Merge branch 'rust-2021' into json_output_2021

This commit is contained in:
timotree3 2023-01-19 21:44:15 -05:00
commit a1bfa76b77
13 changed files with 426 additions and 402 deletions

160
Cargo.lock generated
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@ -2,12 +2,13 @@
name = "rust_hanabi"
version = "0.1.0"
authors = ["Jeff Wu <wuthefwasthat@gmail.com>"]
edition = "2021"
[dependencies]
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crossbeam = "0.2.5"
serde_json = "*"

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@ -3,18 +3,14 @@
Hanabi is a cooperative card game of incomplete information.
Despite relatively [simple rules](https://boardgamegeek.com/article/10670613#10670613),
the space of Hanabi strategies is quite interesting.
This project provides a framework for implementing Hanabi strategies in Rust.
It also explores some implementations, based on ideas from
[this paper](https://d0474d97-a-62cb3a1a-s-sites.googlegroups.com/site/rmgpgrwc/research-papers/Hanabi_final.pdf).
In particular, it contains an improved version of their "information strategy",
which achieves the best results I'm aware of for games with more than 2 players ([see below](#results)).
This project provides a framework for implementing Hanabi strategies in Rust, and also implements extremely strong strategies.
The best strategy is based on the "information strategy" from
[this paper](https://d0474d97-a-62cb3a1a-s-sites.googlegroups.com/site/rmgpgrwc/research-papers/Hanabi_final.pdf). See results ([below](#results)).
It held state-of-the-art results (from March 2016) until December 2019, when [researchers at Facebook](https://arxiv.org/abs/1912.02318) surpassed it by extending the idea further with explicit search.
Please feel free to contact me about Hanabi strategies, or this framework.
Most similar projects I am aware of:
- https://github.com/rjtobin/HanSim (written for the paper mentioned above)
- https://github.com/Quuxplusone/Hanabi
## Setup
Install rust (rustc and cargo), and clone this git repo.
@ -75,3 +71,13 @@ On the first 20000 seeds, we have these scores and win rates (average ± standar
| | 90.59 ± 0.21 % | 98.17 ± 0.09 % | 97.76 ± 0.10 % | 96.42 ± 0.13 % |
| info | 22.5194 ± 0.0125 | 24.7942 ± 0.0039 | 24.9354 ± 0.0022 | 24.9220 ± 0.0024 |
| | 12.58 ± 0.23 % | 84.46 ± 0.26 % | 95.03 ± 0.15 % | 94.01 ± 0.17 % |
## Other work
Most similar projects I am aware of:
- https://github.com/rjtobin/HanSim (written for the paper mentioned above which introduces the information strategy)
- https://github.com/Quuxplusone/Hanabi
Some researchers are trying to solve Hanabi using machine learning techniques:
- [Initial paper](https://arxiv.org/abs/1902.00506) from DeepMind and Google Brain researchers. See [this Wall Street Journal coverage](https://www.wsj.com/articles/why-the-card-game-hanabi-is-the-next-big-hurdle-for-artificial-intelligence-11553875351)
- [This paper](https://arxiv.org/abs/1912.02318) from Facebook, code at https://github.com/facebookresearch/Hanabi_SPARTA which includes their machine-learned agent

