code improvements
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19039f550b
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@ -7,13 +7,21 @@ pub struct ComplexAgent {
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#[derive(Clone)]
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#[derive(Clone)]
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struct Move {
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struct Move {
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/// `i` value of move
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i: usize,
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i: usize,
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/// `j` value of move
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j: usize,
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j: usize,
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/// how many pieces were captured
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captured: usize,
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captured: usize,
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/// Turn
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color: Piece,
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color: Piece,
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/// [`Board`] after move is made
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board: Board,
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board: Board,
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/// Winner of the match
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winner: Option<Piece>,
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winner: Option<Piece>,
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/// Move's parent index in [`FutureMoves`]
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parent_index: Option<usize>,
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parent_index: Option<usize>,
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/// Value determined in [`Move::compute_self_value`]
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value: i64,
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value: i64,
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}
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}
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@ -37,21 +45,30 @@ impl Move {
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}
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}
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}
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}
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impl ComplexAgent {
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struct FutureMoves {
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#[allow(dead_code)]
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/// Contains a Vector of Vectors, each top-level vector of index `i`
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pub const fn new(color: Piece) -> Self {
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/// represents moves at depth `i` the contents of that vector are the
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Self { color }
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/// possible moves
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}
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inner: Vec<Vec<Move>>,
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/// Color w.r.t
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color: Piece,
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}
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fn generate_layers(&self, board: &Board, depth: usize) -> Vec<Vec<Move>> {
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impl FutureMoves {
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let mut layers = Vec::with_capacity(depth);
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fn from_problem_space(board: &Board, color: Piece, parent_index: Option<usize>) -> Vec<Move> {
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let initial_moves: Vec<Move> = problem_space(board, self.color)
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problem_space(board, color)
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.map(|mut m| {
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.map(|mut m| {
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m.parent_index = None;
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m.parent_index = parent_index;
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m.value = 0;
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m.value = 0;
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m
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m
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})
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})
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.collect();
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.collect::<Vec<_>>()
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}
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pub fn generate(color: Piece, board: &Board, depth: usize) -> Self {
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let mut layers = Vec::with_capacity(depth);
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let initial_moves: Vec<Move> = Self::from_problem_space(board, color, None);
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layers.push(initial_moves);
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layers.push(initial_moves);
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for current_depth in 0..depth {
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for current_depth in 0..depth {
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@ -61,42 +78,43 @@ impl ComplexAgent {
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}
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}
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let next_moves: Vec<Move> = current_layer
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let next_moves: Vec<Move> = current_layer
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.par_iter()
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.into_iter()
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.enumerate()
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.enumerate()
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.flat_map(|(parent_idx, parent_move)| {
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.flat_map(|(parent_idx, parent_move)| {
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let opponent_color = !parent_move.color;
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Self::from_problem_space(
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problem_space(&parent_move.board, opponent_color)
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&parent_move.board,
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.map(|mut m| {
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!parent_move.color,
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m.parent_index = Some(parent_idx);
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Some(parent_idx),
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m.value = 0;
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)
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m
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})
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.collect::<Vec<_>>()
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})
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})
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.collect();
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.collect();
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layers.push(next_moves);
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layers.push(next_moves);
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}
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}
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self.compute_values(&mut layers);
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let mut tmp = Self {
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layers
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inner: layers,
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color,
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};
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tmp.compute_values();
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tmp
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}
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}
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fn compute_values(&self, layers: &mut [Vec<Move>]) {
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fn compute_values(&mut self) {
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let agent_color = self.color;
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let layers_len = self.inner.len();
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let layers_len = layers.len();
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for depth in (0..layers_len).rev() {
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for depth in (0..layers.len()).rev() {
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let layer_depth_1: Vec<Move> = if depth + 1 < layers_len {
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let layer_depth_1: Vec<Move> = if depth + 1 < layers_len {
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layers[depth + 1].clone()
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self.inner[depth + 1].clone()
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} else {
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} else {
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Vec::new()
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Vec::new()
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};
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};
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let current_layer = &mut layers[depth];
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let current_layer = &mut self.inner[depth];
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current_layer.par_iter_mut().for_each(|mv| {
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current_layer.par_iter_mut().for_each(|mv| {
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let self_value = mv.compute_self_value(agent_color, depth + 1);
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let self_value = mv.compute_self_value(self.color, depth + 1);
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let children_value = if depth + 1 < layers_len {
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let children_value = if depth + 1 < layers_len {
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// calculate average value of each move
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layer_depth_1
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layer_depth_1
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.iter()
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.iter()
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.filter(|child| child.parent_index == Some(mv.parent_index.unwrap_or(0)))
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.filter(|child| child.parent_index == Some(mv.parent_index.unwrap_or(0)))
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@ -110,14 +128,29 @@ impl ComplexAgent {
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});
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});
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}
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}
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}
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}
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pub fn inner(&self) -> &[Vec<Move>] {
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&self.inner
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}
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}
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impl ComplexAgent {
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#[allow(dead_code)]
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pub const fn new(color: Piece) -> Self {
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Self { color }
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}
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}
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}
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impl Agent for ComplexAgent {
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impl Agent for ComplexAgent {
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fn next_move(&mut self, board: &Board) -> Option<(usize, usize)> {
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fn next_move(&mut self, board: &Board) -> Option<(usize, usize)> {
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const LOOPS: usize = 5;
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const LOOPS: usize = 5;
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let layers = self.generate_layers(board, LOOPS);
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let layers = FutureMoves::generate(self.color, board, LOOPS);
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println!("len: {}", layers.iter().map(Vec::len).sum::<usize>());
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println!(
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layers[0]
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"# of moves {} deep: {}",
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LOOPS,
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layers.inner().iter().map(Vec::len).sum::<usize>()
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);
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layers.inner()[0]
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.par_iter()
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.par_iter()
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.max_by_key(|m| m.value)
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.max_by_key(|m| m.value)
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.map(|m| (m.i, m.j))
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.map(|m| (m.i, m.j))
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