implement solver
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+62
-26
@@ -6,11 +6,11 @@ struct ReadmeDoctests;
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use core::ops::RangeBounds;
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// TODO: pub struct ValidInstruction<I>(I);
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pub trait Game {
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type Score;
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type Stats;
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type Config;
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type Instruction;
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pub trait Game: Clone {
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type Score: Clone + core::fmt::Debug;
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type Stats: Clone + core::fmt::Debug;
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type Config: Clone + core::fmt::Debug;
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type Instruction: Clone + core::fmt::Debug;
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fn score(&self, stats: &Self::Stats, config: &Self::Config) -> Self::Score;
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fn possible_instructions(
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&self,
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@@ -353,21 +353,33 @@ impl<C: Default> Default for SessionConfig<C> {
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}
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}
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#[derive(Clone, Debug)]
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pub struct Session<G: Game> {
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stats: SessionStats<G::Stats>,
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config: SessionConfig<G::Config>,
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state: SessionState<G>,
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}
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#[derive(Clone, Eq, Hash, PartialEq)]
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pub struct SessionState<G: Game> {
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seed: G,
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#[derive(Clone, Debug)]
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pub struct StateSnapshot<G: Game> {
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state: G,
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history: Vec<G::Instruction>,
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instruction: G::Instruction,
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}
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impl<G: Game> StateSnapshot<G> {
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pub const fn state(&self) -> &G {
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&self.state
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}
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pub const fn instruction(&self) -> &G::Instruction {
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&self.instruction
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}
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}
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#[derive(Clone, Debug)]
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pub struct SessionState<G: Game> {
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state: G,
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history: Vec<StateSnapshot<G>>,
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}
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impl<G: Game + Clone> SessionState<G> {
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fn new(state: G) -> Self {
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Self {
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seed: state.clone(),
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state,
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history: Vec::new(),
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}
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@@ -380,9 +392,9 @@ impl<G: Game> SessionState<G> {
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}
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impl<G: Game<Score = i32>> Session<G>
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where
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G: Clone + Eq + core::hash::Hash,
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G::Stats: Clone + Default,
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G::Instruction: Clone + Eq + core::hash::Hash,
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G: Eq + core::hash::Hash,
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G::Stats: Default,
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G::Instruction: Eq + core::hash::Hash,
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{
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pub fn new(state: G, config: SessionConfig<G::Config>) -> Self {
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Self {
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@@ -406,7 +418,7 @@ where
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pub const fn config(&self) -> &SessionConfig<G::Config> {
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&self.config
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}
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pub fn history(&self) -> &[G::Instruction] {
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pub fn history(&self) -> &[StateSnapshot<G>] {
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&self.state.history
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}
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pub fn undo(&mut self) {
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@@ -426,12 +438,39 @@ where
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pub fn is_win(&self) -> bool {
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self.state.is_win()
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}
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pub fn is_winnable(&self) -> Option<Vec<StateSnapshot<G>>> {
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let mut state_moves = std::collections::HashMap::new();
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let mut state = self.clone();
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while !state.is_win() {
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// Continue existing iterator if it exists
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let it = state_moves
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.entry(state.state().state().clone())
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.or_insert_with(|| {
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state
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.state()
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.state()
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.possible_instructions(&self.config().inner)
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});
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// Run one possible move
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if let Some(instruction) = it.next() {
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state.process_instruction(instruction);
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continue;
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}
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// No more moves. If we can't undo we're done
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if state.history().is_empty() {
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return None;
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} else {
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state.undo();
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}
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}
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Some(state.state.history)
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}
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}
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impl<G: Game<Score = i32>> Game for SessionState<G>
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where
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G: Clone,
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G::Stats: Default,
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G::Instruction: Clone,
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{
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type Score = i32;
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type Stats = SessionStats<G::Stats>;
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@@ -464,19 +503,16 @@ where
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) {
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match instruction {
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SessionInstruction::Undo => {
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// replay the entire history of the game except one move
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self.history.pop();
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let mut inner_stats = G::Stats::default();
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let mut state = self.seed.clone();
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for instruction in &self.history {
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state.process_instruction(&mut inner_stats, &config.inner, instruction.clone());
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if let Some(snapshot) = self.history.pop() {
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self.state = snapshot.state;
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stats.increment_undos();
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}
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self.state = state;
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stats.inner = inner_stats;
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stats.increment_undos();
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}
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SessionInstruction::InnerInstruction(instruction) => {
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self.history.push(instruction.clone());
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self.history.push(StateSnapshot {
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state: self.state.clone(),
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instruction: instruction.clone(),
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});
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self.state
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.process_instruction(&mut stats.inner, &config.inner, instruction);
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}
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