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@ -20,7 +20,7 @@ pub fn get_count_for_value(value: Value) -> u32 {
2 | 3 | 4 => 2,
5 => 1,
_ => {
panic!(format!("Unexpected value: {}", value));
panic!("Unexpected value: {value}");
}
}
}
@ -32,10 +32,7 @@ pub struct Card {
}
impl Card {
pub fn new(color: Color, value: Value) -> Card {
Card {
color: color,
value: value,
}
Card { color, value }
}
}
impl fmt::Display for Card {
@ -61,7 +58,7 @@ impl CardCounts {
counts.insert(Card::new(color, value), 0);
}
}
CardCounts { counts: counts }
CardCounts { counts }
}
pub fn get_count(&self, card: &Card) -> u32 {
@ -81,16 +78,16 @@ impl CardCounts {
impl fmt::Display for CardCounts {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
for &color in COLORS.iter() {
try!(f.write_str(&format!("{}: ", color,)));
write!(f, "{color}: ")?;
for &value in VALUES.iter() {
let count = self.get_count(&Card::new(color, value));
let total = get_count_for_value(value);
try!(f.write_str(&format!("{}/{} {}s", count, total, value)));
write!(f, "{count}/{total} {value}s")?;
if value != FINAL_VALUE {
try!(f.write_str(", "));
f.write_str(", ")?;
}
}
try!(f.write_str("\n"));
f.write_str("\n")?;
}
Ok(())
}
@ -126,9 +123,7 @@ impl Discard {
}
impl fmt::Display for Discard {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
// try!(f.write_str(&format!(
// "{}", self.cards,
// )));
// write!(f, "{}", self.cards)?;
write!(f, "{}", self.counts)
}
}
@ -143,10 +138,7 @@ pub struct Firework {
}
impl Firework {
pub fn new(color: Color) -> Firework {
Firework {
color: color,
top: 0,
}
Firework { color, top: 0 }
}
pub fn needed_value(&self) -> Option<Value> {
@ -194,12 +186,12 @@ pub enum Hinted {
}
impl fmt::Display for Hinted {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
match self {
&Hinted::Color(color) => {
write!(f, "{}", color)
match *self {
Hinted::Color(color) => {
write!(f, "{color}")
}
&Hinted::Value(value) => {
write!(f, "{}", value)
Hinted::Value(value) => {
write!(f, "{value}")
}
}
}
@ -282,9 +274,9 @@ impl BoardState {
.collect::<FnvHashMap<_, _>>();
BoardState {
deck_size: deck_size,
deck_size,
total_cards: deck_size,
fireworks: fireworks,
fireworks,
discard: Discard::new(),
num_players: opts.num_players,
hand_size: opts.hand_size,
@ -340,52 +332,28 @@ impl BoardState {
return value - 1;
}
}
return FINAL_VALUE;
FINAL_VALUE
}
// is never going to play, based on discard + fireworks
pub fn is_dead(&self, card: &Card) -> bool {
let firework = self.fireworks.get(&card.color).unwrap();
if firework.complete() {
true
} else {
let needed = firework.needed_value().unwrap();
if card.value < needed {
true
} else {
card.value > self.highest_attainable(card.color)
}
}
firework.complete()
|| card.value < firework.needed_value().unwrap()
|| card.value > self.highest_attainable(card.color)
}
// can be discarded without necessarily sacrificing score, based on discard + fireworks
pub fn is_dispensable(&self, card: &Card) -> bool {
let firework = self.fireworks.get(&card.color).unwrap();
if firework.complete() {
true
} else {
let needed = firework.needed_value().unwrap();
if card.value < needed {
true
} else {
if card.value > self.highest_attainable(card.color) {
true
} else {
self.discard.remaining(&card) != 1
}
}
}
self.is_dead(card) || self.discard.remaining(card) != 1
}
pub fn get_players(&self) -> Range<Player> {
(0..self.num_players)
0..self.num_players
}
pub fn score(&self) -> Score {
self.fireworks
.iter()
.map(|(_, firework)| firework.score())
.fold(0, |a, b| a + b)
self.fireworks.values().map(Firework::score).sum()
}
pub fn discard_size(&self) -> u32 {
@ -408,35 +376,35 @@ impl BoardState {
impl fmt::Display for BoardState {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
if self.is_over() {
try!(f.write_str(&format!("Turn {} (GAME ENDED):\n", self.turn)));
writeln!(f, "Turn {} (GAME ENDED):", self.turn)?;
} else {
try!(f.write_str(&format!(
"Turn {} (Player {}'s turn):\n",
self.turn, self.player
)));
writeln!(f, "Turn {} (Player {}'s turn):", self.turn, self.player)?;
}
try!(f.write_str(&format!("{} cards remaining in deck\n", self.deck_size)));
writeln!(f, "{} cards remaining in deck", self.deck_size)?;
if self.deck_size == 0 {
try!(f.write_str(&format!(
"Deck is empty. {} turns remaining in game\n",
writeln!(
f,
"Deck is empty. {} turns remaining in game",
self.deckless_turns_remaining
)));
)?;
}
try!(f.write_str(&format!(
"{}/{} hints remaining\n",
writeln!(
f,
"{}/{} hints remaining",
self.hints_remaining, self.hints_total
)));
try!(f.write_str(&format!(
"{}/{} lives remaining\n",
)?;
writeln!(
f,
"{}/{} lives remaining",
self.lives_remaining, self.lives_total
)));
try!(f.write_str("Fireworks:\n"));
)?;
f.write_str("Fireworks:\n")?;
for &color in COLORS.iter() {
try!(f.write_str(&format!(" {}\n", self.get_firework(color))));
writeln!(f, " {}", self.get_firework(color))?;
}
try!(f.write_str("Discard:\n"));
try!(f.write_str(&format!("{}\n", self.discard)));
f.write_str("Discard:\n")?;
writeln!(f, "{}\n", self.discard)?;
Ok(())
}
@ -445,7 +413,7 @@ impl fmt::Display for BoardState {
// complete game view of a given player
pub trait GameView {
fn me(&self) -> Player;
fn get_hand(&self, &Player) -> &Cards;
fn get_hand(&self, player: &Player) -> &Cards;
fn get_board(&self) -> &BoardState;
fn my_hand_size(&self) -> usize;
@ -461,8 +429,7 @@ pub trait GameView {
fn has_card(&self, player: &Player, card: &Card) -> bool {
self.get_hand(player)
.iter()
.position(|other_card| card == other_card)
.is_some()
.any(|other_card| card == other_card)
}
fn get_other_players(&self) -> Vec<Player> {
@ -475,12 +442,12 @@ pub trait GameView {
fn can_see(&self, card: &Card) -> bool {
self.get_other_players()
.iter()
.any(|player| self.has_card(&player, card))
.any(|player| self.has_card(player, card))
}
fn someone_else_can_play(&self) -> bool {
self.get_other_players().iter().any(|player| {
self.get_hand(&player)
self.get_hand(player)
.iter()
.any(|card| self.get_board().is_playable(card))
})
@ -534,9 +501,9 @@ impl OwnedGameView {
.collect::<FnvHashMap<_, _>>();
OwnedGameView {
player: borrowed_view.player.clone(),
player: borrowed_view.player,
hand_size: borrowed_view.hand_size,
other_hands: other_hands,
other_hands,
board: (*borrowed_view.board).clone(),
}
}
@ -582,22 +549,22 @@ pub struct GameState {
}
impl fmt::Display for GameState {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
try!(f.write_str("\n"));
try!(f.write_str("======\n"));
try!(f.write_str("Hands:\n"));
try!(f.write_str("======\n"));
f.write_str("\n")?;
f.write_str("======\n")?;
f.write_str("Hands:\n")?;
f.write_str("======\n")?;
for player in self.board.get_players() {
let hand = &self.hands.get(&player).unwrap();
try!(f.write_str(&format!("player {}:", player)));
write!(f, "player {player}:")?;
for (_i, card) in hand.iter() {
try!(f.write_str(&format!(" {}", card)));
write!(f, " {card}")?;
}
try!(f.write_str(&"\n"));
f.write_str("\n")?;
}
try!(f.write_str("======\n"));
try!(f.write_str("Board:\n"));
try!(f.write_str("======\n"));
try!(f.write_str(&format!("{}", self.board)));
f.write_str("======\n")?;
f.write_str("Board:\n")?;
f.write_str("======\n")?;
write!(f, "{}", self.board)?;
Ok(())
}
}
@ -654,9 +621,9 @@ impl GameState {
}
}
BorrowedGameView {
player: player,
player,
hand_size: self.hands.get(&player).unwrap().len(),
other_hands: other_hands,
other_hands,
board: &self.board,
}
}
@ -669,27 +636,19 @@ impl GameState {
// takes a card from the player's hand, and replaces it if possible
fn take_from_hand(&mut self, index: usize) -> Card {
// FIXME this code looks like it's awfully contorted in order to please the borrow checker.
// Can we have this look nicer?
let result = {
let ref mut hand = self.hands.get_mut(&self.board.player).unwrap();
hand.remove(index).1
};
let hand = &mut self.hands.get_mut(&self.board.player).unwrap();
let card = hand.remove(index).1;
self.update_player_hand();
result
card
}
fn replenish_hand(&mut self) {
// FIXME this code looks like it's awfully contorted in order to please the borrow checker.
// Can we have this look nicer?
{
let ref mut hand = self.hands.get_mut(&self.board.player).unwrap();
if (hand.len() as u32) < self.board.hand_size {
if let Some(new_card) = self.deck.pop() {
self.board.deck_size -= 1;
debug!("Drew new card, {}", new_card.1);
hand.push(new_card);
}
let hand = &mut self.hands.get_mut(&self.board.player).unwrap();
if (hand.len() as u32) < self.board.hand_size {
if let Some(new_card) = self.deck.pop() {
self.board.deck_size -= 1;
debug!("Drew new card, {}", new_card.1);
hand.push(new_card);
}
}
self.update_player_hand();
@ -706,9 +665,10 @@ impl GameState {
self.board.hints_remaining -= 1;
debug!("Hint to player {}, about {}", hint.player, hint.hinted);
assert!(
self.board.player != hint.player,
format!("Player {} gave a hint to himself", hint.player)
assert_ne!(
self.board.player, hint.player,
"Player {} gave a hint to himself",
hint.player
);
let hand = self.hands.get(&hint.player).unwrap();
@ -767,9 +727,9 @@ impl GameState {
}
};
let turn_record = TurnRecord {
player: self.board.player.clone(),
player: self.board.player,
result: turn_result,
choice: choice,
choice,
};
self.board.turn_history.push(turn_record.clone());

