only ask about playability when needed

This commit is contained in:
Jeff Wu 2016-04-03 18:17:59 -07:00
parent 678a8f26a7
commit d86136889d
2 changed files with 55 additions and 35 deletions

View file

@ -63,8 +63,8 @@ On seeds 0-9999, we have these average scores and win rates:
-------|---------|---------|---------|---------| -------|---------|---------|---------|---------|
cheat | 24.8600 | 24.9781 | 24.9715 | 24.9570 | cheat | 24.8600 | 24.9781 | 24.9715 | 24.9570 |
| 90.52 % | 98.12 % | 97.74 % | 96.57 % | | 90.52 % | 98.12 % | 97.74 % | 96.57 % |
info | 18.5915 | 24.1672 | 24.7924 | 24.8783 | info | 18.6956 | 24.2234 | 24.8335 | 24.8928 |
| 00.03 % | 48.59 % | 84.37 % | 90.33 % | | 00.03 % | 50.70 % | 87.37 % | 91.32 % |
To reproduce: To reproduce:

View file

@ -4,6 +4,9 @@ use std::cmp::Ordering;
use simulator::*; use simulator::*;
use game::*; use game::*;
// TODO: use random extra information - i.e. when casting up and down,
// we sometimes have 2 choices of value to choose
#[derive(Debug,Clone)] #[derive(Debug,Clone)]
struct ModulusInformation { struct ModulusInformation {
modulus: u32, modulus: u32,
@ -261,24 +264,29 @@ impl InformationPlayerStrategy {
*info_remaining <= 1 *info_remaining <= 1
} }
let mut augmented_hand_info = hand_info.iter().enumerate() let augmented_hand_info = hand_info.iter().enumerate()
.filter(|&(_, card_table)| {
if card_table.probability_is_dead(&view.board) == 1.0 {
false
} else if card_table.is_determined() {
false
} else {
true
}
})
.map(|(i, card_table)| { .map(|(i, card_table)| {
let p = card_table.probability_is_playable(&view.board); let p_play = card_table.probability_is_playable(&view.board);
(p, card_table, i) let p_dead = card_table.probability_is_dead(&view.board);
let is_determined = card_table.is_determined();
(card_table, i, p_play, p_dead, is_determined)
}) })
.collect::<Vec<_>>(); .collect::<Vec<_>>();
let known_playable = augmented_hand_info.iter().filter(|&&(_, _, p_play, _, _)| {
p_play == 1.0
}).collect::<Vec<_>>().len();
if known_playable == 0 {
let mut ask_play = augmented_hand_info.iter()
.filter(|&&(_, _, p_play, p_dead, is_determined)| {
if is_determined { return false; }
if p_dead == 1.0 { return false; }
if p_play == 1.0 || p_play < 0.2 { return false; }
true
}).collect::<Vec<_>>();
// sort by probability of play, then by index // sort by probability of play, then by index
augmented_hand_info.sort_by(|&(p1, _, i1), &(p2, _, i2)| { ask_play.sort_by(|&&(_, i1, p1, _, _), &&(_, i2, p2, _, _)| {
// *higher* probabilities are better // *higher* probabilities are better
let result = p2.partial_cmp(&p1); let result = p2.partial_cmp(&p1);
if result == None || result == Some(Ordering::Equal) { if result == None || result == Some(Ordering::Equal) {
@ -288,23 +296,35 @@ impl InformationPlayerStrategy {
} }
}); });
// let known_playable = augmented_hand_info[0].0 == 1.0;
// // if there is a card that is definitely playable, don't ask about playability for &(_, i, _, _, _) in ask_play {
// if !known_playable {
for &(p, _, i) in &augmented_hand_info {
// if the play probability is very low, ignore.
// probably there's only 1-2 possible cards for it, out of many
if (p > 0.1) && (p < 1.0) {
if add_question(&mut questions, &mut info_remaining, IsPlayable {index: i}) { if add_question(&mut questions, &mut info_remaining, IsPlayable {index: i}) {
return questions; return questions;
} }
} }
} else {
debug!("Something known playable");
} }
// } else {
// debug!("Something known playable");
// }
for &(_, card_table, i) in &augmented_hand_info { let mut ask_partition = augmented_hand_info.iter()
.filter(|&&(_, _, _, p_dead, is_determined)| {
if is_determined { return false }
// TODO: possibly still valuable to ask?
if p_dead == 1.0 { return false }
true
}).collect::<Vec<_>>();
// sort by probability of play, then by index
ask_partition.sort_by(|&&(_, i1, p1, _, _), &&(_, i2, p2, _, _)| {
// *higher* probabilities are better
let result = p2.partial_cmp(&p1);
if result == None || result == Some(Ordering::Equal) {
i1.cmp(&i2)
} else {
result.unwrap()
}
});
for &(card_table, i, _, _, _) in ask_partition {
let question = CardPossibilityPartition::new(i, info_remaining, card_table, view); let question = CardPossibilityPartition::new(i, info_remaining, card_table, view);
if add_question(&mut questions, &mut info_remaining, question) { if add_question(&mut questions, &mut info_remaining, question) {
return questions; return questions;