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order
| Author | SHA1 | Date | |
|---|---|---|---|
| 64e32b1010 | |||
| 850bd0f8ee | |||
| bc2d1b126e | |||
| 08e8656ecf | |||
| 73ffef76b0 | |||
| 0a34deb630 | |||
| bc05bbdc50 | |||
| f9012b01c4 | |||
| e18e242eae | |||
| 576489c226 | |||
| 90f8fe2e77 | |||
| 7f708df327 |
+82
-22
@@ -6,10 +6,10 @@ struct ReadmeDoctests;
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use core::ops::RangeBounds;
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use core::ops::RangeBounds;
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// TODO: pub struct ValidInstruction<I>(I);
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// TODO: pub struct ValidInstruction<I>(I);
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pub trait Game {
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pub trait Game: Clone + core::fmt::Debug {
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type Stats;
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type Stats: Clone + core::fmt::Debug;
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type Config;
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type Config: Clone + core::fmt::Debug;
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type Instruction;
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type Instruction: Clone + core::fmt::Debug;
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fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<Self>;
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fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<Self>;
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fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool;
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fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool;
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fn process_instruction(
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fn process_instruction(
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@@ -321,21 +321,33 @@ impl<S> SessionStats<S> {
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}
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}
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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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pub struct Session<G: Game> {
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stats: SessionStats<G::Stats>,
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stats: SessionStats<G::Stats>,
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config: G::Config,
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config: G::Config,
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state: SessionState<G>,
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state: SessionState<G>,
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}
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}
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#[derive(Clone, Eq, Hash, PartialEq)]
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#[derive(Clone, Debug)]
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pub struct SessionState<G: Game> {
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pub struct StateSnapshot<G: Game> {
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seed: G,
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state: G,
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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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}
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impl<G: Game + Clone> SessionState<G> {
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impl<G: Game + Clone> SessionState<G> {
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fn new(state: G) -> Self {
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fn new(state: G) -> Self {
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Self {
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Self {
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seed: state.clone(),
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state,
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state,
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history: Vec::new(),
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history: Vec::new(),
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}
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}
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@@ -345,6 +357,7 @@ impl<G: Game> Session<G>
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where
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where
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G: Clone + Eq + core::hash::Hash,
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G: Clone + Eq + core::hash::Hash,
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G::Stats: Clone + Default,
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G::Stats: Clone + Default,
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G::Config: Clone,
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G::Instruction: Clone + Eq + core::hash::Hash,
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G::Instruction: Clone + Eq + core::hash::Hash,
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{
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{
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pub fn new(state: G, config: G::Config) -> Self {
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pub fn new(state: G, config: G::Config) -> Self {
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@@ -369,7 +382,7 @@ where
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pub const fn config(&self) -> &G::Config {
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pub const fn config(&self) -> &G::Config {
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&self.config
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&self.config
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}
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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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&self.state.history
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}
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}
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pub fn undo(&mut self) {
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pub fn undo(&mut self) {
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@@ -389,12 +402,62 @@ where
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pub fn is_win(&self) -> bool {
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pub fn is_win(&self) -> bool {
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self.state.is_win()
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self.state.is_win()
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}
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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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let mut i: u64 = 0;
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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().clone())
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.or_insert_with(|| state.state().possible_instructions());
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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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// history includes cycles
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let mut state_index: std::collections::HashMap<_, _> = state
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.history()
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.iter()
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.enumerate()
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.map(|(i, snapshot)| (snapshot.state().clone(), i))
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.collect();
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// find the longest range where the start and end are the same state
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while let Some(longest_range) = state
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.history()
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.iter()
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.enumerate()