View File

@ -1,12 +1,12 @@
use std::cmp::Eq;
use std::collections::{HashMap, HashSet};
use std::convert::From;
use std::fmt;
use std::fmt::{self, Write};
use std::hash::Hash;
use std::ops::{Index, IndexMut};
use std::slice;
use game::*;
use crate::game::*;
// trait representing information about a card
pub trait CardInfo {
@ -33,7 +33,7 @@ pub trait CardInfo {
// get probability weight for the card
#[allow(unused_variables)]
fn get_weight(&self, card: &Card) -> f32 {
1 as f32
1.0
}
fn get_weighted_possibilities(&self) -> Vec<(Card, f32)> {
@ -49,11 +49,11 @@ pub trait CardInfo {
fn total_weight(&self) -> f32 {
self.get_possibilities()
.iter()
.map(|card| self.get_weight(&card))
.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: &dyn Fn(&Card) -> T) -> f32
where
f32: From<T>,
{
@ -72,7 +72,7 @@ pub trait CardInfo {
self.weighted_score(&|card| card.value as f32)
}
fn probability_of_predicate(&self, predicate: &Fn(&Card) -> bool) -> f32 {
fn probability_of_predicate(&self, predicate: &dyn Fn(&Card) -> bool) -> f32 {
let f = |card: &Card| {
if predicate(card) {
1.0
@ -149,7 +149,7 @@ where
fn get_possibilities(&self) -> Vec<T> {
self.get_possibility_set()
.iter()
.map(|t| t.clone())
.copied()
.collect::<Vec<T>>()
}
@ -160,14 +160,14 @@ where
fn initialize() -> HashSet<T> {
Self::get_all_possibilities()
.iter()
.map(|val| val.clone())
.copied()
.collect::<HashSet<_>>()
}
fn mark_true(&mut self, value: T) {
let possible = self.get_mut_possibility_set();
possible.clear();
possible.insert(value.clone());
possible.insert(value);
}
fn mark_false(&mut self, value: T) {
@ -268,7 +268,7 @@ impl fmt::Display for SimpleCardInfo {
//}
for &value in &VALUES {
if self.value_info.is_possible(value) {
string.push_str(&format!("{}", value));
write!(string, "{value}").unwrap();
}
}
f.pad(&string)
@ -301,10 +301,10 @@ impl CardPossibilityTable {
pub fn decrement_weight(&mut self, card: &Card) {
let remove = {
let weight = self.possible.get_mut(card).expect(&format!(
"Decrementing weight for impossible card: {}",
card
));
let weight = self
.possible
.get_mut(card)
.unwrap_or_else(|| panic!("Decrementing weight for impossible card: {card}"));
*weight -= 1;
*weight == 0
};
@ -368,7 +368,7 @@ impl<'a> From<&'a CardCounts> for CardPossibilityTable {
}
}
}
CardPossibilityTable { possible: possible }
CardPossibilityTable { possible }
}
}
impl CardInfo for CardPossibilityTable {
@ -380,11 +380,7 @@ impl CardInfo for CardPossibilityTable {
self.possible.contains_key(card)
}
fn get_possibilities(&self) -> Vec<Card> {
let mut cards = self
.possible
.keys()
.map(|card| card.clone())
.collect::<Vec<_>>();
let mut cards = self.possible.keys().cloned().collect::<Vec<_>>();
cards.sort();
cards
}
@ -405,7 +401,7 @@ impl CardInfo for CardPossibilityTable {
impl fmt::Display for CardPossibilityTable {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
for (card, weight) in &self.possible {
try!(f.write_str(&format!("{} {}, ", weight, card)));
write!(f, "{weight} {card}, ")?;
}
Ok(())
}
@ -424,20 +420,18 @@ where
{
pub fn new(hand_size: u32) -> Self {
let hand_info = (0..hand_size).map(|_| T::new()).collect::<Vec<_>>();
HandInfo {
hand_info: hand_info,
}
HandInfo { hand_info }
}
// update for hint to me
pub fn update_for_hint(&mut self, hinted: &Hinted, matches: &Vec<bool>) {
match hinted {
&Hinted::Color(color) => {
pub fn update_for_hint(&mut self, hinted: &Hinted, matches: &[bool]) {
match *hinted {
Hinted::Color(color) => {
for (card_info, &matched) in self.hand_info.iter_mut().zip(matches.iter()) {
card_info.mark_color(color, matched);
}
}
&Hinted::Value(value) => {
Hinted::Value(value) => {
for (card_info, &matched) in self.hand_info.iter_mut().zip(matches.iter()) {
card_info.mark_value(value, matched);
}

View File

@ -1,4 +1,4 @@
use game::*;
use crate::game::*;
use serde_json::*;
fn color_value(color: &Color) -> usize {

