23 Commits

Author SHA1 Message Date
Quaternions 64e32b1010 better iter order 2026-05-19 11:43:23 -07:00
Quaternions 850bd0f8ee use i64 to avoid overflow 2026-05-19 11:43:13 -07:00
Quaternions bc2d1b126e clean history 2026-05-19 10:22:44 -07:00
Quaternions 08e8656ecf test klondike iter 2026-05-19 09:46:11 -07:00
Quaternions 73ffef76b0 delete infinite loop test 2026-05-19 09:45:49 -07:00
Quaternions 0a34deb630 Game implies Clone + Debug for associated types 2026-05-19 08:21:21 -07:00
Quaternions bc05bbdc50 O(1) undo 2026-05-19 08:18:28 -07:00
Quaternions f9012b01c4 format 2026-05-19 08:02:23 -07:00
Quaternions e18e242eae refactor is_winnable 2026-05-19 08:02:00 -07:00
Quaternions 576489c226 Revert "temporarily remove is_winnable because it doesn't work"
This reverts commit 5a52f2ab7a.
2026-05-19 07:10:38 -07:00
Quaternions 90f8fe2e77 1000 games 2026-05-18 16:45:49 -07:00
Quaternions 7f708df327 stats histogram 2026-05-18 16:43:45 -07:00
Quaternions 6bfa05c292 add benchmark 2026-05-18 15:57:53 -07:00
Quaternions da0dfe98c4 update readme 2026-05-18 15:51:17 -07:00
Quaternions b840d56725 use workspace lints 2026-05-18 15:43:32 -07:00
Quaternions 37837e76c1 use get_auto_move in readme 2026-05-18 14:04:58 -07:00
Quaternions e6113b6e91 tweak doc 2026-05-18 13:57:47 -07:00
Quaternions 5cb5cb9a50 tweak doc 2026-05-18 13:43:39 -07:00
Quaternions 446cd87665 update readme 2026-05-18 13:34:03 -07:00
Quaternions a9b93f3807 update readme 2026-05-18 13:29:59 -07:00
Quaternions 13bc36ce0c tweak with_rng signature to allow Rng reuse 2026-05-18 13:28:40 -07:00
Quaternions 07c3dc6667 fix doc 2026-05-18 13:26:08 -07:00
Quaternions 835a4dcc5f fix registry 2026-05-18 13:15:11 -07:00
13 changed files with 198 additions and 72 deletions
Generated
+9
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@@ -132,6 +132,15 @@ dependencies = [
"rand", "rand",
] ]
[[package]]
name = "klondike-bench"
version = "0.1.0"
dependencies = [
"card_game",
"klondike",
"rand",
]
[[package]] [[package]]
name = "klondike-cli" name = "klondike-cli"
version = "0.1.0" version = "0.1.0"
+3 -2
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@@ -2,13 +2,14 @@
members = [ members = [
"card_game", "card_game",
"klondike", "klondike",
"klondike-bench",
"klondike-cli", "klondike-cli",
] ]
resolver = "3" resolver = "3"
[workspace.dependencies] [workspace.dependencies]
card_game = { version = "0.2.0", path = "card_game" } card_game = { version = "0.2.0", path = "card_game", registry = "Quaternions" }
klondike = { version = "0.1.0", path = "klondike" } klondike = { version = "0.1.0", path = "klondike", registry = "Quaternions" }
[workspace.lints.rust] [workspace.lints.rust]
# unsafe_code = "forbid" # unsafe_code = "forbid"
+3
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@@ -10,3 +10,6 @@ keywords = ["card", "cards", "solitaire", "klondike"]
[dependencies] [dependencies]
arrayvec = "0.7.6" arrayvec = "0.7.6"
[lints]
workspace = true
+1 -1
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@@ -1,7 +1,7 @@
Card Game Card Game
========= =========
`card_game` is a library to implement card games. Mainly interesting for the `Game` trait and the `Session` type. `card_game` is a collection of algorithms, structs, and enums which are useful to implement card games.
## Example ## Example
+85 -23
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@@ -6,10 +6,10 @@ struct ReadmeDoctests;
use core::ops::RangeBounds; use core::ops::RangeBounds;
// TODO: pub struct ValidInstruction<I>(I); // TODO: pub struct ValidInstruction<I>(I);
pub trait Game { pub trait Game: Clone + core::fmt::Debug {
type Stats; type Stats: Clone + core::fmt::Debug;
type Config; type Config: Clone + core::fmt::Debug;
type Instruction; type Instruction: Clone + core::fmt::Debug;
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<Self>; fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<Self>;
fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool; fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool;
fn process_instruction( fn process_instruction(
@@ -135,7 +135,8 @@ impl Rank {
} }
} }
} }
/// An identifier which specifies the deck id, suit, and card value.
