Compare commits

..

1 commit

Author SHA1 Message Date
1d266d7e35
download data: log failed game_json 2023-06-25 10:07:11 +02:00
44 changed files with 1848 additions and 3072 deletions

1
.gitignore vendored
View file

@ -4,7 +4,6 @@ hanab.live
venv/
# pycache dir
__pycache__
test.py
# a few output files

674
LICENSE
View file

@ -1,674 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
Hanabi
Copyright (C) 2023 Maximilian Keßler
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) 2023 Maximilian Keßler
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

View file

@ -1,9 +1,10 @@
# Hanabi-Suite
Disclaimer: This repository is still not in a good cleaned up code style, mainly due to me lacking time to clean stuff up properly.
Do not expect everything to work, do not expect everything to be well-documented.
Disclaimer: This repository is still not in a good cleaned up code style, mainly due to me lacking time to clean stuff up properly
Do not expect everything to work, do not expect everything to be well-documented
However, I try to improve this from now on so that eventually, reasonable interfaces will exist so that this becomes actually more usable than now
Generally speaking, stuff that is already in a proper package/subfolder should be alright and I plan to keep it clean (also with a clean git history)
## What is this?
@ -37,48 +38,5 @@ Apart from the obvious use-cases for some features, I want to explore boundaries
- Analyse every seed on hanab.live for feasibility
## Installation
### Python
The hanabi folder is a working python package that you should be able to import if it's in your python path.
You will need to install the `requirements.txt` as usual, I recommend setting up a `venv`:
```
python -m venv venv
source venv/bin/activate
pip install -r requirements.txt
```
### SAT-solver
After installing python, you should have installed `pysmt` with it, an interface to use SAT-solvers with python.
We still need a solver, for this, run
```
$ pysmt-install --help
// Pick a solver, e.g. z3 works
$ pysmt-install --z3
```
### PostgreSQL
You need to install PostgreSQL on your system, for installation instructions refer to your distribution.
Create a new database and user, for example:
```
$ sudo -iu postgres
$ psql
# CREATE USER hanabi WITH PASSWORD 'Insert password here';
# CREATE DATABASE "hanab-live" with owner "hanabi";
```
Put the connection parameters in a config file (for the format, see `example_config.yaml`).
This should be located at your system default for the application `hanabi-suite`,
on POSIX systems this should be `~/.config/hanabi-suite/config.yaml`.
## Usage of stuff that already works:
Use the `hanabi_suite.py` CLI interface to download games and analyze them.
An initial setup might look like this:
```
hanabi_cli.py gen-config // Generates configuration file for DB connection parameters and prints its location
<Edit your configuration file>
hanabi_cli.py init // Initializes database tables
hanabi_cli.py download --var 0 // Donwloads information on all 'No Variant' games
hanabi_cli.py analyze --download <game id> // Downloads and analyzes game from hanab.live
```
Use the `hanabi_suite.py` CLI interface to download games and analyze them

54
cheating_strategy Normal file
View file

@ -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

View file

@ -1,14 +1,12 @@
import copy
from typing import Tuple
from typing import Tuple, Optional
from hanabi import logger
from hanabi import database
from hanabi import hanab_game
from hanabi.live import hanab_live
from hanabi.live import compress
from hanabi.solvers import sat
from hanabi.database import games_db_interface
from database.database import conn
from compress import decompress_deck, decompress_actions, link
from hanabi import Action, GameState
from hanab_live import HanabLiveInstance, HanabLiveGameState
from sat import solve_sat
from log_setup import logger
# returns minimal number T of turns (from game) after which instance was infeasible
@ -18,55 +16,59 @@ from hanabi.database import games_db_interface
# returns 1 if instance is feasible but first turn is suboptimal
# ...
# # turns + 1 if the final state is still winning
def check_game(game_id: int) -> Tuple[int, hanab_game.GameState]:
def check_game(game_id: int) -> Tuple[int, GameState]:
logger.debug("Analysing game {}".format(game_id))
with database.conn.cursor() as cur:
cur.execute("SELECT games.num_players, score, games.variant_id, starting_player FROM games "
with conn.cursor() as cur:
cur.execute("SELECT games.num_players, deck, actions, score, games.variant_id FROM games "
"INNER JOIN seeds ON seeds.seed = games.seed "
"WHERE games.id = (%s)",
(game_id,)
)
res = cur.fetchone()
if res is None:
raise ValueError("No game associated with id {} in database.".format(game_id))
(num_players, score, variant_id, starting_player) = res
instance, actions = games_db_interface.load_game_parts(game_id)
(num_players, compressed_deck, compressed_actions, score, variant_id) = res
deck = decompress_deck(compressed_deck)
actions = decompress_actions(compressed_actions)
instance = HanabLiveInstance(deck, num_players, variant_id=variant_id)
# check if the instance is already won
if instance.max_score == score:
game = hanab_live.HanabLiveGameState(instance)
game = HanabLiveGameState(instance)
for action in actions:
game.make_action(action)
# instance has been won, nothing to compute here
return len(actions) + 1, game
# first, check if the instance itself is feasible:
game = hanab_live.HanabLiveGameState(instance)
solvable, solution = sat.solve_sat(game)
if not solvable:
return 0, solution
logger.verbose("Instance {} is feasible after 0 turns: {}".format(game_id, compress.link(solution)))
# store lower and upper bounds of numbers of turns after which we know the game was feasible / infeasible
solvable_turn = 0
unsolvable_turn = len(actions)
# first, check if the instance itself is feasible:
game = HanabLiveGameState(instance)
solvable, solution = solve_sat(game)
if not solvable:
logger.debug("Returning: Instance {} is not feasible.")
return 0, solution
logger.verbose("Instance {} is feasible after 0 turns: {}".format(game_id, link(solution)))
while unsolvable_turn - solvable_turn > 1:
try_turn = (unsolvable_turn + solvable_turn) // 2
try_game = copy.deepcopy(game)
assert len(try_game.actions) == solvable_turn
assert(len(try_game.actions) == solvable_turn)
for a in range(solvable_turn, try_turn):
try_game.make_action(actions[a])
logger.debug("Checking if instance {} is feasible after {} turns.".format(game_id, try_turn))
solvable, potential_sol = sat.solve_sat(try_game)
solvable, potential_sol = solve_sat(try_game)
if solvable:
solution = potential_sol
game = try_game
solvable_turn = try_turn
logger.verbose("Instance {} is feasible after {} turns: {}#{}"
.format(game_id, solvable_turn, compress.link(solution), solvable_turn + 1))
.format(game_id, solvable_turn, link(solution), solvable_turn + 1))
else:
unsolvable_turn = try_turn
logger.verbose("Instance {} is not feasible after {} turns.".format(game_id, unsolvable_turn))
assert unsolvable_turn - 1 == solvable_turn
assert unsolvable_turn - 1 == solvable_turn, "Programming error"
return unsolvable_turn, solution

250
compress.py Executable file
View file

@ -0,0 +1,250 @@
#! /bin/python3
import json
import sys
import more_itertools
from enum import Enum
from termcolor import colored
from typing import List, Optional, Union
from variants import variant_id, variant_name
from hanabi import DeckCard, ActionType, Action, GameState, HanabiInstance
from hanab_live import HanabLiveGameState, HanabLiveInstance
# use same BASE62 as on hanab.live to encode decks
BASE62 = "abcdefghijklmnopqrstuvwxyz0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ";
# Helper method, iterate over chunks of length n in a string
def chunks(s: str, n: int):
for i in range(0, len(s), n):
yield s[i:i+n]
# exception thrown by decompression methods if parsing fails
class InvalidFormatError(ValueError):
pass
def compress_actions(actions: List[Action], game_id=None) -> str:
minType = 0
maxType = 0
if len(actions) != 0:
minType = min(map(lambda a: a.type.value, actions))
maxType = max(map(lambda a: a.type.value, actions))
typeRange = maxType - minType + 1
def compress_action(action):
## We encode action values with +1 to differentiate
# null (encoded 0) and 0 (encoded 1)
value = 0 if action.value is None else action.value + 1
if action.type == ActionType.VoteTerminate:
# This is currently a hack, the actual format has a 10 here
# but we cannot encode this
value = 0
try:
a = BASE62[typeRange * value + (action.type.value - minType)]
b = BASE62[action.target]
except IndexError as e:
raise ValueError("Encoding action failed, value too large, found {}".format(value)) from e
return a + b
return "{}{}{}".format(
minType,
maxType,
''.join(map(compress_action, actions))
)
def decompress_actions(actions_str: str) -> List[Action]:
if not len(actions_str) >= 2:
raise InvalidFormatError("min/max range not specified, found: {}".format(actions_str))
try:
minType = int(actions_str[0])
maxType = int(actions_str[1])
except ValueError as e:
raise InvalidFormatError(
"min/max range of actions not specified, expected two integers, found {}".format(actions_str[:2])
) from e
if not minType <= maxType:
raise InvalidFormatError("min/max range illegal, found [{},{}]".format(minType, maxType))
typeRange = maxType - minType + 1
if not len(actions_str) % 2 == 0:
raise InvalidFormatError("Invalid action string length: Expected even number of characters")
for (index, char) in enumerate(actions_str[2:]):
if not char in BASE62:
raise InvalidFormatError(
"Invalid character at index {}: Found {}, expected one of {}".format(
index, char, BASE62
)
)
def decompress_action(index, action):
try:
action_type_value = (BASE62.index(action[0]) % typeRange) + minType
action_type = ActionType(action_type_value)
except ValueError as e:
raise InvalidFormatError(
"Invalid action type at action {}: Found {}, expected one of {}".format(
index, action_type_value,
[action_type.value for action_type in ActionType]
)
) from e
## We encode values with +1 to differentiate null (encoded 0) and 0 (encoded 1)
value = BASE62.index(action[0]) // typeRange - 1
if value == -1:
value = None
if action_type in [ActionType.Play, ActionType.Discard]:
if value is not None:
raise InvalidFormatError(
"Invalid action value: Action at action index {} is Play/Discard, expected value None, found: {}".format(index, value)
)
target = BASE62.index(action[1])
return Action(action_type, target, value)
return [decompress_action(idx, a) for (idx, a) in enumerate(chunks(actions_str[2:], 2))]
def compress_deck(deck: List[DeckCard]) -> str:
assert(len(deck) != 0)
minRank = min(map(lambda c: c.rank, deck))
maxRank = max(map(lambda c: c.rank, deck))
rankRange = maxRank - minRank + 1
def compress_card(card):
try:
return BASE62[rankRange * card.suitIndex + (card.rank - minRank)]
except IndexError as e:
raise InvalidFormatError(
"Could not compress card, suit or rank too large. Found: {}".format(card)
) from e
return "{}{}{}".format(
minRank,
maxRank,
''.join(map(compress_card, deck))
)
def decompress_deck(deck_str: str) -> List[DeckCard]:
if len(deck_str) < 2:
raise InvalidFormatError("min/max rank range not specified, found: {}".format(deck_str))
try:
minRank = int(deck_str[0])
maxRank = int(deck_str[1])
except ValueError as e:
raise InvalidFormatError(
"min/max rank range not specified, expected two integers, found {}".format(deck_str[:2])
) from e
if not maxRank >= minRank:
raise InvalidFormatError(
"Invalid rank range, found [{},{}]".format(minRank, maxRank)
)
rankRange = maxRank - minRank + 1
for (index, char) in enumerate(deck_str[2:]):
if not char in BASE62:
raise InvalidFormatError(
"Invalid character at index {}: Found {}, expected one of {}".format(
index, char, BASE62
)
)
def decompress_card(card_char):
index = BASE62.index(card_char)
suitIndex = index // rankRange
rank = index % rankRange + minRank
return DeckCard(suitIndex, rank)
return [decompress_card(c) for c in deck_str[2:]]
# compresses a standard GameState object into hanab.live format
# which can be used in json replay links
# The GameState object has to be standard / fitting hanab.live variants,
# otherwise compression is not possible
def compress_game_state(state: Union[GameState, HanabLiveGameState]) -> str:
var_id = -1
if isinstance(state, HanabLiveGameState):
var_id = state.instance.variant_id
else:
assert isinstance(state, GameState)
var_id = HanabLiveInstance.select_standard_variant_id(state.instance)
out = "{}{},{},{}".format(
state.instance.num_players,
compress_deck(state.instance.deck),
compress_actions(state.actions),
var_id
)
with_dashes = ''.join(more_itertools.intersperse("-", out, 20))
return with_dashes
def decompress_game_state(game_str: str) -> GameState:
game_str = game_str.replace("-", "")
parts = game_str.split(",")
if not len(parts) == 3:
raise InvalidFormatError(
"Expected 3 comma-separated parts of game, found {}".format(
len(parts)
)
)
[players_deck, actions, variant_id] = parts
if len(players_deck) == 0:
raise InvalidFormatError("Expected nonempty first part")
try:
num_players = int(players_deck[0])
except ValueError as e:
raise InvalidFormatError(
"Expected number of players, found: {}".format(players_deck[0])
) from e
try:
deck = decompress_deck(players_deck[1:])
except InvalidFormatError as e:
raise InvalidFormatError("Error while parsing deck") from e
try:
actions = decompress_actions(actions)
except InvalidFormatError as e:
raise InvalidFormatError("Error while parsing actions") from e
try:
variant_id = int(variant_id)
except ValueError:
raise ValueError("Expected variant id, found: {}".format(variant_id))
instance = HanabiInstance(deck, num_players)
game = GameState(instance)
# TODO: game is not in consistent state
game.actions = actions
return game
def link(game_state: GameState) -> str:
compressed = compress_game_state(game_state)
return "https://hanab.live/shared-replay-json/{}".format(compressed)
# add link method to GameState class
GameState.link = link
if __name__ == "__main__":
for arg in sys.argv[1:]:
deck = decompress_deck(arg)
c = compress_deck(deck)
assert(c == arg)
print(deck)
inst = HanabiInstance(deck, 5, variant_id = 32)
game = GameState(inst)
game.play(1)
game.play(5)
game.clue()
print(game.link())

View file

@ -1,6 +1,5 @@
# constants.py
APP_NAME = 'hanabi-suite'
# some values shared by all (default) hanabi instances
HAND_SIZES = {2: 5, 3: 5, 4: 4, 5: 4, 6: 3}
@ -8,14 +7,10 @@ NUM_STRIKES = 3
COLOR_INITIALS = 'rygbpt'
PLAYER_NAMES = ["Alice", "Bob", "Cathy", "Donald", "Emily", "Frank"]
# DB connection parameters
DEFAULT_DB_NAME = 'hanab-live'
DEFAULT_DB_USER = 'hanabi'
#### hanab.live stuff
# hanab.live stuff
# id of no variant
# Id of no variant
NO_VARIANT_ID = 0
# a map (num_suits, num_dark_suits) -> variant id of a variant on hanab.live fitting that distribution

1
database/__init__.py Normal file
View file

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

79
database/database.py Normal file
View file

@ -0,0 +1,79 @@
import psycopg2
from typing import Optional, Dict
# global connection
conn = psycopg2.connect("dbname=hanab-live-2 user=postgres")
# cursor
cur = conn.cursor()
# init_database_tables()
# populate_static_tables()
class Game():
def __init__(self, info=None):
self.id = -1
self.num_players = -1
self.score = -1
self.seed = ""
self.variant_id = -1
self.deck_plays = None
self.one_extra_card = None
self.one_less_card = None
self.all_or_nothing = None
self.num_turns = None
if type(info) == dict:
self.__dict__.update(info)
@staticmethod
def from_tuple(t):
g = Game()
g.id = t[0]
g.num_players = t[1]
g.score = t[2]
g.seed = t[3]
g.variant_id = t[4]
g.deck_plays = t[5]
g.one_extra_card = t[6]
g.one_less_card = t[7]
g.all_or_nothing = t[8]
g.num_turns = t[9]
return g
def __eq__(self, other):
return self.__dict__ == other.__dict__
def load(game_id: int) -> Optional[Game]:
cur.execute("SELECT * from games WHERE id = {};".format(game_id))
a = cur.fetchone()
if a is None:
return None
else:
return Game.from_tuple(a)
def store(game: Game):
stored = load(game.id)
if stored is None:
# print("inserting game with id {} into DB".format(game.id))
cur.execute(
"INSERT INTO games"
"(id, num_players, score, seed, variant_id)"
"VALUES"
"(%s, %s, %s, %s, %s);",
(game.id, game.num_players, game.score, game.seed, game.variant_id)
)
print("Inserted game with id {}".format(game.id))
else:
pass
# if not stored == game:
# print("Already stored game with id {}, aborting".format(game.id))
# print("Stored game is: {}".format(stored.__dict__))
# print("New game is: {}".format(game.__dict__))
def commit():
conn.commit()

View file

@ -0,0 +1,30 @@
DROP TABLE IF EXISTS seeds CASCADE;
CREATE TABLE seeds (
seed TEXT NOT NULL PRIMARY KEY,
num_players SMALLINT NOT NULL,
variant_id SMALLINT NOT NULL,
deck VARCHAR(62) NOT NULL,
feasible BOOLEAN DEFAULT NULL,
max_score_theoretical SMALLINT
);
CREATE INDEX seeds_variant_idx ON seeds (variant_id);
DROP TABLE IF EXISTS games CASCADE;
CREATE TABLE games (
id INT PRIMARY KEY,
seed TEXT NOT NULL REFERENCES seeds,
num_players SMALLINT NOT NULL,
starting_player SMALLINT NOT NULL DEFAULT 0,
score SMALLINT NOT NULL,
variant_id SMALLINT NOT NULL,
deck_plays BOOLEAN,
one_extra_card BOOLEAN,
one_less_card BOOLEAN,
all_or_nothing BOOLEAN,
num_turns SMALLINT,
actions TEXT
);
CREATE INDEX games_seed_score_idx ON games (seed, score);
CREATE INDEX games_var_seed_idx ON games (variant_id, seed);
CREATE INDEX games_player_idx ON games (num_players);

