), there are useful cards in the deck and either:
- the next player has no useful cards at all
- we have two more crits than the next player and they have trash
- we are in endgame and the deck only contains one card
- it is possible that no-one discards in the following round and we are not waiting for a card whose rank is smaller than pace // TODO: this feels like a weird condition
discard if (discard badness) + #hints < 10
stall if someone has a better discard

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@ -0,0 +1 @@
from .database import cur, conn

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@ -15,6 +15,7 @@ CREATE TABLE games (
id INT PRIMARY KEY, id INT PRIMARY KEY,
seed TEXT NOT NULL REFERENCES seeds, seed TEXT NOT NULL REFERENCES seeds,
num_players SMALLINT NOT NULL, num_players SMALLINT NOT NULL,
starting_player SMALLINT NOT NULL DEFAULT 0,
score SMALLINT NOT NULL, score SMALLINT NOT NULL,
variant_id SMALLINT NOT NULL, variant_id SMALLINT NOT NULL,
deck_plays BOOLEAN, deck_plays BOOLEAN,

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@ -12,6 +12,7 @@ class InfeasibilityType(Enum):
OutOfPace = 0 # idx denotes index of last card drawn before being forced to reduce pace, value denotes how bad pace is 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 OutOfHandSize = 1 # idx denotes index of last card drawn before being forced to discard a crit
NotTrivial = 2 NotTrivial = 2
CritAtBottom = 3
class InfeasibilityReason(): class InfeasibilityReason():
@ -26,6 +27,9 @@ class InfeasibilityReason():
return "Deck runs out of pace ({}) after drawing card {}".format(self.value, self.index) return "Deck runs out of pace ({}) after drawing card {}".format(self.value, self.index)
case InfeasibilityType.OutOfHandSize: case InfeasibilityType.OutOfHandSize:
return "Deck runs out of hand size after drawing card {}".format(self.index) return "Deck runs out of hand size after drawing card {}".format(self.index)
case InfeasibilityType.CritAtBottom:
return "Deck has crit non-5 at bottom (index {})".format(self.index)
def analyze_suit(occurrences): def analyze_suit(occurrences):
# denotes the indexes of copies we can use wlog # denotes the indexes of copies we can use wlog
@ -97,6 +101,9 @@ def analyze_card_usage(instance: HanabiInstance):
def analyze(instance: HanabiInstance, find_non_trivial=False) -> InfeasibilityReason | None: def analyze(instance: HanabiInstance, find_non_trivial=False) -> InfeasibilityReason | None:
if instance.deck[-1].rank != 5 and instance.deck[-1].suitIndex + instance.num_dark_suits >= instance.num_suits:
return InfeasibilityReason(InfeasibilityType.CritAtBottom, instance.deck_size - 1)
# we will sweep through the deck and pretend that we instantly play all cards # we will sweep through the deck and pretend that we instantly play all cards
# as soon as we have them (and recurse this) # as soon as we have them (and recurse this)
# this allows us to detect standard pace issue arguments # this allows us to detect standard pace issue arguments

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@ -42,6 +42,7 @@ def detailed_export_game(game_id: int, score: Optional[int] = None, var_id: Opti
one_extra_card = options.get('oneExtraCard', False) one_extra_card = options.get('oneExtraCard', False)
one_less_card = options.get('oneLessCard', False) one_less_card = options.get('oneLessCard', False)
all_or_nothing = options.get('allOrNothing', False) all_or_nothing = options.get('allOrNothing', False)
starting_player = options.get('startingPlayer', 0)
actions = [Action.from_json(action) for action in game_json.get('actions', [])] actions = [Action.from_json(action) for action in game_json.get('actions', [])]
deck = [DeckCard.from_json(card) for card in game_json.get('deck', None)] deck = [DeckCard.from_json(card) for card in game_json.get('deck', None)]
@ -49,11 +50,18 @@ def detailed_export_game(game_id: int, score: Optional[int] = None, var_id: Opti
assert seed is not None, assert_msg assert seed is not None, assert_msg
if score is None: if score is None:
if deck_plays or one_less_card or one_extra_card or all_or_nothing:
# TODO: need to incorporate extra options here regarding hand size etc
raise RuntimeError('Not implemented.')
# need to play through the game once to find out its score # need to play through the game once to find out its score
game = HanabLiveGameState(HanabLiveInstance(deck, num_players, var_id)) game = HanabLiveGameState(
HanabLiveInstance(
deck, num_players, var_id,
deck_plays=deck_plays,
one_less_card=one_less_card,
one_extra_card=one_extra_card,
all_or_nothing=all_or_nothing
),
starting_player
)
print(game.instance.hand_size, game.instance.num_players)
for action in actions: for action in actions:
game.make_action(action) game.make_action(action)
score = game.score score = game.score