/// A card which specifies the deck id, suit, and card value.
/// 2 bits for deck ID /// 2 bits for deck ID
/// 2 bits for suit ID /// 2 bits for suit ID
/// 4 bits for card Value /// 4 bits for card Value
@@ -224,6 +225,7 @@ impl<const CAP: usize> IntoIterator for Stack<CAP> {
} }
} }
/// A pile is a stack of face down cards and a stack of face up cards.
#[derive(Clone, Debug, Default, Eq, Hash, PartialEq)] #[derive(Clone, Debug, Default, Eq, Hash, PartialEq)]
pub struct Pile<const DN: usize, const UP: usize> { pub struct Pile<const DN: usize, const UP: usize> {
face_down: Stack<DN>, face_down: Stack<DN>,
@@ -319,21 +321,33 @@ impl<S> SessionStats<S> {
} }
} }
#[derive(Clone, Debug)]
pub struct Session<G: Game> { pub struct Session<G: Game> {
stats: SessionStats<G::Stats>, stats: SessionStats<G::Stats>,
config: G::Config, config: G::Config,
state: SessionState<G>, state: SessionState<G>,
} }
#[derive(Clone, Eq, Hash, PartialEq)] #[derive(Clone, Debug)]
pub struct SessionState<G: Game> { pub struct StateSnapshot<G: Game> {
seed: G,
state: G, state: G,
history: Vec<G::Instruction>, instruction: G::Instruction,
}
impl<G: Game> StateSnapshot<G> {
pub const fn state(&self) -> &G {
&self.state
}
pub const fn instruction(&self) -> &G::Instruction {
&self.instruction
}
}
#[derive(Clone, Debug)]
pub struct SessionState<G: Game> {
state: G,
history: Vec<StateSnapshot<G>>,
} }
impl<G: Game + Clone> SessionState<G> { impl<G: Game + Clone> SessionState<G> {
fn new(state: G) -> Self { fn new(state: G) -> Self {
Self { Self {
seed: state.clone(),
state, state,
history: Vec::new(), history: Vec::new(),
} }
@@ -343,6 +357,7 @@ impl<G: Game> Session<G>
where where
G: Clone + Eq + core::hash::Hash, G: Clone + Eq + core::hash::Hash,
G::Stats: Clone + Default, G::Stats: Clone + Default,
G::Config: Clone,
G::Instruction: Clone + Eq + core::hash::Hash, G::Instruction: Clone + Eq + core::hash::Hash,
{ {
pub fn new(state: G, config: G::Config) -> Self { pub fn new(state: G, config: G::Config) -> Self {
@@ -367,7 +382,7 @@ where
pub const fn config(&self) -> &G::Config { pub const fn config(&self) -> &G::Config {
&self.config &self.config
} }
pub fn history(&self) -> &[G::Instruction] { pub fn history(&self) -> &[StateSnapshot<G>] {
&self.state.history &self.state.history
} }
pub fn undo(&mut self) { pub fn undo(&mut self) {
@@ -387,12 +402,62 @@ where
pub fn is_win(&self) -> bool { pub fn is_win(&self) -> bool {
self.state.is_win() self.state.is_win()
} }
pub fn is_winnable(&self) -> Option<Vec<StateSnapshot<G>>> {
let mut state_moves = std::collections::HashMap::new();
let mut state = self.clone();
let mut i: u64 = 0;
while !state.is_win() {
// Continue existing iterator if it exists
let it = state_moves
.entry(state.state().clone())
.or_insert_with(|| state.state().possible_instructions());
// Run one possible move
if let Some(instruction) = it.next() {
state.process_instruction(instruction);
continue;
}
// No more moves. If we can't undo we're done
if state.history().is_empty() {
return None;
} else {
state.undo();
}
}
// history includes cycles
let mut state_index: std::collections::HashMap<_, _> = state
.history()
.iter()
.enumerate()
.map(|(i, snapshot)| (snapshot.state().clone(), i))
.collect();
// find the longest range where the start and end are the same state
while let Some(longest_range) = state
.history()
.iter()
.enumerate()
.filter_map(|(index, snapshot)| {
let &last_index = state_index.get(snapshot.state())?;
let longness = last_index - index;
(longness != 0).then_some(index..last_index)
})
.max_by_key(|range| range.len())
{
state.state.history.drain(longest_range);
for (i, snapshot) in state.history().iter().enumerate() {
state_index.insert(snapshot.state().clone(), i);
}
}
Some(state.state.history)
}
} }
impl<G: Game> Game for SessionState<G> impl<G: Game> Game for SessionState<G>
where where
G: Clone,
G::Stats: Default, G::Stats: Default,
G::Instruction: Clone,
{ {