View File

@ -36,7 +36,7 @@ impl log::Log for SimpleLogger {
}
fn print_usage(program: &str, opts: Options) {
print!("{}", opts.usage(&format!("Usage: {} [options]", program)));
print!("{}", opts.usage(&format!("Usage: {program} [options]")));
}
fn main() {
@ -102,7 +102,7 @@ fn main() {
Ok(m) => m,
Err(f) => {
print_usage(&program, opts);
panic!(f.to_string())
panic!("{}", f)
}
};
if matches.opt_present("h") {
@ -118,7 +118,8 @@ fn main() {
return print!("{}", get_results_table());
}
let log_level_str: &str = &matches.opt_str("l").unwrap_or("info".to_string());
let l_opt = matches.opt_str("l");
let log_level_str = l_opt.as_deref().unwrap_or("info");
let log_level = match log_level_str {
"trace" => log::LogLevelFilter::Trace,
"debug" => log::LogLevelFilter::Debug,
@ -127,7 +128,7 @@ fn main() {
"error" => log::LogLevelFilter::Error,
_ => {
print_usage(&program, opts);
panic!("Unexpected log level argument {}", log_level_str);
panic!("Unexpected log level argument {log_level_str}");
}
};
@ -137,21 +138,20 @@ fn main() {
})
.unwrap();
let n_trials = u32::from_str(&matches.opt_str("n").unwrap_or("1".to_string())).unwrap();
let n_trials = u32::from_str(matches.opt_str("n").as_deref().unwrap_or("1")).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").as_deref().unwrap_or("1")).unwrap();
let n_players = u32::from_str(matches.opt_str("p").as_deref().unwrap_or("4")).unwrap();
let g_opt = matches.opt_str("g");
let strategy_str: &str = g_opt.as_deref().unwrap_or("cheat");
let json_output_pattern = matches.opt_str("j");
let json_losses_only = matches.opt_present("losses-only");
let n_players = u32::from_str(&matches.opt_str("p").unwrap_or("4".to_string())).unwrap();
let strategy_str: &str = &matches.opt_str("g").unwrap_or("cheat".to_string());
sim_games(
n_players,
strategy_str,
@ -181,30 +181,30 @@ fn sim_games(
4 => 4,
5 => 4,
_ => {
panic!("There should be 2 to 5 players, not {}", n_players);
panic!("There should be 2 to 5 players, not {n_players}");
}
};
let game_opts = game::GameOptions {
num_players: n_players,
hand_size: hand_size,
hand_size,
num_hints: 8,
num_lives: 3,
// hanabi rules are a bit ambiguous about whether you can give hints that match 0 cards
allow_empty_hints: false,
};
let strategy_config: Box<strategy::GameStrategyConfig + Sync> = match strategy_str {
let strategy_config: Box<dyn strategy::GameStrategyConfig + Sync> = match strategy_str {
"random" => Box::new(strategies::examples::RandomStrategyConfig {
hint_probability: 0.4,
play_probability: 0.2,
}) as Box<strategy::GameStrategyConfig + Sync>,
}) as Box<dyn strategy::GameStrategyConfig + Sync>,
"cheat" => Box::new(strategies::cheating::CheatingStrategyConfig::new())
as Box<strategy::GameStrategyConfig + Sync>,
as Box<dyn strategy::GameStrategyConfig + Sync>,
"info" => Box::new(strategies::information::InformationStrategyConfig::new())
as Box<strategy::GameStrategyConfig + Sync>,
as Box<dyn strategy::GameStrategyConfig + Sync>,
_ => {
panic!("Unexpected strategy argument {}", strategy_str);
panic!("Unexpected strategy argument {strategy_str}");
}
};
simulator::simulate(
@ -227,19 +227,18 @@ fn get_results_table() -> String {
let n_threads = 8;
let intro = format!(
"On the first {} seeds, we have these scores and win rates (average ± standard error):\n\n",
n_trials
"On the first {n_trials} seeds, we have these scores and win rates (average ± standard error):\n\n"
);
let format_name = |x| format!(" {:7} ", x);
let format_players = |x| format!(" {}p ", x);
let format_percent = |x, stderr| format!(" {:05.2} ± {:.2} % ", x, stderr);
let format_score = |x, stderr| format!(" {:07.4} ± {:.4} ", x, stderr);
let format_name = |x| format!(" {x:7} ");
let format_players = |x| format!(" {x}p ");
let format_percent = |x, stderr| format!(" {x:05.2} ± {stderr:.2} % ");
let format_score = |x, stderr| format!(" {x:07.4} ± {stderr:.4} ");
let space = String::from(" ");
let dashes = String::from("---------");
let dashes_long = String::from("------------------");
type TwoLines = (String, String);
fn make_twolines(
player_nums: &Vec<u32>,
player_nums: &[u32],
head: TwoLines,
make_block: &dyn Fn(u32) -> TwoLines,
) -> TwoLines {
@ -259,14 +258,12 @@ fn get_results_table() -> String {
}
fn concat_twolines(body: Vec<TwoLines>) -> String {
body.into_iter().fold(String::default(), |output, (a, b)| {
(output + &a + "\n" + &b + "\n")
output + &a + "\n" + &b + "\n"
})
}
let header = make_twolines(
&player_nums,
(space.clone(), dashes.clone()),
&|n_players| (format_players(n_players), dashes_long.clone()),
);
let header = make_twolines(&player_nums, (space.clone(), dashes), &|n_players| {
(format_players(n_players), dashes_long.clone())
});
let mut body = strategies
.iter()
.map(|strategy| {
@ -319,7 +316,7 @@ time cargo run --release -- --write-results-table
let readme_init = {
let parts = readme_contents.splitn(2, separator).collect::<Vec<_>>();
if parts.len() != 2 {
panic!("{} has been modified in the Results section!", readme);
panic!("{readme} has been modified in the Results section!");
}
parts[0]
};

View File

@ -1,11 +1,10 @@
use crossbeam;
use fnv::FnvHashMap;
use rand::{self, Rng, SeedableRng};
use std::fmt;
use game::*;
use json_output::*;
use strategy::*;
use crate::game::*;
use crate::json_output::*;
use crate::strategy::*;
fn new_deck(seed: u32) -> Cards {
let mut deck: Cards = Cards::new();
@ -25,7 +24,7 @@ fn new_deck(seed: u32) -> Cards {
pub fn simulate_once(
opts: &GameOptions,
game_strategy: Box<GameStrategy>,
game_strategy: Box<dyn GameStrategy>,
seed: u32,
output_json: bool,
) -> (GameState, Option<serde_json::Value>) {
@ -41,7 +40,7 @@ pub fn simulate_once(
game_strategy.initialize(player, &game.get_view(player)),
)
})
.collect::<FnvHashMap<Player, Box<PlayerStrategy>>>();
.collect::<FnvHashMap<Player, Box<dyn PlayerStrategy>>>();
let mut actions = Vec::new();
@ -55,7 +54,7 @@ pub fn simulate_once(
debug!("{}", game);
let choice = {
let mut strategy = strategies.get_mut(&player).unwrap();
let strategy = strategies.get_mut(&player).unwrap();
strategy.decide(&game.get_view(player))
};
if output_json {
@ -75,7 +74,7 @@ pub fn simulate_once(
let turn = game.process_choice(choice);
for player in game.get_players() {
let mut strategy = strategies.get_mut(&player).unwrap();
let strategy = strategies.get_mut(&player).unwrap();
strategy.update(&turn, &game.get_view(player));
}
}
@ -112,14 +111,14 @@ impl Histogram {
fn insert_many(&mut self, val: Score, count: u32) {
let new_count = self.get_count(&val) + count;
self.hist.insert(val, new_count);
self.sum += val * (count as u32);
self.sum += val * count;
self.total_count += count;
}
pub fn insert(&mut self, val: Score) {
self.insert_many(val, 1);
}
pub fn get_count(&self, val: &Score) -> u32 {
*self.hist.get(&val).unwrap_or(&0)
*self.hist.get(val).unwrap_or(&0)
}
pub fn percentage_with(&self, val: &Score) -> f32 {
self.get_count(val) as f32 / self.total_count as f32
@ -149,7 +148,7 @@ impl fmt::Display for Histogram {
let mut keys = self.hist.keys().collect::<Vec<_>>();
keys.sort();
for val in keys {
try!(f.write_str(&format!("\n{}: {}", val, self.get_count(val),)));
write!(f, "\n{}: {}", val, self.get_count(val))?;
}
Ok(())
}
@ -239,11 +238,11 @@ where
lives_histogram.merge(thread_lives_histogram);
}
non_perfect_seeds.sort();
non_perfect_seeds.sort_unstable();
SimResult {
scores: score_histogram,
lives: lives_histogram,
non_perfect_seed: non_perfect_seeds.get(0).cloned(),
non_perfect_seed: non_perfect_seeds.first().cloned(),
}
})
}