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@ -3,6 +3,7 @@ import collections
import sys import sys
from enum import Enum from enum import Enum
from log_setup import logger from log_setup import logger
from typing import Tuple, List, Optional
from time import sleep from time import sleep
from hanabi import DeckCard, Action, ActionType, GameState, HanabiInstance from hanabi import DeckCard, Action, ActionType, GameState, HanabiInstance
@ -11,10 +12,12 @@ from database.database import conn
class CardType(Enum): class CardType(Enum):
Dispensable = -1
Trash = 0 Trash = 0
Playable = 1 Playable = 1
Critical = 2 Critical = 2
Dispensable = 3 DuplicateVisible = 3
UniqueVisible = 4
class CardState(): class CardState():
@ -31,8 +34,10 @@ class CardState():
return "Playable ({}) with weight {}".format(self.card, self.weight) return "Playable ({}) with weight {}".format(self.card, self.weight)
case CardType.Critical: case CardType.Critical:
return "Critical ({})".format(self.card) return "Critical ({})".format(self.card)
case CardType.Dispensable: case CardType.DuplicateVisible:
return "Dispensable ({}) with weight {}".format(self.card, self.weight) return "Useful (duplicate visible) ({}) with weight {}".format(self.card, self.weight)
case CardType.UniqueVisible:
return "Useful (unique visible) ({}) with weight {}".format(self.card, self.weight)
# TODO # TODO
@ -45,7 +50,92 @@ def card_type(game_state, card):
elif card.rank == 5 or card in game_state.trash: elif card.rank == 5 or card in game_state.trash:
return CardType.Critical return CardType.Critical
else: else:
return CardType.Dispensable visible_cards = sum((game_state.hands[player] for player in range(game_state.num_players)), [])
if visible_cards.count(card) >= 2:
return CardType.DuplicateVisible
else:
return CardType.UniqueVisible
class WeightedCard:
def __init__(self, card, weight: Optional[int] = None):
self.card = card
self.weight = weight
def __repr__(self):
return "{} with weight {}".format(self.card, self.weight)
class HandState:
def __init__(self, player: int, game_state: GameState):
self.trash = []
self.playable = []
self.critical = []
self.dupes = []
self.uniques = []
for card in game_state.hands[player]:
match card_type(game_state, card):
case CardType.Trash:
self.trash.append(WeightedCard(card))
case CardType.Playable:
if card not in map(lambda c: c.card, self.playable):
self.playable.append(WeightedCard(card))
else:
self.trash.append(card)
case CardType.Critical:
self.critical.append(WeightedCard(card))
case CardType.UniqueVisible:
self.uniques.append(WeightedCard(card))
case CardType.DuplicateVisible:
copy = next((w for w in self.dupes if w.card == card), None)
if copy is not None:
self.dupes.remove(copy)
self.critical.append(copy)
self.trash.append(card)
else:
self.dupes.append(WeightedCard(card))
self.playable.sort(key=lambda c: c.card.rank)
self.dupes.sort(key=lambda c: c.card.rank)
self.uniques.sort(key=lambda c: c.card.rank)
if len(self.trash) > 0:
self.best_discard = self.trash[0]
self.discard_badness = 0
elif len(self.dupes) > 0:
self.best_discard = self.dupes[0]
self.discard_badness = 8 - game_state.num_players
elif len(self.uniques) > 0:
self.best_discard = self.uniques[-1]
self.discard_badness = 80 - 10 * self.best_discard.card.rank
elif len(self.playable) > 0:
self.best_discard = self.playable[-1]
self.discard_badness = 80 - 10 * self.best_discard.card.rank
else:
assert len(self.critical) > 0, "Programming error."
self.best_discard = self.critical[-1]
self.discard_badness = 600 - 100*self.best_discard.card.rank
def num_useful_cards(self):
return len(self.dupes) + len(self.uniques) + len(self.playable) + len(self.critical)
class CheatingStrategy:
def __init__(self, game_state: GameState):
self.game_state = game_state
def make_move(self):
hand_states = [HandState(player, self.game_state) for player in range(self.game_state.num_players)]
modified_pace = self.game_state.pace - sum(
1 for state in hand_states if len(state.trash) == self.game_state.hand_size
)
cur_hand = hand_states[self.game_state.turn]
print([state.__dict__ for state in hand_states])
print(self.game_state.pace)
exit(0)
class GreedyStrategy(): class GreedyStrategy():
@ -157,7 +247,7 @@ class GreedyStrategy():
def run_deck(instance: HanabiInstance) -> GameState: def run_deck(instance: HanabiInstance) -> GameState:
gs = GameState(instance) gs = GameState(instance)
strat = GreedyStrategy(gs) strat = CheatingStrategy(gs)
while not gs.is_over(): while not gs.is_over():
strat.make_move() strat.make_move()
return gs return gs
@ -190,3 +280,9 @@ def run_samples(num_players, sample_size):
logger.info("Won {} ({}%) and lost {} ({}%) from sample of {} test games using greedy strategy.".format( logger.info("Won {} ({}%) and lost {} ({}%) from sample of {} test games using greedy strategy.".format(
won, round(100 * won / sample_size, 2), lost, round(100 * lost / sample_size, 2), sample_size won, round(100 * won / sample_size, 2), lost, round(100 * lost / sample_size, 2), sample_size
)) ))
if __name__ == "__main__":
for p in range(2, 6):
run_samples(p, int(sys.argv[1]))
print()