type Stats = SessionStats<G::Stats>; type Stats = SessionStats<G::Stats>;
type Config = G::Config; type Config = G::Config;
@@ -418,19 +483,16 @@ where
) { ) {
match instruction { match instruction {
SessionInstruction::Undo => { SessionInstruction::Undo => {
// replay the entire history of the game except one move if let Some(snapshot) = self.history.pop() {
self.history.pop(); self.state = snapshot.state;
let mut inner_stats = G::Stats::default(); stats.increment_undos();
let mut state = self.seed.clone();
for instruction in &self.history {
state.process_instruction(&mut inner_stats, config, instruction.clone());
} }
self.state = state;
stats.inner_stats = inner_stats;
stats.increment_undos();
} }
SessionInstruction::InnerInstruction(instruction) => { SessionInstruction::InnerInstruction(instruction) => {
self.history.push(instruction.clone()); self.history.push(StateSnapshot {
state: self.state.clone(),
instruction: instruction.clone(),
});
self.state self.state
.process_instruction(&mut stats.inner_stats, config, instruction); .process_instruction(&mut stats.inner_stats, config, instruction);
} }
+12
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@@ -0,0 +1,12 @@
[package]
name = "klondike-bench"
version = "0.1.0"
edition = "2024"
[dependencies]
card_game.workspace = true
klondike.workspace = true
rand = { version = "0.10.1", default-features = false }
[lints]
workspace = true
+46
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@@ -0,0 +1,46 @@
use card_game::Game;
use klondike::{Klondike, KlondikeConfig, KlondikeStats, Rng};
const MAX_MOVES: usize = 250;
fn play_to_win(rng: &mut Rng) -> Option<KlondikeStats> {
// create game session
let mut game = Klondike::with_rng(rng);
let mut stats = KlondikeStats::new();
const CONFIG: KlondikeConfig = KlondikeConfig {
draw_stock: klondike::DrawStockConfig::DrawOne,
};
// play game a bit
while let Some(instruction) = game.get_auto_move()
&& !game.is_win()
{
// quit before 250 moves
if MAX_MOVES < stats.moves() + 1 {
return None;
}
game.process_instruction(&mut stats, &CONFIG, instruction);
}
game.is_win().then_some(stats)
}
fn main() {
use rand::SeedableRng;
let mut rng = Rng::seed_from_u64(0);
const GAMES: u32 = 1000;
let mut wins = 0;
let mut score_tally = [0usize; MAX_MOVES * 10 / 5];
let mut recycle_tally = [0usize; MAX_MOVES];
let mut moves_tally = [0usize; MAX_MOVES];
for _ in 0..GAMES {
if let Some(stats) = play_to_win(&mut rng) {
wins += 1;
score_tally[stats.score() / 5] += 1;
recycle_tally[stats.recycle_count()] += 1;
moves_tally[stats.moves()] += 1;
}
}
println!("score_tally={score_tally:?}");
println!("recycle_tally={recycle_tally:?}");
println!("moves_tally={moves_tally:?}");
println!("wins = {wins}/{GAMES} win_rate = {}%", wins * 100 / GAMES);
}
+3
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@@ -7,3 +7,6 @@ edition = "2024"
card_game.workspace = true card_game.workspace = true
klondike.workspace = true klondike.workspace = true
rand = { version = "0.10.1", default-features = false, features = ["thread_rng"] } rand = { version = "0.10.1", default-features = false, features = ["thread_rng"] }
[lints]
workspace = true
+2 -2
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@@ -4,8 +4,8 @@ use klondike::{
KlondikePile, KlondikePileStack, KlondikeStats, SkipCards, Tableau, TableauStack, KlondikePile, KlondikePileStack, KlondikeStats, SkipCards, Tableau, TableauStack,
}; };
// #[cfg(test)] #[cfg(test)]
// mod test; mod test;
use std::fmt::Display; use std::fmt::Display;
struct Displayed<T>(T); struct Displayed<T>(T);
+9 -27
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@@ -1,33 +1,15 @@
use klondike::Klondike;
use card_game::Session; use card_game::Session;
use klondike::Klondike;
#[test] #[test]
fn test_is_winnable() { fn test_is_winnable() {
// is winnable // is winnable
let is_winnable = Session::new_default(Klondike::with_seed(123)).is_winnable(); let is_winnable = Session::new_default(Klondike::with_seed(124)).is_winnable();