View File

@ -2,8 +2,8 @@ use fnv::{FnvHashMap, FnvHashSet};
use std::cell::RefCell;
use std::rc::Rc;
use game::*;
use strategy::*;
use crate::game::*;
use crate::strategy::*;
// strategy that explicitly cheats by using Rc/RefCell
// serves as a reference point for other strategies
@ -25,7 +25,7 @@ impl CheatingStrategyConfig {
}
}
impl GameStrategyConfig for CheatingStrategyConfig {
fn initialize(&self, _: &GameOptions) -> Box<GameStrategy> {
fn initialize(&self, _: &GameOptions) -> Box<dyn GameStrategy> {
Box::new(CheatingStrategy::new())
}
}
@ -42,7 +42,7 @@ impl CheatingStrategy {
}
}
impl GameStrategy for CheatingStrategy {
fn initialize(&self, player: Player, view: &BorrowedGameView) -> Box<PlayerStrategy> {
fn initialize(&self, player: Player, view: &BorrowedGameView) -> Box<dyn PlayerStrategy> {
for (&player, &hand) in &view.other_hands {
self.player_hands_cheat
.borrow_mut()
@ -95,7 +95,7 @@ impl CheatingPlayerStrategy {
fn hand_play_value(&self, view: &BorrowedGameView, hand: &Cards) -> u32 {
hand.iter()
.map(|card| self.card_play_value(view, card))
.fold(0, |a, b| a + b)
.sum()
}
// how badly do we need to play a particular card
@ -106,13 +106,11 @@ impl CheatingPlayerStrategy {
let my_hand_value = self.hand_play_value(view, my_hand);
for player in view.board.get_players() {
if player != self.me {
if view.has_card(&player, card) {
let their_hand_value = self.hand_play_value(view, hands.get(&player).unwrap());
// they can play this card, and have less urgent plays than i do
if their_hand_value < my_hand_value {
return 10 - (card.value as i32);
}
if player != self.me && view.has_card(&player, card) {
let their_hand_value = self.hand_play_value(view, hands.get(&player).unwrap());
// they can play this card, and have less urgent plays than i do
if their_hand_value < my_hand_value {
return 10 - (card.value as i32);
}
}
}
@ -134,7 +132,7 @@ impl CheatingPlayerStrategy {
}
set.insert(card.clone());
}
return None;
None
}
}
impl PlayerStrategy for CheatingPlayerStrategy {
@ -152,7 +150,7 @@ impl PlayerStrategy for CheatingPlayerStrategy {
.filter(|&(_, card)| view.board.is_playable(card))
.collect::<Vec<_>>();
if playable_cards.len() > 0 {
if !playable_cards.is_empty() {
// play the best playable card
// the higher the play_score, the better to play
let mut index = 0;
@ -184,10 +182,8 @@ impl PlayerStrategy for CheatingPlayerStrategy {
// hinting is better than discarding dead cards
// (probably because it stalls the deck-drawing).
if view.board.hints_remaining > 0 {
if view.someone_else_can_play() {
return self.throwaway_hint(view);
}
if view.board.hints_remaining > 0 && view.someone_else_can_play() {
return self.throwaway_hint(view);
}
// if anything is totally useless, discard it

View File

@ -1,6 +1,6 @@
use game::*;
use crate::game::*;
use crate::strategy::*;
use rand::{self, Rng};
use strategy::*;
// dummy, terrible strategy, as an example
#[derive(Clone)]
@ -10,7 +10,7 @@ pub struct RandomStrategyConfig {
}
impl GameStrategyConfig for RandomStrategyConfig {
fn initialize(&self, _: &GameOptions) -> Box<GameStrategy> {
fn initialize(&self, _: &GameOptions) -> Box<dyn GameStrategy> {
Box::new(RandomStrategy {
hint_probability: self.hint_probability,
play_probability: self.play_probability,
@ -23,7 +23,7 @@ pub struct RandomStrategy {
play_probability: f64,
}
impl GameStrategy for RandomStrategy {
fn initialize(&self, player: Player, _: &BorrowedGameView) -> Box<PlayerStrategy> {
fn initialize(&self, player: Player, _: &BorrowedGameView) -> Box<dyn PlayerStrategy> {
Box::new(RandomStrategyPlayer {
hint_probability: self.hint_probability,
play_probability: self.play_probability,
@ -51,7 +51,7 @@ impl PlayerStrategy for RandomStrategyPlayer {
if view.board.hints_remaining > 0 {
let hint_player = view.board.player_to_left(&self.me);
let hint_card = rand::thread_rng()
.choose(&view.get_hand(&hint_player))
.choose(view.get_hand(&hint_player))
.unwrap();
let hinted = {
if rand::random() {
@ -63,7 +63,7 @@ impl PlayerStrategy for RandomStrategyPlayer {
};
TurnChoice::Hint(Hint {
player: hint_player,
hinted: hinted,
hinted,
})
} else {
TurnChoice::Discard(0)

View File

@ -1,5 +1,5 @@
use game::*;
use helpers::*;
use crate::game::*;
use crate::helpers::*;
#[derive(Debug, Clone)]
pub struct ModulusInformation {
@ -9,10 +9,7 @@ pub struct ModulusInformation {
impl ModulusInformation {
pub fn new(modulus: u32, value: u32) -> Self {
assert!(value < modulus);
ModulusInformation {
modulus: modulus,
value: value,
}
ModulusInformation { modulus, value }
}
pub fn none() -> Self {
@ -21,7 +18,7 @@ impl ModulusInformation {
pub fn combine(&mut self, other: Self, max_modulus: u32) {
assert!(other.modulus <= self.info_remaining(max_modulus));
self.value = self.value + self.modulus * other.value;
self.value += self.modulus * other.value;
self.modulus = std::cmp::min(max_modulus, self.modulus * other.modulus);
assert!(self.value < self.modulus);
}
@ -45,7 +42,7 @@ impl ModulusInformation {
let original_modulus = self.modulus;
let original_value = self.value;
let value = self.value % modulus;
self.value = self.value / modulus;
self.value /= modulus;
// `self.modulus` is the largest number such that
// `value + (self.modulus - 1) * modulus < original_modulus`.
// TODO: find an explanation of why this makes everything work out
@ -80,9 +77,14 @@ pub trait Question {
// how much info does this question ask for?
fn info_amount(&self) -> u32;
// get the answer to this question, given cards
fn answer(&self, &Cards, &BoardState) -> u32;
fn answer(&self, hand: &Cards, board: &BoardState) -> u32;
// process the answer to this question, updating card info
fn acknowledge_answer(&self, value: u32, &mut HandInfo<CardPossibilityTable>, &BoardState);
fn acknowledge_answer(
&self,
value: u32,
hand_info: &mut HandInfo<CardPossibilityTable>,
board: &BoardState,
);
fn answer_info(&self, hand: &Cards, board: &BoardState) -> ModulusInformation {
ModulusInformation::new(self.info_amount(), self.answer(hand, board))
@ -100,11 +102,11 @@ pub trait Question {
}
pub trait PublicInformation: Clone {
fn get_player_info(&self, &Player) -> HandInfo<CardPossibilityTable>;
fn set_player_info(&mut self, &Player, HandInfo<CardPossibilityTable>);
fn get_player_info(&self, player: &Player) -> HandInfo<CardPossibilityTable>;
fn set_player_info(&mut self, player: &Player, hand_info: HandInfo<CardPossibilityTable>);
fn new(&BoardState) -> Self;
fn set_board(&mut self, &BoardState);
fn new(board: &BoardState) -> Self;
fn set_board(&mut self, board: &BoardState);
/// If we store more state than just `HandInfo<CardPossibilityTable>`s, update it after `set_player_info` has been called.
fn update_other_info(&mut self) {}
@ -122,17 +124,17 @@ pub trait PublicInformation: Clone {
/// before the entire "hat value" calculation.
fn ask_question(
&self,
&Player,
&HandInfo<CardPossibilityTable>,
player: &Player,
hand_info: &HandInfo<CardPossibilityTable>,
total_info: u32,
) -> Option<Box<Question>>;
) -> Option<Box<dyn Question>>;
fn ask_question_wrapper(
&self,
player: &Player,
hand_info: &HandInfo<CardPossibilityTable>,
total_info: u32,
) -> Option<Box<Question>> {
) -> Option<Box<dyn Question>> {
assert!(total_info > 0);
if total_info == 1 {
None
@ -205,7 +207,7 @@ pub trait PublicInformation: Clone {
.map(|player| {
let mut hand_info = self.get_player_info(player);
let info = self.get_hat_info_for_player(player, &mut hand_info, total_info, view);
(info, (player.clone(), hand_info))
(info, (*player, hand_info))
})
.unzip();
self.set_player_infos(new_player_hands);
@ -231,7 +233,7 @@ pub trait PublicInformation: Clone {
let mut hand_info = self.get_player_info(&player);
let player_info =
self.get_hat_info_for_player(&player, &mut hand_info, info.modulus, view);
(player_info, (player.clone(), hand_info))
(player_info, (player, hand_info))
})
.unzip();
for other_info in other_infos {
@ -251,7 +253,7 @@ pub trait PublicInformation: Clone {
fn get_private_info(&self, view: &OwnedGameView) -> HandInfo<CardPossibilityTable> {
let mut info = self.get_player_info(&view.player);
for card_table in info.iter_mut() {
for (_, hand) in &view.other_hands {
for hand in view.other_hands.values() {
for card in hand {
card_table.decrement_weight_if_possible(card);
}