View file

@ -1,31 +1,9 @@
import json
import requests
from pathlib import Path
from log_setup import logger
import platformdirs
from hanabi import logger
from hanabi import constants
from hanabi.database import cur, conn
def get_existing_tables():
cur.execute(
" SELECT tablename FROM pg_tables"
" WHERE"
" schemaname = 'public' AND "
" tablename IN ("
" 'seeds',"
" 'games',"
" 'suits',"
" 'colors',"
" 'suit_colors',"
" 'variants',"
" 'variant_suits',"
" 'variant_game_downloads'"
" )"
)
return [table for (table,) in cur.fetchall()]
from .database import cur, conn
def init_database_tables():
@ -192,21 +170,15 @@ def _populate_variants(variants):
def _download_json_files():
logger.verbose("Downloading JSON files for suits and variants from github...")
base_url = "https://raw.githubusercontent.com/Hanabi-Live/hanabi-live/main/packages/game/src/json"
cache_dir = Path(platformdirs.user_cache_dir(constants.APP_NAME))
cache_dir.mkdir(parents=True, exist_ok=True)
base_url = "https://raw.githubusercontent.com/Hanabi-Live/hanabi-live/main/packages/data/src/json"
data = {}
for name in ["suits", "variants"]:
file = (cache_dir / name).with_suffix(".json")
if file.exists():
data[name] = json.loads(file.read_text())
continue
url = base_url + "/" + file.name
filename = name + '.json'
url = base_url + "/" + filename
response = requests.get(url)
if not response.status_code == 200:
err_msg = "Could not download initialization file {} from github (tried url {})".format(file.name, url)
err_msg = "Could not download initialization file {} from github (tried url {})".format(filename, url)
logger.error(err_msg)
raise RuntimeError(err_msg)
file.write_text(response.text)
data[name] = json.loads(response.text)
return data['suits'], data['variants']
return data['suits'], data['variants']

View file

@ -1,6 +1,6 @@
/* Database schema for the tables storing information on available hanab.live variants, suits and colors */
/* Available suits. The associated id is arbitrary upon initial generation, but fixed afterwards for identification */
/* Available suits. The associated id is arbitrary upon initial generation, but fixed for referentiability */
DROP TABLE IF EXISTS suits CASCADE;
CREATE TABLE suits (
id SERIAL PRIMARY KEY,
@ -27,7 +27,7 @@ CREATE TABLE suits (
);
CREATE INDEX suits_name_idx ON suits (name);
/* Available color clues. The indexing is arbitrary upon initial generation, but fixed afterwards for identification */
/* Available color clues. The indexing is arbitrary upon initial generation, but fixed for referentiability */
DROP TABLE IF EXISTS colors CASCADE;
CREATE TABLE colors (
id SERIAL PRIMARY KEY,
@ -99,7 +99,7 @@ CREATE TABLE variants (
*/
special_rank_ranks SMALLINT NOT NULL DEFAULT 1,
/**
Encodes how cards of the special rank (if present) are touched by colors,
Encodes how cards of the special rank (if present) are touched by colorss,
in the same manner how we encoded in @table suits
*/
special_rank_colors SMALLINT NOT NULL DEFAULT 1,

220
deck_analyzer.py Normal file
View file

@ -0,0 +1,220 @@
from compress import DeckCard
from typing import List
from enum import Enum
from database import conn
from hanabi import HanabiInstance, pp_deck
from compress import decompress_deck
import constants
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
NotTrivial = 2
CritAtBottom = 3
class InfeasibilityReason():
def __init__(self, infeasibility_type, idx, value=None):
self.type = infeasibility_type
self.index = idx
self.value = value
def __repr__(self):
match self.type:
case InfeasibilityType.OutOfPace:
return "Deck runs out of pace ({}) after drawing card {}".format(self.value, self.index)
case InfeasibilityType.OutOfHandSize:
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):
# denotes the indexes of copies we can use wlog
picks = {
1: 0,
**{ r: None for r in range(2, 5) },
5: 0
}
# denotes the intervals when cards will be played wlog
play_times = {
1: [occurrences[1][0]],
**{ r: None for _ in range(instance.num_suits)
for r in range(2,6)
}
}
print("occurrences are: {}".format(occurrences))
for rank in range(2, 6):
# general analysis
earliest_play = max(min(play_times[rank - 1]), min(occurrences[rank]))
latest_play = max( *play_times[rank - 1], *occurrences[rank])
play_times[rank] = [earliest_play, latest_play]
# check a few extra cases regarding the picks when the rank is not 5
if rank != 5:
# check if we can just play the first copy
if max(play_times[rank - 1]) < min(occurrences[rank]):
picks[rank] = 0
play_times[rank] = [min(occurrences[rank])]
continue
# check if the second copy is not worse than the first when it comes,
# because we either have to wait for smaller cards anyway
# or the next card is not there anyway
if max(occurrences[rank]) < max(earliest_play, min(occurrences[rank + 1])):
picks[rank] = 1
return picks, play_times
def analyze_card_usage(instance: HanabiInstance):
storage_size = instance.num_players * instance.hand_size
for suit in range(instance.num_suits):
print("analysing suit {}: {}".format(
suit,
pp_deck((c for c in instance.deck if c.suitIndex == suit))
)
)
occurrences = {
rank: [max(0, i - storage_size + 1) for (i, card) in enumerate(instance.deck) if card == DeckCard(suit, rank)]
for rank in range(1,6)
}
picks, play_times = analyze_suit(occurrences)
print("did analysis:")
print("play times: ", play_times)
print("picks: ", picks)
print()
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
# as soon as we have them (and recurse this)
# this allows us to detect standard pace issue arguments
stacks = [0] * instance.num_suits
stored_cards = set()
stored_crits = set()
min_forced_pace = 100
worst_index = 0
ret = None
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 = 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:
if len(stored_crits) == instance.num_players * instance.hand_size:
return InfeasibilityReason(InfeasibilityType.OutOfHandSize, i)
if find_non_trivial and len(stored_cards) == instance.num_players * instance.hand_size:
ret = InfeasibilityReason(InfeasibilityType.NotTrivial, i)
# 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 = 5 * instance.num_suits - sum(stacks)
missing = max_remaining_plays - needed_plays
if missing < min_forced_pace:
# print("update to {}: {}".format(i, missing))
min_forced_pace = missing
worst_index = i
# check that we correctly walked through the deck
assert(len(stored_cards) == 0)
assert(len(stored_crits) == 0)
assert(sum(stacks) == 5 * instance.num_suits)
if min_forced_pace < 0:
return InfeasibilityReason(InfeasibilityType.OutOfPace, worst_index, min_forced_pace)
elif ret is not None:
return ret
else:
return None
def run_on_database():
cur = conn.cursor()
cur2 = conn.cursor()
for num_p in range(2, 6):
cur.execute("SELECT seed, num_players, deck from seeds where variant_id = 0 and num_players = (%s) order by seed asc", (num_p,))
res = cur.fetchall()
hand = 0
pace = 0
non_trivial = 0
d = None
print("Checking {} {}-player seeds from database".format(len(res), num_p))
for (seed, num_players, deck) in res:
deck = decompress_deck(deck)
a = analyze(HanabiInstance(deck, num_players), True)
if type(a) == InfeasibilityReason:
if a.type == InfeasibilityType.OutOfHandSize:
# print("Seed {} infeasible: {}\n{}".format(seed, a, deck))
hand += 1
elif a.type == InfeasibilityType.OutOfPace:
pace += 1
elif a.type == InfeasibilityType.NotTrivial:
non_trivial += 1
d = seed, deck
print("Found {} seeds running out of hand size, {} running out of pace and {} that are not trivial".format(hand, pace, non_trivial))
if d is not None:
print("example non-trivial deck (seed {}): [{}]"
.format(
d[0],
", ".join(c.colorize() for c in d[1])
)
)
print()
# if p < 0:
# print("seed {} ({} players) runs out of pace ({}) after drawing {}: {}:\n{}".format(seed, num_players, p, i, deck[i], deck))
# cur.execute("UPDATE seeds SET feasible = f WHERE seed = (%s)", seed)
if __name__ == "__main__":
# print(deck)
# a = analyze(deck, 4)
# print(a)
# run_on_database()
deck_str = "15bcfwnqsdmbnfuvhskrgfixwckklojxgemrhpqppuaaiyadultv"
deck_str = "15misofrmvvuxujkphaqpcflegysdwqaakcilbxtuhwfrbgdnpkn"
deck_str = "15wqpvhdkufjcrewyxulvarhgolkixmfgmndbpstqbupcanfisak"
deck = decompress_deck(deck_str)
print(pp_deck(deck))
instance = HanabiInstance(deck, 2)
analyze_card_usage(instance)

190
download_data.py Normal file
View file

@ -0,0 +1,190 @@
import alive_progress
from typing import Dict, Optional
import psycopg2.errors
from site_api import get, api, replay
from database.database import Game, store, load, commit, conn, cur
from compress import compress_deck, compress_actions, DeckCard, Action, InvalidFormatError
from variants import variant_id, variant_name
from hanab_live import HanabLiveInstance, HanabLiveGameState
from log_setup import logger
#
def detailed_export_game(game_id: int, score: Optional[int] = None, var_id: Optional[int] = None,
seed_exists: bool = False) -> None:
"""
Downloads full details of game, inserts seed and game into DB
If seed is already present, it is left as is
If game is already present, game details will be updated
:param game_id:
:param score: If given, this will be inserted as score of the game. If not given, score is calculated
:param var_id If given, this will be inserted as variant id of the game. If not given, this is looked up
:param seed_exists: If specified and true, assumes that the seed is already present in database.
If this is not the case, call will raise a DB insertion error
"""
logger.debug("Importing game {}".format(game_id))
assert_msg = "Invalid response format from hanab.live while exporting game id {}".format(game_id)
game_json = get("export/{}".format(game_id))
assert game_json.get('id') == game_id, assert_msg + ": " + str(game_json)
players = game_json.get('players', [])
num_players = len(players)
seed = game_json.get('seed', None)
options = game_json.get('options', {})
var_id = var_id or variant_id(options.get('variant', 'No Variant'))
deck_plays = options.get('deckPlays', False)
one_extra_card = options.get('oneExtraCard', False)
one_less_card = options.get('oneLessCard', 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', [])]
deck = [DeckCard.from_json(card) for card in game_json.get('deck', None)]
assert players != [], assert_msg
assert seed is not None, assert_msg
if score is None:
# need to play through the game once to find out its score
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:
game.make_action(action)
score = game.score
try:
compressed_deck = compress_deck(deck)
except InvalidFormatError:
logger.error("Failed to compress deck while exporting game {}: {}".format(game_id, deck))
raise
try:
compressed_actions = compress_actions(actions)
except InvalidFormatError:
logger.error("Failed to compress actions while exporting game {}".format(game_id))
raise
if not seed_exists:
cur.execute(
"INSERT INTO seeds (seed, num_players, variant_id, deck)"
"VALUES (%s, %s, %s, %s)"
"ON CONFLICT (seed) DO NOTHING",
(seed, num_players, var_id, compressed_deck)
)
logger.debug("New seed {} imported.".format(seed))
cur.execute(
"INSERT INTO games ("
"id, num_players, starting_player, score, seed, variant_id, deck_plays, one_extra_card, one_less_card,"
"all_or_nothing, actions"
")"
"VALUES (%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)"
"ON CONFLICT (id) DO UPDATE SET ("
"deck_plays, one_extra_card, one_less_card, all_or_nothing, actions"
") = ("
"EXCLUDED.deck_plays, EXCLUDED.one_extra_card, EXCLUDED.one_less_card, EXCLUDED.all_or_nothing,"
"EXCLUDED.actions"
")",
(
game_id, num_players, starting_player, score, seed, var_id, deck_plays, one_extra_card, one_less_card,
all_or_nothing, compressed_actions
)
)
logger.debug("Imported game {}".format(game_id))
def process_game_row(game: Dict, var_id):
game_id = game.get('id', None)
seed = game.get('seed', None)
num_players = game.get('num_players', None)
score = game.get('score', None)
if any(v is None for v in [game_id, seed, num_players, score]):
raise ValueError("Unknown response format on hanab.live")
cur.execute("SAVEPOINT seed_insert")
try:
cur.execute(
"INSERT INTO games (id, seed, num_players, score, variant_id)"
"VALUES"
"(%s, %s ,%s ,%s ,%s)"
"ON CONFLICT (id) DO NOTHING",
(game_id, seed, num_players, score, var_id)
)
except psycopg2.errors.ForeignKeyViolation:
cur.execute("ROLLBACK TO seed_insert")
detailed_export_game(game_id, score, var_id)
cur.execute("RELEASE seed_insert")
logger.debug("Imported game {}".format(game_id))
def download_games(var_id):
name = variant_name(var_id)
page_size = 100
if name is None:
raise ValueError("{} is not a known variant_id.".format(var_id))
url = "variants/{}".format(var_id)
r = api(url, refresh=True)
if not r:
raise RuntimeError("Failed to download request from hanab.live")
num_entries = r.get('total_rows', None)
if num_entries is None:
raise ValueError("Unknown response format on hanab.live")
cur.execute(
"SELECT COUNT(*) FROM games WHERE variant_id = %s AND id <= "
"(SELECT COALESCE (last_game_id, 0) FROM variant_game_downloads WHERE variant_id = %s)",
(var_id, var_id)
)
num_already_downloaded_games = cur.fetchone()[0]
assert num_already_downloaded_games <= num_entries, "Database inconsistent, too many games present."
next_page = num_already_downloaded_games // page_size
last_page = (num_entries - 1) // page_size
if num_already_downloaded_games == num_entries:
logger.info("Already downloaded all games ({} many) for variant {} [{}]".format(num_entries, var_id, name))
return
logger.info(
"Downloading remaining {} (total {}) entries for variant {} [{}]".format(
num_entries - num_already_downloaded_games, num_entries, var_id, name
)
)
with alive_progress.alive_bar(
total=num_entries - num_already_downloaded_games,
title='Downloading games for variant id {} [{}]'.format(var_id, name),
enrich_print=False
) as bar:
for page in range(next_page, last_page + 1):
r = api(url + "?col[0]=0&page={}".format(page), refresh=page == last_page)
rows = r.get('rows', [])
if page == next_page:
rows = rows[num_already_downloaded_games % 100:]
if not (page == last_page or len(rows) == page_size):
logger.warn('WARN: received unexpected row count ({}) on page {}'.format(len(rows), page))
for row in rows:
process_game_row(row, var_id)
bar()
cur.execute(
"INSERT INTO variant_game_downloads (variant_id, last_game_id) VALUES"
"(%s, %s)"
"ON CONFLICT (variant_id) DO UPDATE SET last_game_id = EXCLUDED.last_game_id",
(var_id, r['rows'][-1]['id'])
)
conn.commit()

View file

@ -1,3 +0,0 @@
dbname: hanab-live
dbuser: hanabi
dbpass: null

View file

@ -1,14 +1,14 @@
#! /bin/python3
import collections
import sys
from enum import Enum
from typing import Optional
from log_setup import logger
from typing import Tuple, List, Optional
from time import sleep
from hanabi import logger
from hanabi import hanab_game
from hanabi.live import compress
from hanabi import database
from hanabi import DeckCard, Action, ActionType, GameState, HanabiInstance
from compress import link, decompress_deck
from database.database import conn
class CardType(Enum):
@ -20,8 +20,8 @@ class CardType(Enum):
UniqueVisible = 4
class CardState:
def __init__(self, card_type: CardType, card: hanab_game.DeckCard, weight: Optional[int] = 1):
class CardState():
def __init__(self, card_type: CardType, card: DeckCard, weight=1):
self.card_type = card_type
self.card = card
self.weight = weight
@ -67,7 +67,7 @@ class WeightedCard:
class HandState:
def __init__(self, player: int, game_state: hanab_game.GameState):
def __init__(self, player: int, game_state: GameState):
self.trash = []
self.playable = []
self.critical = []
@ -112,14 +112,14 @@ class HandState:
else:
assert len(self.critical) > 0, "Programming error."
self.best_discard = self.critical[-1]
self.discard_badness = 600 - 100 * self.best_discard.card.rank
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: hanab_game.GameState):
def __init__(self, game_state: GameState):
self.game_state = game_state
def make_move(self):
@ -136,8 +136,10 @@ class CheatingStrategy:
exit(0)
class GreedyStrategy():
def __init__(self, game_state: hanab_game.GameState):
def __init__(self, game_state: GameState):
self.game_state = game_state
self.earliest_draw_times = []
@ -145,7 +147,7 @@ class GreedyStrategy():
self.earliest_draw_times.append([])
for r in range(1, 6):
self.earliest_draw_times[s].append(max(
game_state.deck.index(hanab_game.DeckCard(s, r)) - game_state.hand_size * game_state.num_players + 1,
game_state.deck.index(DeckCard(s, r)) - game_state.hand_size * game_state.num_players + 1,
0 if r == 1 else self.earliest_draw_times[s][r - 2]
))
@ -187,7 +189,7 @@ class GreedyStrategy():
copy_holders = set(self.game_state.holding_players(state.card))
copy_holders.remove(player)
connecting_holders = set(
self.game_state.holding_players(hanab_game.DeckCard(state.card.suitIndex, state.card.rank + 1)))
self.game_state.holding_players(DeckCard(state.card.suitIndex, state.card.rank + 1)))
if len(copy_holders) == 0:
# card is unique, imortancy is based lexicographically on whether somebody has the conn. card and the rank
@ -243,8 +245,8 @@ class GreedyStrategy():
self.game_state.clue()
def run_deck(instance: hanab_game.HanabiInstance) -> hanab_game.GameState:
gs = hanab_game.GameState(instance)
def run_deck(instance: HanabiInstance) -> GameState:
gs = GameState(instance)
strat = CheatingStrategy(gs)
while not gs.is_over():
strat.make_move()
@ -255,7 +257,7 @@ def run_samples(num_players, sample_size):
logger.info("Running {} test games on {} players using greedy strategy.".format(sample_size, num_players))
won = 0
lost = 0
cur = database.conn.cursor()
cur = conn.cursor()
cur.execute(
"SELECT seed, num_players, deck, variant_id "
"FROM seeds WHERE variant_id = 0 AND num_players = (%s)"
@ -263,13 +265,13 @@ def run_samples(num_players, sample_size):
(num_players, sample_size))
for r in cur:
seed, num_players, deck_str, var_id = r
deck = compress.decompress_deck(deck_str)
instance = hanab_game.HanabiInstance(deck, num_players)
deck = decompress_deck(deck_str)
instance = HanabiInstance(deck, num_players)
final_game_state = run_deck(instance)
if final_game_state.score != instance.max_score:
logger.verbose(
"Greedy strategy lost {}-player seed {:10} {}:\n{}"
.format(num_players, seed, str(deck), compress.link(final_game_state))
.format(num_players, seed, str(deck), link(final_game_state))
)
lost += 1
else:
@ -278,3 +280,9 @@ def run_samples(num_players, sample_size):
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
))
if __name__ == "__main__":
for p in range(2, 6):
run_samples(p, int(sys.argv[1]))
print()

