Implement solver #14
+130
-26
@@ -6,11 +6,11 @@ struct ReadmeDoctests;
|
||||
use core::ops::RangeBounds;
|
||||
|
||||
// TODO: pub struct ValidInstruction<I>(I);
|
||||
pub trait Game {
|
||||
type Score;
|
||||
type Stats;
|
||||
type Config;
|
||||
type Instruction;
|
||||
pub trait Game: Clone {
|
||||
type Score: Clone + core::fmt::Debug;
|
||||
type Stats: Clone + core::fmt::Debug;
|
||||
type Config: Clone + core::fmt::Debug;
|
||||
type Instruction: Clone + core::fmt::Debug;
|
||||
fn score(&self, stats: &Self::Stats, config: &Self::Config) -> Self::Score;
|
||||
fn possible_instructions(
|
||||
&self,
|
||||
@@ -312,6 +312,59 @@ impl<const CAP: usize> Pile<CAP, CAP> {
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub enum SolveError {
|
||||
MovesBudgetExceeded,
|
||||
StatesBudgetExceeded,
|
||||
}
|
||||
impl std::fmt::Display for SolveError {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
write!(f, "{self:?}")
|
||||
}
|
||||
}
|
||||
impl std::error::Error for SolveError {}
|
||||
|
||||
/// The solution tends to be very large with long chains of moves that go back to the same state.
|
||||
/// It is recommended to call .clean_solution() if the solution is actually going to be shown to a user.
|
||||
pub struct Solution<G: Game> {
|
||||
solution: Vec<StateSnapshot<G>>,
|
||||
}
|
||||
impl<G: Game + Eq + core::hash::Hash> Solution<G> {
|
||||
pub const fn raw_solution(&self) -> &[StateSnapshot<G>] {
|
||||
self.solution.as_slice()
|
||||
}
|
||||
/// Repeatedly remove the largest range of moves that goes back into the same state.
|
||||
/// This is a very expensive operation when the solution is very long!
|
||||
pub fn clean_solution(self) -> Vec<StateSnapshot<G>> {
|
||||
let mut history = self.solution;
|
||||
// history includes cycles
|
||||
let mut state_index: std::collections::HashMap<_, _> = 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) = 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())
|
||||
{
|
||||
history.drain(longest_range);
|
||||
for (i, snapshot) in history.iter().enumerate() {
|
||||
state_index.insert(snapshot.state().clone(), i);
|
||||
}
|
||||
}
|
||||
|
||||
history
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub enum SessionInstruction<I> {
|
||||
Undo,
|
||||
@@ -338,12 +391,16 @@ impl<S> SessionStats<S> {
|
||||
pub struct SessionConfig<C> {
|
||||
pub inner: C,
|
||||
pub undo_penalty: i32,
|
||||
pub solve_moves_budget: u64,
|
||||
pub solve_states_budget: u64,
|
||||
}
|
||||
impl<C> SessionConfig<C> {
|
||||
fn new_default(inner: C) -> Self {
|
||||
Self {
|
||||
inner,
|
||||
undo_penalty: -15,
|
||||
solve_moves_budget: 100_000,
|
||||
solve_states_budget: 100_000,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -353,21 +410,33 @@ impl<C: Default> Default for SessionConfig<C> {
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct Session<G: Game> {
|
||||
stats: SessionStats<G::Stats>,
|
||||
config: SessionConfig<G::Config>,
|
||||
state: SessionState<G>,
|
||||
}
|
||||
#[derive(Clone, Eq, Hash, PartialEq)]
|
||||
pub struct SessionState<G: Game> {
|
||||
seed: G,
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct StateSnapshot<G: Game> {
|
||||
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> {
|
||||
fn new(state: G) -> Self {
|
||||
Self {
|
||||
seed: state.clone(),
|
||||
state,
|
||||
history: Vec::new(),
|
||||
}
|
||||
@@ -380,9 +449,9 @@ impl<G: Game> SessionState<G> {
|
||||
}
|
||||
impl<G: Game<Score = i32>> Session<G>
|
||||
where
|
||||
G: Clone + Eq + core::hash::Hash,
|
||||
G::Stats: Clone + Default,
|
||||
G::Instruction: Clone + Eq + core::hash::Hash,
|
||||
G: Eq + core::hash::Hash,
|
||||
G::Stats: Default,
|
||||
G::Instruction: Eq + core::hash::Hash,
|
||||
{
|
||||
pub fn new(state: G, config: SessionConfig<G::Config>) -> Self {
|
||||
Self {
|
||||
@@ -406,7 +475,7 @@ where
|
||||
pub const fn config(&self) -> &SessionConfig<G::Config> {
|
||||
&self.config
|
||||
}
|
||||
pub fn history(&self) -> &[G::Instruction] {
|
||||
pub fn history(&self) -> &[StateSnapshot<G>] {
|
||||
&self.state.history
|
||||
}
|
||||
pub fn undo(&mut self) {
|
||||
@@ -426,12 +495,50 @@ where
|
||||
pub fn is_win(&self) -> bool {
|
||||
self.state.is_win()
|
||||
}
|
||||
/// Attempt to produce a solution.