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.filter_map(|(index, snapshot)| {
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let &last_index = state_index.get(snapshot.state())?;
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let longness = last_index - index;
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(longness != 0).then_some(index..last_index)
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})
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.max_by_key(|range| range.len())
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{
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state.state.history.drain(longest_range);
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for (i, snapshot) in state.history().iter().enumerate() {
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state_index.insert(snapshot.state().clone(), i);
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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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}
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impl<G: Game> Game for SessionState<G>
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impl<G: Game> Game for SessionState<G>
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where
|
where
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G: Clone,
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G::Stats: Default,
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G::Stats: Default,
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G::Instruction: Clone,
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{
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{
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type Stats = SessionStats<G::Stats>;
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type Stats = SessionStats<G::Stats>;
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type Config = G::Config;
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type Config = G::Config;
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@@ -420,19 +483,16 @@ where
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) {
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) {
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match instruction {
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match instruction {
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SessionInstruction::Undo => {
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SessionInstruction::Undo => {
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// replay the entire history of the game except one move
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if let Some(snapshot) = self.history.pop() {
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self.history.pop();
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self.state = snapshot.state;
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let mut inner_stats = G::Stats::default();
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stats.increment_undos();
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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, instruction.clone());
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}
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}
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self.state = state;
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stats.inner_stats = inner_stats;
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stats.increment_undos();
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}
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}
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SessionInstruction::InnerInstruction(instruction) => {
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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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self.state
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.process_instruction(&mut stats.inner_stats, config, instruction);
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.process_instruction(&mut stats.inner_stats, config, instruction);
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}
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}
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@@ -1,7 +1,9 @@
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use card_game::Game;
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use card_game::Game;
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use klondike::{Klondike, KlondikeConfig, KlondikeStats, Rng};
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use klondike::{Klondike, KlondikeConfig, KlondikeStats, Rng};
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fn play_to_win(rng: &mut Rng) -> bool {
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const MAX_MOVES: usize = 250;
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fn play_to_win(rng: &mut Rng) -> Option<KlondikeStats> {
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// create game session
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// create game session
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let mut game = Klondike::with_rng(rng);
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let mut game = Klondike::with_rng(rng);
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let mut stats = KlondikeStats::new();
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let mut stats = KlondikeStats::new();
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@@ -12,19 +14,33 @@ fn play_to_win(rng: &mut Rng) -> bool {
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while let Some(instruction) = game.get_auto_move()
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while let Some(instruction) = game.get_auto_move()
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&& !game.is_win()
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&& !game.is_win()
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{
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{
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game.process_instruction(&mut stats, &CONFIG, instruction);
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// quit before 250 moves
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if MAX_MOVES < stats.moves() + 1 {
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// quit after 250 moves
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return None;
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if 250 < stats.moves() {
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return false;
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}
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}
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game.process_instruction(&mut stats, &CONFIG, instruction);
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}
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}
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game.is_win()
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game.is_win().then_some(stats)
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}
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}
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fn main() {
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fn main() {
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use rand::SeedableRng;
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use rand::SeedableRng;
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let mut rng = Rng::seed_from_u64(0);
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let mut rng = Rng::seed_from_u64(0);
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const GAMES: u32 = 10000;
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const GAMES: u32 = 1000;
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let wins: u32 = (0..GAMES).map(|_| play_to_win(&mut rng) as u32).sum();
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let mut wins = 0;
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let mut score_tally = [0usize; MAX_MOVES * 10 / 5];
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let mut recycle_tally = [0usize; MAX_MOVES];
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let mut moves_tally = [0usize; MAX_MOVES];
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for _ in 0..GAMES {