81
hanab_live.py Normal file
View file

@ -0,0 +1,81 @@
from typing import List, Optional
import hanabi
import constants
from variants import Variant
class HanabLiveInstance(hanabi.HanabiInstance):
def __init__(
self,
deck: List[hanabi.DeckCard],
num_players: int,
variant_id: int,
one_extra_card: bool = False,
one_less_card: bool = False,
*args, **kwargs
):
assert 2 <= num_players <= 6
hand_size = constants.HAND_SIZES[num_players]
if one_less_card:
hand_size -= 1
if one_extra_card:
hand_size += 1
super().__init__(deck, num_players, hand_size=hand_size, *args, **kwargs)
self.variant_id = variant_id
self.variant = Variant.from_db(self.variant_id)
@staticmethod
def select_standard_variant_id(instance: hanabi.HanabiInstance):
err_msg = "Hanabi instance not supported by hanab.live, cannot convert to HanabLiveInstance: "
assert 3 <= instance.num_suits <= 6, \
err_msg + "Illegal number of suits ({}) found, must be in range [3,6]".format(instance.num_suits)
assert 0 <= instance.num_dark_suits <= 2, \
err_msg + "Illegal number of dark suits ({}) found, must be in range [0,2]".format(instance.num_dark_suits)
assert 4 <= instance.num_suits - instance.num_dark_suits, \
err_msg + "Illegal ratio of dark suits to suits, can have at most {} dark suits with {} total suits".format(
max(instance.num_suits - 4, 0), instance.num_suits
)
return constants.VARIANT_IDS_STANDARD_DISTRIBUTIONS[instance.num_suits][instance.num_dark_suits]
class HanabLiveGameState(hanabi.GameState):
def __init__(self, instance: HanabLiveInstance, starting_player: int = 0):
super().__init__(instance, starting_player)
self.instance: HanabLiveInstance = instance
def make_action(self, action):
match action.type:
case hanabi.ActionType.ColorClue | hanabi.ActionType.RankClue:
assert(self.clues > 0)
self.actions.append(action)
self.clues -= self.instance.clue_increment
self._make_turn()
# TODO: could check that the clue specified is in fact legal
case hanabi.ActionType.Play:
self.play(action.target)
case hanabi.ActionType.Discard:
self.discard(action.target)
case hanabi.ActionType.EndGame | hanabi.ActionType.VoteTerminate:
self.over = True
def _waste_clue(self) -> hanabi.Action:
for player in range(self.turn + 1, self.turn + self.num_players):
for card in self.hands[player % self.num_players]:
for rank in self.instance.variant.ranks:
if self.instance.variant.rank_touches(card, rank):
return hanabi.Action(
hanabi.ActionType.RankClue,
player % self.num_players,
rank
)
for color in range(self.instance.variant.num_colors):
if self.instance.variant.color_touches(card, color):
return hanabi.Action(
hanabi.ActionType.ColorClue,
player % self.num_players,
color
)
raise RuntimeError("Current game state did not permit any legal clue."
"This case is incredibly rare and currently not handled.")

View file

@ -1,12 +1,8 @@
from typing import Optional, List, Generator
from typing import Optional, List
from enum import Enum
from termcolor import colored
from hanabi import constants
class ParseError(ValueError):
pass
import constants
class DeckCard:
@ -17,19 +13,7 @@ class DeckCard:
@staticmethod
def from_json(deck_card):
suit_index = deck_card.get('suitIndex', None)
rank = deck_card.get('rank', None)
if suit_index is None:
raise ParseError("No suit index specified in deck_card")
if rank is None:
raise ParseError("No rank specified in deck_card")
return DeckCard(suit_index, rank)
def to_json(self):
return {
"suitIndex": self.suitIndex,
"rank": self.rank
}
return DeckCard(**deck_card)
def colorize(self):
color = ["green", "blue", "magenta", "yellow", "white", "cyan"][self.suitIndex]
@ -39,8 +23,6 @@ class DeckCard:
return self.suitIndex == other.suitIndex and self.rank == other.rank
def __repr__(self):
if self.suitIndex == 0 and self.rank == 0:
return "kt"
return constants.COLOR_INITIALS[self.suitIndex] + str(self.rank)
def __hash__(self):
@ -48,7 +30,7 @@ class DeckCard:
return 1000 * self.suitIndex + self.rank
def pp_deck(deck: Generator[DeckCard, None, None]) -> str:
def pp_deck(deck: List[DeckCard]) -> str:
return "[" + ", ".join(card.colorize() for card in deck) + "]"
@ -72,33 +54,12 @@ class Action:
@staticmethod
def from_json(action):
action_type_int = action.get('type', None)
action_target = action.get('target', None)
action_value = action.get('value', None)
if action_type_int is None:
raise ParseError("No action type specified in action, found {}".format(action_type))
if action_target is None:
raise ParseError("No action target specified in action, found {}".format(action_target))
for val in [action_type_int, action_target, action_value]:
if val is not None and type(val) != int:
raise ParseError("Invalid data type in action, expected int, found {}".format(type(val)))
try:
action_type = ActionType(action_type_int)
except ValueError as e:
raise ParseError("Invalid action type, found {}".format(action_type_int)) from e
return Action(
action_type,
action_target,
action_value
ActionType(action['type']),
int(action['target']),
action.get('value', None)
)
def to_json(self):
return {
"type": self.type.value,
"target": self.target,
"value": self.value
}
def __repr__(self):
match self.type:
case ActionType.Play:
@ -120,10 +81,6 @@ class Action:
class HanabiInstance:
# TODO Max: Deal with the following variants:
# - Critical fours (need to calculate dark suits differently)
# - Reversed (need to store information somehow and pass this to the hanabi game class)
# - Up or Down (in the long run we also want this, but seems a bit tedious, not needed now)
def __init__(
self,
deck: List[DeckCard],
@ -135,8 +92,7 @@ class HanabiInstance:
clue_starved: bool = False, # if true, discarding and playing fives only gives back half a clue
fives_give_clue: bool = True, # if false, then playing a five will not change the clue count
deck_plays: bool = False,
all_or_nothing: bool = False,
starting_player: int = 0 # defines index of player that starts the game
all_or_nothing: bool = False
):
# defining properties
self.deck = deck
@ -148,7 +104,6 @@ class HanabiInstance:
self.deck_plays = deck_plays,
self.all_or_nothing = all_or_nothing
assert not self.all_or_nothing, "All or nothing not implemented"
self.starting_player = starting_player
# normalize deck indices
for (idx, card) in enumerate(self.deck):
@ -189,13 +144,9 @@ class HanabiInstance:
def clue_increment(self):
return 0.5 if self.clue_starved else 1
@property
def dark_suits(self):
return list(range(self.num_suits - self.num_dark_suits, self.num_suits))
class GameState:
def __init__(self, instance: HanabiInstance):
def __init__(self, instance: HanabiInstance, starting_player: int = 0):
# will not be modified
self.instance = instance
@ -206,7 +157,7 @@ class GameState:
self.stacks = [0 for i in range(0, self.instance.num_suits)]
self.strikes = 0
self.clues = 8
self.turn = self.instance.starting_player
self.turn = starting_player
self.pace = self.instance.initial_pace
self.remaining_extra_turns = self.instance.num_players + 1
self.trash = []
@ -254,21 +205,6 @@ class GameState:
self.clues -= 1
self._make_turn()
def make_action(self, action):
match action.type:
case ActionType.ColorClue | ActionType.RankClue:
assert self.clues >= 1
self.actions.append(action)
self.clues -= 1
self._make_turn()
# TODO: could check that the clue specified is in fact legal
case ActionType.Play:
self.play(action.target)
case ActionType.Discard:
self.discard(action.target)
case ActionType.EndGame | ActionType.VoteTerminate:
self.over = True
# Forward some properties of the underlying instance
@property
def num_players(self):
@ -294,10 +230,6 @@ class GameState:
def deck_size(self):
return self.instance.deck_size
@property
def draw_pile_size(self):
return self.deck_size - self.progress
# Properties of GameState
def is_over(self):
@ -321,23 +253,6 @@ class GameState:
# Utilities
def is_playable(self, card: DeckCard):
return self.stacks[card.suitIndex] + 1 == card.rank
def is_trash(self, card: DeckCard):
return self.stacks[card.suitIndex] >= card.rank
def is_critical(self, card: DeckCard):
if card.rank == 5:
return True
if self.is_trash(card):
return False
count = 0
for hand in self.hands:
count += hand.count(card)
count += self.deck[self.progress:].count(card)
return count == 1
def holding_players(self, card):
for (player, hand) in enumerate(self.hands):
if card in hand:
@ -352,9 +267,9 @@ class GameState:
)
)
return {
"deck": [card.to_json() for card in self.instance.deck],
"deck": self.instance.deck,
"players": self.instance.player_names,
"actions": [action.to_json() for action in self.actions],
"actions": self.actions,
"first_player": 0,
"options": {
"variant": "No Variant",

View file

@ -1,10 +0,0 @@
#! /usr//bin/env python3
"""
Short executable file to start the command-line-interface for the hanabi package.
Note this is not part of the package itself
"""
from hanabi import cli
cli.hanabi_cli()

81
hanabi_suite.py Executable file
View file

@ -0,0 +1,81 @@
#! /usr/bin/python3
import argparse
import logging
import verboselogs
from check_game import check_game
from download_data import detailed_export_game
from compress import link
from log_setup import logger, logger_manager
"""
init db + populate tables
download games of variant
download single game
analyze single game
"""
def add_init_subparser(subparsers):
parser = subparsers.add_parser(
'init',
help='Init database tables, retrieve variant and suit information from hanab.live'
)
def add_download_subparser(subparsers):
parser = subparsers.add_parser('download', help='Download games from hanab.live')
group = parser.add_mutually_exclusive_group(required=True)
group.add_argument('--var', '-v', type=int)
group.add_argument('--id', '-i', type=int)
def add_analyze_subparser(subparsers):
parser = subparsers.add_parser('analyze', help='Analyze a game and find the last winning state')
parser.add_argument('game_id', type=int)
parser.add_argument('--download', '-d', help='Download game if not in database', action='store_true')
def analyze_game(game_id: int, download: bool = False):
if download:
detailed_export_game(game_id)
logger.info('Analyzing game {}'.format(game_id))
turn, sol = check_game(game_id)
if turn == 0:
logger.info('Instance is unfeasible')
else:
logger.info('Game was first lost after {} turns.'.format(turn))
logger.info(
'A replay achieving perfect score from the previous turn onwards is: {}#{}'
.format(link(sol), turn)
)
def main_parser() -> argparse.ArgumentParser:
parser = argparse.ArgumentParser(
prog='hanabi_suite',
description='High-level interface for analysis of hanabi instances.'
)
parser.add_argument('--verbose', '-v', help='Enable verbose logging to console', action='store_true')
subparsers = parser.add_subparsers(dest='command', required=True, help='select subcommand')
add_init_subparser(subparsers)
add_analyze_subparser(subparsers)
add_download_subparser(subparsers)
return parser
if __name__ == "__main__":
args = main_parser().parse_args()
switcher = {
'analyze': analyze_game
}
if args.verbose:
logger_manager.set_console_level(verboselogs.VERBOSE)
method_args = dict(vars(args))
method_args.pop('command')
method_args.pop('verbose')
switcher[args.command](**method_args)

204
instance_finder.py Normal file
View file

@ -0,0 +1,204 @@
from typing import Optional
import pebble.concurrent
import concurrent.futures
import traceback
from sat import solve_sat
from database.database import conn, cur
from download_data import detailed_export_game
from alive_progress import alive_bar
from compress import decompress_deck, link
from hanabi import HanabiInstance
from threading import Lock
from time import perf_counter
from greedy_solver import GameState, GreedyStrategy
from log_setup import logger
from deck_analyzer import analyze, InfeasibilityReason
from variants import Variant
MAX_PROCESSES = 6
def update_seeds_db():
cur2 = conn.cursor()
with conn.cursor() as cur:
cur.execute("SELECT num_players, seed, variant_id from games;")
for (num_players, seed, variant_id) in cur:
cur2.execute("SELECT COUNT(*) from seeds WHERE seed = (%s);", (seed,))
if cur2.fetchone()[0] == 0:
print("new seed {}".format(seed))
cur2.execute("INSERT INTO seeds"
"(seed, num_players, variant_id)"
"VALUES"
"(%s, %s, %s)",
(seed, num_players, variant_id)
)
conn.commit()
else:
print("seed {} already found in DB".format(seed))
def get_decks_of_seeds():
cur2 = conn.cursor()
cur.execute("SELECT seed, variant_id FROM seeds WHERE deck is NULL")
for (seed, variant_id) in cur:
cur2.execute("SELECT id FROM games WHERE seed = (%s) LIMIT 1", (seed,))
(game_id,) = cur2.fetchone()
logger.verbose("Exporting game {} for seed {}.".format(game_id, seed))
detailed_export_game(game_id, var_id=variant_id, seed_exists=True)
conn.commit()
def update_trivially_feasible_games(variant_id):
variant: Variant = Variant.from_db(variant_id)
cur.execute("SELECT seed FROM seeds WHERE variant_id = (%s) AND feasible is null", (variant_id,))
seeds = cur.fetchall()
print('Checking variant {} (id {}), found {} seeds to check...'.format(variant.name, variant_id, len(seeds)))
with alive_bar(total=len(seeds), title='{} ({})'.format(variant.name, variant_id)) as bar:
for (seed,) in seeds:
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;",
(variant.max_score, seed)
)
res = cur.fetchall()
logger.debug("Checking seed {}: {:3} results".format(seed, len(res)))
for (game_id, a, b, c, d) in res:
if None in [a, b, c, d]:
logger.debug(' Game {} not found in database, exporting...'.format(game_id))
detailed_export_game(game_id, var_id=variant_id)
else:
logger.debug(' Game {} already in database'.format(game_id, valid))
valid = not any([a, b, c, d])
if valid:
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))
conn.commit()
break
else:
logger.verbose(' Cheaty game found')
bar()
def get_decks_for_all_seeds():
cur = conn.cursor()
cur.execute("SELECT id "
"FROM games "
" INNER JOIN seeds "
" ON seeds.seed = games.seed"
" WHERE"
" seeds.deck is null"
" AND"
" games.id = ("
" SELECT id FROM games WHERE games.seed = seeds.seed LIMIT 1"
" )"
)
print("Exporting decks for all seeds")
res = cur.fetchall()
with alive_bar(len(res), title="Exporting decks") as bar:
for (game_id,) in res:
export_game(game_id)
bar()
mutex = Lock()
def solve_instance(instance: HanabiInstance):
# first, sanity check on running out of pace
result = analyze(instance)
if result is not None:
assert type(result) == InfeasibilityReason
logger.debug("found infeasible deck")
return False, None, None
for num_remaining_cards in [0, 20]:
# logger.info("trying with {} remaining cards".format(num_remaining_cards))
game = GameState(instance)
strat = GreedyStrategy(game)
# make a number of greedy moves
while not game.is_over() and not game.is_known_lost():
if num_remaining_cards != 0 and game.progress == game.deck_size - num_remaining_cards:
break # stop solution here
strat.make_move()
# check if we won already
if game.is_won():
# print("won with greedy strat")
return True, game, num_remaining_cards
# now, apply sat solver
if not game.is_over():
logger.debug("continuing greedy sol with SAT")
solvable, sol = solve_sat(game)
if solvable is None:
return True, sol, num_remaining_cards
logger.debug(
"No success with {} remaining cards, reducing number of greedy moves, failed attempt was: {}".format(
num_remaining_cards, link(game)))
# print("Aborting trying with greedy strat")
logger.debug("Starting full SAT solver")
game = GameState(instance)
a, b = solve_sat(game)
return a, b, instance.draw_pile_size
@pebble.concurrent.process(timeout=150)
def solve_seed_with_timeout(seed, num_players, deck_compressed, var_name: Optional[str] = None):
try:
logger.verbose("Starting to solve seed {}".format(seed))
deck = decompress_deck(deck_compressed)
t0 = perf_counter()
solvable, solution, num_remaining_cards = solve_instance(HanabiInstance(deck, num_players))
t1 = perf_counter()
logger.verbose("Solved instance {} in {} seconds: {}".format(seed, round(t1 - t0, 2), solvable))
mutex.acquire()
if solvable is not None:
cur.execute("UPDATE seeds SET feasible = (%s) WHERE seed = (%s)", (solvable, seed))
conn.commit()
mutex.release()
if solvable == True:
logger.verbose("Success with {} cards left in draw by greedy solver on seed {}: {}\n".format(
num_remaining_cards, seed, link(solution))
)
elif solvable == False:
logger.debug("seed {} was not solvable".format(seed))
logger.debug('{}-player, seed {:10}, {}\n'.format(num_players, seed, var_name))
elif solvable is None:
logger.verbose("seed {} skipped".format(seed))
else:
raise Exception("Programming Error")
except Exception as e:
print("exception in subprocess:")
traceback.print_exc()
def solve_seed(seed, num_players, deck_compressed, var_name: Optional[str] = None):
f = solve_seed_with_timeout(seed, num_players, deck_compressed, var_name)
try:
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()
# for r in res:
# solve_seed(r[0], r[1], r[2], variant_name)
with concurrent.futures.ProcessPoolExecutor(max_workers=MAX_PROCESSES) as executor:
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(variant_name)) as bar:
for f in concurrent.futures.as_completed(fs):
bar()
update_trivially_feasible_games(0)
solve_unknown_seeds(0, "No Variant")