|
||||
pub fn solve(&self) -> Result<Option<Solution<G>>, SolveError> {
|
||||
let mut state_moves = std::collections::HashMap::new();
|
||||
let mut state = self.clone();
|
||||
let mut moves = 0;
|
||||
while !state.is_win() {
|
||||
moves += 1;
|
||||
if self.config.solve_moves_budget < moves {
|
||||
return Err(SolveError::MovesBudgetExceeded);
|
||||
}
|
||||
if self.config.solve_states_budget < state_moves.len() as u64 {
|
||||
return Err(SolveError::StatesBudgetExceeded);
|
||||
}
|
||||
// Continue existing iterator if it exists
|
||||
let it = state_moves
|
||||
.entry(state.state().state().clone())
|
||||
.or_insert_with(|| {
|
||||
state
|
||||
.state()
|
||||
.state()
|
||||
.possible_instructions(&self.config().inner)
|
||||
});
|
||||
|
||||
// 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 Ok(None);
|
||||
} else {
|
||||
state.undo();
|
||||
}
|
||||
}
|
||||
Ok(Some(Solution {
|
||||
solution: state.state.history,
|
||||
}))
|
||||
}
|
||||
}
|
||||
impl<G: Game<Score = i32>> Game for SessionState<G>
|
||||
where
|
||||
G: Clone,
|
||||
G::Stats: Default,
|
||||
G::Instruction: Clone,
|
||||
{
|
||||
type Score = i32;
|
||||
type Stats = SessionStats<G::Stats>;
|
||||
@@ -464,19 +571,16 @@ where
|
||||
) {
|
||||
match instruction {
|
||||
SessionInstruction::Undo => {
|
||||
// replay the entire history of the game except one move
|
||||
self.history.pop();
|
||||
let mut inner_stats = G::Stats::default();
|
||||
let mut state = self.seed.clone();
|
||||
for instruction in &self.history {
|
||||
state.process_instruction(&mut inner_stats, &config.inner, instruction.clone());
|
||||
if let Some(snapshot) = self.history.pop() {
|
||||
self.state = snapshot.state;
|
||||
stats.increment_undos();
|
||||
}
|
||||
self.state = state;
|
||||
stats.inner = inner_stats;
|
||||
stats.increment_undos();
|
||||
}
|
||||
SessionInstruction::InnerInstruction(instruction) => {
|
||||
self.history.push(instruction.clone());
|
||||
self.history.push(StateSnapshot {
|
||||
state: self.state.clone(),
|
||||
instruction: instruction.clone(),
|
||||
});
|
||||
self.state
|
||||
.process_instruction(&mut stats.inner, &config.inner, instruction);
|
||||
}
|
||||
|
||||
@@ -4,8 +4,8 @@ use klondike::{
|
||||
KlondikePile, KlondikePileStack, SkipCards, Tableau, TableauStack,
|
||||
};
|
||||
|
||||
// #[cfg(test)]
|
||||
// mod test;
|
||||
#[cfg(test)]
|
||||
mod test;
|
||||
|
||||
use std::fmt::Display;
|
||||
struct Displayed<T>(T);
|
||||
|
||||
+10
-27
@@ -1,33 +1,16 @@
|
||||
use klondike::Klondike;
|
||||
use card_game::Session;
|
||||
use klondike::Klondike;
|
||||
#[test]
|
||||
fn test_is_winnable() {
|
||||
// is winnable
|
||||
let is_winnable = Session::new_default(Klondike::with_seed(123)).is_winnable();
|
||||
println!("is_winnable = {is_winnable:?}");
|
||||
}
|
||||
#[test]
|
||||
fn test_klondike() {
|
||||
// create game session
|
||||
let game = Klondike::with_seed(123);
|
||||
let mut session = Session::new_default(game);
|
||||
|
||||
// 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);
|
||||
let solution_result = Session::new_default(Klondike::with_seed(124)).solve();
|
||||
if let Ok(Some(solution)) = solution_result {
|
||||
let win_moves = solution.clean_solution();
|
||||
// for (i, ins) in win_moves.into_iter().enumerate() {
|
||||
// println!("{i} = {:?}", ins.instruction());
|
||||
// }
|
||||
println!("Game is winnable with {} moves", win_moves.len());
|
||||
} else {
|
||||
println!("Game is not winnable");
|
||||
}
|
||||
|
||||
// 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}");
|
||||
}
|
||||
|
||||
@@ -601,6 +601,10 @@ impl Iterator for KlondikeIter {
|
||||
instruction
|
||||
}
|
||||
}
|
||||
#[test]
|
||||
fn test_klondike_iter() {
|
||||
assert_eq!(KlondikeIter::new().count(), 721);
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
|
||||
pub struct Klondike {
|
||||
|
||||
Reference in New Issue
Block a user