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@ -41,8 +41,8 @@ class HanabLiveInstance(hanabi.HanabiInstance):
class HanabLiveGameState(hanabi.GameState): class HanabLiveGameState(hanabi.GameState):
def __init__(self, instance: HanabLiveInstance): def __init__(self, instance: HanabLiveInstance, starting_player: int = 0):
super().__init__(instance) super().__init__(instance, starting_player)
self.instance: HanabLiveInstance = instance self.instance: HanabLiveInstance = instance
def make_action(self, action): def make_action(self, action):

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@ -103,6 +103,7 @@ class HanabiInstance:
self.fives_give_clue = fives_give_clue self.fives_give_clue = fives_give_clue
self.deck_plays = deck_plays, self.deck_plays = deck_plays,
self.all_or_nothing = all_or_nothing self.all_or_nothing = all_or_nothing
assert not self.all_or_nothing, "All or nothing not implemented"
# normalize deck indices # normalize deck indices
for (idx, card) in enumerate(self.deck): for (idx, card) in enumerate(self.deck):
@ -114,6 +115,8 @@ class HanabiInstance:
self.player_names = constants.PLAYER_NAMES[:self.num_players] self.player_names = constants.PLAYER_NAMES[:self.num_players]
self.deck_size = len(self.deck) self.deck_size = len(self.deck)
self.initial_pace = self.deck_size - 5 * self.num_suits - self.num_players * (self.hand_size - 1)
# # maximum number of moves in any game that can achieve max score each suit gives 15 moves, as we can play # # maximum number of moves in any game that can achieve max score each suit gives 15 moves, as we can play
# and discard 5 cards each and give 5 clues. dark suits only give 5 moves, since no discards are added number # and discard 5 cards each and give 5 clues. dark suits only give 5 moves, since no discards are added number
# of cards that remain in players hands after end of game. they cost 2 turns each, since we cannot discard # of cards that remain in players hands after end of game. they cost 2 turns each, since we cannot discard
@ -143,7 +146,7 @@ class HanabiInstance:
class GameState: class GameState:
def __init__(self, instance: HanabiInstance): def __init__(self, instance: HanabiInstance, starting_player: int = 0):
# will not be modified # will not be modified
self.instance = instance self.instance = instance
@ -154,9 +157,8 @@ class GameState:
self.stacks = [0 for i in range(0, self.instance.num_suits)] self.stacks = [0 for i in range(0, self.instance.num_suits)]
self.strikes = 0 self.strikes = 0
self.clues = 8 self.clues = 8
self.turn = 0 self.turn = starting_player
self.pace = self.instance.deck_size - 5 * self.instance.num_suits - self.instance.num_players * ( self.pace = self.instance.initial_pace
self.instance.hand_size - 1)
self.remaining_extra_turns = self.instance.num_players + 1 self.remaining_extra_turns = self.instance.num_players + 1
self.trash = [] self.trash = []
@ -181,6 +183,7 @@ class GameState:
else: else:
self.strikes += 1 self.strikes += 1
self.trash.append(self.instance.deck[card_idx]) self.trash.append(self.instance.deck[card_idx])
self.pace -= 1
self.actions.append(Action(ActionType.Play, target=card_idx)) self.actions.append(Action(ActionType.Play, target=card_idx))
self._replace(card_idx, allow_not_present=self.instance.deck_plays and (card_idx == self.deck_size - 1)) self._replace(card_idx, allow_not_present=self.instance.deck_plays and (card_idx == self.deck_size - 1))
self._make_turn() self._make_turn()
@ -233,7 +236,7 @@ class GameState:
return self.over or self.is_known_lost() return self.over or self.is_known_lost()
def is_won(self): def is_won(self):
return self.score == 5 * instance.num_suits return self.score == self.instance.max_score
def is_known_lost(self): def is_known_lost(self):
return self.in_lost_state return self.in_lost_state
@ -273,6 +276,27 @@ class GameState:
} }
} }
# Query helpers for implementing bots
def copy_holders(self, card: DeckCard, exclude_player: Optional[int]):
return [
player for player in range(self.num_players)
if player != exclude_player and card in self.hands[player]
]
@staticmethod
def in_strict_order(player_a, player_b, player_c):
"""
Check whether the three given players sit in order, where equality is not allowed
:param player_a:
:param player_b:
:param player_c:
:return:
"""
return player_a < player_b < player_c or player_b < player_c < player_a or player_c < player_a < player_b
def is_in_extra_round(self):
return self.remaining_extra_turns <= self.instance.num_players
# Private helpers # Private helpers
# increments turn counter and tracks extra round # increments turn counter and tracks extra round
@ -287,7 +311,7 @@ class GameState:
# replaces the specified card (has to be in current player's hand) with the next card of the deck (if nonempty) # replaces the specified card (has to be in current player's hand) with the next card of the deck (if nonempty)
def _replace(self, card_idx, allow_not_present: bool = False): def _replace(self, card_idx, allow_not_present: bool = False):
try: try:
idx_in_hand = next((i for (i, card) in enumerate(self.cur_hand) if card.deck_index == card_idx), None) idx_in_hand = next((i for (i, card) in enumerate(self.cur_hand) if card.deck_index == card_idx))
except StopIteration: except StopIteration:
if not allow_not_present: if not allow_not_present:
raise raise

