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