View file

@ -1,10 +1,5 @@
import logging
import os
import verboselogs
import platformdirs
from hanabi import constants
class LoggerManager:
@ -29,22 +24,20 @@ class LoggerManager:
'%(message)s'
)
self.console_handler = logging.StreamHandler()
self.console_handler.setLevel(console_level)
self.console_handler.setFormatter(self.nothing_formatter)
log_dir = platformdirs.user_log_dir(constants.APP_NAME)
os.makedirs(log_dir, exist_ok=True)
self.debug_file_handler = logging.FileHandler(log_dir + "/debug_log.txt")
self.debug_file_handler = logging.FileHandler("debug_log.txt")
self.debug_file_handler.setFormatter(self.file_formatter)
self.debug_file_handler.setLevel(logging.DEBUG)
self.verbose_file_handler = logging.FileHandler(log_dir + "/verbose_log.txt")
self.verbose_file_handler = logging.FileHandler("verbose_log.txt")
self.verbose_file_handler.setFormatter(self.file_formatter)
self.verbose_file_handler.setLevel(verboselogs.VERBOSE)
self.info_file_handler = logging.FileHandler(log_dir + "/log.txt")
self.info_file_handler = logging.FileHandler("log.txt")
self.info_file_handler.setFormatter(self.info_file_formatter)
self.info_file_handler.setLevel(logging.INFO)

63
old.py Normal file
View file

@ -0,0 +1,63 @@
def print_suits_and_attrs():
with open("variants.json") as f:
variants = json.loads(f.read())
x = set()
c = []
for var in variants:
for k in var.keys():
x.add(k)
for s in var['suits']:
if s not in c:
c.append(s)
for y in x:
print(y)
print()
for s in c:
print(s)
attributes = {
"nativeColors": ["Red"],
"ranks": 1, # 0: none, 1: default, 2: all
"colors": 1, # 0: none, 1: default, 2: all, 3: prism
"dark": False,
"reversed": False,
"prism": False
}
d = OrderedDict((s, attributes) for s in c)
if not os.path.isfile("colors.json"):
with open("colors.json", "w") as f:
f.writelines(json.dumps(d, indent=4, sort_keys=False))
# need: suit name -> colors
def create_suit_graph():
with open("variants.json") as f:
variants = json.loads(f.read())
G = nx.DiGraph()
for var in variants:
suits = var['suits']
for suit in suits:
if suit not in G.nodes:
G.add_node(suit)
for i in range(0, len(suits) - 1):
G.add_edge(suits[i], suits[i + 1], var=var['name'])
H = nx.DiGraph()
try:
while True:
cycle = nx.find_cycle(G)
# J = nx.DiGraph()
# J.add_edges_from(cycle)
# nx.draw(J, with_labels=True)
H.add_edges_from(cycle)
G.remove_edges_from(cycle)
except nx.NetworkXNoCycle:
pass
nx.draw(H, with_labels=True, font_weight='bold')
plt.show()

View file

@ -1,32 +0,0 @@
[project]
name = "hanabi"
version = "1.1.5"
description = "Hanabi interface"
readme = "README.md"
license = { file = "LICENSE" }
keywords = [ "hanabi" ]
authors = [
{ name = "Maximilian Keßler", email = "git@maximilian-kessler.de" }
]
dependencies = [
"requests",
"requests_cache",
"pysmt",
"termcolor",
"more_itertools",
"psycopg2",
"alive_progress",
"argparse",
"verboselogs",
"pebble",
"platformdirs",
"PyYAML",
"cython==0.29.36"
]
[project.urls]
"Homepage" = "https://gitlab.com/kesslermaximilian/hanabi"
[build-system]
requires = ["setuptools>=43.0.0", "wheel"]
build-backend = "setuptools.build_meta"

View file

@ -8,7 +8,3 @@ alive_progress
argparse
verboselogs
pebble
platformdirs
PyYAML
cython==0.29.36
unidecode

389
sat.py Normal file
View file

@ -0,0 +1,389 @@
import copy
from pysmt.shortcuts import Symbol, Bool, Not, Implies, Iff, And, Or, AtMostOne, ExactlyOne, get_model, get_atoms, get_formula_size, get_unsat_core, Equals, GE, NotEquals, Int
from pysmt.typing import INT
from pysmt.rewritings import conjunctive_partition
import json
from typing import List, Optional, Tuple
from concurrent.futures import ProcessPoolExecutor
from hanabi import DeckCard, Action, ActionType, GameState, HanabiInstance
from compress import link, decompress_deck
from greedy_solver import GreedyStrategy
from constants import COLOR_INITIALS
from log_setup import logger
# literals to model game as sat instance to check for feasibility
# variants 'throw it in a hole not handled', 'clue starved' and 'up or down' currently not handled
class Literals():
# num_suits is total number of suits, i.e. also counts the dark suits
# default distribution among all suits is assumed
def __init__(self, instance: HanabiInstance):
# clues[m][i] == "after move m we have i clues", in clue starved, this counts half clues
self.clues = {
-1: Int(16 if instance.clue_starved else 8) # we have 8 clues after turn
, **{
m: Symbol('m{}clues'.format(m), INT)
for m in range(instance.max_winning_moves)
}
}
self.pace = {
-1: Int(instance.initial_pace)
, **{
m: Symbol('m{}pace'.format(m), INT)
for m in range(instance.max_winning_moves)
}
}
# strikes[m][i] == "after move m we have at least i strikes"
self.strikes = {
-1: {i: Bool(i == 0) for i in range(0, instance.num_strikes + 1)} # no strikes when we start
, **{
m: {
0: Bool(True),
**{ s: Symbol('m{}strikes{}'.format(m,s)) for s in range(1, instance.num_strikes) },
instance.num_strikes: Bool(False) # never so many clues that we lose. Implicitly forbids striking out
}
for m in range(instance.max_winning_moves)
}
}
# extraturn[m] = "turn m is a move part of the extra round or a dummy turn"
self.extraround = {
-1: Bool(False)
, **{
m: Bool(False) if m < instance.draw_pile_size else Symbol('m{}extra'.format(m)) # it takes at least as many turns as cards in the draw pile to start the extra round
for m in range(0, instance.max_winning_moves)
}
}
# dummyturn[m] = "turn m is a dummy nurn and not actually part of the game"
self.dummyturn = {
-1: Bool(False)
, **{
m: Bool(False) if m < instance.draw_pile_size + instance.num_players else Symbol('m{}dummy'.format(m))
for m in range(0, instance.max_winning_moves)
}
}
# draw[m][i] == "at move m we play/discard deck[i]"
self.discard = {
m: {i: Symbol('m{}discard{}'.format(m, i)) for i in range(instance.deck_size)}
for m in range(instance.max_winning_moves)
}
# draw[m][i] == "at move m we draw deck card i"
self.draw = {
-1: { i: Bool(i == instance.num_dealt_cards - 1) for i in range(instance.num_dealt_cards - 1, instance.deck_size) }
, **{
m: {
instance.num_dealt_cards - 1: Bool(False),
**{i: Symbol('m{}draw{}'.format(m, i)) for i in range(instance.num_dealt_cards, instance.deck_size)}
}
for m in range(instance.max_winning_moves)
}
}
# strike[m] = "at move m we get a strike"
self.strike = {
-1: Bool(False)
, **{
m: Symbol('m{}newstrike'.format(m))
for m in range(instance.max_winning_moves)
}
}
# progress[m][card = (suitIndex, rank)] == "after move m we have played in suitIndex up to rank"
self.progress = {
-1: {(s, r): Bool(r == 0) for s in range(0, instance.num_suits) for r in range(0, 6)} # at start, have only played rank zero
, **{
m: {
**{(s, 0): Bool(True) for s in range(0, instance.num_suits)},
**{(s, r): Symbol('m{}progress{}{}'.format(m, s, r)) for s in range(0, instance.num_suits) for r in range(1, 6)}
}
for m in range(instance.max_winning_moves)
}
}
## Utility variables
# discard_any[m] == "at move m we play/discard a card"
self.discard_any = { m: Symbol('m{}discard_any'.format(m)) for m in range(instance.max_winning_moves) }
# draw_any[m] == "at move m we draw a card"
self.draw_any = {m: Symbol('m{}draw_any'.format(m)) for m in range(instance.max_winning_moves)}
# play[m] == "at move m we play a card"
self.play = {m: Symbol('m{}play'.format(m)) for m in range(instance.max_winning_moves)}
# play5[m] == "at move m we play a 5"
self.play5 = {m: Symbol('m{}play5'.format(m)) for m in range(instance.max_winning_moves)}
# incr_clues[m] == "at move m we obtain a clue"
self.incr_clues = {m: Symbol('m{}c+'.format(m)) for m in range(instance.max_winning_moves)}
def solve_sat(starting_state: GameState | HanabiInstance, min_pace: Optional[int] = 0) -> Tuple[bool, Optional[GameState]]:
if isinstance(starting_state, HanabiInstance):
instance = starting_state
game_state = GameState(instance)
elif isinstance(starting_state, GameState):
instance = starting_state.instance
game_state = starting_state
else:
raise ValueError("Bad argument type")
ls = Literals(instance)
##### setup of initial game state
# properties used later to model valid moves
starting_hands = [[card.deck_index for card in hand] for hand in game_state.hands]
first_turn = len(game_state.actions)
if isinstance(starting_state, GameState):
# have to set additional variables
# set initial clues
for i in range(0, 10):
ls.clues[first_turn - 1] = Int(game_state.clues)
# set initial pace
ls.pace[first_turn - 1] = Int(game_state.pace)
# set initial strikes
for i in range(0, instance.num_strikes + 1):
ls.strikes[first_turn - 1][i] = Bool(i <= game_state.strikes)
# check if extraround has started (usually not)
ls.extraround[first_turn - 1] = Bool(game_state.remaining_extra_turns < game_state.num_players)
ls.dummyturn[first_turn -1] = Bool(False)
# set recent draws: important to model progress
# we just pretend that the last card drawn was in fact drawn last turn,
# regardless of when it was actually drawn
for neg_turn in range(1, min(9, first_turn + 2)):
for i in range(instance.num_players * instance.hand_size, instance.deck_size):
ls.draw[first_turn - neg_turn][i] = Bool(neg_turn == 1 and i == game_state.progress - 1)
# forbid re-drawing of the last card drawn
for m in range(first_turn, instance.max_winning_moves):
ls.draw[m][game_state.progress - 1] = Bool(False)
# model initial progress
for s in range(0, game_state.num_suits):
for r in range(0, 6):
ls.progress[first_turn - 1][s, r] = Bool(r <= game_state.stacks[s])
### Now, model all valid moves
valid_move = lambda m: And(
# in dummy turns, nothing can be discarded
Implies(ls.dummyturn[m], Not(ls.discard_any[m])),
# definition of discard_any
Iff(ls.discard_any[m], Or(ls.discard[m][i] for i in range(instance.deck_size))),
# definition of draw_any
Iff(ls.draw_any[m], Or(ls.draw[m][i] for i in range(game_state.progress, instance.deck_size))),
# ls.draw implies ls.discard (and converse true before the ls.extraround)
Implies(ls.draw_any[m], ls.discard_any[m]),
Implies(ls.discard_any[m], Or(ls.extraround[m], ls.draw_any[m])),
# ls.play requires ls.discard
Implies(ls.play[m], ls.discard_any[m]),
# definition of ls.play5
Iff(ls.play5[m], And(ls.play[m], Or(ls.discard[m][i] for i in range(instance.deck_size) if instance.deck[i].rank == 5))),
# definition of ls.incr_clues
Iff(ls.incr_clues[m], And(ls.discard_any[m], NotEquals(ls.clues[m-1], Int(16 if instance.clue_starved else 8)), Implies(ls.play[m], ls.play5[m]))),
# change of ls.clues
Implies(And(Not(ls.discard_any[m]), Not(ls.dummyturn[m])),
Equals(ls.clues[m], ls.clues[m-1] - (2 if instance.clue_starved else 1))),
Implies(ls.incr_clues[m], Equals(ls.clues[m], ls.clues[m-1] + 1)),
Implies(And(Or(ls.discard_any[m], ls.dummyturn[m]), Not(ls.incr_clues[m])), Equals(ls.clues[m], ls.clues[m-1])),
# change of pace
Implies(And(ls.discard_any[m], Or(ls.strike[m], Not(ls.play[m]))), Equals(ls.pace[m], ls.pace[m-1] - 1)),
Implies(Or(Not(ls.discard_any[m]), And(Not(ls.strike[m]), ls.play[m])), Equals(ls.pace[m], ls.pace[m-1])),
# pace is nonnegative
GE(ls.pace[m], Int(min_pace)),
## more than 8 clues not allowed, ls.discarding produces a strike
# Note that this means that we will never strike while not at 8 clues.
# It's easy to see that if there is any solution to the instance, then there is also one where we only strike at 8 clues
# (or not at all) -> Just strike later if neccessary
# So, we decrease the solution space with this formulation, but do not change whether it's empty or not
Iff(ls.strike[m], And(ls.discard_any[m], Not(ls.play[m]), Equals(ls.clues[m-1], Int(16 if instance.clue_starved else 8)))),
# change of strikes
*[Iff(ls.strikes[m][i], Or(ls.strikes[m-1][i], And(ls.strikes[m-1][i-1], ls.strike[m]))) for i in range(1, instance.num_strikes + 1)],
# less than 0 clues not allowed
Implies(Not(ls.discard_any[m]), Or(GE(ls.clues[m-1], Int(1)), ls.dummyturn[m])),
# we can only draw card i if the last ls.drawn card was i-1
*[Implies(ls.draw[m][i], Or(And(ls.draw[m0][i-1], *[Not(ls.draw_any[m1]) for m1 in range(m0+1, m)]) for m0 in range(max(first_turn - 1, m-9), m))) for i in range(game_state.progress, instance.deck_size)],
# we can only draw at most one card (NOTE: redundant, FIXME: avoid quadratic formula)
AtMostOne(ls.draw[m][i] for i in range(game_state.progress, instance.deck_size)),
# we can only discard a card if we drew it earlier...
*[Implies(ls.discard[m][i], Or(ls.draw[m0][i] for m0 in range(m-instance.num_players, first_turn - 1, -instance.num_players))) for i in range(game_state.progress, instance.deck_size)],
# ...or if it was part of the initial hand
*[Not(ls.discard[m][i]) for i in range(0, game_state.progress) if i not in starting_hands[m % instance.num_players] ],
# we can only discard a card if we did not discard it yet
*[Implies(ls.discard[m][i], And(Not(ls.discard[m0][i]) for m0 in range(m-instance.num_players, first_turn - 1, -instance.num_players))) for i in range(instance.deck_size)],
# we can only discard at most one card (FIXME: avoid quadratic formula)
AtMostOne(ls.discard[m][i] for i in range(instance.deck_size)),
# we can only play a card if it matches the progress
*[Implies(
And(ls.discard[m][i], ls.play[m]),
And(
Not(ls.progress[m-1][instance.deck[i].suitIndex, instance.deck[i].rank]),
ls.progress[m-1][instance.deck[i].suitIndex, instance.deck[i].rank-1 ]
)
)
for i in range(instance.deck_size)
],
# change of progress
*[
Iff(
ls.progress[m][s, r],
Or(
ls.progress[m-1][s, r],
And(ls.play[m], Or(ls.discard[m][i]
for i in range(0, instance.deck_size)
if instance.deck[i] == DeckCard(s, r) ))
)
)
for s in range(0, instance.num_suits)
for r in range(1, 6)
],
# extra round bool
Iff(ls.extraround[m], Or(ls.extraround[m-1], ls.draw[m-1][instance.deck_size-1])),
# dummy turn bool
*[Iff(ls.dummyturn[m], Or(ls.dummyturn[m-1], ls.draw[m-1 - instance.num_players][instance.deck_size-1])) for i in range(0,1) if m >= instance.num_players]
)
win = And(
# maximum progress at each color
*[ls.progress[instance.max_winning_moves-1][s, 5] for s in range(0, instance.num_suits)],
# played every color/value combination (NOTE: redundant, but makes solving faster)
*[
Or(
And(ls.discard[m][i], ls.play[m])
for m in range(first_turn, instance.max_winning_moves)
for i in range(instance.deck_size)
if game_state.deck[i] == DeckCard(s, r)
)
for s in range(0, instance.num_suits)
for r in range(1, 6)
if r > game_state.stacks[s]
]
)
constraints = And(*[valid_move(m) for m in range(first_turn, instance.max_winning_moves)], win)
# print('Solving instance with {} variables, {} nodes'.format(len(get_atoms(constraints)), get_formula_size(constraints)))
model = get_model(constraints)
if model:
log_model(model, game_state, ls)
solution = evaluate_model(model, copy.deepcopy(game_state), ls)
return True, solution
else:
#conj = list(conjunctive_partition(constraints))
#print('statements: {}'.format(len(conj)))
#ucore = get_unsat_core(conj)
#print('unsat core size: {}'.format(len(ucore)))
#for f in ucore:
# print(f.serialize())
return False, None
def log_model(model, cur_game_state, ls: Literals):
deck = cur_game_state.deck
first_turn = len(cur_game_state.actions)
if first_turn > 0:
logger.debug('[print_model] Note: Omitting first {} turns, since they were fixed already.'.format(first_turn))
for m in range(first_turn, cur_game_state.instance.max_winning_moves):
logger.debug('=== move {} ==='.format(m))
logger.debug('clues: {}'.format(model.get_py_value(ls.clues[m])))
logger.debug('strikes: ' + ''.join(str(i) for i in range(1, 3) if model.get_py_value(ls.strikes[m][i])))
logger.debug('draw: ' + ', '.join('{}: {}'.format(i, deck[i]) for i in range(cur_game_state.progress, cur_game_state.instance.deck_size) if model.get_py_value(ls.draw[m][i])))
logger.debug('discard: ' + ', '.join('{}: {}'.format(i, deck[i]) for i in range(cur_game_state.instance.deck_size) if model.get_py_value(ls.discard[m][i])))
logger.debug('pace: {}'.format(model.get_py_value(ls.pace[m])))
for s in range(0, cur_game_state.instance.num_suits):
logger.debug('progress {}: '.format(COLOR_INITIALS[s]) + ''.join(str(r) for r in range(1, 6) if model.get_py_value(ls.progress[m][s, r])))
flags = ['discard_any', 'draw_any', 'play', 'play5', 'incr_clues', 'strike', 'extraround', 'dummyturn']
logger.debug(', '.join(f for f in flags if model.get_py_value(getattr(ls, f)[m])))
# given the initial game state and the model found by the SAT solver,
# evaluates the model to produce a full game history
def evaluate_model(model, cur_game_state: GameState, ls: Literals) -> GameState:
for m in range(len(cur_game_state.actions), cur_game_state.instance.max_winning_moves):
if model.get_py_value(ls.dummyturn[m]) or cur_game_state.is_over():
break
if model.get_py_value(ls.discard_any[m]):
card_idx = next(i for i in range(0, cur_game_state.instance.deck_size) if model.get_py_value(ls.discard[m][i]))
if model.get_py_value(ls.play[m]) or model.get_py_value(ls.strike[m]):
cur_game_state.play(card_idx)
else:
cur_game_state.discard(card_idx)
else:
cur_game_state.clue()
return cur_game_state
def run_deck():
puzzle = True
if puzzle:
deck_str = 'p5 p3 b4 r5 y4 y4 y5 r4 b2 y2 y3 g5 g2 g3 g4 p4 r3 b2 b3 b3 p4 b1 p2 b1 b1 p2 p1 p1 g1 r4 g1 r1 r3 r1 g1 r1 p1 b4 p3 g2 g3 g4 b5 y1 y1 y1 r2 r2 y2 y3'
deck = [DeckCard(COLOR_INITIALS.index(c[0]), int(c[1])) for c in deck_str.split(" ")]
num_p = 5
else:
deck_str = "15gfvqluvuwaqnmrkpkaignlaxpjbmsprksfcddeybfixchuhtwo"
deck_str = "15diuknfwhqbplsrlkxjuvfbwyacoaxgtudcerskqfnhpgampmiv"
deck_str = "15jdxlpobvikrnhkslcuwggimtphafquqfvcwadampxkeyfrbnsu"
deck = decompress_deck(deck_str)
num_p = 6
print(deck)
gs = GameState(HanabiInstance(deck, num_p))
if puzzle:
gs.play(2)
else:
strat = GreedyStrategy(gs)
for _ in range(17):
strat.make_move()
solvable, sol = solve_sat(gs, 0)
if solvable:
print(sol)
print(link(sol))
else:
print('unsolvable')
if __name__ == "__main__":
run_deck()

