sorta working, probably very buggy

This commit is contained in:
Jeff Wu 2016-03-05 22:49:40 -08:00
parent 9508a20082
commit e2eebcbe07
3 changed files with 242 additions and 56 deletions

View file

@ -13,6 +13,7 @@ const COLORS: [Color; 5] = ["blue", "red", "yellow", "white", "green"];
pub type Value = u32;
// list of (value, count) pairs
const VALUE_COUNTS : [(Value, u32); 5] = [(1, 3), (2, 2), (3, 2), (4, 2), (5, 1)];
const FINAL_VALUE : Value = 5;
pub struct Card {
pub color: Color,
@ -40,71 +41,116 @@ impl Pile {
pub fn take(&mut self, index: usize) -> Card {
self.0.remove(index)
}
pub fn top(&self) -> Option<&Card> {
self.0.last()
}
pub fn shuffle(&mut self) {
rand::thread_rng().shuffle(&mut self.0[..]);
}
pub fn size(&self) -> usize {
self.0.len()
}
}
pub type Hand = Vec<Card>;
pub type Player = u32;
#[derive(Debug)]
pub enum Hint {
Color,
Value,
}
// represents the choice a player made in a given turn
#[derive(Debug)]
pub enum TurnChoice {
Hint,
Discard(usize),
Play(usize),
}
// represents a turn taken in the game
pub struct Turn<'a> {
pub player: &'a Player,
pub choice: &'a TurnChoice,
}
// represents possible settings for the game
pub struct GameOptions {
pub num_players: u32,
pub hand_size: u32,
// when hits 0, you cannot hint
pub total_hints: u32,
pub num_hints: u32,
// when hits 0, you lose
pub total_lives: u32,
pub num_lives: u32,
}
// The state of a given player: all other players may see this
#[derive(Debug)]
pub struct PlayerState {
hand: Hand,
// the player's actual hand
pub hand: Pile,
// represents what is common knowledge about the player's hand
// pub known: ,
}
// State of everything except the player's hands
// Is completely common knowledge
// Is all completely common knowledge
#[derive(Debug)]
pub struct BoardState {
pub deck: Pile,
deck: Pile,
pub discard: Pile,
pub fireworks: HashMap<Color, Pile>,
// // whose turn is it?
pub next: Player,
pub num_players: u32,
// which turn is it?
pub turn: u32,
// // whose turn is it?
pub player: Player,
pub hints_total: u32,
pub hints_remaining: u32,
pub lives_total: u32,
pub lives_remaining: u32,
// only relevant when deck runs out
turns_remaining: u32,
}
// complete game state (known to nobody!)
pub struct GameState {
pub player_states: HashMap<Player, PlayerState>,
pub board_state: BoardState,
deckless_turns_remaining: u32,
}
// complete game view of a given player
pub struct GameStateView {
// not yet implemented
pub other_player_states: HashMap<Player, PlayerState>,
pub board_state: BoardState,
// state will be borrowed GameState
#[derive(Debug)]
pub struct GameStateView<'a> {
// the player whose view it is
pub player: Player,
// what is known about their own hand
// pub known:
// the cards of the other players
pub other_player_states: HashMap<Player, &'a PlayerState>,
// board state
pub board: &'a BoardState,
}
// complete game state (known to nobody!)
#[derive(Debug)]
pub struct GameState {
pub player_states: HashMap<Player, PlayerState>,
pub board: BoardState,
}
pub type Score = u32;
impl GameState {
pub fn new(opts: GameOptions) -> GameState {
let mut deck = GameState::make_deck();
let mut player_states : HashMap<Player, PlayerState> = HashMap::new();
for i in 0..opts.num_players {
let hand : Hand = (0..opts.hand_size)
.map(|i| {
let raw_hand = (0..opts.hand_size).map(|_| {
// we can assume the deck is big enough to draw initial hands
deck.draw().unwrap()
})
.collect::<Vec<_>>();
}).collect::<Vec<_>>();
let state = PlayerState {
hand: hand,
hand: Pile(raw_hand),
};
player_states.insert(i, state);
}
@ -119,15 +165,19 @@ impl GameState {
GameState {
player_states: player_states,
board_state: BoardState {
board: BoardState {
deck: deck,
fireworks: fireworks,
discard: Pile::new(),
next: 0,
hints_remaining: opts.total_hints,
lives_remaining: opts.total_lives,
// only relevant when deck runs out
turns_remaining: opts.num_players,
num_players: opts.num_players,
player: 0,
turn: 1,
hints_total: opts.num_hints,
hints_remaining: opts.num_hints,
lives_total: opts.num_lives,
lives_remaining: opts.num_lives,
// number of turns to play with deck length ran out
deckless_turns_remaining: opts.num_players + 1,
}
}
}
@ -137,8 +187,8 @@ impl GameState {
for color in COLORS.iter() {
for &(value, count) in VALUE_COUNTS.iter() {
for _ in 0..3 {
deck.place(Card {color: color, value: 1});
for _ in 0..count {
deck.place(Card {color: color, value: value});
}
}
};
@ -146,29 +196,104 @@ impl GameState {
println!("Created deck: {:?}", deck);
deck
}
pub fn get_players(&self) -> Vec<Player> {
(0..self.board.num_players).collect::<Vec<_>>()
}
enum Hint {
Color,
Value,
pub fn is_over(&self) -> bool {
// TODO: add condition that fireworks cannot be further completed?
(self.board.lives_remaining == 0) ||
(self.board.deckless_turns_remaining == 0)
}
enum Turn {
Hint,
Discard,
Play,
pub fn score(&self) -> Score {
let mut score = 0;
for (_, firework) in &self.board.fireworks {
score += firework.size();
}
score as u32
}
// Trait to implement for any valid Hanabi strategy
pub trait Strategy {
fn decide(&mut self, &GameStateView) -> Turn;
fn update(&mut self, Turn);
// get the game state view of a particular player
pub fn get_view(&self, player: Player) -> GameStateView {
let mut other_player_states = HashMap::new();
for (other_player, state) in &self.player_states {
if player != *other_player {
other_player_states.insert(player, state);
}
}
GameStateView {
player: player,
other_player_states: other_player_states,
board: &self.board,
}
}
pub fn simulate_symmetric(opts: GameOptions, strategy: &Strategy) {
let strategies = (0..opts.num_players).map(|_| { Box::new(strategy) }).collect();
simulate(opts, strategies)
// takes a card from the player's hand, and replaces it if possible
fn take_from_hand(&mut self, index: usize) -> Card {
let ref mut hand = self.player_states.get_mut(&self.board.player).unwrap().hand;
let card = hand.take(index);
if let Some(new_card) = self.board.deck.draw() {
hand.place(new_card);
}
card
}
pub fn simulate(opts: GameOptions, strategies: Vec<Box<&Strategy>>) {
fn try_add_hint(&mut self) {
if self.board.hints_remaining < self.board.hints_total {
self.board.hints_remaining += 1;
}
}
fn process_choice(&mut self, choice: TurnChoice) {
match choice {
TurnChoice::Hint => {
assert!(self.board.hints_remaining > 0);
self.board.hints_remaining -= 1;
// TODO: actually inform player of values..
// nothing to update, really...
// TODO: manage common knowledge
}
TurnChoice::Discard(index) => {
let card = self.take_from_hand(index);
self.board.discard.place(card);
self.try_add_hint();
}
TurnChoice::Play(index) => {
let card = self.take_from_hand(index);
let mut firework_made = false;
{
let ref mut firework = self.board.fireworks.get_mut(&card.color).unwrap();
let playable = {
let under_card = firework.top().unwrap();
card.value == under_card.value + 1
};
if playable {
firework_made = card.value == FINAL_VALUE;
firework.place(card);
} else {
self.board.discard.place(card);
self.board.lives_remaining -= 1;
}
}
if firework_made {
self.try_add_hint();
}
}
}
if self.board.deck.size() == 0 {
self.board.deckless_turns_remaining -= 1;
}
self.board.turn += 1;
self.board.player = (self.board.player + 1) % self.board.num_players;
assert_eq!((self.board.turn - 1) % self.board.num_players, self.board.player);
}
}