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@ -1,17 +1,24 @@
from typing import Optional
import pebble.concurrent
import concurrent.futures
import traceback
from sat import solve_sat from sat import solve_sat
from database import conn from database.database import conn, cur
from download_data import export_game from download_data import detailed_export_game
from variants import VARIANTS, variant_name
from alive_progress import alive_bar from alive_progress import alive_bar
from compress import decompress_deck, link from compress import decompress_deck, link
import concurrent.futures from hanabi import HanabiInstance
from threading import Lock from threading import Lock
from time import perf_counter from time import perf_counter
from greedy_solver import GameState, GreedyStrategy from greedy_solver import GameState, GreedyStrategy
from log_setup.logger_setup import logger from log_setup import logger
from deck_analyzer import analyze, InfeasibilityReason from deck_analyzer import analyze, InfeasibilityReason
from variants import Variant
MAX_PROCESSES = 6
MAX_PROCESSES=4
def update_seeds_db(): def update_seeds_db():
cur2 = conn.cursor() cur2 = conn.cursor()
@ -33,53 +40,47 @@ def update_seeds_db():
def get_decks_of_seeds(): def get_decks_of_seeds():
cur = conn.cursor()
cur2 = conn.cursor() cur2 = conn.cursor()
cur.execute("SELECT seed FROM seeds WHERE deck is NULL") cur.execute("SELECT seed, variant_id FROM seeds WHERE deck is NULL")
for (seed,) in cur: for (seed, variant_id) in cur:
cur2.execute("SELECT id FROM games WHERE seed = (%s)", (seed,)) cur2.execute("SELECT id FROM games WHERE seed = (%s) LIMIT 1", (seed,))
(game_id,) = cur2.fetchone() (game_id,) = cur2.fetchone()
print("Exporting game {} for seed {}.".format(game_id, seed)) logger.verbose("Exporting game {} for seed {}.".format(game_id, seed))
export_game(game_id) detailed_export_game(game_id, var_id=variant_id, seed_exists=True)
conn.commit() conn.commit()
def update_trivially_feasible_games(): def update_trivially_feasible_games(variant_id):
cur = conn.cursor() variant: Variant = Variant.from_db(variant_id)
for var in VARIANTS: cur.execute("SELECT seed FROM seeds WHERE variant_id = (%s) AND feasible is null", (variant_id,))
cur.execute("SELECT seed FROM seeds WHERE variant_id = (%s) AND feasible is null", (var['id'],))
seeds = cur.fetchall() seeds = cur.fetchall()
print('Checking variant {} (id {}), found {} seeds to check...'.format(var['name'], var['id'], len(seeds))) print('Checking variant {} (id {}), found {} seeds to check...'.format(variant.name, variant_id, len(seeds)))
with alive_bar(total=len(seeds), title='{} ({})'.format(var['name'], var['id'])) as bar: with alive_bar(total=len(seeds), title='{} ({})'.format(variant.name, variant_id)) as bar:
for (seed,) in seeds: for (seed,) in seeds:
cur.execute("SELECT id, deck_plays, one_extra_card, one_less_card, all_or_nothing " cur.execute("SELECT id, deck_plays, one_extra_card, one_less_card, all_or_nothing "
"FROM games WHERE score = (%s) AND seed = (%s) ORDER BY id;", "FROM games WHERE score = (%s) AND seed = (%s) ORDER BY id;",
(5 * len(var['suits']), seed) (variant.max_score, seed)
) )
res = cur.fetchall() res = cur.fetchall()
print("Checking seed {}: {:3} results".format(seed, len(res))) logger.debug("Checking seed {}: {:3} results".format(seed, len(res)))
for (game_id, a, b, c, d) in res: for (game_id, a, b, c, d) in res:
if None in [a,b,c,d]: if None in [a, b, c, d]:
print(' Game {} not found in database, exporting...'.format(game_id)) logger.debug(' Game {} not found in database, exporting...'.format(game_id))