View file

@ -1,35 +1,25 @@
import json
from typing import Optional, Dict
import requests_cache
import platformdirs
from log_setup import logger
from hanabi import logger
from hanabi import constants
# Cache all requests to site to reduce traffic and latency
session = requests_cache.CachedSession(
platformdirs.user_cache_dir(constants.APP_NAME) + '/hanab.live',
urls_expire_after={
'hanab.live/export/*': requests_cache.NEVER_EXPIRE
}
)
session = requests_cache.CachedSession('hanab.live')
def get(url, refresh=False) -> Optional[Dict | str]:
def get(url, refresh=False) -> Optional[Dict]:
# print("sending request for " + url)
query = "https://hanab.live/" + url
logger.debug("GET {} (force_refresh={})".format(query, refresh))
response = session.get(query, force_refresh=refresh)
if not response:
logger.debug("Failed to get request {} from hanab.live".format(query))
logger.error("Failed to get request {} from hanab.live".format(query))
return None
if not response.status_code == 200:
logger.debug("Request {} from hanab.live produced status code {}".format(query, response.status_code))
return None
if "application/json" in response.headers['content-type']:
return json.loads(response.text)
return response.text
def api(url, refresh=False):

View file

@ -1,193 +0,0 @@
import argparse
import json
from typing import Optional
import verboselogs
from hanabi import logger, logger_manager
from hanabi.live import variants
from hanabi.live import check_game
from hanabi.live import download_data
from hanabi.live import compress
from hanabi.live import instance_finder
from hanabi.database import init_database
from hanabi.database import global_db_connection_manager
"""
Commands supported:
init db + populate tables
download games of variant
download single game
analyze single game
"""
def subcommand_analyze(game_id: int, download: bool = False):
if download:
download_data.detailed_export_game(game_id)
logger.info('Analyzing game {}'.format(game_id))
turn, sol = check_game.check_game(game_id)
if turn == 0:
logger.info('Instance is unfeasible')
else:
logger.info('Game was first lost after {} turns.'.format(turn))
logger.info(
'A replay achieving perfect score from the previous turn onwards is: {}#{}'
.format(compress.link(sol), turn)
)
def subcommand_decompress(game_link: str):
parts = game_link.split('replay-json/')
game_str = parts[-1].rstrip('/')
game = compress.decompress_game_state(game_str)
print(json.dumps(game.to_json()))
def subcommand_init(force: bool, populate: bool):
tables = init_database.get_existing_tables()
if len(tables) > 0 and not force:
logger.info(
'Database tables "{}" exist already, aborting. To force re-initialization, use the --force options'
.format(", ".join(tables))
)
return
if len(tables) > 0:
logger.info(
"WARNING: This will drop all existing tables from the database and re-initialize them."
)
response = input("Do you wish to continue? [y/N] ")
if response not in ["y", "Y", "yes"]:
return
init_database.init_database_tables()
logger.info("Successfully initialized database tables")
if populate:
init_database.populate_static_tables()
logger.info("Successfully populated tables with variants and suits from hanab.live")
def subcommand_download(
game_id: Optional[int]
, variant_id: Optional[int]
, export_all: bool = False
, all_variants: bool = False
):
if game_id is not None:
download_data.detailed_export_game(game_id)
logger.info("Successfully exported game {}".format(game_id))
if variant_id is not None:
download_data.download_games(variant_id, export_all)
logger.info("Successfully exported games for variant id {}".format(variant_id))
if all_variants:
for variant in variants.get_all_variant_ids():
download_data.download_games(variant, export_all)
logger.info("Successfully exported games for all variants")
def subcommand_solve(var_id):
instance_finder.solve_unknown_seeds(var_id, '')
def subcommand_gen_config():
global_db_connection_manager.create_config_file()
def add_init_subparser(subparsers):
parser = subparsers.add_parser(
'init',
help='Init database tables, retrieve variant and suit information from hanab.live'
)
parser.add_argument('--force', '-f', help='Force initialization (Drops existing tables)', action='store_true')
parser.add_argument(
'--no-populate-tables', '-n',
help='Do not download variant and suit information from hanab.live',
action='store_false',
dest='populate'
)
def add_download_subparser(subparsers):
parser = subparsers.add_parser('download', help='Download games from hanab.live')
group = parser.add_mutually_exclusive_group(required=True)
group.add_argument(
'--var', '--variant', '-v',
type=int,
dest='variant_id',
help='Download information on all games given variant id (but not necessarily export all of them)'
)
group.add_argument('--id', '-i', type=int, dest='game_id', help='Download single game given id')
group.add_argument(
'--all-variants', '-a',
action='store_true',
dest='all_variants',
help='Download information from games on all variants (but not necessarily export all of them)'
)
parser.add_argument(
'--export-all', '-e',
action='store_true',
dest='export_all',
help='Export all games specified in full detail (i.e. also actions and game options)'
)
def add_analyze_subparser(subparsers):
parser = subparsers.add_parser('analyze', help='Analyze a game and find the last winning state')
parser.add_argument('game_id', type=int)
parser.add_argument('--download', '-d', help='Download game if not in database', action='store_true')
def add_config_gen_subparser(subparsers):
parser = subparsers.add_parser('gen-config', help='Generate config file at default location')
def add_solve_subparser(subparsers):
parser = subparsers.add_parser('solve', help='Seed solving')
parser.add_argument('--var_id', type=int, help='Variant id to solve instances from.', default=0)
def add_decompress_subparser(subparsers):
parser = subparsers.add_parser('decompress', help='Decompress a hanab.live JSON-encoded replay link')
parser.add_argument('game_link', type=str)
def main_parser() -> argparse.ArgumentParser:
parser = argparse.ArgumentParser(
prog='hanabi_suite',
description='High-level interface for analysis of hanabi instances.'
)
parser.add_argument('--verbose', '-v', help='Enable verbose logging to console', action='store_true')
subparsers = parser.add_subparsers(dest='command', required=True, help='select subcommand')
add_init_subparser(subparsers)
add_analyze_subparser(subparsers)
add_download_subparser(subparsers)
add_config_gen_subparser(subparsers)
add_solve_subparser(subparsers)
add_decompress_subparser(subparsers)
return parser
def hanabi_cli():
args = main_parser().parse_args()
subcommand_func = {
'analyze': subcommand_analyze,
'init': subcommand_init,
'download': subcommand_download,
'gen-config': subcommand_gen_config,
'solve': subcommand_solve,
'decompress': subcommand_decompress
}[args.command]
if args.command != 'gen-config':
global_db_connection_manager.read_config()
global_db_connection_manager.connect()
if args.verbose:
logger_manager.set_console_level(verboselogs.VERBOSE)
del args.command
del args.verbose
subcommand_func(**vars(args))

View file

@ -1,6 +0,0 @@
from .database import DBConnectionManager
global_db_connection_manager = DBConnectionManager()
conn = global_db_connection_manager.lazy_conn
cur = global_db_connection_manager.lazy_cur

View file

@ -1,95 +0,0 @@
from typing import Optional
from pathlib import Path
import yaml
import psycopg2
import platformdirs
from hanabi import constants
from hanabi import logger
class LazyDBCursor:
def __init__(self):
self.__cur: Optional[psycopg2.cursor] = None
def __getattr__(self, item):
if self.__cur is None:
raise ValueError(
"DB cursor used in uninitialized state. Did you forget to initialize the DB connection?"
)
return getattr(self.__cur, item)
def set_cur(self, cur):
self.__cur = cur
class LazyDBConnection:
def __init__(self):
self.__conn: Optional[psycopg2.connection] = None
def __getattr__(self, item):
if self.__conn is None:
raise ValueError(
"DB connection used in uninitialized state. Did you forget to initialize the DB connection?"
)
return getattr(self.__conn, item)
def set_conn(self, conn):
self.__conn = conn
class DBConnectionManager:
def __init__(self):
self.lazy_conn: LazyDBConnection = LazyDBConnection()
self.lazy_cur: LazyDBCursor = LazyDBCursor()
self.config_file = Path(platformdirs.user_config_dir(constants.APP_NAME, ensure_exists=True)) / 'config.yaml'
self.db_name: str = constants.DEFAULT_DB_NAME
self.db_user: str = constants.DEFAULT_DB_USER
self.db_pass: Optional[str] = None
def read_config(self):
logger.debug("DB connection configuration read from {}".format(self.config_file))
if self.config_file.exists():
with open(self.config_file, "r") as f:
config = yaml.safe_load(f)
self.db_name = config.get('dbname', None)
self.db_user = config.get('dbuser', None)
self.db_pass = config.get('dbpass', None)
if self.db_name is None:
logger.verbose("Falling back to default database name {}".format(constants.DEFAULT_DB_NAME))
self.db_name = constants.DEFAULT_DB_NAME
if self.db_user is None:
logger.verbose("Falling back to default database user {}".format(constants.DEFAULT_DB_USER))
self.db_user = constants.DEFAULT_DB_USER
else:
logger.info(
"No configuration file for database connection found, falling back to default values "
"(dbname={}, dbuser={}).".format(
constants.DEFAULT_DB_NAME, constants.DEFAULT_DB_USER
)
)
logger.info(
"Note: To turn off this message, create a config file at {}".format(self.config_file)
)
def create_config_file(self):
if self.config_file.exists():
raise FileExistsError("Configuration file already exists, not overriding.")
self.config_file.write_text(
"dbname: {}\n"
"dbuser: {}\n"
"dbpass: null".format(
constants.DEFAULT_DB_NAME,
constants.DEFAULT_DB_USER
)
)
logger.info("Initialised default config file {}".format(self.config_file))
def connect(self):
conn = psycopg2.connect("dbname='{}' user='{}' password='{}' host='localhost'".format(
self.db_name, self.db_user, self.db_pass)
)
cur = conn.cursor()
self.lazy_conn.set_conn(conn)
self.lazy_cur.set_cur(cur)

View file

@ -1,129 +0,0 @@
from typing import List, Tuple
import psycopg2.extras
import hanabi.hanab_game
import hanabi.live.hanab_live
from hanabi import logger
from hanabi.database import conn, cur
def store_actions(game_id: int, actions: List[hanabi.hanab_game.Action]):
vals = []
for turn, action in enumerate(actions):
vals.append((game_id, turn, action.type.value, action.target, action.value or 0))
psycopg2.extras.execute_values(
cur,
"INSERT INTO game_actions (game_id, turn, type, target, value) "
"VALUES %s "
"ON CONFLICT (game_id, turn) "
"DO NOTHING",
vals
)
conn.commit()
def store_deck_for_seed(seed: str, deck: List[hanabi.hanab_game.DeckCard]):
vals = []
for index, card in enumerate(deck):
vals.append((seed, index, card.suitIndex, card.rank))
psycopg2.extras.execute_values(
cur,
"INSERT INTO decks (seed, deck_index, suit_index, rank) "
"VALUES %s "
"ON CONFLICT (seed, deck_index) DO UPDATE SET "
"(suit_index, rank) = (excluded.suit_index, excluded.rank)",
vals
)
conn.commit()
def load_actions(game_id: int) -> List[hanabi.hanab_game.Action]:
cur.execute("SELECT type, target, value FROM game_actions "
"WHERE game_id = %s "
"ORDER BY turn ASC",
(game_id,))
actions = []
for action_type, target, value in cur.fetchall():
actions.append(
hanabi.hanab_game.Action(hanabi.hanab_game.ActionType(action_type), target, value)
)
if len(actions) == 0:
err_msg = "Failed to load actions for game id {} from DB: No actions stored.".format(game_id)
logger.error(err_msg)
raise ValueError(err_msg)
return actions
def load_deck(seed: str) -> List[hanabi.hanab_game.DeckCard]:
cur.execute("SELECT deck_index, suit_index, rank FROM decks "
"WHERE seed = %s "
"ORDER BY deck_index ASC",
(seed,)
)
deck = []
for index, (card_index, suit_index, rank) in enumerate(cur.fetchall()):
assert index == card_index
deck.append(
hanabi.hanab_game.DeckCard(suit_index, rank, card_index)
)
if len(deck) == 0:
err_msg = "Failed to load deck for seed {} from DB: No cards stored.".format(seed)
logger.error(err_msg)
raise ValueError(err_msg)
return deck
def load_game_parts(game_id: int) -> Tuple[hanabi.live.hanab_live.HanabLiveInstance, List[hanabi.hanab_game.Action]]:
"""
Loads information on game from database
@param game_id: ID of game
@return: Instance (i.e. deck + settings) of game, list of actions, variant name
"""
cur.execute(
"SELECT "
"games.num_players, games.seed, games.one_extra_card, games.one_less_card, games.deck_plays, "
"games.all_or_nothing,"
"variants.clue_starved, variants.name, variants.id, variants.throw_it_in_a_hole "
"FROM games "
"INNER JOIN variants"
" ON games.variant_id = variants.id "
"WHERE games.id = %s",
(game_id,)
)
res = cur.fetchone()
if res is None:
err_msg = "Failed to retrieve game details of game {}.".format(game_id)
logger.error(err_msg)
raise ValueError(err_msg)
# Unpack results now
(num_players, seed, one_extra_card, one_less_card, deck_plays, all_or_nothing, clue_starved, variant_name, variant_id, throw_it_in_a_hole) = res
actions = load_actions(game_id)
deck = load_deck(seed)
instance = hanabi.live.hanab_live.HanabLiveInstance(
deck=deck,
num_players=num_players,
variant_id=variant_id,
one_extra_card=one_extra_card,
one_less_card=one_less_card,
fives_give_clue=not throw_it_in_a_hole,
deck_plays=deck_plays,
all_or_nothing=all_or_nothing,
clue_starved=clue_starved
)
return instance, actions
def load_game(game_id: int) -> hanabi.live.hanab_live.HanabLiveGameState:
instance, actions = load_game_parts(game_id)
game = hanabi.live.hanab_live.HanabLiveGameState(instance)
for action in actions:
game.make_action(action)
return game