View File

@ -2,10 +2,10 @@ use float_ord::*;
use fnv::{FnvHashMap, FnvHashSet};
use std::cmp::Ordering;
use game::*;
use helpers::*;
use strategies::hat_helpers::*;
use strategy::*;
use crate::game::*;
use crate::helpers::*;
use crate::strategies::hat_helpers::*;
use crate::strategy::*;
// TODO: use random extra information - i.e. when casting up and down,
// we sometimes have 2 choices of value to choose
@ -23,7 +23,7 @@ impl Question for CardHasProperty {
2
}
fn answer(&self, hand: &Cards, board: &BoardState) -> u32 {
let ref card = hand[self.index];
let card = &hand[self.index];
if (self.property)(board, card) {
1
} else {
@ -36,17 +36,15 @@ impl Question for CardHasProperty {
hand_info: &mut HandInfo<CardPossibilityTable>,
board: &BoardState,
) {
let ref mut card_table = hand_info[self.index];
let card_table = &mut hand_info[self.index];
let possible = card_table.get_possibilities();
for card in &possible {
if (self.property)(board, card) {
if answer == 0 {
card_table.mark_false(card);
}
} else {
if answer == 1 {
card_table.mark_false(card);
}
} else if answer == 1 {
card_table.mark_false(card);
}
}
}
@ -72,7 +70,7 @@ fn q_is_dead(index: usize) -> CardHasProperty {
/// It's named that way because the `info_amount` grows additively with the `info_amount`s of
/// the questions in `l`.
struct AdditiveComboQuestion {
questions: Vec<Box<Question>>,
questions: Vec<Box<dyn Question>>,
}
impl Question for AdditiveComboQuestion {
fn info_amount(&self) -> u32 {
@ -134,7 +132,7 @@ impl CardPossibilityPartition {
let mut partition = FnvHashMap::default();
let mut n_partitions = 0;
let has_dead = card_table.probability_is_dead(&board) != 0.0;
let has_dead = card_table.probability_is_dead(board) != 0.0;
// TODO: group things of different colors and values?
let mut effective_max = max_n_partitions;
@ -161,21 +159,21 @@ impl CardPossibilityPartition {
n_partitions += 1;
}
// let mut s : String = "Partition: |".to_string();
// let mut s: String = "Partition: |".to_string();
// for i in 0..n_partitions {
// for (card, block) in partition.iter() {
// if *block == i {
// s = s + &format!(" {}", card);
// }
// }
// s = s + &format!(" |");
// s.push_str(" |");
// }
// debug!("{}", s);
CardPossibilityPartition {
index: index,
n_partitions: n_partitions,
partition: partition,
index,
n_partitions,
partition,
}
}
}
@ -184,8 +182,8 @@ impl Question for CardPossibilityPartition {
self.n_partitions
}
fn answer(&self, hand: &Cards, _: &BoardState) -> u32 {
let ref card = hand[self.index];
*self.partition.get(&card).unwrap()
let card = &hand[self.index];
*self.partition.get(card).unwrap()
}
fn acknowledge_answer(
&self,
@ -193,7 +191,7 @@ impl Question for CardPossibilityPartition {
hand_info: &mut HandInfo<CardPossibilityTable>,
_: &BoardState,
) {
let ref mut card_table = hand_info[self.index];
let card_table = &mut hand_info[self.index];
let possible = card_table.get_possibilities();
for card in &possible {
if *self.partition.get(card).unwrap() != answer {
@ -220,10 +218,7 @@ impl MyPublicInformation {
fn get_other_players_starting_after(&self, player: Player) -> Vec<Player> {
let n = self.board.num_players;
(0..n - 1)
.into_iter()
.map(|i| (player + 1 + i) % n)
.collect()
(0..n - 1).map(|i| (player + 1 + i) % n).collect()
}
// Returns the number of ways to hint the player.
@ -232,7 +227,7 @@ impl MyPublicInformation {
// - it is public that there are at least two colors
// - it is public that there are at least two numbers
let ref info = self.hand_info[&player];
let info = &self.hand_info[&player];
let may_be_all_one_color = COLORS
.iter()
@ -242,11 +237,11 @@ impl MyPublicInformation {
.iter()
.any(|value| info.iter().all(|card| card.can_be_value(*value)));
return if !may_be_all_one_color && !may_be_all_one_number {
if !may_be_all_one_color && !may_be_all_one_number {
4
} else {
3
};
}
}
fn get_hint_index_score(&self, card_table: &CardPossibilityTable) -> i32 {
@ -264,7 +259,7 @@ impl MyPublicInformation {
if !card_table.value_determined() {
score += 1;
}
return score;
score
}
fn get_index_for_hint(&self, player: &Player) -> usize {
@ -276,7 +271,7 @@ impl MyPublicInformation {
(-score, i)
})
.collect::<Vec<_>>();
scores.sort();
scores.sort_unstable();
scores[0].1
}
@ -392,12 +387,12 @@ impl MyPublicInformation {
.into_iter()
.map(|hinted| Hint {
player: hint_player,
hinted: hinted,
hinted,
})
.collect()
}
fn decode_hint_choice(&self, hint: &Hint, result: &Vec<bool>) -> ModulusInformation {
fn decode_hint_choice(&self, hint: &Hint, result: &[bool]) -> ModulusInformation {
let hinter = self.board.player;
let info_per_player: Vec<_> = self
@ -411,10 +406,7 @@ impl MyPublicInformation {
let player_amt = (n + hint.player - hinter - 1) % n;
let amt_from_prev_players = info_per_player
.iter()
.take(player_amt as usize)
.fold(0, |a, b| a + b);
let amt_from_prev_players: u32 = info_per_player.iter().take(player_amt as usize).sum();
let hint_info_we_can_give_to_this_player = info_per_player[player_amt as usize];
let card_index = self.get_index_for_hint(&hint.player);
@ -427,17 +419,15 @@ impl MyPublicInformation {
} else {
2
}
} else if result[card_index] {
match hint.hinted {
Hinted::Value(_) => 0,
Hinted::Color(_) => 1,
}
} else {
if result[card_index] {
match hint.hinted {
Hinted::Value(_) => 0,
Hinted::Color(_) => 1,
}
} else {
match hint.hinted {
Hinted::Value(_) => 2,
Hinted::Color(_) => 3,
}
match hint.hinted {
Hinted::Value(_) => 2,
Hinted::Color(_) => 3,
}
};
@ -446,12 +436,12 @@ impl MyPublicInformation {
ModulusInformation::new(total_info, hint_value)
}
fn update_from_hint_choice(&mut self, hint: &Hint, matches: &Vec<bool>, view: &OwnedGameView) {
fn update_from_hint_choice(&mut self, hint: &Hint, matches: &[bool], view: &OwnedGameView) {
let info = self.decode_hint_choice(hint, matches);
self.update_from_hat_sum(info, view);
}
fn update_from_hint_matches(&mut self, hint: &Hint, matches: &Vec<bool>) {
fn update_from_hint_matches(&mut self, hint: &Hint, matches: &[bool]) {
let info = self.get_player_info_mut(&hint.player);
info.update_for_hint(&hint.hinted, matches);
}
@ -466,10 +456,10 @@ impl MyPublicInformation {
// Does another player have a playable card, but doesn't know it?
view.get_other_players().iter().any(|player| {
let has_playable_card = view
.get_hand(&player)
.get_hand(player)
.iter()
.any(|card| view.get_board().is_playable(card));
has_playable_card && !self.knows_playable_card(&player)
has_playable_card && !self.knows_playable_card(player)
})
}
@ -508,7 +498,7 @@ impl MyPublicInformation {
info.remove(index);
// push *before* incrementing public counts
if info.len() < new_view.hand_size(&player) {
if info.len() < new_view.hand_size(player) {
info.push(new_card_table);
}
}
@ -536,7 +526,7 @@ impl PublicInformation for MyPublicInformation {
})
.collect::<FnvHashMap<_, _>>();
MyPublicInformation {
hand_info: hand_info,
hand_info,
card_counts: CardCounts::new(),
board: board.clone(),
}
@ -563,7 +553,7 @@ impl PublicInformation for MyPublicInformation {
_me: &Player,
hand_info: &HandInfo<CardPossibilityTable>,
total_info: u32,
) -> Option<Box<Question>> {
) -> Option<Box<dyn Question>> {
// Changing anything inside this function will not break the information transfer
// mechanisms!
@ -571,10 +561,10 @@ impl PublicInformation for MyPublicInformation {
.iter()
.cloned()
.enumerate()
.filter_map(|(i, card_table)| {
.map(|(i, card_table)| {
let p_play = card_table.probability_is_playable(&self.board);
let p_dead = card_table.probability_is_dead(&self.board);
Some((i, p_play, p_dead))
(i, p_play, p_dead)
})
.collect::<Vec<_>>();
let know_playable_card = augmented_hand_info_raw
@ -587,15 +577,7 @@ impl PublicInformation for MyPublicInformation {
// We don't need to find out anything about cards that are determined or dead.
let augmented_hand_info = augmented_hand_info_raw
.into_iter()
.filter(|&(i, _, p_dead)| {
if p_dead == 1.0 {
false
} else if hand_info[i].is_determined() {
false
} else {
true
}
})
