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download data: log failed game_json 2023-06-25 10:07:11 +02:00
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.gitignore vendored
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@ -4,7 +4,6 @@ hanab.live
venv/
# pycache dir
__pycache__
test.py
# a few output files

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LICENSE
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@ -1,674 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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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>.

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

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@ -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
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@ -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())

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

79
database/database.py Normal file
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@ -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()

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@ -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);

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@ -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']

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@ -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
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@ -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 = []
@ -254,26 +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.actions.append(action)
self.over = True
def terminate(self):
action = Action(ActionType.EndGame, 0, 0)
self.make_action(action)
# Forward some properties of the underlying instance
@property
def num_players(self):
@ -299,10 +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):
@ -326,23 +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:
@ -357,9 +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
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@ -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
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@ -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
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@ -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()

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@ -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):

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@ -1,217 +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.hanab_game import GameState
from hanabi.database import init_database
from hanabi.database import global_db_connection_manager
from hanabi.database.games_db_interface import load_instance
"""
Commands supported:
init db + populate tables
download games of variant
download single game
analyze single game
"""
def subcommand_show(seed: str):
inst = load_instance(seed)
if inst is None:
logger.info("This seed does not exist in the database")
return
game = GameState(inst)
game.terminate()
l = compress.link(game)
logger.info("Deck: {}\nReplay Link: {}".format(inst.deck, l))
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: int, seed_class: int, num_players: Optional[int], timeout: int, num_threads: int):
instance_finder.solve_unknown_seeds(var_id, seed_class, num_players, timeout, num_threads)
def subcommand_gen_config():
global_db_connection_manager.create_config_file()
def add_show_seed_subparser(subparsers):
parser = subparsers.add_parser(
'show',
help='Show a seed and output a replay link for it'
)
parser.add_argument('seed', type=str)
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)
parser.add_argument('--timeout', '-t', type=int, help='Timeout [s] for individual seeds.', default=150)
parser.add_argument('--class', '-c', type=int, dest='seed_class', help='Class of seed to analyze. 0 stands for hanab.live seeds', default=0)
parser.add_argument('--num_players', '-n', type=int, help='Restrict to number of players. If not specified, all player counts are analyzed.', default = None)
parser.add_argument('--num_threads', '-p', type=int, help='Number of threads to solve with.', default=4)
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)
add_show_seed_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,
'show': subcommand_show
}[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))

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@ -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' sslmode='disable'".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)

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@ -1,145 +0,0 @@
from typing import List, Tuple, Optional
import psycopg2.extras
import hanabi.hanab_game
import hanabi.live.hanab_live
from hanabi import logger
from hanabi.database import conn, cur
def get_actions_table_name(cert_game: bool):
return "certificate_game_actions" if cert_game else "game_actions"
def store_actions(game_id: int, actions: List[hanabi.hanab_game.Action], cert_game: bool = False):
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_id, turn, type, target, value) "
"VALUES %s "
"ON CONFLICT (game_id, turn) "
"DO NOTHING".format(get_actions_table_name(cert_game)),
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, cert_game: bool = False) -> List[hanabi.hanab_game.Action]:
cur.execute("SELECT type, target, value FROM {} "
"WHERE game_id = %s "
"ORDER BY turn ASC".format(get_actions_table_name(cert_game)),
(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_instance(seed: str) -> Optional[hanabi.live.hanab_live.HanabLiveInstance]:
cur.execute(
"SELECT num_players, variant_id "
"FROM seeds WHERE seed = %s ",
(seed,)
)
res = cur.fetchone()
if res is None:
return None
(num_players, var_id) = res
deck = load_deck(seed)
return hanabi.live.hanab_live.HanabLiveInstance(deck, num_players, var_id)
def load_game_parts(game_id: int, cert_game: bool = False) -> 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, cert_game)
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, cert_game: bool = False) -> hanabi.live.hanab_live.HanabLiveGameState:
instance, actions = load_game_parts(game_id, cert_game)
game = hanabi.live.hanab_live.HanabLiveGameState(instance)
for action in actions:
game.make_action(action)
return game

