smart hinting, silencing/configuring of progress output

This commit is contained in:
Jeff Wu 2016-04-01 02:08:46 -07:00
parent 7f5e32699e
commit 81427e2dd5
7 changed files with 134 additions and 45 deletions

2
.gitignore vendored
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@ -1,2 +1,2 @@
target target
*.swp *.sw*

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@ -21,7 +21,7 @@ Some similar projects I am aware of:
## Setup ## Setup
Install rust/rustc and cargo, and change the options in main.rs appropriately. Install rust/rustc and cargo. Then,
`cargo run -- -h` `cargo run -- -h`
@ -48,30 +48,37 @@ Options:
For example, For example,
``` ```
cargo run -- -n 10000 -s 0 -t 2 -p 5 -g cheat cargo run -- -n 10000 -s 0 -p 5 -g cheat
``` ```
Or, if the simulation is slow (as the info strategy is), Or, if the simulation is slow (as the info strategy is),
``` ```
cargo run --release -- -n 10000 -s 0 -t 2 -p 5 -g info time cargo run --release -- -n 10000 -o 1000 -s 0 -t 4 -p 5 -g info
```
Or, to see a transcript of a single game:
```
cargo run -- -s 2222 -p 5 -g info -l debug | less
``` ```
## Results ## Results
Currently, on seeds 0-9999, we have: On seeds 0-9999, we have:
| 2p | 3p | 4p | 5p | | 2p | 3p | 4p | 5p |
------------|---------|---------|---------|---------| ----------|---------|---------|---------|---------|
cheating | 24.8600 | 24.9781 | 24.9715 | 24.9583 | cheating | 24.8600 | 24.9781 | 24.9715 | 24.9583 |
information | 18.5726 | 23.8806 | 24.7722 | 24.8756 | info | 18.5909 | 24.1655 | 24.7922 | 24.8784 |
To reproduce: To reproduce:
``` ```
n=1000000 n=10000 # number of rounds to simulate
t=4 # number of threads
for strategy in info cheat; do for strategy in info cheat; do
for p in $(seq 2 5); do for p in $(seq 2 5); do
time cargo run --release -- -n $n -s 0 -t 4 -p $p -g $strategy; time cargo run --release -- -n $n -s 0 -t $t -p $p -g $strategy;
done done
done done
``` ```

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@ -9,7 +9,7 @@ pub use cards::*;
pub type Player = u32; pub type Player = u32;
#[derive(Debug,Clone)] #[derive(Debug,Clone,Hash,PartialEq,Eq)]
pub enum Hinted { pub enum Hinted {
Color(Color), Color(Color),
Value(Value), Value(Value),

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@ -34,12 +34,17 @@ pub trait CardInfo {
} }
fn get_weighted_possibilities(&self) -> Vec<(Card, f32)> { fn get_weighted_possibilities(&self) -> Vec<(Card, f32)> {
let mut v = Vec::new(); self.get_possibilities().into_iter()
for card in self.get_possibilities() { .map(|card| {
let weight = self.get_weight(&card); let weight = self.get_weight(&card);
v.push((card, weight)); (card, weight)
}).collect::<Vec<_>>()
} }
v
fn total_weight(&self) -> f32 {
self.get_possibilities().iter()
.map(|card| self.get_weight(&card))
.fold(0.0, |a, b| a+b)
} }
fn weighted_score<T>(&self, score_fn: &Fn(&Card) -> T) -> f32 fn weighted_score<T>(&self, score_fn: &Fn(&Card) -> T) -> f32

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@ -47,6 +47,9 @@ fn main() {
opts.optopt("n", "ntrials", opts.optopt("n", "ntrials",
"Number of games to simulate (default 1)", "Number of games to simulate (default 1)",
"NTRIALS"); "NTRIALS");
opts.optopt("o", "output",
"Number of games after which to print an update",
"OUTPUT_FREQ");
opts.optopt("t", "nthreads", opts.optopt("t", "nthreads",
"Number of threads to use for simulation (default 1)", "Number of threads to use for simulation (default 1)",
"NTHREADS"); "NTHREADS");
@ -97,6 +100,8 @@ fn main() {
let seed = matches.opt_str("s").map(|seed_str| { u32::from_str(&seed_str).unwrap() }); let seed = matches.opt_str("s").map(|seed_str| { u32::from_str(&seed_str).unwrap() });
let progress_info = matches.opt_str("o").map(|freq_str| { u32::from_str(&freq_str).unwrap() });
let n_threads = u32::from_str(&matches.opt_str("t").unwrap_or("1".to_string())).unwrap(); let n_threads = u32::from_str(&matches.opt_str("t").unwrap_or("1".to_string())).unwrap();
let n_players = u32::from_str(&matches.opt_str("p").unwrap_or("4".to_string())).unwrap(); let n_players = u32::from_str(&matches.opt_str("p").unwrap_or("4".to_string())).unwrap();
@ -138,5 +143,5 @@ fn main() {
panic!("Unexpected strategy argument {}", strategy_str); panic!("Unexpected strategy argument {}", strategy_str);
}, },
}; };
simulator::simulate(&game_opts, strategy_config, seed, n, n_threads); simulator::simulate(&game_opts, strategy_config, seed, n, n_threads, progress_info);
} }