succ, valid = export_game(game_id) detailed_export_game(game_id, var_id=variant_id)
if not succ:
print('Error exporting game {}.'.format(game_id))
continue
else: else:
valid = not any([a,b,c,d]) logger.debug(' Game {} already in database'.format(game_id, valid))
print(' Game {} already in database, valid: {}'.format(game_id, valid)) valid = not any([a, b, c, d])
if valid: if valid:
print('Seed {:10} (variant {} / {}) found to be feasible via game {:6}'.format(seed, var['id'], var['name'], game_id)) logger.verbose('Seed {:10} (variant {}) found to be feasible via game {:6}'.format(seed, variant_id, game_id))
cur.execute("UPDATE seeds SET feasible = (%s) WHERE seed = (%s)", (True, seed)) cur.execute("UPDATE seeds SET feasible = (%s) WHERE seed = (%s)", (True, seed))
conn.commit() conn.commit()
break break
else: else:
print(' Cheaty game found') logger.verbose(' Cheaty game found')
bar() bar()
def get_decks_for_all_seeds(): def get_decks_for_all_seeds():
cur = conn.cursor() cur = conn.cursor()
cur.execute("SELECT id " cur.execute("SELECT id "
@ -103,16 +104,17 @@ def get_decks_for_all_seeds():
mutex = Lock() mutex = Lock()
def solve_instance(num_players, deck):
def solve_instance(instance: HanabiInstance):
# first, sanity check on running out of pace # first, sanity check on running out of pace
result = analyze(deck, num_players) result = analyze(instance)
if result is not None: if result is not None:
assert type(result) == InfeasibilityReason assert type(result) == InfeasibilityReason
logger.info("found infeasible deck") logger.debug("found infeasible deck")
return False, None, None return False, None, None
for num_remaining_cards in [0, 5, 10, 20, 30]: for num_remaining_cards in [0, 20]:
# logger.info("trying with {} remaining cards".format(num_remaining_cards)) # logger.info("trying with {} remaining cards".format(num_remaining_cards))
game = GameState(num_players, deck) game = GameState(instance)
strat = GreedyStrategy(game) strat = GreedyStrategy(game)
# make a number of greedy moves # make a number of greedy moves
@ -123,70 +125,80 @@ def solve_instance(num_players, deck):
# check if we won already # check if we won already
if game.is_won(): if game.is_won():
# print("won with greedy strat") # print("won with greedy strat")
return True, game, num_remaining_cards return True, game, num_remaining_cards
# now, apply sat solver # now, apply sat solver
if not game.is_over(): if not game.is_over():
logger.info("continuing greedy sol with SAT") logger.debug("continuing greedy sol with SAT")
solvable, sol = solve_sat(game) solvable, sol = solve_sat(game)
if solvable: if solvable is None:
return True, sol, num_remaining_cards return True, sol, num_remaining_cards
logger.info("No success with {} remaining cards, reducing number of greedy moves, failed attempt was: {}".format(num_remaining_cards, link(game.to_json()))) logger.debug(
# print("Aborting trying with greedy strat") "No success with {} remaining cards, reducing number of greedy moves, failed attempt was: {}".format(
logger.info("Starting full SAT solver") num_remaining_cards, link(game)))
game = GameState(num_players, deck) # print("Aborting trying with greedy strat")
logger.debug("Starting full SAT solver")
game = GameState(instance)
a, b = solve_sat(game) a, b = solve_sat(game)
return a, b, 99 return a, b, instance.draw_pile_size
def solve_seed(seed, num_players, deck_compressed, var_id): @pebble.concurrent.process(timeout=150)
def solve_seed_with_timeout(seed, num_players, deck_compressed, var_name: Optional[str] = None):