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@ -1,181 +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,
/* Type of seed: 0 is from the website, all other integers are customly generated testsets, arbitrarily ordered into groups */
class SMALLINT NOT NULL DEFAULT 0,
/* For seeds on the website: Always 0. For custom seeds: Numbered within their class */
num INT NOT NULL DEFAULT 0,
feasible BOOLEAN DEFAULT NULL,
solved BOOLEAN GENERATED ALWAYS AS ( feasible IS NOT NULL ) STORED,
/*
If seed solved: Amount of time (in ms) to solve seed.
If seed not solved: Maximum amount of time spent on solving before timeout
*/
solve_time_ms INT NOT NULL DEFAULT 0,
max_score_theoretical SMALLINT
);
CREATE INDEX seeds_variant_class_feasible_idx ON seeds (variant_id, class, feasible);
DROP TABLE IF EXISTS decks CASCADE;
CREATE TABLE decks (
seed TEXT REFERENCES seeds (seed) ON DELETE CASCADE,
/* 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);
/* Example games finishing with max score, not necessarily played by humans. */
DROP TABLE IF EXISTS certificate_games CASCADE;
CREATE TABLE certificate_games (
id SERIAL PRIMARY KEY,
seed TEXT NOT NULL REFERENCES seeds ON DELETE CASCADE,
num_turns SMALLINT NOT NULL,
min_pace SMALLINT,
num_bdrs SMALLINT
);
CREATE INDEX certificate_games_seed_idx ON games (seed);
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)
);
/* Functions the same as game_actions, just for certificate_games instead */
DROP TABLE IF EXISTS certificate_game_actions CASCADE;
CREATE TABLE certificate_game_actions (
game_id INTEGER NOT NULL,
turn SMALLINT NOT NULL,
type SMALLINT NOT NULL,
target SMALLINT NOT NULL,
value SMALLINT NOT NULL,
FOREIGN KEY (game_id) REFERENCES certificate_games (id) ON DELETE CASCADE,
PRIMARY KEY (game_id, turn)
);
DROP TABLE IF EXISTS infeasibility_reasons CASCADE;
CREATE TABLE infeasibility_reasons (
seed TEXT NOT NULL REFERENCES seeds (seed) ON DELETE CASCADE,
reason SMALLINT NOT NULL,
/*
Some value whose meaning depends on the type of reason, for example index when pace loss occurs.
Can be null for some reason.
*/
value SMALLINT,
PRIMARY KEY (seed, reason)
);

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@ -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/replay-json/{}".format(compressed)

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@ -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)
)
database.cur.execute("RELEASE seed_insert")
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)
# 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

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import hanabi.live.compress
from hanabi.hanab_game import DeckCard
from hanabi import database
from hanabi.live.variants import Variant
from hanabi.database import games_db_interface
import random
from src.hanabi.solvers.sat import solve_sat
def get_deck(variant: Variant):
deck = []
for suit_index, suit in enumerate(variant.suits):
if suit.dark:
for rank in range(1, 6):
deck.append(DeckCard(suit_index, rank))
else:
deck.append(DeckCard(suit_index, 1))
if not suit.reversed:
deck.append(DeckCard(suit_index, 1))
deck.append(DeckCard(suit_index, 1))
for rank in range(2,5):
deck.append(DeckCard(suit_index, rank))
deck.append(DeckCard(suit_index, rank))
deck.append(DeckCard(suit_index, 5))
if suit.reversed:
deck.append(DeckCard(suit_index, 5))
deck.append(DeckCard(suit_index, 5))
return deck
def generate_deck(variant: Variant, num_players: int, seed: int, seed_class: int = 1):
deck = get_deck(variant)
seed = "p{}c{}s{}".format(num_players, seed_class, seed)
random.seed(seed)
random.shuffle(deck)
return seed, deck
def link():
seed = "p5v0sunblinkingly-kobe-prescriptively"
deck = database.games_db_interface.load_deck(seed)
database.cur.execute("SELECT id FROM certificate_games WHERE seed = %s", (seed,))
(game_id, ) = database.cur.fetchone()
actions = database.games_db_interface.load_actions(game_id, True)
inst = hanabi.hanab_game.HanabiInstance(deck, 5)
game = hanabi.hanab_game.GameState(inst)
for action in actions:
game.make_action(action)
print(hanabi.live.compress.link(game))
def generate_decks_for_variant(variant_id: int, num_players: int, num_seeds: int, seed_class: int = 1):
variant = Variant.from_db(variant_id)
for seed_num in range(num_seeds):
seed, deck = generate_deck(variant, num_players, seed_num, seed_class)
database.cur.execute(
"INSERT INTO seeds (seed, num_players, starting_player, variant_id, class, num) "
"VALUES (%s, %s, %s, %s, %s, %s)"
"ON CONFLICT (seed) DO NOTHING",
(seed, num_players, 0, variant_id, seed_class, seed_num)
)
games_db_interface.store_deck_for_seed(seed, deck)
def main():
database.global_db_connection_manager.read_config()
database.global_db_connection_manager.connect()
link()
# generate_decks_for_variant(0, 2, 100)
if __name__ == '__main__':
main()

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@ -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.")