println!("is_winnable = {is_winnable:?}"); if let Some(win_moves) = is_winnable {
} // for (i, ins) in win_moves.into_iter().enumerate() {
#[test] // println!("{i} = {:?}", ins.instruction());
fn test_klondike() { // }
// create game session println!("Game is winnable with {} moves", win_moves.len());
let game = Klondike::with_seed(123); } else {
let mut session = Session::new_default(game); println!("Game is not winnable");
// is winnable
let is_winnable = session.is_winnable();
println!("is_winnable = {is_winnable:?}");
// play game
while let Some(instruction) = session.possible_instructions().next() {
session.process_instruction(instruction);
} }
// did win
let is_win = session.is_win();
// print session history
for (i, instruction) in session.history().iter().enumerate() {
println!("move {i} = {instruction:?}");
}
println!("is_win = {is_win}");
} }
+3
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@@ -6,3 +6,6 @@ edition = "2024"
[dependencies] [dependencies]
card_game.workspace = true card_game.workspace = true
rand = { version = "0.10.1", default-features = false, features = ["std_rng"] } rand = { version = "0.10.1", default-features = false, features = ["std_rng"] }
[lints]
workspace = true
+5 -5
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@@ -1,12 +1,12 @@
Card Game Klondike
========= ========
`card_game` is a library to implement card games. Mainly interesting for the `Game` trait and the `Session` type. Contains klondike as the reference implementation. `klondike` is a pure-logic implementation of Klondike using `card_game`. Graphics not included.
## Example ## Example
```rust ```rust
use card_game::{Session, Game}; use card_game::Session;
use klondike::Klondike; use klondike::Klondike;
// create game session // create game session
@@ -14,7 +14,7 @@ let game = Klondike::with_seed(123);
let mut session = Session::new_default(game); let mut session = Session::new_default(game);
// play game a bit // play game a bit
while let Some(instruction) = session.possible_instructions().next() { while let Some(instruction) = session.state().get_auto_move() {
session.process_instruction(instruction); session.process_instruction(instruction);
// quit after 1000 moves // quit after 1000 moves
+17 -12
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@@ -533,6 +533,10 @@ impl Iterator for KlondikeIter {
instruction instruction
} }
} }
#[test]
fn test_klondike_iter() {
assert_eq!(KlondikeIter::new().count(), 721);
}
#[derive(Clone, Debug, Eq, Hash, PartialEq)] #[derive(Clone, Debug, Eq, Hash, PartialEq)]
pub struct Klondike { pub struct Klondike {
@@ -541,14 +545,14 @@ pub struct Klondike {
impl Klondike { impl Klondike {
pub fn with_seed(seed: u64) -> Self { pub fn with_seed(seed: u64) -> Self {
use rand::SeedableRng; use rand::SeedableRng;
let rng = Rng::seed_from_u64(seed); let mut rng = Rng::seed_from_u64(seed);
Self::with_rng(rng) Self::with_rng(&mut rng)
} }
pub fn with_rng(mut rng: Rng) -> Self { pub fn with_rng(rng: &mut Rng) -> Self {
// shuffle a new deck // shuffle a new deck
let mut deck = Stack::full_deck(card_game::Deck::Deck1); let mut deck = Stack::full_deck(card_game::Deck::Deck1);
use rand::seq::SliceRandom; use rand::seq::SliceRandom;
deck.shuffle(&mut rng); deck.shuffle(rng);
let mut deck = deck.into_iter(); let mut deck = deck.into_iter();
// generate tableaus // generate tableaus
@@ -625,17 +629,19 @@ impl Klondike {
KlondikeInstruction::RotateStock => 4, KlondikeInstruction::RotateStock => 4,
} }
} }
/// A list of possible moves sorted by a simple prioirty function pub fn iter(&self) -> impl Iterator<Item = KlondikeInstruction> + use<> {
let state = self.state.clone();
KlondikeIter::new().filter(move |&instruction| state.is_instruction_valid(instruction))
}
/// 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
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
} }
@@ -646,8 +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)