View file

@ -1,12 +1,14 @@
extern crate rand;
mod game;
mod strategies;
fn main() {
game::GameState::new(game::GameOptions {
let opts = game::GameOptions {
num_players: 4,
hand_size: 4,
total_hints: 8,
total_lives: 3,
});
num_hints: 8,
num_lives: 3,
};
strategies::simulate(opts, strategies::AlwaysPlay);
}

59
src/strategies.rs Normal file
View file

@ -0,0 +1,59 @@
use game::*;
use std::collections::HashMap;
// Trait to implement for any valid Hanabi strategy
// State management is done by the simulator, to avoid cheating
pub trait Strategy {
type InternalState;
fn initialize(&Player, &GameStateView) -> Self::InternalState;
fn decide(&mut Self::InternalState, &Player, &GameStateView) -> TurnChoice;
fn update(&mut Self::InternalState, &Turn, &GameStateView);
}
pub fn simulate<S: Strategy>(opts: GameOptions, strategy: S) -> Score {
let mut game = GameState::new(opts);
let mut internal_states : HashMap<Player, S::InternalState> = HashMap::new();
for player in game.get_players() {
internal_states.insert(
player,
S::initialize(&player, &game.get_view(player)),
);
}
while !game.is_over() {
let player = game.board.player;
let choice = {
let ref mut internal_state = internal_states.get_mut(&player).unwrap();
S::decide(internal_state, &player, &game.get_view(player))
};
println!("Player {:?} decided to {:?}", player, choice);
let turn = Turn {
player: &player,
choice: &choice,
};
for player in game.get_players() {
let ref mut internal_state = internal_states.get_mut(&player).unwrap();
S::update(internal_state, &turn, &game.get_view(player));
}
// TODO: do some stuff
println!("State: {:?}", game);
}
game.score()
}
pub struct AlwaysPlay;
impl Strategy for AlwaysPlay {
type InternalState = ();
fn initialize(player: &Player, view: &GameStateView) -> () {
()
}
fn decide(_: &mut (), player: &Player, view: &GameStateView) -> TurnChoice {
TurnChoice::Play(0)
}
fn update(_: &mut (), turn: &Turn, view: &GameStateView) {
}
}