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@ -1,270 +0,0 @@
from dataclasses import dataclass
from types import NoneType
from typing import Optional, Tuple, List
import pebble.concurrent
import concurrent.futures
import traceback
import alive_progress
import threading
import time
import psycopg2.extras
import hanabi.hanab_game
from hanabi import logger
from hanabi.hanab_game import GameState
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
from hanabi.database.games_db_interface import store_actions
MAX_PROCESSES = 3
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()
@dataclass
class SolutionData:
infeasibility_reasons: Optional[List[deck_analyzer.InfeasibilityReason]]
seed: str = None
time_ms: int = 0
feasible: Optional[bool] = None
solution: Optional[GameState] = None
num_remaining_cards: Optional[int] = None
skipped: bool = False
def __init__(self):
self.infeasibility_reasons = []
def solve_instance(instance: hanab_game.HanabiInstance)-> SolutionData:
retval = SolutionData()
# first, sanity check on running out of pace
result = deck_analyzer.analyze(instance)
if len(result) != 0:
logger.verbose("found infeasible deck by preliminary analysis")
retval.feasible = False
retval.infeasibility_reasons = result
return retval
for num_remaining_cards in [0, 10, 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():
retval.feasible = True
retval.solution = game
retval.num_remaining_cards = num_remaining_cards
# print("won with greedy strat")
return retval
# now, apply sat solver
if not game.is_over():
logger.debug("continuing greedy sol with SAT")
solvable, solution = solve_sat(game)
if solvable:
retval.feasible = True
retval.solution = solution
retval.num_remaining_cards = num_remaining_cards
return retval
logger.debug(
"No success with {} remaining cards, reducing number of greedy moves, failed attempt was: {}".format(
num_remaining_cards, compress.link(game)))
logger.debug("Starting full SAT solver")
game = hanab_game.GameState(instance)
retval.feasible, retval.solution = solve_sat(game)
retval.num_remaining_cards = instance.draw_pile_size
if not retval.feasible:
assert len(retval.infeasibility_reasons) == 0
retval.infeasibility_reasons.append(deck_analyzer.InfeasibilityReason(deck_analyzer.InfeasibilityType.SAT))
return retval
def solve_seed(seed, num_players, deck, timeout: Optional[int] = 150) -> SolutionData:
try:
@pebble.concurrent.process(timeout=timeout)
def solve_seed_with_timeout(seed, num_players, deck) -> SolutionData:
try:
logger.verbose("Starting to solve seed {}".format(seed))
t0 = time.perf_counter()
retval = solve_instance(hanab_game.HanabiInstance(deck, num_players))
t1 = time.perf_counter()
retval.seed = seed
retval.time_ms = round((t1 - t0) * 1000)
logger.verbose("Solved instance {} in {} seconds: {}".format(seed, round(t1 - t0, 2), retval.feasible))
return retval
except Exception as e:
print("exception in subprocess:")
traceback.print_exc()
f = solve_seed_with_timeout(seed, num_players, deck)
try:
return f.result()
