othello/src/logic/move.rs

177 lines
5.1 KiB
Rust

use std::cmp::Ordering;
use super::board_value::BoardValueMap;
use crate::repr::{Board, CoordPair, Piece, Winner};
use allocative::Allocative;
pub type MoveCoord = Option<CoordPair>;
#[derive(Clone, Copy, PartialEq, Eq, Allocative, Debug, PartialOrd, Ord)]
pub enum MVSGameState {
Win = 1,
Loss = 0,
Tie = -1,
}
#[derive(Clone, Copy, Debug, Allocative, PartialEq, Eq, Default)]
pub struct MoveValueStats {
state: Option<MVSGameState>,
wins: u16,
losses: u16,
pub value: i32,
}
impl MoveValueStats {
fn chance_win(&self) -> Option<f32> {
let sum = self.losses + self.wins;
if sum == 0 {
return None;
}
Some(self.wins as f32 / sum as f32)
}
pub fn populate_self_from_children(&mut self, others: &[Self]) {
let wins = others.iter().map(|x| x.wins).sum::<u16>()
+ others
.iter()
.filter(|x| x.state == Some(MVSGameState::Win))
.count() as u16;
let losses = others.iter().map(|x| x.losses).sum::<u16>()
+ others
.iter()
.filter(|x| x.state == Some(MVSGameState::Loss))
.count() as u16;
self.wins = wins;
self.losses = losses;
}
}
impl PartialOrd for MoveValueStats {
fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
Some(self.cmp(other))
}
}
impl Ord for MoveValueStats {
fn cmp(&self, other: &Self) -> Ordering {
if self.state.is_some() && other.state.is_some() {
return self.state.cmp(&other.state);
}
let s_cw = self.chance_win();
let o_cw = other.chance_win();
if s_cw.is_some() && o_cw.is_some() {
if s_cw > o_cw {
return Ordering::Greater;
} else if o_cw > s_cw {
return Ordering::Less;
}
}
self.value.cmp(&other.value)
}
}
#[derive(Clone, Debug, Allocative)]
pub struct Move {
/// Coordinates (i, j) of the move (if it exists)
pub coord: MoveCoord,
/// Current winner of the match
pub winner: Winner,
/// Index of this move's parent
pub parent: Option<usize>,
/// Indices of this Move's Children
// PERF! this accounts for ~40% of memory usage
// I'm thinking maybe switching to this actually being `Vec<Box<Move>>`
// and ditching the entire `Arena` idea, that would have
// cascading effects though, something to think about
pub children: Vec<usize>,
/// Value of this move (including children)
pub value: MoveValueStats,
/// What is the inherit value of this move (not including children)
pub self_value: i16,
/// Which color made a move on this move?
pub color: Piece,
/// Was this move's children previously trimmed?
pub is_trimmed: bool,
}
pub struct MoveValueConfig {
pub self_value_raw: bool,
}
impl Move {
pub fn new(
coord: MoveCoord,
board: Board,
color: Piece,
agent_color: Piece,
mvc: MoveValueConfig,
) -> Self {
let mut m = Move {
coord,
winner: board.game_winner(),
parent: None,
children: Vec::new(),
value: Default::default(),
color,
is_trimmed: false,
self_value: 0,
};
// set wins/losses values appropriately
match m.winner {
Winner::Player(piece) => {
if piece == agent_color {
m.value.wins += 1;
m.value.state = Some(MVSGameState::Win);
} else {
m.value.losses += 1;
m.value.state = Some(MVSGameState::Loss);
}
}
Winner::Tie => {
m.value.state = Some(MVSGameState::Tie);
}
Winner::None => {}
}
if !mvc.self_value_raw {
m.self_value = m.compute_self_value(agent_color, &board, mvc);
} else {
m.self_value = const { BoardValueMap::weighted() }.board_value(&board, agent_color);
}
m
}
fn compute_self_value(&self, agent_color: Piece, board: &Board, _mvc: MoveValueConfig) -> i16 {
if self.winner == Winner::Player(!agent_color) {
// if this board results in the opponent winning, MAJORLY negatively weigh this move
// NOTE! this branch isn't completely deleted because if so, the bot wouldn't make a move.
// We shouldn't prune branches because we still need to always react to the opponent's moves
return i16::MIN + 1;
} else if self.winner == Winner::Player(agent_color) {
// results in a win for the agent
return i16::MAX - 1;
}
// I guess ignore Ties here, don't give them an explicit value,
const { BoardValueMap::weighted() }.board_value(board, agent_color)
}
/// Sort children of the [`Move`] by their self_value in `arena`
pub fn sort_children(&mut self, arena: &[Move]) {
self.children.sort_by(|&a, &b| {
arena[b].value.cmp(&arena[a].value) // Descending order for agent's max nodes
});
}
}