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@ -73,6 +73,7 @@ pub fn simulate_once(
debug!(""); debug!("");
debug!("======================================================="); debug!("=======================================================");
debug!("Final state:\n{}", game); debug!("Final state:\n{}", game);
debug!("SCORE: {:?}", game.score());
game game
} }
@ -120,7 +121,7 @@ impl fmt::Display for Histogram {
keys.sort(); keys.sort();
for val in keys { for val in keys {
try!(f.write_str(&format!( try!(f.write_str(&format!(
"{}: {}\n", val, self.get_count(val), "\n{}: {}", val, self.get_count(val),
))); )));
} }
Ok(()) Ok(())
@ -133,6 +134,7 @@ pub fn simulate<T: ?Sized>(
first_seed_opt: Option<u32>, first_seed_opt: Option<u32>,
n_trials: u32, n_trials: u32,
n_threads: u32, n_threads: u32,
progress_info: Option<u32>,
) where T: GameStrategyConfig + Sync { ) where T: GameStrategyConfig + Sync {
let first_seed = first_seed_opt.unwrap_or(rand::thread_rng().next_u32()); let first_seed = first_seed_opt.unwrap_or(rand::thread_rng().next_u32());
@ -144,28 +146,33 @@ pub fn simulate<T: ?Sized>(
let start = first_seed + ((n_trials * i) / n_threads); let start = first_seed + ((n_trials * i) / n_threads);
let end = first_seed + ((n_trials * (i+1)) / n_threads); let end = first_seed + ((n_trials * (i+1)) / n_threads);
join_handles.push(scope.spawn(move || { join_handles.push(scope.spawn(move || {
if progress_info.is_some() {
info!("Thread {} spawned: seeds {} to {}", i, start, end); info!("Thread {} spawned: seeds {} to {}", i, start, end);
}
let mut non_perfect_seeds = Vec::new(); let mut non_perfect_seeds = Vec::new();
let mut score_histogram = Histogram::new(); let mut score_histogram = Histogram::new();
let mut lives_histogram = Histogram::new(); let mut lives_histogram = Histogram::new();
for seed in start..end { for seed in start..end {
if (seed > start) && ((seed-start) % 1000 == 0) { if let Some(progress_info_frequency) = progress_info {
if (seed > start) && ((seed-start) % progress_info_frequency == 0) {
info!( info!(
"Thread {}, Trials: {}, Stats so far: {} score, {} lives, {}% win", "Thread {}, Trials: {}, Stats so far: {} score, {} lives, {}% win",
i, seed-start, score_histogram.average(), lives_histogram.average(), i, seed-start, score_histogram.average(), lives_histogram.average(),
score_histogram.percentage_with(&PERFECT_SCORE) * 100.0 score_histogram.percentage_with(&PERFECT_SCORE) * 100.0
); );
} }
}
let game = simulate_once(&opts, strat_config_ref.initialize(&opts), Some(seed)); let game = simulate_once(&opts, strat_config_ref.initialize(&opts), Some(seed));
let score = game.score(); let score = game.score();
debug!("SCORED: {:?}", score);
lives_histogram.insert(game.board.lives_remaining); lives_histogram.insert(game.board.lives_remaining);
score_histogram.insert(score); score_histogram.insert(score);
if score != PERFECT_SCORE { non_perfect_seeds.push((score, seed)); } if score != PERFECT_SCORE { non_perfect_seeds.push((score, seed)); }
} }
if progress_info.is_some() {
info!("Thread {} done", i); info!("Thread {} done", i);
}
(non_perfect_seeds, score_histogram, lives_histogram) (non_perfect_seeds, score_histogram, lives_histogram)
})); }));
} }