except TimeoutError:
retval = SolutionData()
retval.seed = seed
retval.feasible = None
retval.time_ms = 1000 * timeout
logger.verbose("Solving on seed {} timed out".format(seed))
return retval
except Exception as e:
print("exception in subprocess:")
traceback.print_exc()
def process_solve_result(result: SolutionData):
if result.feasible is not None:
database.cur.execute("UPDATE seeds SET (feasible, solve_time_ms) = (%s, %s) WHERE seed = (%s)",
(result.feasible, result.time_ms, result.seed))
if result.feasible:
assert result.solution is not None
database.cur.execute("INSERT INTO certificate_games (seed, num_turns) "
"VALUES (%s, %s) "
"RETURNING ID ", (result.seed, len(result.solution.actions)))
game_id = database.cur.fetchone()[0]
store_actions(game_id, result.solution.actions, True)
logger.verbose("Success with {} cards left in draw by greedy solver on seed {}: {}\n".format(
result.num_remaining_cards, result.seed, compress.link(result.solution))
)
else:
logger.debug("seed {} was not solvable".format(result.seed))
vals = [(result.seed, reason.type.value, reason.value) for reason in result.infeasibility_reasons]
psycopg2.extras.execute_values(
database.cur,
"INSERT INTO infeasibility_reasons (seed, reason, value) "
"VALUES %s "
"ON CONFLICT (seed, reason) DO NOTHING",
vals
)
database.conn.commit()
elif result.skipped:
logger.verbose("seed {} skipped".format(result.seed))
else:
database.cur.execute("UPDATE seeds SET solve_time_ms = %s WHERE seed = (%s)", (result.time_ms, result.seed))
database.conn.commit()
def solve_unknown_seeds(variant_id, seed_class: int = 0, num_players: Optional[int] = None, timeout: Optional[int] = 150, num_threads: int = 4):
variant_name = variants.variant_name(variant_id)
query = "SELECT seeds.seed, num_players, array_agg(suit_index order by deck_index asc), array_agg(rank order by deck_index asc) "\
"FROM seeds "\
"INNER JOIN decks ON seeds.seed = decks.seed "\
"WHERE variant_id = (%s) "\
"AND class = (%s) "\
"AND feasible IS NULL "\
"AND solve_time_ms < (%s)"
if num_players is not None:
query += "AND num_players = {} ".format(num_players)
query += "GROUP BY seeds.seed ORDER BY num"
database.cur.execute(query,
(variant_id, seed_class, 1000 * timeout)
)
res = database.cur.fetchall()
data = []
for (seed, num_players, suits, ranks) in res:
assert len(suits) == len(ranks)
deck = []
for (suit, rank) in zip(suits, ranks):
deck.append(hanabi.hanab_game.DeckCard(suit, rank))
data.append((seed, num_players, deck))
"""
with alive_progress.alive_bar(len(res), title='Seed solving on {}'.format(variant_name)) as bar:
for d in data:
solve_seed(d[0], d[1], d[2], timeout)
bar()
return
"""
with concurrent.futures.ProcessPoolExecutor(max_workers=num_threads) as executor:
fs = [executor.submit(solve_seed, d[0], d[1], d[2], timeout) for d in data]
with alive_progress.alive_bar(len(res), title='Seed solving on {}'.format(variant_name)) as bar:
for f in concurrent.futures.as_completed(fs):
result = f.result()
process_solve_result(result)
bar()