try: try:
logger.verbose("Starting to solve seed {}".format(seed))
deck = decompress_deck(deck_compressed) deck = decompress_deck(deck_compressed)
t0 = perf_counter() t0 = perf_counter()
solvable, solution, num_remaining_cards = solve_instance(num_players, deck) solvable, solution, num_remaining_cards = solve_instance(HanabiInstance(deck, num_players))
t1 = perf_counter() t1 = perf_counter()
logger.info("Solved instance {} in {} seconds".format(seed, round(t1-t0, 2))) logger.verbose("Solved instance {} in {} seconds: {}".format(seed, round(t1 - t0, 2), solvable))
mutex.acquire() mutex.acquire()
if solvable is not None: if solvable is not None:
lcur = conn.cursor() cur.execute("UPDATE seeds SET feasible = (%s) WHERE seed = (%s)", (solvable, seed))
lcur.execute("UPDATE seeds SET feasible = (%s) WHERE seed = (%s)", (solvable, seed))
conn.commit() conn.commit()
mutex.release()
if solvable == True: if solvable == True:
with open("remaining_cards.txt", "a") as f: logger.verbose("Success with {} cards left in draw by greedy solver on seed {}: {}\n".format(
f.write("Success with {} cards left in draw by greedy solver on seed {}: {}\n".format(num_remaining_cards, seed ,link(solution.to_json()))) num_remaining_cards, seed, link(solution))
)
elif solvable == False: elif solvable == False:
logger.info("seed {} was not solvable".format(seed)) logger.debug("seed {} was not solvable".format(seed))
with open('infeasible_instances.txt', 'a') as f: logger.debug('{}-player, seed {:10}, {}\n'.format(num_players, seed, var_name))
f.write('{}-player, seed {:10}, {}\n'.format(num_players, seed, variant_name(var_id)))
elif solvable is None: elif solvable is None:
logger.info("seed {} skipped".format(seed)) logger.verbose("seed {} skipped".format(seed))
else: else:
raise Exception("Programming Error") raise Exception("Programming Error")
mutex.release() except Exception as e:
except Exception:
traceback.format_exc()
print("exception in subprocess:") print("exception in subprocess:")
traceback.print_exc()
def solve_unknown_seeds(): def solve_seed(seed, num_players, deck_compressed, var_name: Optional[str] = None):
cur = conn.cursor() f = solve_seed_with_timeout(seed, num_players, deck_compressed, var_name)
for var in VARIANTS: try:
cur.execute("SELECT seed, num_players, deck FROM seeds WHERE variant_id = (%s) AND feasible IS NULL AND deck IS NOT NULL", (var['id'],)) return f.result()
except TimeoutError:
logger.verbose("Solving on seed {} timed out".format(seed))
return
def solve_unknown_seeds(variant_id, variant_name: Optional[str] = None):
cur.execute("SELECT seed, num_players, deck FROM seeds WHERE variant_id = (%s) AND feasible IS NULL", (variant_id,))
res = cur.fetchall() res = cur.fetchall()
# for r in res: # for r in res:
# solve_seed(r[0], r[1], r[2], var['id']) # solve_seed(r[0], r[1], r[2], variant_name)
with concurrent.futures.ProcessPoolExecutor(max_workers=MAX_PROCESSES) as executor: with concurrent.futures.ProcessPoolExecutor(max_workers=MAX_PROCESSES) as executor:
fs = [executor.submit(solve_seed, r[0], r[1], r[2], var['id']) for r in res] fs = [executor.submit(solve_seed, r[0], r[1], r[2], variant_name) for r in res]
with alive_bar(len(res), title='Seed solving on {}'.format(var['name'])) as bar: with alive_bar(len(res), title='Seed solving on {}'.format(variant_name)) as bar:
for f in concurrent.futures.as_completed(fs): for f in concurrent.futures.as_completed(fs):
bar() bar()
break
solve_unknown_seeds() update_trivially_feasible_games(0)
solve_unknown_seeds(0, "No Variant")