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if let Some(stats) = play_to_win(&mut rng) {
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wins += 1;
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score_tally[stats.score() / 5] += 1;
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recycle_tally[stats.recycle_count()] += 1;
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moves_tally[stats.moves()] += 1;
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}
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}
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println!("score_tally={score_tally:?}");
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println!("recycle_tally={recycle_tally:?}");
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println!("moves_tally={moves_tally:?}");
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println!("wins = {wins}/{GAMES} win_rate = {}%", wins * 100 / GAMES);
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println!("wins = {wins}/{GAMES} win_rate = {}%", wins * 100 / GAMES);
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}
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}
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@@ -4,8 +4,8 @@ use klondike::{
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KlondikePile, KlondikePileStack, KlondikeStats, SkipCards, Tableau, TableauStack,
|
KlondikePile, KlondikePileStack, KlondikeStats, SkipCards, Tableau, TableauStack,
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};
|
};
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|
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// #[cfg(test)]
|
#[cfg(test)]
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// mod test;
|
mod test;
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|
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use std::fmt::Display;
|
use std::fmt::Display;
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struct Displayed<T>(T);
|
struct Displayed<T>(T);
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@@ -1,33 +1,15 @@
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use klondike::Klondike;
|
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use card_game::Session;
|
use card_game::Session;
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|
use klondike::Klondike;
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#[test]
|
#[test]
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fn test_is_winnable() {
|
fn test_is_winnable() {
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// is winnable
|
// is winnable
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let is_winnable = Session::new_default(Klondike::with_seed(123)).is_winnable();
|
let is_winnable = Session::new_default(Klondike::with_seed(124)).is_winnable();
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println!("is_winnable = {is_winnable:?}");
|
if let Some(win_moves) = is_winnable {
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}
|
// for (i, ins) in win_moves.into_iter().enumerate() {
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#[test]
|
// println!("{i} = {:?}", ins.instruction());
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fn test_klondike() {
|
// }
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// create game session
|
println!("Game is winnable with {} moves", win_moves.len());
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let game = Klondike::with_seed(123);
|
} else {
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let mut session = Session::new_default(game);
|
println!("Game is not winnable");
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|
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// is winnable
|
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let is_winnable = session.is_winnable();
|
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println!("is_winnable = {is_winnable:?}");
|
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|
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// play game
|
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while let Some(instruction) = session.possible_instructions().next() {
|
|
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session.process_instruction(instruction);
|
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}
|
}
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|
|
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// did win
|
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let is_win = session.is_win();
|
|
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|
|
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// print session history
|
|
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for (i, instruction) in session.history().iter().enumerate() {
|
|
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println!("move {i} = {instruction:?}");
|
|
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}
|
|
||||||
|
|
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println!("is_win = {is_win}");
|
|
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}
|
}
|
||||||
|
|||||||
+11
-7
@@ -533,6 +533,10 @@ impl Iterator for KlondikeIter {
|
|||||||
instruction
|
instruction
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#[test]
|
||||||
|
fn test_klondike_iter() {
|
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|
assert_eq!(KlondikeIter::new().count(), 721);
|
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|
}
|
||||||
|
|
||||||
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
|
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
|
||||||
pub struct Klondike {
|
pub struct Klondike {
|
||||||
@@ -625,18 +629,19 @@ impl Klondike {
|
|||||||
KlondikeInstruction::RotateStock => 4,
|
KlondikeInstruction::RotateStock => 4,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
pub fn iter(&self) -> impl Iterator<Item = KlondikeInstruction> + use<> {
|
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|
let state = self.state.clone();
|
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|
KlondikeIter::new().filter(move |&instruction| state.is_instruction_valid(instruction))
|
||||||
|
}
|
||||||
/// A single move that usually makes progress towards a winning game
|
/// A single move that usually makes progress towards a winning game
|
||||||
pub fn get_auto_move(&self) -> Option<KlondikeInstruction> {
|
pub fn get_auto_move(&self) -> Option<KlondikeInstruction> {
|
||||||
self.possible_instructions()
|
self.iter()
|
||||||
.filter(|ins| !ins.is_useless())
|
.filter(|ins| !ins.is_useless())
|
||||||
.min_by_key(|ins| self.instruction_priority(ins))
|
.min_by_key(|ins| self.instruction_priority(ins))
|
||||||
}
|
}
|
||||||
/// A list of possible moves with useless moves filtered out and sorted by a simple priority function
|
/// A list of possible moves with useless moves filtered out and sorted by a simple priority function
|
||||||
pub fn get_sorted_moves(&self) -> Vec<KlondikeInstruction> {
|
pub fn get_sorted_moves(&self) -> Vec<KlondikeInstruction> {
|
||||||
let mut useful_moves: Vec<_> = self
|
let mut useful_moves: Vec<_> = self.iter().filter(|ins| !ins.is_useless()).collect();
|
||||||
.possible_instructions()
|
|
||||||
.filter(|ins| !ins.is_useless())
|
|
||||||
.collect();
|
|
||||||
useful_moves.sort_by_key(|ins| self.instruction_priority(ins));
|
useful_moves.sort_by_key(|ins| self.instruction_priority(ins));
|
||||||
useful_moves
|
useful_moves
|
||||||
}
|
}
|
||||||
@@ -647,8 +652,7 @@ impl Game for Klondike {
|
|||||||
type Config = KlondikeConfig;
|
type Config = KlondikeConfig;
|
||||||
type Instruction = KlondikeInstruction;
|
type Instruction = KlondikeInstruction;
|
||||||
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<> {
|
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<> {
|
||||||
let state = self.state.clone();
|
self.get_sorted_moves().into_iter()
|
||||||
KlondikeIter::new().filter(move |&instruction| state.is_instruction_valid(instruction))
|
|
||||||
}
|
}
|
||||||
fn is_instruction_valid(&self, _config: &Self::Config, instruction: Self::Instruction) -> bool {
|
fn is_instruction_valid(&self, _config: &Self::Config, instruction: Self::Instruction) -> bool {
|
||||||
self.state.is_instruction_valid(instruction)
|
self.state.is_instruction_valid(instruction)
|
||||||
|
|||||||
Reference in New Issue
Block a user