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@ -1,321 +0,0 @@
import collections
from enum import Enum
from typing import List, Any, Optional, Tuple, Set
from dataclasses import dataclass
import alive_progress
import hanabi.hanab_game
from hanabi import database
from hanabi import logger
from hanabi import hanab_game
from hanabi.hanab_game import DeckCard
from hanabi.live import compress
from hanabi.database import games_db_interface
class InfeasibilityType(Enum):
Pace = 0 # idx denotes index of last card drawn before being forced to reduce pace, value denotes how bad pace is
DoubleBottom2With5s = 1 # same, special case for 2p
TripleBottom1With5s = 2 # same, special case for 2p
HandSize = 10 # idx denotes index of last card drawn before being forced to discard a crit
PaceAfterSqueeze = 11 # pace goes down to 0 after cards have been forcibly lost due to hand size that *might* have helped prevent this situation.
BottomTopDeck = 20 # Card distribution in a single suit in starting hands + near end of deck is impossible to win. value represents suit Index
# further reasons, currently not scanned for
DoubleBottomTopDeck = 30 # Card distribution in two suits in starting hands + near end of deck is impossible to win.
CritAtBottom = 40
# Default reason when we have nothing else
SAT = 50
Manual = 60
class InfeasibilityReason:
def __init__(self, infeasibility_type: InfeasibilityType, value=None):
self.type = infeasibility_type
self.value = value
def __repr__(self):
match self.type:
case InfeasibilityType.Pace:
return "Out of Pace after drawing card {}".format(self.value)
case InfeasibilityType.HandSize:
return "Out of hand size after drawing card {}".format(self.value)
case InfeasibilityType.CritAtBottom:
return "Critical non-5 at bottom"
case _:
return "{} ({})".format(self.type, self.value)
def __eq__(self, other):
return self.type == other.type and self.value == other.value
def __hash__(self):
return (self.type, self.value).__hash__()
def generate_all_choices(l: List[List[Any]]):
if len(l) == 0:
yield []
return
head, *tail = l
for option in head:
for back in generate_all_choices(tail):
yield [option] + back
# Returns index of the suit that makes deck infeasible, or None if it does not exist
def check_for_top_bottom_deck_loss(instance: hanab_game.HanabiInstance) -> Optional[int]:
hands = [instance.deck[p * instance.hand_size : (p+1) * instance.hand_size] for p in range(instance.num_players)]
# scan the deck in reverse order if any card is forced to be late
found = {}
# Note that only the last 4 cards are relevant for single-suit distribution loss
for i, card in enumerate(reversed(instance.deck[-4:])):
if card in found.keys():
found[card] += 1
else:
found[card] = 1
if found[card] >= 3 or (card.rank != 1 and found[card] >= 2):
max_rank_starting_extra_round = card.rank + (instance.deck_size - card.deck_index - 2)
# Next, need to figure out what positions of cards of the same suit are fixed
positions_by_rank = [[] for _ in range(6)]
for rank in range(max_rank_starting_extra_round, 6):
for player, hand in enumerate(hands):
card_test = DeckCard(card.suitIndex, rank)
for card_hand in hand:
if card_test == card_hand:
positions_by_rank[rank].append(player)
# clean up where we have free choice anyway
for rank, positions in enumerate(positions_by_rank):
if rank != 5 and len(positions) < 2:
positions.clear()
if len(positions) == 0:
positions.append(None)
# Now, iterate through all choices in starting hands (None stands for free choice of a card) and check them
assignment_found = False
for assignment in generate_all_choices(positions_by_rank):
cur_player = None
num_turns = 0
for rank in range(max_rank_starting_extra_round, 6):
if cur_player is None or assignment[rank] is None:
num_turns += 1
else:
# Note the -1 and +1 to output things in range [1,5] instead of [0,4]
num_turns += (assignment[rank] - cur_player - 1) % instance.num_players + 1
if assignment[rank] is not None:
cur_player = assignment[rank]
elif cur_player is not None:
cur_player = (cur_player + 1) % instance.num_players
if num_turns <= instance.num_players + 1:
assignment_found = True
# If no assignment worked out, the deck is infeasible because of this suit
if not assignment_found:
return card.suitIndex
# If we reach this point, we checked for every card near the bottom of the deck and found a possible endgame each
return None
def analyze_2p_bottom_loss(instance: hanab_game.HanabiInstance) -> List[InfeasibilityReason]:
reasons = []
filtered_deck = [card for card in instance.deck if card.rank != 5]
if instance.num_players == 2:
if filtered_deck[-1] == filtered_deck[-2] and filtered_deck[-1].rank == 2:
reasons.append(InfeasibilityReason(InfeasibilityType.Pace, filtered_deck[-2].deck_index - 1))
reasons.append(InfeasibilityReason(InfeasibilityType.DoubleBottom2With5s, filtered_deck[-2].deck_index - 1))
if filtered_deck[-1] == filtered_deck[-2] and filtered_deck[-2] == filtered_deck[-3] and filtered_deck[-3].rank == 1:
reasons.append(InfeasibilityReason(InfeasibilityType.Pace, filtered_deck[-3].deck_index - 1))
reasons.append(InfeasibilityReason(InfeasibilityType.TripleBottom1With5s, filtered_deck[-2].deck_index - 1))