View file

@ -7,3 +7,4 @@ psycopg2
alive_progress alive_progress
argparse argparse
verboselogs verboselogs
pebble

24
test.py
View file

@ -14,6 +14,28 @@ from database.database import conn, cur
from database.init_database import init_database_tables, populate_static_tables from database.init_database import init_database_tables, populate_static_tables
def find_double_dark_games():
cur.execute("SELECT variants.id, variants.name, count(suits.id) from variants "
"inner join variant_suits on variants.id = variant_suits.variant_id "
"left join suits on suits.id = variant_suits.suit_id "
"where suits.dark = (%s) "
"group by variants.id "
"order by count(suits.id), variants.id",
(True,)
)
cur2 = conn.cursor()
r = []
for (var_id, var_name, num_dark_suits) in cur.fetchall():
if num_dark_suits == 2:
cur2.execute("select count(*) from games where variant_id = (%s)", (var_id,))
games = cur2.fetchone()[0]
cur2.execute("select count(*) from seeds where variant_id = (%s)", (var_id, ))
r.append((var_name, games, cur2.fetchone()[0]))
l = sorted(r, key=lambda e: -e[1])
for (name, games, seeds) in l:
print("{}: {} games on {} seeds".format(name, games, seeds))
def test_suits(): def test_suits():
suit = Suit.from_db(55) suit = Suit.from_db(55)
print(suit.__dict__) print(suit.__dict__)
@ -52,6 +74,8 @@ def export_all_seeds():
if __name__ == "__main__": if __name__ == "__main__":
find_double_dark_games()
exit(0)
var_id = 964532 var_id = 964532
export_all_seeds() export_all_seeds()
exit(0) exit(0)

View file

@ -218,6 +218,10 @@ class Variant:
return True return True
return suit.color_touches(self.colors[value]) return suit.color_touches(self.colors[value])
@property
def max_score(self):
return self.num_suits * 5
@staticmethod @staticmethod
def from_db(var_id): def from_db(var_id):
cur.execute( cur.execute(