.filter(|&(i, _, p_dead)| p_dead != 1.0 && !hand_info[i].is_determined())
.collect::<Vec<_>>();
if !know_playable_card {
@ -637,7 +619,7 @@ impl PublicInformation for MyPublicInformation {
to_ask.sort_by_key(|&(ask_dead, _, p_yes)| (ask_dead, FloatOrd(p_yes)));
let questions = to_ask
.into_iter()
.map(|(ask_dead, i, _)| -> Box<Question> {
.map(|(ask_dead, i, _)| -> Box<dyn Question> {
if ask_dead {
Box::new(q_is_dead(i))
} else {
@ -645,7 +627,7 @@ impl PublicInformation for MyPublicInformation {
}
})
.collect::<Vec<_>>();
if questions.len() > 0 {
if !questions.is_empty() {
return Some(Box::new(AdditiveComboQuestion { questions }));
}
}
@ -657,14 +639,14 @@ impl PublicInformation for MyPublicInformation {
.cloned()
.collect::<Vec<_>>();
ask_play.sort_by_key(|&(i, p_play, _)| (ask_play_score(p_play), i));
if let Some(&(i, _, _)) = ask_play.get(0) {
if let Some(&(i, _, _)) = ask_play.first() {
return Some(Box::new(q_is_playable(i)));
}
let mut ask_partition = augmented_hand_info;
// sort by probability of death (lowest first), then by index
ask_partition.sort_by_key(|&(i, _, p_death)| (FloatOrd(p_death), i));
if let Some(&(i, _, _)) = ask_partition.get(0) {
if let Some(&(i, _, _)) = ask_partition.first() {
let question = CardPossibilityPartition::new(i, total_info, &hand_info[i], &self.board);
Some(Box::new(question))
} else {
@ -681,7 +663,7 @@ impl InformationStrategyConfig {
}
}
impl GameStrategyConfig for InformationStrategyConfig {
fn initialize(&self, _: &GameOptions) -> Box<GameStrategy> {
fn initialize(&self, _: &GameOptions) -> Box<dyn GameStrategy> {
Box::new(InformationStrategy::new())
}
}
@ -694,7 +676,7 @@ impl InformationStrategy {
}
}
impl GameStrategy for InformationStrategy {
fn initialize(&self, player: Player, view: &BorrowedGameView) -> Box<PlayerStrategy> {
fn initialize(&self, player: Player, view: &BorrowedGameView) -> Box<dyn PlayerStrategy> {
Box::new(InformationPlayerStrategy {
me: player,
public_info: MyPublicInformation::new(view.board),
@ -728,10 +710,8 @@ impl InformationPlayerStrategy {
let mut num_with = 1;
if view.board.deck_size > 0 {
for player in view.board.get_players() {
if player != self.me {
if view.has_card(&player, card) {
num_with += 1;
}
if player != self.me && view.has_card(&player, card) {
num_with += 1;
}
}
}
@ -743,27 +723,30 @@ impl InformationPlayerStrategy {
board: &BoardState,
hand: &HandInfo<CardPossibilityTable>,
) -> Vec<usize> {
use std::collections::hash_map::Entry::{Occupied, Vacant};
let mut useless: FnvHashSet<usize> = FnvHashSet::default();
let mut seen: FnvHashMap<Card, usize> = FnvHashMap::default();
for (i, card_table) in hand.iter().enumerate() {
if card_table.probability_is_dead(board) == 1.0 {
useless.insert(i);
} else {
if let Some(card) = card_table.get_card() {
if seen.contains_key(&card) {
} else if let Some(card) = card_table.get_card() {
match seen.entry(card) {
Occupied(e) => {
// found a duplicate card
useless.insert(i);
useless.insert(*seen.get(&card).unwrap());
} else {
seen.insert(card, i);
useless.insert(*e.get());
}
Vacant(e) => {
e.insert(i);
}
}
}
}
let mut useless_vec: Vec<usize> = useless.into_iter().collect();
useless_vec.sort();
return useless_vec;
useless_vec.sort_unstable();
useless_vec
}
// how good is it to give this hint to this player?
@ -774,8 +757,8 @@ impl InformationPlayerStrategy {
let hint_player = &hint.player;
let hinted = &hint.hinted;
let hand = view.get_hand(&hint_player);
let mut hand_info = self.public_info.get_player_info(&hint_player);
let hand = view.get_hand(hint_player);
let mut hand_info = self.public_info.get_player_info(hint_player);
let mut goodness = 1.0;
for (i, card_table) in hand_info.iter_mut().enumerate() {
@ -794,9 +777,8 @@ impl InformationPlayerStrategy {
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 {
if card_table.is_determined() || card_table.probability_is_dead(&view.board) == 1.0
{
2
} else {
1
@ -821,12 +803,10 @@ impl InformationPlayerStrategy {
hint_options.sort_by(|h1, h2| h2.0.partial_cmp(&h1.0).unwrap_or(Ordering::Equal));
if hint_options.len() == 0 {
if hint_options.is_empty() {
// NOTE: Technically possible, but never happens
} else {
if hint_options.len() > 1 {
debug!("Choosing amongst hint options: {:?}", hint_options);
}
} else if hint_options.len() > 1 {
debug!("Choosing amongst hint options: {:?}", hint_options);
}
hint_options.remove(0).1
}
@ -868,7 +848,7 @@ impl InformationPlayerStrategy {
})
.collect::<Vec<_>>();
playable_cards.sort_by_key(|&(i, play_score)| (FloatOrd(-play_score), i));
if let Some(&(play_index, _)) = playable_cards.get(0) {
if let Some(&(play_index, _)) = playable_cards.first() {
return TurnChoice::Play(play_index);
}
@ -894,7 +874,7 @@ impl InformationPlayerStrategy {
})
.collect::<Vec<_>>();
if risky_playable_cards.len() > 0 {
if !risky_playable_cards.is_empty() {
risky_playable_cards
.sort_by(|c1, c2| c2.2.partial_cmp(&c1.2).unwrap_or(Ordering::Equal));
@ -910,23 +890,20 @@ impl InformationPlayerStrategy {
let useless_indices = self.find_useless_cards(&view.board, &private_info);
// NOTE When changing this, make sure to keep the "discard" branch of update() up to date!
let will_hint =
if view.board.hints_remaining > 0 && public_info.someone_else_needs_hint(view) {
true
} else if view.board.discard_size() <= discard_threshold && useless_indices.len() > 0 {
false
}
// hinting is better than discarding dead cards
// (probably because it stalls the deck-drawing).
else if view.board.hints_remaining > 0 && view.someone_else_can_play() {
true
} else if view.board.hints_remaining > 4 {
true
}
// this is the only case in which we discard a potentially useful card.
else {
false
};
let will_hint = if view.board.hints_remaining > 0
&& public_info.someone_else_needs_hint(view)
{
true
} else if view.board.discard_size() <= discard_threshold && !useless_indices.is_empty() {
false
// hinting is better than discarding dead cards
// (probably because it stalls the deck-drawing).
} else if view.board.hints_remaining > 0 && view.someone_else_can_play() {
true
} else {
// this being false is the only case in which we discard a potentially useful card.
view.board.hints_remaining > 4
};
if will_hint {
let hint_set = public_info.get_hint(view);
@ -942,7 +919,7 @@ impl InformationPlayerStrategy {
if public_useless_indices.len() > 1 {
let info = public_info.get_hat_sum(public_useless_indices.len() as u32, view);
return TurnChoice::Discard(public_useless_indices[info.value as usize]);
} else if useless_indices.len() > 0 {
} else if !useless_indices.is_empty() {
// TODO: have opponents infer that i knew a card was useless
// TODO: after that, potentially prefer useless indices that arent public
return TurnChoice::Discard(useless_indices[0]);
@ -1026,7 +1003,7 @@ impl PlayerStrategy for InformationPlayerStrategy {
}
fn update(&mut self, turn_record: &TurnRecord, view: &BorrowedGameView) {
let hint_matches = if let &TurnResult::Hint(ref matches) = &turn_record.result {
let hint_matches = if let TurnResult::Hint(matches) = &turn_record.result {
Some(matches)
} else {
None
@ -1042,7 +1019,7 @@ impl PlayerStrategy for InformationPlayerStrategy {
}
match turn_record.choice {
TurnChoice::Hint(ref hint) => {
if let &TurnResult::Hint(ref matches) = &turn_record.result {
if let TurnResult::Hint(matches) = &turn_record.result {
self.public_info.update_from_hint_matches(hint, matches);
} else {
panic!(
@ -1052,7 +1029,7 @@ impl PlayerStrategy for InformationPlayerStrategy {
}
}
TurnChoice::Discard(index) => {
if let &TurnResult::Discard(ref card) = &turn_record.result {
if let TurnResult::Discard(card) = &turn_record.result {
self.public_info.update_from_discard_or_play_result(
view,
&turn_record.player,
@ -1067,7 +1044,7 @@ impl PlayerStrategy for InformationPlayerStrategy {
}
}
TurnChoice::Play(index) => {
if let &TurnResult::Play(ref card, _) = &turn_record.result {
if let TurnResult::Play(card, _) = &turn_record.result {
self.public_info.update_from_discard_or_play_result(
view,
&turn_record.player,