View file

@ -1,154 +0,0 @@
DROP TABLE IF EXISTS users CASCADE;
CREATE TABLE users (
id SERIAL PRIMARY KEY,
username TEXT NOT NULL UNIQUE,
normalized_username TEXT NOT NULL UNIQUE
);
DROP TABLE IF EXISTS seeds CASCADE;
CREATE TABLE seeds (
seed TEXT NOT NULL PRIMARY KEY,
num_players SMALLINT NOT NULL,
variant_id SMALLINT NOT NULL,
starting_player SMALLINT NOT NULL DEFAULT 0,
feasible BOOLEAN DEFAULT NULL,
max_score_theoretical SMALLINT
);
CREATE INDEX seeds_variant_idx ON seeds (variant_id);
DROP TABLE IF EXISTS decks CASCADE;
CREATE TABLE decks (
seed TEXT REFERENCES seeds (seed),
/* Order of card in deck*/
deck_index SMALLINT NOT NULL,
/* Suit */
suit_index SMALLINT NOT NULL,
/* Rank */
rank SMALLINT NOT NULL,
PRIMARY KEY (seed, deck_index)
);
DROP TABLE IF EXISTS games CASCADE;
CREATE TABLE games (
id INT PRIMARY KEY,
num_players SMALLINT NOT NULL,
starting_player SMALLINT NOT NULL DEFAULT 0,
variant_id SMALLINT NOT NULL,
timed BOOLEAN,
time_base INTEGER,
time_per_turn INTEGER,
speedrun BOOLEAN,
card_cycle BOOLEAN,
deck_plays BOOLEAN,
empty_clues BOOLEAN,
one_extra_card BOOLEAN,
one_less_card BOOLEAN,
all_or_nothing BOOLEAN,
detrimental_characters BOOLEAN,
seed TEXT NOT NULL REFERENCES seeds,
score SMALLINT NOT NULL,
num_turns SMALLINT
);
CREATE INDEX games_seed_score_idx ON games (seed, score);
CREATE INDEX games_var_seed_idx ON games (variant_id, seed);
CREATE INDEX games_player_idx ON games (num_players);
DROP TABLE IF EXISTS game_participants CASCADE;
CREATE TABLE game_participants (
id SERIAL PRIMARY KEY,
game_id INTEGER NOT NULL,
user_id INTEGER NOT NULL,
seat SMALLINT NOT NULL, /* Needed for the "GetNotes()" function */
FOREIGN KEY (game_id) REFERENCES games (id) ON DELETE CASCADE,
FOREIGN KEY (user_id) REFERENCES users (id) ON DELETE CASCADE,
CONSTRAINT game_participants_unique UNIQUE (game_id, user_id)
);
DROP FUNCTION IF EXISTS delete_game_of_deleted_participant;
CREATE FUNCTION delete_game_of_deleted_participant() RETURNS TRIGGER AS $_$
BEGIN
DELETE FROM games WHERE games.id = OLD.game_id;
RETURN OLD;
END $_$ LANGUAGE 'plpgsql';
CREATE TRIGGER delete_game_upon_participant_deletion
AFTER DELETE ON game_participants
FOR EACH ROW
EXECUTE PROCEDURE delete_game_of_deleted_participant();
DROP TABLE IF EXISTS game_participant_notes CASCADE;
CREATE TABLE game_participant_notes (
game_participant_id INTEGER NOT NULL,
card_order SMALLINT NOT NULL, /* "order" is a reserved word in PostgreSQL. */
note TEXT NOT NULL,
FOREIGN KEY (game_participant_id) REFERENCES game_participants (id) ON DELETE CASCADE,
PRIMARY KEY (game_participant_id, card_order)
);
DROP TABLE IF EXISTS game_actions CASCADE;
CREATE TABLE game_actions (
game_id INTEGER NOT NULL,
turn SMALLINT NOT NULL,
/**
* Corresponds to the "DatabaseGameActionType" enum.
*
* - 0 - play
* - 1 - discard
* - 2 - color clue
* - 3 - rank clue
* - 4 - game over
*/
type SMALLINT NOT NULL,
/**
* - If a play or a discard, corresponds to the order of the the card that was played/discarded.
* - If a clue, corresponds to the index of the player that received the clue.
* - If a game over, corresponds to the index of the player that caused the game to end or -1 if
* the game was terminated by the server.
*/
target SMALLINT NOT NULL,
/**
* - If a play or discard, then 0 (as NULL). It uses less database space and reduces code
* complexity to use a value of 0 for NULL than to use a SQL NULL:
* https://dev.mysql.com/doc/refman/8.0/en/data-size.html
* - If a color clue, then 0 if red, 1 if yellow, etc.
* - If a rank clue, then 1 if 1, 2 if 2, etc.
* - If a game over, then the value corresponds to the "endCondition" values in "constants.go".
*/
value SMALLINT NOT NULL,
FOREIGN KEY (game_id) REFERENCES games (id) ON DELETE CASCADE,
PRIMARY KEY (game_id, turn)
);
DROP TABLE IF EXISTS score_upper_bounds;
CREATE TABLE score_upper_bounds (
seed TEXT NOT NULL REFERENCES seeds ON DELETE CASCADE,
score_upper_bound SMALLINT NOT NULL,
reason SMALLINT NOT NULL,
UNIQUE (seed, reason)
);
DROP TABLE IF EXISTS score_lower_bounds;
CREATE TABLE score_lower_bounds (
seed TEXT NOT NULL REFERENCES seeds ON DELETE CASCADE,
score_lower_bound SMALLINT NOT NULL,
game_id INT REFERENCES games ON DELETE CASCADE,
actions TEXT,
CHECK (num_nonnulls(game_id, actions) = 1)
);

View file

@ -1,224 +0,0 @@
from typing import List, Union
import more_itertools
from hanabi import hanab_game
from hanabi.live import hanab_live
# use same BASE62 as on hanab.live to encode decks
BASE62 = "abcdefghijklmnopqrstuvwxyz0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"
# Helper method, iterate over chunks of length n in a string
def chunks(s: str, n: int):
for i in range(0, len(s), n):
yield s[i:i + n]
# exception thrown by decompression methods if parsing fails
class InvalidFormatError(ValueError):
pass
def compress_actions(actions: List[hanab_game.Action]) -> str:
min_type = 0
max_type = 0
if len(actions) != 0:
min_type = min(map(lambda a: a.type.value, actions))
max_type = max(map(lambda a: a.type.value, actions))
type_range = max_type - min_type + 1
def compress_action(action):
# We encode action values with +1 to differentiate
# null (encoded 0) and 0 (encoded 1)
value = 0 if action.value is None else action.value + 1
if action.type == hanab_game.ActionType.VoteTerminate:
# This is currently a hack, the actual format has a 10 here,
# but we cannot encode this
value = 0
try:
a = BASE62[type_range * value + (action.type.value - min_type)]
b = BASE62[action.target]
except IndexError as e:
raise ValueError("Encoding action failed, value too large, found {}".format(value)) from e
return a + b
return "{}{}{}".format(
min_type,
max_type,
''.join(map(compress_action, actions))
)
def decompress_actions(actions_str: str) -> List[hanab_game.Action]:
if not len(actions_str) >= 2:
raise InvalidFormatError("min/max range not specified, found: {}".format(actions_str))
try:
min_type = int(actions_str[0])
max_type = int(actions_str[1])
except ValueError as e:
raise InvalidFormatError(
"min/max range of actions not specified, expected two integers, found {}".format(actions_str[:2])
) from e
if not min_type <= max_type:
raise InvalidFormatError("min/max range illegal, found [{},{}]".format(min_type, max_type))
type_range = max_type - min_type + 1
if not len(actions_str) % 2 == 0:
raise InvalidFormatError("Invalid action string length: Expected even number of characters")
for (index, char) in enumerate(actions_str[2:]):
if char not in BASE62:
raise InvalidFormatError(
"Invalid character at index {}: Found {}, expected one of {}".format(
index, char, BASE62
)
)
def decompress_action(action_idx: int, action: str):
try:
action_type_value = (BASE62.index(action[0]) % type_range) + min_type
action_type = hanab_game.ActionType(action_type_value)
except ValueError as e:
raise InvalidFormatError(
"Invalid action type at action {}: Found {}, expected one of {}".format(
action_idx, action_type_value,
[action_type.value for action_type in hanab_game.ActionType]
)
) from e
# We encode values with +1 to differentiate null (encoded 0) and 0 (encoded 1)
value = BASE62.index(action[0]) // type_range - 1
if value == -1:
value = None
if action_type in [hanab_game.ActionType.Play, hanab_game.ActionType.Discard]:
if value is not None:
raise InvalidFormatError(
"Invalid action value: Action at action index {} is Play/Discard, expected value None, "
"found: {}".format(action_idx, value)
)
target = BASE62.index(action[1])
return hanab_game.Action(action_type, target, value)
return [decompress_action(idx, a) for (idx, a) in enumerate(chunks(actions_str[2:], 2))]
def compress_deck(deck: List[hanab_game.DeckCard]) -> str:
assert (len(deck) != 0)
min_rank = min(map(lambda card: card.rank, deck))
max_rank = max(map(lambda card: card.rank, deck))
rank_range = max_rank - min_rank + 1
def compress_card(card):
try:
return BASE62[rank_range * card.suitIndex + (card.rank - min_rank)]
except IndexError as e:
raise InvalidFormatError(
"Could not compress card, suit or rank too large. Found: {}".format(card)
) from e
return "{}{}{}".format(
min_rank,
max_rank,
''.join(map(compress_card, deck))
)
def decompress_deck(deck_str: str) -> List[hanab_game.DeckCard]:
if len(deck_str) < 2:
raise InvalidFormatError("min/max rank range not specified, found: {}".format(deck_str))
try:
min_rank = int(deck_str[0])
max_rank = int(deck_str[1])
except ValueError as e:
raise InvalidFormatError(
"min/max rank range not specified, expected two integers, found {}".format(deck_str[:2])
) from e
if not max_rank >= min_rank:
raise InvalidFormatError(
"Invalid rank range, found [{},{}]".format(min_rank, max_rank)
)
rank_range = max_rank - min_rank + 1
for (index, char) in enumerate(deck_str[2:]):
if char not in BASE62:
raise InvalidFormatError(
"Invalid character at index {}: Found {}, expected one of {}".format(
index, char, BASE62
)
)
def decompress_card(card_char):
encoded = BASE62.index(card_char)
suit_index = encoded // rank_range
rank = encoded % rank_range + min_rank
return hanab_game.DeckCard(suit_index, rank)
return [decompress_card(card) for card in deck_str[2:]]
# compresses a standard GameState object into hanab.live format
# which can be used in json replay links
# The GameState object has to be standard / fitting hanab.live variants,
# otherwise compression is not possible
def compress_game_state(state: Union[hanab_game.GameState, hanab_live.HanabLiveGameState]) -> str:
if isinstance(state, hanab_live.HanabLiveGameState):
var_id = state.instance.variant_id
else:
assert isinstance(state, hanab_game.GameState)
var_id = hanab_live.HanabLiveInstance.select_standard_variant_id(state.instance)
out = "{}{},{},{}".format(
state.instance.num_players,
compress_deck(state.instance.deck),
compress_actions(state.actions),
var_id
)
with_dashes = ''.join(more_itertools.intersperse("-", out, 20))
return with_dashes
def decompress_game_state(game_str: str) -> hanab_live.HanabLiveGameState:
game_str = game_str.replace("-", "")
parts = game_str.split(",")
if not len(parts) == 3:
raise InvalidFormatError(
"Expected 3 comma-separated parts of game, found {}".format(
len(parts)
)
)
[players_deck, actions, variant_id] = parts
if len(players_deck) == 0:
raise InvalidFormatError("Expected nonempty first part")
try:
num_players = int(players_deck[0])
except ValueError as e:
raise InvalidFormatError(
"Expected number of players, found: {}".format(players_deck[0])
) from e
try:
deck = decompress_deck(players_deck[1:])
except InvalidFormatError as e:
raise InvalidFormatError("Error while parsing deck") from e
try:
actions = decompress_actions(actions)
except InvalidFormatError as e:
raise InvalidFormatError("Error while parsing actions") from e
try:
variant_id = int(variant_id)
except ValueError:
raise ValueError("Expected variant id, found: {}".format(variant_id))
instance = hanab_live.HanabLiveInstance(deck, num_players, variant_id)
game = hanab_live.HanabLiveGameState(instance)
# TODO: game is not in consistent state
game.actions = actions
return game
def link(game_state: hanab_game.GameState) -> str:
compressed = compress_game_state(game_state)
return "https://hanab.live/shared-replay-json/{}".format(compressed)

View file

@ -1,363 +0,0 @@
import alive_progress
from typing import Dict, Optional, List
import psycopg2.errors
import psycopg2.extras
import platformdirs
import unidecode
from hanabi import hanab_game
from hanabi import constants
from hanabi import logger
from hanabi import database
from hanabi.live import site_api
from hanabi.live import variants
from hanabi.live import hanab_live
from hanabi.database import games_db_interface
class GameExportError(ValueError):
def __init__(self, game_id, msg):
super().__init__("When exporting game {}: {}".format(game_id, msg))
pass
class GameExportNoResponseFromSiteError(GameExportError):
def __init__(self, game_id):
super().__init__(game_id, "No response from site")
class GameExportInvalidResponseTypeError(GameExportError):
def __init__(self, game_id, response_type):
super().__init__(game_id, "Invalid response type (expected json, got {})".format(
response_type, game_id
))
pass
class GameExportInvalidFormatError(GameExportError):
def __init__(self, game_id, msg):
super().__init__(game_id, "Invalid response format: {}".format(msg))
class GameExportInvalidNumberOfPlayersError(GameExportInvalidFormatError):
def __init__(self, game_id, expected, received):
super().__init__(
game_id,
"Received invalid list of players: Expected {} many, got {}".format(expected, received)
)
def ensure_users_in_db_and_get_ids(usernames: List[str]):
normalized_usernames = [unidecode.unidecode(username) for username in usernames]
psycopg2.extras.execute_values(
database.cur,
"INSERT INTO users (username, normalized_username)"
"VALUES %s "
"ON CONFLICT (username) DO NOTHING ",
zip(usernames, normalized_usernames)
)
# To only do one DB query, we sort by the normalized username.
ids = []
for username in usernames:
database.cur.execute(
"SELECT id FROM users "
"WHERE username = %s",
(username,)
)
(id, ) = database.cur.fetchone()
ids.append(id)
return ids
#
def detailed_export_game(
game_id: int
, score: Optional[int] = None
, var_id: Optional[int] = None
, seed_exists: bool = False
) -> None:
"""
Downloads full details of game from hanab.live, inserts seed and game into DB
If seed is already present, it is left as is
If game is already present, game details will be updated
:param game_id: id of game to export
:param score: If given, this will be inserted as score of the game. If not given, score is calculated
:param var_id: If given, this will be inserted as variant id of the game. If not given, this is looked up
:param seed_exists: If specified and true, assumes that the seed is already present in database.
If this is not the case, call will raise a DB insertion error
:raises GameExportError and its child classes
"""
logger.debug("Importing game {}".format(game_id))
game_json = site_api.get("export/{}".format(game_id))
if game_json is None:
raise GameExportNoResponseFromSiteError(game_id)
if type(game_json) != dict:
raise GameExportInvalidResponseTypeError(game_id, type(game_json))
if game_json.get('id', None) != game_id:
raise GameExportInvalidFormatError(game_id, "Unexpected game_id {} received, expected {}".format(
game_json.get('id'), game_id
))
players = game_json.get('players', [])
num_players = len(players)
if num_players < 2:
raise GameExportInvalidNumberOfPlayersError(game_id, "≥2", num_players)
seed = game_json.get('seed', None)
if type(seed) != str:
raise GameExportInvalidFormatError(game_id, "Unexpected seed, expected string, got {}".format(seed))
options = game_json.get('options', {})
var_id = var_id or variants.variant_id(options.get('variant', 'No Variant'))
timed = options.get('timed', False)
time_base = options.get('timeBase', 0)
time_per_turn = options.get('timePerTurn', 0)
speedrun = options.get('speedrun', False)
card_cycle = options.get('cardCycle', False)
deck_plays = options.get('deckPlays', False)
empty_clues = options.get('emptyClues', False)
one_extra_card = options.get('oneExtraCard', False)
one_less_card = options.get('oneLessCard', False)
all_or_nothing = options.get('allOrNothing', False)
detrimental_characters = options.get('detrimentalCharacters', False)
starting_player = options.get('startingPlayer', 0)
try:
actions = [hanab_game.Action.from_json(action) for action in game_json.get('actions', [])]
except hanab_game.ParseError as e:
raise GameExportInvalidFormatError(game_id, "Failed to parse actions") from e
try:
deck = [hanab_game.DeckCard.from_json(card) for card in game_json.get('deck', None)]
except hanab_game.ParseError as e:
raise GameExportInvalidFormatError(game_id, "Failed to parse deck") from e
if score is None:
# need to play through the game once to find out its score
if detrimental_characters:
raise NotImplementedError(
"detrimental characters not supported, cannot determine score of game {}".format(game_id)
)
game = hanab_live.HanabLiveGameState(
hanab_live.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=starting_player
)
)
for action in actions:
game.make_action(action)
score = game.score
if not seed_exists:
database.cur.execute(
"INSERT INTO seeds (seed, num_players, starting_player, variant_id)"
"VALUES (%s, %s, %s, %s)"
"ON CONFLICT (seed) DO NOTHING",
(seed, num_players, starting_player, var_id)
)
logger.debug("New seed {} imported.".format(seed))
games_db_interface.store_deck_for_seed(seed, deck)
database.cur.execute(
"INSERT INTO games ("
"id, num_players, starting_player, variant_id, timed, time_base, time_per_turn, speedrun, card_cycle, "
"deck_plays, empty_clues, one_extra_card, one_less_card,"
"all_or_nothing, detrimental_characters, seed, score"
")"
"VALUES (%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)"
"ON CONFLICT (id) DO UPDATE SET ("
"timed, time_base, time_per_turn, speedrun, card_cycle, deck_plays, empty_clues, one_extra_card,"
"all_or_nothing, detrimental_characters"
") = ("
"EXCLUDED.timed, EXCLUDED.time_base, EXCLUDED.time_per_turn, EXCLUDED.speedrun, EXCLUDED.card_cycle, "
"EXCLUDED.deck_plays, EXCLUDED.empty_clues, EXCLUDED.one_extra_card,"
"EXCLUDED.all_or_nothing, EXCLUDED.detrimental_characters"
")",
(
game_id, num_players, starting_player, var_id, timed, time_base, time_per_turn, speedrun, card_cycle,
deck_plays, empty_clues, one_extra_card, one_less_card,
all_or_nothing, detrimental_characters, seed, score
)
)
# Insert participants into database
ids = ensure_users_in_db_and_get_ids(players)
game_participant_values = []
for index, user_id in enumerate(ids):
game_participant_values.append((game_id, user_id, index))
psycopg2.extras.execute_values(
database.cur,
"INSERT INTO game_participants (game_id, user_id, seat) VALUES %s "
"ON CONFLICT (game_id, user_id) DO UPDATE SET seat = excluded.seat",
game_participant_values
)
games_db_interface.store_actions(game_id, actions)
logger.debug("Imported game {}".format(game_id))
def _process_game_row(game: Dict, var_id, export_all_games: bool = False):
game_id = game.get('id', None)
seed = game.get('seed', None)
num_players = game.get('num_players', None)
users = game.get('users', "").split(", ")
score = game.get('score', None)
if any(v is None for v in [game_id, seed, num_players, score]):
raise ValueError("Unknown response format on hanab.live")
if len(users) != num_players:
logger.error("Invalid number of players reported when processing row {}".format(game))
f = platformdirs.user_data_dir(constants.APP_NAME, ensure_exists=True) + '/invalid_game_ids.txt'
with open(f, "a+") as invalid_games_file:
invalid_games_file.writelines(
"{}, {}, {}, {}\n".format(game_id, var_id, num_players, ", ".join(users))
)
return
# raise GameExportInvalidNumberOfPlayersError(game_id, num_players, users)
# Ensure users in database and find out their ids
if export_all_games:
detailed_export_game(game_id, score=score, var_id=var_id)
logger.debug("Imported game {}".format(game_id))
return
database.cur.execute("SAVEPOINT seed_insert")
try:
database.cur.execute(
"INSERT INTO games (id, seed, num_players, score, variant_id)"
"VALUES"
"(%s, %s ,%s ,%s ,%s)"
"ON CONFLICT (id) DO NOTHING",
(game_id, seed, num_players, score, var_id)
)
except psycopg2.errors.ForeignKeyViolation:
# Sometimes, seed is not present in the database yet, then we will have to query the full game details
# (including the seed) to export it accordingly
database.cur.execute("ROLLBACK TO seed_insert")
detailed_export_game(game_id, score=score, var_id=var_id)
database.cur.execute("RELEASE seed_insert")
# Insert participants into database
ids = ensure_users_in_db_and_get_ids(users)
game_participant_values = []
for index, user_id in enumerate(ids):
game_participant_values.append((game_id, user_id, index))
psycopg2.extras.execute_values(
database.cur,
"INSERT INTO game_participants (game_id, user_id, seat) VALUES %s "
"ON CONFLICT (game_id, user_id) DO UPDATE SET seat = excluded.seat",
game_participant_values
)
logger.debug("Imported game {}".format(game_id))
def download_all_games_not_in_db(download_known_but_not_exported=True):
database.cur.execute(
"SELECT id FROM games "
+ "WHERE actions is not null" if download_known_but_not_exported else ""
+ "ORDER BY id"
)
game_ids = [game_id for (game_id,) in database.cur.fetchall()]
largest_game_id = game_ids[-1]
with alive_progress.alive_bar(
total=largest_game_id - len(game_ids),
title='Downloading all games not in database'
) as bar:
for game_id in range(1, largest_game_id):
if game_id == game_ids[0]:
game_ids = game_ids[1:]
continue
try:
detailed_export_game(game_id)
logger.info("Found new game {} that was not in DB before".format(game_id))
bar()
except GameExportNoResponseFromSiteError:
bar()
continue
def download_games(var_id, export_all_games: bool = False):
name = variants.variant_name(var_id)
page_size = 100
if name is None:
raise ValueError("{} is not a known variant_id.".format(var_id))
url = "variants/{}".format(var_id)
r = site_api.api(url, refresh=True)
if not r:
raise RuntimeError("Failed to download request from hanab.live")
num_entries = r.get('total_rows', None)
if num_entries is None:
raise ValueError("Unknown response format on hanab.live")
database.cur.execute(
"SELECT COUNT(*) FROM games WHERE variant_id = %s AND id <= "
"(SELECT COALESCE (last_game_id, 0) FROM variant_game_downloads WHERE variant_id = %s)",
(var_id, var_id)
)
num_already_downloaded_games = database.cur.fetchone()[0]
assert num_already_downloaded_games <= num_entries, "Database inconsistent, too many games present."
next_page = num_already_downloaded_games // page_size
last_page = (num_entries - 1) // page_size
if num_already_downloaded_games == num_entries:
logger.info("Already downloaded all games ({:6} many) for variant {:4} [{}]".format(num_entries, var_id, name))
return
with alive_progress.alive_bar(
total=num_entries - num_already_downloaded_games,
title='Downloading remaining games for variant id {:4} [{}]'.format(var_id, name),
enrich_print=False
) as bar:
for page in range(next_page, last_page + 1):
for refresh in [False, True]:
r = site_api.api(url + "?col[0]=0&page={}".format(page), refresh=(page == last_page) or refresh)
rows = r.get('rows', [])
if page == next_page:
rows = rows[num_already_downloaded_games % 100:]
if not (page == last_page or len(rows) == page_size):
if not refresh:
# row count does not match, maybe this is due to an old cached version of the api query,
# try again with a forced refresh of the query
logger.verbose("refreshing page {} due to unexpected row count".format(page))
continue
# If refreshing did not fix the error, log a warning
logger.warn('WARN: received unexpected row count ({}, expected {}) on page {}'.format(
len(rows), page_size, page)
)
for row in rows:
_process_game_row(row, var_id, export_all_games)
bar()
database.cur.execute(
"INSERT INTO variant_game_downloads (variant_id, last_game_id) VALUES"
"(%s, %s)"
"ON CONFLICT (variant_id) DO UPDATE SET last_game_id = EXCLUDED.last_game_id",
(var_id, r['rows'][-1]['id'])
)
database.conn.commit()
# we need this so that we don't execute the iteration with forced refresh
# if stuff already checked out without refreshing
break