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@ -262,9 +262,9 @@ impl InformationPlayerStrategy {
let mut augmented_hand_info = hand_info.iter().enumerate() let mut augmented_hand_info = hand_info.iter().enumerate()
.filter(|&(_, card_table)| { .filter(|&(_, card_table)| {
if card_table.is_determined() { if card_table.probability_is_dead(&view.board) == 1.0 {
false false
} else if card_table.probability_is_dead(&view.board) == 1.0 { } else if card_table.is_determined() {
false false
} else { } else {
true true
@ -372,10 +372,6 @@ impl InformationPlayerStrategy {
question.acknowledge_answer_info(answer_info, &mut hand_info, view); question.acknowledge_answer_info(answer_info, &mut hand_info, view);
} }
} }
debug!("Current state of hand_info for {}:", me);
for (i, card_table) in hand_info.iter().enumerate() {
debug!(" Card {}: {}", i, card_table);
}
self.return_public_info(&me, hand_info); self.return_public_info(&me, hand_info);
} }
@ -554,6 +550,9 @@ impl InformationPlayerStrategy {
if card_table.probability_is_dead(view.get_board()) == 1.0 { if card_table.probability_is_dead(view.get_board()) == 1.0 {
return 0; return 0;
} }
if card_table.is_determined() {
return 0;
}
// Do something more intelligent? // Do something more intelligent?
let mut score = 1; let mut score = 1;
if !card_table.color_determined() { if !card_table.color_determined() {
@ -574,6 +573,53 @@ impl InformationPlayerStrategy {
scores[0].1 scores[0].1
} }
// how good is it to give this hint to this player?
fn hint_goodness(&self, hinted: &Hinted, hint_player: &Player, view: &OwnedGameView) -> f32 {
let hand = view.get_hand(&hint_player);
// get post-hint hand_info
let mut hand_info = self.get_player_public_info(hint_player).clone();
let total_info = 3 * (view.board.num_players - 1);
let questions = Self::get_questions(total_info, view, &hand_info);
for question in questions {
let answer = question.answer(hand, view);
question.acknowledge_answer(answer, &mut hand_info, view);
}
let mut goodness = 1.0;
for (i, card_table) in hand_info.iter_mut().enumerate() {
let card = &hand[i];
if card_table.probability_is_dead(&view.board) == 1.0 {
continue;
}
if card_table.is_determined() {
continue;
}
let old_weight = card_table.total_weight();
match *hinted {
Hinted::Color(color) => {
card_table.mark_color(color, color == card.color)
}
Hinted::Value(value) => {
card_table.mark_value(value, value == card.value)
}
};
let new_weight = card_table.total_weight();
assert!(new_weight <= old_weight);
let bonus = {
if card_table.is_determined() {
2
} else if card_table.probability_is_dead(&view.board) == 1.0 {
2
} else {
1
}
};
goodness *= (bonus as f32) * (old_weight / new_weight);
}
goodness
}
fn get_hint(&self) -> TurnChoice { fn get_hint(&self) -> TurnChoice {
let view = &self.last_view; let view = &self.last_view;
@ -608,22 +654,34 @@ impl InformationPlayerStrategy {
Hinted::Color(hint_card.color) Hinted::Color(hint_card.color)
} }
2 => { 2 => {
let mut hinted_opt = None; // NOTE: this doesn't do that much better than just hinting
// the first thing that doesn't match the hint_card
let mut hint_option_set = HashSet::new();
for card in hand { for card in hand {
if card.color != hint_card.color { if card.color != hint_card.color {
hinted_opt = Some(Hinted::Color(card.color)); hint_option_set.insert(Hinted::Color(card.color));
break;
} }
if card.value != hint_card.value { if card.value != hint_card.value {
hinted_opt = Some(Hinted::Value(card.value)); hint_option_set.insert(Hinted::Value(card.value));
break;
} }
} }
if let Some(hinted) = hinted_opt { // using hint goodness barely helps
hinted let mut hint_options = hint_option_set.into_iter().map(|hinted| {
(self.hint_goodness(&hinted, &hint_player, view), hinted)
}).collect::<Vec<_>>();
hint_options.sort_by(|h1, h2| {
h2.0.partial_cmp(&h1.0).unwrap_or(Ordering::Equal)
});
if hint_options.len() == 0 {
// NOTE: Technically possible, but never happens
Hinted::Color(hint_card.color)
} else { } else {
// TODO: Technically possible, but never happens if hint_options.len() > 1 {
panic!("Found nothing to hint!") debug!("Choosing amongst hint options: {:?}", hint_options);
}
hint_options.remove(0).1
} }
} }
_ => { _ => {
@ -667,6 +725,14 @@ impl PlayerStrategy for InformationPlayerStrategy {
// we already stored the view // we already stored the view
let view = &self.last_view; let view = &self.last_view;
for player in view.board.get_players().iter() {
let hand_info = self.get_player_public_info(player);
debug!("Current state of hand_info for {}:", player);
for (i, card_table) in hand_info.iter().enumerate() {
debug!(" Card {}: {}", i, card_table);
}
}
let private_info = self.get_private_info(view); let private_info = self.get_private_info(view);
// debug!("My info:"); // debug!("My info:");
// for (i, card_table) in private_info.iter().enumerate() { // for (i, card_table) in private_info.iter().enumerate() {
@ -699,7 +765,6 @@ impl PlayerStrategy for InformationPlayerStrategy {
- (COLORS.len() * VALUES.len()) as u32 - (COLORS.len() * VALUES.len()) as u32
- (view.board.num_players * view.board.hand_size); - (view.board.num_players * view.board.hand_size);
// make a possibly risky play // make a possibly risky play
if view.board.lives_remaining > 1 && if view.board.lives_remaining > 1 &&
view.board.discard_size() <= discard_threshold view.board.discard_size() <= discard_threshold