View File

@ -1,4 +1,4 @@
use game::*;
use crate::game::*;
// Traits to implement for any valid Hanabi strategy
@ -11,20 +11,20 @@ pub trait PlayerStrategy {
fn name(&self) -> String;
// A function to decide what to do on the player's turn.
// Given a BorrowedGameView, outputs their choice.
fn decide(&mut self, &BorrowedGameView) -> TurnChoice;
fn decide(&mut self, view: &BorrowedGameView) -> TurnChoice;
// A function to update internal state after other players' turns.
// Given what happened last turn, and the new state.
fn update(&mut self, &TurnRecord, &BorrowedGameView);
fn update(&mut self, turn_record: &TurnRecord, view: &BorrowedGameView);
}
// Represents the overall strategy for a game
// Shouldn't do much, except store configuration parameters and
// possibility initialize some shared randomness between players
pub trait GameStrategy {
fn initialize(&self, Player, &BorrowedGameView) -> Box<PlayerStrategy>;
fn initialize(&self, me: Player, view: &BorrowedGameView) -> Box<dyn PlayerStrategy>;
}
// Represents configuration for a strategy.
// Acts as a factory for game strategies, so we can play many rounds
pub trait GameStrategyConfig {
fn initialize(&self, &GameOptions) -> Box<GameStrategy>;
fn initialize(&self, opts: &GameOptions) -> Box<dyn GameStrategy>;
}