View file

@ -1,146 +0,0 @@
from typing import List, Dict, Tuple
from hanabi.hanab_game import Action, ParseError
from hanabi import hanab_game
from hanabi import constants
from hanabi.live import variants
class HanabLiveInstance(hanab_game.HanabiInstance):
def __init__(
self,
deck: List[hanab_game.DeckCard],
num_players: int,
variant_id: int,
one_extra_card: bool = False,
one_less_card: bool = False,
*args, **kwargs
):
self.one_extra_card = one_extra_card
self.one_less_card = one_less_card
assert 2 <= num_players <= 6
hand_size = constants.HAND_SIZES[num_players]
if one_less_card:
hand_size -= 1
if one_extra_card:
hand_size += 1
super().__init__(deck, num_players, hand_size=hand_size, *args, **kwargs)
self.variant_id = variant_id
self.variant = variants.Variant.from_db(self.variant_id)
@staticmethod
def select_standard_variant_id(instance: hanab_game.HanabiInstance):
err_msg = "Hanabi instance not supported by hanab.live, cannot convert to HanabLiveInstance: "
assert 3 <= instance.num_suits <= 6, \
err_msg + "Illegal number of suits ({}) found, must be in range [3,6]".format(instance.num_suits)
assert 0 <= instance.num_dark_suits <= 2, \
err_msg + "Illegal number of dark suits ({}) found, must be in range [0,2]".format(instance.num_dark_suits)
assert 4 <= max(instance.num_suits, 4) - instance.num_dark_suits, \
err_msg + "Illegal ratio of dark suits to suits, can have at most {} dark suits with {} total suits".format(
max(instance.num_suits - 4, 0), instance.num_suits
)
return constants.VARIANT_IDS_STANDARD_DISTRIBUTIONS[instance.num_suits][instance.num_dark_suits]
def parse_json_game(game_json: Dict, as_hanab_live_instance: bool = True) \
-> Tuple[HanabLiveInstance | hanab_game.HanabiInstance, List[Action]]:
game_id = game_json.get('id', None)
players = game_json.get('players', [])
num_players = len(players)
if num_players < 2 or num_players > 6:
raise ParseError(num_players)
options = game_json.get('options', {})
var_name = options.get('variant', 'No Variant')
deck_plays = options.get('deckPlays', False)
one_extra_card = options.get('oneExtraCard', False)
one_less_card = options.get('oneLessCard', False)
all_or_nothing = options.get('allOrNothing', False)
starting_player = options.get('startingPlayer', 0)
detrimental_characters = options.get('detrimentalCharacters', False)
try:
actions = [hanab_game.Action.from_json(action) for action in game_json.get('actions', [])]
except hanab_game.ParseError as e:
raise ParseError("Failed to parse actions") from e
try:
deck = [hanab_game.DeckCard.from_json(card) for card in game_json.get('deck', None)]
except hanab_game.ParseError as e:
raise ParseError("Failed to parse deck") from e
if detrimental_characters:
raise NotImplementedError(
"detrimental characters not supported, cannot determine score of game {}".format(game_id)
)
if as_hanab_live_instance:
var_id = variants.variant_id(var_name)
return 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=starting_player
), actions
else:
hand_size = constants.HAND_SIZES[num_players]
if one_less_card:
hand_size -= 1
if one_extra_card:
hand_size += 1
clue_starved = 'Clue Starved' in var_name
return hanab_game.HanabiInstance(
deck, num_players, hand_size,
clue_starved=clue_starved,
deck_plays=deck_plays,
all_or_nothing=all_or_nothing,
starting_player=starting_player
), actions
class HanabLiveGameState(hanab_game.GameState):
def __init__(self, instance: HanabLiveInstance):
super().__init__(instance)
self.instance: HanabLiveInstance = instance
def to_json(self):
return {
"actions": [action.to_json() for action in self.actions],
"deck": [card.to_json() for card in self.deck],
"players": ["Alice", "Bob", "Cathy", "Donald", "Emily", "Frank"][:self.num_players],
"notes": [[]] * self.num_players,
"options": {
"variant": self.instance.variant_id,
"deckPlays": self.instance.deck_plays,
"oneExtraCard": self.instance.one_extra_card,
"oneLessCard": self.instance.one_less_card,
"allOrNothing": self.instance.all_or_nothing,
"startingPlayer": self.instance.starting_player
}
}
def _waste_clue(self) -> hanab_game.Action:
for player in range(self.turn + 1, self.turn + self.num_players):
for card in self.hands[player % self.num_players]:
for rank in self.instance.variant.ranks:
if self.instance.variant.rank_touches(card, rank):
return hanab_game.Action(
hanab_game.ActionType.RankClue,
player % self.num_players,
rank
)
for color in range(self.instance.variant.num_colors):
if self.instance.variant.color_touches(card, color):
return hanab_game.Action(
hanab_game.ActionType.ColorClue,
player % self.num_players,
color
)
raise RuntimeError("Current game state did not permit any legal clue."
"This case is incredibly rare and currently not handled.")

View file

@ -1,184 +0,0 @@
from typing import Optional
import pebble.concurrent
import concurrent.futures
import traceback
import alive_progress
import threading
import time
from hanabi import logger
from hanabi.solvers.sat import solve_sat
from hanabi import database
from hanabi.live import download_data
from hanabi.live import compress
from hanabi import hanab_game
from hanabi.solvers import greedy_solver
from hanabi.solvers import deck_analyzer
from hanabi.live import variants
MAX_PROCESSES = 6
def update_trivially_feasible_games(variant_id):
variant: variants.Variant = variants.Variant.from_db(variant_id)
database.cur.execute("SELECT seed FROM seeds WHERE variant_id = (%s) AND feasible is null", (variant_id,))
seeds = database.cur.fetchall()
logger.verbose('Checking variant {} (id {}), found {} seeds to check...'.format(variant.name, variant_id, len(seeds)))
with alive_progress.alive_bar(total=len(seeds), title='{} ({})'.format(variant.name, variant_id)) as bar:
for (seed,) in seeds:
database.cur.execute(
"SELECT id, deck_plays, one_extra_card, one_less_card, all_or_nothing, detrimental_characters "
"FROM games WHERE score = (%s) AND seed = (%s) ORDER BY id;",
(variant.max_score, seed)
)
res = database.cur.fetchall()
logger.debug("Checking seed {}: {:3} results".format(seed, len(res)))
for (game_id, a, b, c, d, e) in res:
if None in [a, b, c, d, e]:
logger.debug(' Game {} not found in database, exporting...'.format(game_id))
download_data.detailed_export_game(
game_id, var_id=variant_id, score=variant.max_score, seed_exists=True
)
database.cur.execute("SELECT deck_plays, one_extra_card, one_less_card, all_or_nothing, "
"detrimental_characters "
"FROM games WHERE id = (%s)",
(game_id,))
(a, b, c, d, e) = database.cur.fetchone()
else:
logger.debug(' Game {} already in database'.format(game_id))
valid = not any([a, b, c, d, e])
if valid:
print(a, b, c, d, e)
logger.verbose(
'Seed {:10} (variant {}) found to be feasible via game {:6}'.format(seed, variant_id, game_id))
database.cur.execute("UPDATE seeds SET (feasible, max_score_theoretical) = (%s, %s) WHERE seed = "
"(%s)", (True, variant.max_score, seed))
database.cur.execute(
"INSERT INTO score_lower_bounds (seed, score_lower_bound, game_id) VALUES (%s, %s, %s)",
(seed, variant.max_score, game_id)
)
database.conn.commit()
break
else:
logger.verbose(' Cheaty game {} found'.format(game_id))
bar()
def get_decks_for_all_seeds():
cur = database.conn.database.cursor()
cur.execute("SELECT id "
"FROM games "
" INNER JOIN seeds "
" ON seeds.seed = games.seed"
" WHERE"
" seeds.deck is null"
" AND"
" games.id = ("
" SELECT id FROM games WHERE games.seed = seeds.seed LIMIT 1"
" )"
)
print("Exporting decks for all seeds")
res = cur.fetchall()
with alive_progress.alive_bar(len(res), title="Exporting decks") as bar:
for (game_id,) in res:
download_data.detailed_export_game(game_id)
bar()
mutex = threading.Lock()
def solve_instance(instance: hanab_game.HanabiInstance):
# first, sanity check on running out of pace
result = deck_analyzer.analyze(instance)
if len(result) != 0:
logger.info("found infeasible deck by foreward analysis")
return False, None, None
for num_remaining_cards in [0, 20]:
# logger.info("trying with {} remaining cards".format(num_remaining_cards))
game = hanab_game.GameState(instance)
strat = greedy_solver.GreedyStrategy(game)
# make a number of greedy moves
while not game.is_over() and not game.is_known_lost():
if num_remaining_cards != 0 and game.progress == game.deck_size - num_remaining_cards:
break # stop solution here
strat.make_move()
# check if we won already
if game.is_won():
# print("won with greedy strat")
return True, game, num_remaining_cards
# now, apply sat solver
if not game.is_over():
logger.debug("continuing greedy sol with SAT")
solvable, sol = solve_sat(game)
if solvable is None:
return True, sol, num_remaining_cards
logger.debug(
"No success with {} remaining cards, reducing number of greedy moves, failed attempt was: {}".format(
num_remaining_cards, compress.link(game)))
# print("Aborting trying with greedy strat")
logger.debug("Starting full SAT solver")
game = hanab_game.GameState(instance)
a, b = solve_sat(game)
return a, b, instance.draw_pile_size
@pebble.concurrent.process(timeout=150)
def solve_seed_with_timeout(seed, num_players, deck_compressed, var_name: Optional[str] = None):
try:
logger.verbose("Starting to solve seed {}".format(seed))
deck = compress.decompress_deck(deck_compressed)
t0 = time.perf_counter()
solvable, solution, num_remaining_cards = solve_instance(hanab_game.HanabiInstance(deck, num_players))
t1 = time.perf_counter()
logger.verbose("Solved instance {} in {} seconds: {}".format(seed, round(t1 - t0, 2), solvable))
mutex.acquire()
if solvable is not None:
database.cur.execute("UPDATE seeds SET feasible = (%s) WHERE seed = (%s)", (solvable, seed))
database.conn.commit()
mutex.release()
if solvable == True:
logger.verbose("Success with {} cards left in draw by greedy solver on seed {}: {}\n".format(
num_remaining_cards, seed, compress.link(solution))
)
elif solvable == False:
logger.debug("seed {} was not solvable".format(seed))
logger.debug('{}-player, seed {:10}, {}\n'.format(num_players, seed, var_name))
elif solvable is None:
logger.verbose("seed {} skipped".format(seed))
else:
raise Exception("Programming Error")
except Exception as e:
print("exception in subprocess:")
traceback.print_exc()
def solve_seed(seed, num_players, deck_compressed, var_name: Optional[str] = None):
f = solve_seed_with_timeout(seed, num_players, deck_compressed, var_name)
try:
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):
database.cur.execute(
"SELECT seed, num_players, deck FROM seeds WHERE variant_id = (%s) AND feasible IS NULL",
(variant_id,)
)
res = database.cur.fetchall()
with concurrent.futures.ProcessPoolExecutor(max_workers=MAX_PROCESSES) as executor:
fs = [executor.submit(solve_seed, r[0], r[1], r[2], variant_name) for r in res]
with alive_progress.alive_bar(len(res), title='Seed solving on {}'.format(variant_name)) as bar:
for f in concurrent.futures.as_completed(fs):
bar()

View file

@ -1,195 +0,0 @@
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()