return reasons
def analyze_pace_and_hand_size(instance: hanab_game.HanabiInstance, do_squeeze: bool = True) -> List[InfeasibilityReason]:
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 have 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
stacks = [0] * instance.num_suits
# we will ensure that stored_crits is a subset of stored_cards
stored_cards = set()
stored_crits = set()
pace_found = False
hand_size_found = False
squeeze = False
artificial_crits = set()
# Investigate BDRs. This catches special cases of Pace losses in 2p, as well as mark some cards critical because
# their second copies cannot be used.
filtered_deck = [card for card in instance.deck if card.rank != 5]
if instance.num_players == 2:
# In 2-player, the second-last card cannot be played if it is a 2
if filtered_deck[-2].rank == 2:
artificial_crits.add(filtered_deck[-2])
# In 2-player, in case there is double bottom 3 of the same suit, the card immediately before cannot be played:
# After playing that one and drawing the first 3, exactly 3,4,5 of the bottom suit have to be played
if filtered_deck[-1] == filtered_deck[-2] and filtered_deck[-2].rank == 3:
artificial_crits.add(filtered_deck[-3])
elif instance.num_players == 3:
if filtered_deck[-1] == filtered_deck[-2] and filtered_deck[-2].rank == 2:
artificial_crits.add(filtered_deck[-3])
# Last card in the deck can never be played unless it is a five.
if instance.deck[-1].rank != 5:
artificial_crits.add(instance.deck[-1])
for (card_index, 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 or card in artificial_crits:
stored_crits.add(card)
stored_cards.add(card)
hand_size_left_for_crits = instance.num_players * instance.hand_size - len(stored_crits) - 1
# In case we can only keep the critical cards exactly, get rid of all others
if hand_size_left_for_crits == 0 and do_squeeze:
# Note the very important copy here (!)
stored_cards = stored_crits.copy()
squeeze = True
# Use a bool flag to only mark this reason once
if hand_size_left_for_crits < 0 and not hand_size_found:
reasons.append(InfeasibilityReason(InfeasibilityType.HandSize, card_index))
hand_size_found = True
# the last - 1 is there because we have to discard 'next', causing a further draw
max_remaining_plays = (instance.deck_size - card_index - 1) + instance.num_players - 1
needed_plays = instance.max_score - sum(stacks)
cur_pace = max_remaining_plays - needed_plays
if cur_pace < 0 and not pace_found:
if squeeze:
# We checked single-suit pace losses beforehand (which can only occur in 2p)
reasons.append(InfeasibilityReason(InfeasibilityType.PaceAfterSqueeze, card_index))
else:
reasons.append(InfeasibilityReason(InfeasibilityType.Pace, card_index))
pace_found = True
return reasons
def analyze(instance: hanab_game.HanabiInstance) -> List[InfeasibilityReason]:
reasons: List[InfeasibilityReason] = []
# Top/bottom deck losses in a single suit.
top_bottom_deck_loss = check_for_top_bottom_deck_loss(instance)
if top_bottom_deck_loss is not None:
reasons.append(InfeasibilityReason(InfeasibilityType.BottomTopDeck, top_bottom_deck_loss))
# Special cases of pace loss, categorization for 2p only
reasons += analyze_2p_bottom_loss(instance)
# 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.deck_size - 1
))
# Check for pace and hand size problems:
reasons += analyze_pace_and_hand_size(instance)
# In case pace ran out after a squeeze from hand size, we want to run a clean pace analysis again
if any(map(lambda r: r.type == InfeasibilityType.PaceAfterSqueeze, reasons)):
reasons += analyze_pace_and_hand_size(instance, False)
# clean up reasons to unique
return list(set(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()
def main():
seed = "p5v0sporcupines-underclass-phantasmagorical"
seed = 'p5c1s98804'
seed = 'p4c1s1116'
seed = 'p5c1s14459'
num_players = 5
database.global_db_connection_manager.read_config()
database.global_db_connection_manager.connect()
database.cur.execute("SELECT seed, num_players FROM seeds WHERE (feasible IS NULL OR feasible = false) AND class = 1 AND num_players = 5")
# for (seed, num_players) in database.cur.fetchall():
for _ in range(1):
deck = database.games_db_interface.load_deck(seed)
inst = hanabi.hanab_game.HanabiInstance(deck, num_players)
lost = check_for_top_bottom_deck_loss(inst)
if lost:
print(seed)
if __name__ == "__main__":
main()

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@ -1,385 +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)
}
}
# progress[m] = i "after move m the next card drawn from the deck has index i"
self.next_draw = {
-1: Int(0)
, **{
m: Symbol('m{}progress'.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 progress
Implies(ls.draw_any[m], Equals(ls.next_draw[m], ls.next_draw[m-1] + 1)),
Implies(Not(ls.draw_any[m]), Equals(ls.next_draw[m], ls.next_draw[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, solver_name="z3")
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
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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[str]:
database.cur.execute(
def variant_name(var_id) -> Optional[int]:
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)