Implement solver #14
+46
-2
@@ -324,6 +324,47 @@ impl std::fmt::Display for SolveError {
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}
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}
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impl std::error::Error for SolveError {}
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impl std::error::Error for SolveError {}
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/// The solution tends to be very large with long chains of moves that go back to the same state.
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/// It is recommended to call .clean_solution() if the solution is actually going to be shown to a user.
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pub struct Solution<G: Game> {
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solution: Vec<StateSnapshot<G>>,
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}
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impl<G: Game + Eq + core::hash::Hash> Solution<G> {
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pub const fn raw_solution(&self) -> &[StateSnapshot<G>] {
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self.solution.as_slice()
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}
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/// Repeatedly remove the largest range of moves that goes back into the same state.
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/// This is a very expensive operation when the solution is very long!
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pub fn clean_solution(self) -> Vec<StateSnapshot<G>> {
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let mut history = self.solution;
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// history includes cycles
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let mut state_index: std::collections::HashMap<_, _> = 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) = 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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history.drain(longest_range);
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for (i, snapshot) in 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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history
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}
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}
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#[derive(Clone, Debug)]
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#[derive(Clone, Debug)]
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pub enum SessionInstruction<I> {
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pub enum SessionInstruction<I> {
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Undo,
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Undo,
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@@ -454,7 +495,8 @@ 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 solve(&self) -> Result<Option<Vec<StateSnapshot<G>>>, SolveError> {
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/// Attempt to produce a solution.
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pub fn solve(&self) -> Result<Option<Solution<G>>, SolveError> {
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let mut state_moves = std::collections::HashMap::new();
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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 state = self.clone();
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let mut moves = 0;
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let mut moves = 0;
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@@ -489,7 +531,9 @@ where
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state.undo();
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state.undo();
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}
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}
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}
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}
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Ok(Some(state.state.history))
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Ok(Some(Solution {
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solution: state.state.history,
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}))
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}
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}
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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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impl<G: Game<Score = i32>> Game for SessionState<G>
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@@ -4,7 +4,8 @@ use klondike::Klondike;
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fn test_is_winnable() {
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fn test_is_winnable() {
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// is winnable
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// is winnable
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let solution_result = Session::new_default(Klondike::with_seed(124)).solve();
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let solution_result = Session::new_default(Klondike::with_seed(124)).solve();
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if let Ok(Some(win_moves)) = solution_result {
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if let Ok(Some(solution)) = solution_result {
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let win_moves = solution.clean_solution();
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// for (i, ins) in win_moves.into_iter().enumerate() {
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// for (i, ins) in win_moves.into_iter().enumerate() {
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// println!("{i} = {:?}", ins.instruction());
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// println!("{i} = {:?}", ins.instruction());
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// }
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// }
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