View file

@ -1,372 +0,0 @@
import copy
from typing import Optional, Tuple
from pysmt.shortcuts import Symbol, Bool, Not, Implies, Iff, And, Or, AtMostOne, get_model, Equals, GE, NotEquals, Int
from pysmt.typing import INT
from hanabi import logger
from hanabi import constants
from hanabi import hanab_game
# literals to model game as sat instance to check for feasibility
# variants 'throw it in a hole not handled', 'clue starved' and 'up or down' currently not handled
class Literals():
# num_suits is total number of suits, i.e. also counts the dark suits
# default distribution among all suits is assumed
def __init__(self, instance: hanab_game.HanabiInstance):
# clues[m][i] == "after move m we have i clues", in clue starved, this counts half clues
self.clues = {
-1: Int(16 if instance.clue_starved else 8) # we have 8 clues after turn
, **{
m: Symbol('m{}clues'.format(m), INT)
for m in range(instance.max_winning_moves)
}
}
self.pace = {
-1: Int(instance.initial_pace)
, **{
m: Symbol('m{}pace'.format(m), INT)
for m in range(instance.max_winning_moves)
}
}
# strikes[m][i] == "after move m we have at least i strikes"
self.strikes = {
-1: {i: Bool(i == 0) for i in range(0, instance.num_strikes + 1)} # no strikes when we start
, **{
m: {
0: Bool(True),
**{s: Symbol('m{}strikes{}'.format(m, s)) for s in range(1, instance.num_strikes)},
instance.num_strikes: Bool(False)
# never so many clues that we lose. Implicitly forbids striking out
}
for m in range(instance.max_winning_moves)
}
}
# extraturn[m] = "turn m is a move part of the extra round or a dummy turn"
self.extraround = {
-1: Bool(False)
, **{
m: Bool(False) if m < instance.draw_pile_size else Symbol('m{}extra'.format(m))
# it takes at least as many turns as cards in the draw pile to start the extra round
for m in range(0, instance.max_winning_moves)
}
}
# dummyturn[m] = "turn m is a dummy nurn and not actually part of the game"
self.dummyturn = {
-1: Bool(False)
, **{
m: Bool(False) if m < instance.draw_pile_size + instance.num_players else Symbol('m{}dummy'.format(m))
for m in range(0, instance.max_winning_moves)
}
}
# draw[m][i] == "at move m we play/discard deck[i]"
self.discard = {
m: {i: Symbol('m{}discard{}'.format(m, i)) for i in range(instance.deck_size)}
for m in range(instance.max_winning_moves)
}
# draw[m][i] == "at move m we draw deck card i"
self.draw = {
-1: {i: Bool(i == instance.num_dealt_cards - 1) for i in
range(instance.num_dealt_cards - 1, instance.deck_size)}
, **{
m: {
instance.num_dealt_cards - 1: Bool(False),
**{i: Symbol('m{}draw{}'.format(m, i)) for i in range(instance.num_dealt_cards, instance.deck_size)}
}
for m in range(instance.max_winning_moves)
}
}
# strike[m] = "at move m we get a strike"
self.strike = {
-1: Bool(False)
, **{
m: Symbol('m{}newstrike'.format(m))
for m in range(instance.max_winning_moves)
}
}
# progress[m][card = (suitIndex, rank)] == "after move m we have played in suitIndex up to rank"
self.progress = {
-1: {(s, r): Bool(r == 0) for s in range(0, instance.num_suits) for r in range(0, 6)}
# at start, have only played rank zero
, **{
m: {
**{(s, 0): Bool(True) for s in range(0, instance.num_suits)},
**{(s, r): Symbol('m{}progress{}{}'.format(m, s, r)) for s in range(0, instance.num_suits) for r in
range(1, 6)}
}
for m in range(instance.max_winning_moves)
}
}
## Utility variables
# discard_any[m] == "at move m we play/discard a card"
self.discard_any = {m: Symbol('m{}discard_any'.format(m)) for m in range(instance.max_winning_moves)}
# draw_any[m] == "at move m we draw a card"
self.draw_any = {m: Symbol('m{}draw_any'.format(m)) for m in range(instance.max_winning_moves)}
# play[m] == "at move m we play a card"
self.play = {m: Symbol('m{}play'.format(m)) for m in range(instance.max_winning_moves)}
# play5[m] == "at move m we play a 5"
self.play5 = {m: Symbol('m{}play5'.format(m)) for m in range(instance.max_winning_moves)}
# incr_clues[m] == "at move m we obtain a clue"
self.incr_clues = {m: Symbol('m{}c+'.format(m)) for m in range(instance.max_winning_moves)}
def solve_sat(starting_state: hanab_game.GameState | hanab_game.HanabiInstance, min_pace: Optional[int] = 0) -> Tuple[
bool, Optional[hanab_game.GameState]]:
if isinstance(starting_state, hanab_game.HanabiInstance):
instance = starting_state
game_state = hanab_game.GameState(instance)
elif isinstance(starting_state, hanab_game.GameState):
instance = starting_state.instance
game_state = starting_state
else:
raise ValueError("Bad argument type")
ls = Literals(instance)
##### setup of initial game state
# properties used later to model valid moves
starting_hands = [[card.deck_index for card in hand] for hand in game_state.hands]
first_turn = len(game_state.actions)
if isinstance(starting_state, hanab_game.GameState):
# have to set additional variables
# set initial clues
for i in range(0, 10):
ls.clues[first_turn - 1] = Int(game_state.clues)
# set initial pace
ls.pace[first_turn - 1] = Int(game_state.pace)
# set initial strikes
for i in range(0, instance.num_strikes + 1):
ls.strikes[first_turn - 1][i] = Bool(i <= game_state.strikes)
# check if extraround has started (usually not)
ls.extraround[first_turn - 1] = Bool(game_state.remaining_extra_turns < game_state.num_players)
ls.dummyturn[first_turn - 1] = Bool(False)
# set recent draws: important to model progress
# we just pretend that the last card drawn was in fact drawn last turn,
# regardless of when it was actually drawn
for neg_turn in range(1, min(9, first_turn + 2)):
for i in range(instance.num_players * instance.hand_size, instance.deck_size):
ls.draw[first_turn - neg_turn][i] = Bool(neg_turn == 1 and i == game_state.progress - 1)
# forbid re-drawing of the last card drawn
for m in range(first_turn, instance.max_winning_moves):
ls.draw[m][game_state.progress - 1] = Bool(False)
# model initial progress
for s in range(0, game_state.num_suits):
for r in range(0, 6):
ls.progress[first_turn - 1][s, r] = Bool(r <= game_state.stacks[s])
### Now, model all valid moves
valid_move = lambda m: And(
# in dummy turns, nothing can be discarded
Implies(ls.dummyturn[m], Not(ls.discard_any[m])),
# definition of discard_any
Iff(ls.discard_any[m], Or(ls.discard[m][i] for i in range(instance.deck_size))),
# definition of draw_any
Iff(ls.draw_any[m], Or(ls.draw[m][i] for i in range(game_state.progress, instance.deck_size))),
# ls.draw implies ls.discard (and converse true before the ls.extraround)
Implies(ls.draw_any[m], ls.discard_any[m]),
Implies(ls.discard_any[m], Or(ls.extraround[m], ls.draw_any[m])),
# ls.play requires ls.discard
Implies(ls.play[m], ls.discard_any[m]),
# definition of ls.play5
Iff(ls.play5[m],
And(ls.play[m], Or(ls.discard[m][i] for i in range(instance.deck_size) if instance.deck[i].rank == 5))),
# definition of ls.incr_clues
Iff(ls.incr_clues[m],
And(ls.discard_any[m], NotEquals(ls.clues[m - 1], Int(16 if instance.clue_starved else 8)),
Implies(ls.play[m], ls.play5[m]))),
# change of ls.clues
Implies(And(Not(ls.discard_any[m]), Not(ls.dummyturn[m])),
Equals(ls.clues[m], ls.clues[m - 1] - (2 if instance.clue_starved else 1))),
Implies(ls.incr_clues[m], Equals(ls.clues[m], ls.clues[m - 1] + 1)),
Implies(And(Or(ls.discard_any[m], ls.dummyturn[m]), Not(ls.incr_clues[m])),
Equals(ls.clues[m], ls.clues[m - 1])),
# change of pace
Implies(And(ls.discard_any[m], Or(ls.strike[m], Not(ls.play[m]))), Equals(ls.pace[m], ls.pace[m - 1] - 1)),
Implies(Or(Not(ls.discard_any[m]), And(Not(ls.strike[m]), ls.play[m])), Equals(ls.pace[m], ls.pace[m - 1])),
# pace is nonnegative
GE(ls.pace[m], Int(min_pace)),
## more than 8 clues not allowed, ls.discarding produces a strike
# Note that this means that we will never strike while not at 8 clues.
# It's easy to see that if there is any solution to the instance, then there is also one where we only strike at 8 clues
# (or not at all) -> Just strike later if neccessary
# So, we decrease the solution space with this formulation, but do not change whether it's empty or not
Iff(ls.strike[m],
And(ls.discard_any[m], Not(ls.play[m]), Equals(ls.clues[m - 1], Int(16 if instance.clue_starved else 8)))),
# change of strikes
*[Iff(ls.strikes[m][i], Or(ls.strikes[m - 1][i], And(ls.strikes[m - 1][i - 1], ls.strike[m]))) for i in
range(1, instance.num_strikes + 1)],
# less than 0 clues not allowed
Implies(Not(ls.discard_any[m]), Or(GE(ls.clues[m - 1], Int(1)), ls.dummyturn[m])),
# we can only draw card i if the last ls.drawn card was i-1
*[Implies(ls.draw[m][i], Or(
And(ls.draw[m0][i - 1], *[Not(ls.draw_any[m1]) for m1 in range(m0 + 1, m)]) for m0 in
range(max(first_turn - 1, m - 9), m))) for i in range(game_state.progress, instance.deck_size)],
# we can only draw at most one card (NOTE: redundant, FIXME: avoid quadratic formula)
AtMostOne(ls.draw[m][i] for i in range(game_state.progress, instance.deck_size)),
# we can only discard a card if we drew it earlier...
*[Implies(ls.discard[m][i],
Or(ls.draw[m0][i] for m0 in range(m - instance.num_players, first_turn - 1, -instance.num_players)))
for i in range(game_state.progress, instance.deck_size)],
# ...or if it was part of the initial hand
*[Not(ls.discard[m][i]) for i in range(0, game_state.progress) if
i not in starting_hands[m % instance.num_players]],
# we can only discard a card if we did not discard it yet
*[Implies(ls.discard[m][i], And(
Not(ls.discard[m0][i]) for m0 in range(m - instance.num_players, first_turn - 1, -instance.num_players)))
for i in range(instance.deck_size)],
# we can only discard at most one card (FIXME: avoid quadratic formula)
AtMostOne(ls.discard[m][i] for i in range(instance.deck_size)),
# we can only play a card if it matches the progress
*[Implies(
And(ls.discard[m][i], ls.play[m]),
And(
Not(ls.progress[m - 1][instance.deck[i].suitIndex, instance.deck[i].rank]),
ls.progress[m - 1][instance.deck[i].suitIndex, instance.deck[i].rank - 1]
)
)
for i in range(instance.deck_size)
],
# change of progress
*[
Iff(
ls.progress[m][s, r],
Or(
ls.progress[m - 1][s, r],
And(ls.play[m], Or(ls.discard[m][i]
for i in range(0, instance.deck_size)
if instance.deck[i] == hanab_game.DeckCard(s, r)))
)
)
for s in range(0, instance.num_suits)
for r in range(1, 6)
],
# extra round bool
Iff(ls.extraround[m], Or(ls.extraround[m - 1], ls.draw[m - 1][instance.deck_size - 1])),
# dummy turn bool
*[Iff(ls.dummyturn[m], Or(ls.dummyturn[m - 1], ls.draw[m - 1 - instance.num_players][instance.deck_size - 1]))
for i in range(0, 1) if m >= instance.num_players]
)
win = And(
# maximum progress at each color
*[ls.progress[instance.max_winning_moves - 1][s, 5] for s in range(0, instance.num_suits)],
# played every color/value combination (NOTE: redundant, but makes solving faster)
*[
Or(
And(ls.discard[m][i], ls.play[m])
for m in range(first_turn, instance.max_winning_moves)
for i in range(instance.deck_size)
if game_state.deck[i] == hanab_game.DeckCard(s, r)
)
for s in range(0, instance.num_suits)
for r in range(1, 6)
if r > game_state.stacks[s]
]
)
constraints = And(*[valid_move(m) for m in range(first_turn, instance.max_winning_moves)], win)
# print('Solving instance with {} variables, {} nodes'.format(len(get_atoms(constraints)), get_formula_size(constraints)))
model = get_model(constraints)
if model:
log_model(model, game_state, ls)
solution = evaluate_model(model, copy.deepcopy(game_state), ls)
return True, solution
else:
# conj = list(conjunctive_partition(constraints))
# print('statements: {}'.format(len(conj)))
# ucore = get_unsat_core(conj)
# print('unsat core size: {}'.format(len(ucore)))
# for f in ucore:
# print(f.serialize())
return False, None
def log_model(model, cur_game_state, ls: Literals):
deck = cur_game_state.deck
first_turn = len(cur_game_state.actions)
if first_turn > 0:
logger.debug('[print_model] Note: Omitting first {} turns, since they were fixed already.'.format(first_turn))
for m in range(first_turn, cur_game_state.instance.max_winning_moves):
logger.debug('=== move {} ==='.format(m))
logger.debug('clues: {}'.format(model.get_py_value(ls.clues[m])))
logger.debug('strikes: ' + ''.join(str(i) for i in range(1, 3) if model.get_py_value(ls.strikes[m][i])))
logger.debug('draw: ' + ', '.join(
'{}: {}'.format(i, deck[i]) for i in range(cur_game_state.progress, cur_game_state.instance.deck_size) if
model.get_py_value(ls.draw[m][i])))
logger.debug('discard: ' + ', '.join(
'{}: {}'.format(i, deck[i]) for i in range(cur_game_state.instance.deck_size) if
model.get_py_value(ls.discard[m][i])))
logger.debug('pace: {}'.format(model.get_py_value(ls.pace[m])))
for s in range(0, cur_game_state.instance.num_suits):
logger.debug('progress {}: '.format(constants.COLOR_INITIALS[s]) + ''.join(
str(r) for r in range(1, 6) if model.get_py_value(ls.progress[m][s, r])))
flags = ['discard_any', 'draw_any', 'play', 'play5', 'incr_clues', 'strike', 'extraround', 'dummyturn']
logger.debug(', '.join(f for f in flags if model.get_py_value(getattr(ls, f)[m])))
# given the initial game state and the model found by the SAT solver,
# evaluates the model to produce a full game history
def evaluate_model(model, cur_game_state: hanab_game.GameState, ls: Literals) -> hanab_game.GameState:
for m in range(len(cur_game_state.actions), cur_game_state.instance.max_winning_moves):
if model.get_py_value(ls.dummyturn[m]) or cur_game_state.is_over():
break
if model.get_py_value(ls.discard_any[m]):
card_idx = next(
i for i in range(0, cur_game_state.instance.deck_size) if model.get_py_value(ls.discard[m][i]))
if model.get_py_value(ls.play[m]) or model.get_py_value(ls.strike[m]):
cur_game_state.play(card_idx)
else:
cur_game_state.discard(card_idx)
else:
cur_game_state.clue()
return cur_game_state

94
test.py Normal file
View file

@ -0,0 +1,94 @@
import json
import alive_progress
import requests
from variants import Variant
from variants import Suit, variant_name
from site_api import *
from download_data import download_games, detailed_export_game
from check_game import check_game
from compress import link
from database.database import conn, cur
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():
suit = Suit.from_db(55)
print(suit.__dict__)
def test_variant():
var = Variant.from_db(926)
print(var.__dict__)
def check_missing_ids():
# start = 357849
# end = 358154
start = 358393
end = 358687
# broken_ids = [357913, 357914, 357915] # two of these are no variant
# not_supported_ids = [357925, 357957, 358081]
broken_ids = [358627, 358630, 358632]
not_supported_ids = [
]
for game_id in range(start, end):
if game_id in broken_ids or game_id in not_supported_ids:
continue
print(game_id)
detailed_export_game(game_id)
conn.commit()
def export_all_seeds():
cur.execute(
"SELECT id FROM variants ORDER BY ID"
)
var_ids = cur.fetchall()
for var in var_ids:
download_games(*var)
if __name__ == "__main__":
find_double_dark_games()
exit(0)
var_id = 964532
export_all_seeds()
exit(0)
# init_database_tables()
# populate_static_tables()
download_games(1)
print(variant_name(17888))
for page in range(0, 4):
r = api("variants/0?size=20&col[0]=0&page={}".format(page))
ids = []
for game in r['rows']:
ids.append(game['id'])
r['rows'] = None
print(json.dumps(r, indent=2))
print(ids)

View file

@ -1,44 +1,36 @@
import enum
from typing import List, Optional
from hanabi import hanab_game
from hanabi import DeckCard, ActionType
from hanabi import database
from database.database import cur
def variant_id(name) -> Optional[int]:
database.cur.execute(
cur.execute(
"SELECT id FROM variants WHERE name = %s",
(name,)
)
var_id = database.cur.fetchone()
var_id = cur.fetchone()
if var_id is not None:
return var_id[0]
def get_all_variant_ids() -> List[int]:
database.cur.execute(
"SELECT id FROM variants "
"ORDER BY id"
)
return [var_id for (var_id,) in database.cur.fetchall()]
def variant_name(var_id) -> Optional[int]:
database.cur.execute(
cur.execute(
"SELECT name FROM variants WHERE id = %s",
(var_id,)
)
name = database.cur.fetchone()
name = cur.fetchone()
if name is not None:
return name[0]
def num_suits(var_id) -> Optional[int]:
database.cur.execute(
cur.execute(
"SELECT num_suits FROM variants WHERE id = %s",
(var_id,)
)
num = database.cur.fetchone()
num = cur.fetchone()
if num is not None:
return num
@ -90,19 +82,19 @@ class Suit:
@staticmethod
def from_db(suit_id):
database.cur.execute(
cur.execute(
"SELECT name, display_name, abbreviation, rank_clues, color_clues, prism, dark, reversed "
"FROM suits "
"WHERE id = %s",
(suit_id,)
)
suit_properties = database.cur.fetchone()
suit_properties = cur.fetchone()
database.cur.execute(
cur.execute(
"SELECT color_id FROM suit_colors WHERE suit_id = %s",
(suit_id,)
)
colors = list(map(lambda t: t[0], database.cur.fetchall()))
colors = list(map(lambda t: t[0], cur.fetchall()))
return Suit(*suit_properties, colors)
@ -169,7 +161,7 @@ class Variant:
def _synesthesia_ranks(self, color_value: int) -> List[int]:
return [rank for rank in self.ranks if (rank - color_value) % len(self.colors) == 0]
def rank_touches(self, card: hanab_game.DeckCard, value: int):
def rank_touches(self, card: DeckCard, value: int):
assert 0 <= card.suitIndex < self.num_suits,\
f"Unexpected card {card}, suitIndex {card.suitIndex} out of bounds for {self.num_suits} suits."
assert not self.no_rank_clues, "Cluing rank not allowed in this variant."
@ -194,7 +186,7 @@ class Variant:
ranks = self._preprocess_rank(value)
return any(self.suits[card.suitIndex].rank_touches(card.rank, rank) for rank in ranks)
def color_touches(self, card: hanab_game.DeckCard, value: int):
def color_touches(self, card: DeckCard, value: int):
assert 0 <= card.suitIndex < self.num_suits, \
f"Unexpected card {card}, suitIndex {card.suitIndex} out of bounds for {self.num_suits} suits."
assert not self.no_color_clues, "Cluing color not allowed in this variant."
@ -232,7 +224,7 @@ class Variant:
@staticmethod
def from_db(var_id):
database.cur.execute(
cur.execute(
"SELECT "
"name, clue_starved, throw_it_in_a_hole, alternating_clues, synesthesia, chimneys, funnels, "
"no_color_clues, no_rank_clues, empty_color_clues, empty_rank_clues, odds_and_evens, up_or_down,"
@ -240,14 +232,14 @@ class Variant:
"FROM variants WHERE id = %s",
(var_id,)
)
var_properties = database.cur.fetchone()
var_properties = cur.fetchone()
database.cur.execute(
cur.execute(
"SELECT suit_id FROM variant_suits "
"WHERE variant_id = %s "
"ORDER BY index",
(var_id,)
)
var_suits = [Suit.from_db(*s) for s in database.cur.fetchall()]
var_suits = [Suit.from_db(*s) for s in cur.fetchall()]
return Variant(*var_properties, var_suits)