future_move/move: remove usages of tried_children
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0fb6003f38
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@ -109,7 +109,7 @@ impl FutureMoves {
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// we want to select all nodes that don't have children, or are lazy (need to maybe be regenerated)
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// we want to select all nodes that don't have children, or are lazy (need to maybe be regenerated)
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.filter(|&idx| {
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.filter(|&idx| {
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let got = &self.arena[idx];
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let got = &self.arena[idx];
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!got.is_trimmed && !got.tried_children && got.winner == Winner::None
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!got.is_trimmed && got.children.is_empty() && got.winner == Winner::None
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})
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})
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.filter(|&idx| self.is_connected_to_root(idx))
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.filter(|&idx| self.is_connected_to_root(idx))
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.collect();
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.collect();
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@ -155,7 +155,6 @@ impl FutureMoves {
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.progress_with_style(ProgressStyle::with_template(pstyle_inner).unwrap())
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.progress_with_style(ProgressStyle::with_template(pstyle_inner).unwrap())
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.try_for_each(|node_idx| {
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.try_for_each(|node_idx| {
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self.generate_children(node_idx);
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self.generate_children(node_idx);
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self.arena[node_idx].tried_children = true;
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if self.arena_len() >= self.config.max_arena_size {
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if self.arena_len() >= self.config.max_arena_size {
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ControlFlow::Break(())
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ControlFlow::Break(())
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@ -20,9 +20,6 @@ pub struct Move {
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// cascading effects though, something to think about
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// cascading effects though, something to think about
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pub children: Vec<usize>,
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pub children: Vec<usize>,
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/// Has this [`Move`] already attempted to create children?
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pub tried_children: bool,
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/// Value of this move (including children)
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/// Value of this move (including children)
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pub value: Option<i32>,
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pub value: Option<i32>,
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@ -47,7 +44,6 @@ impl Move {
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color,
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color,
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is_trimmed: false,
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is_trimmed: false,
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self_value: 0,
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self_value: 0,
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tried_children: false,
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};
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};
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m.self_value = m.compute_self_value(agent_color, &board, true);
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m.self_value = m.compute_self_value(agent_color, &board, true);
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m
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m
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