Create DFS find_locations algorithm

This commit is contained in:
tali 2022-12-15 18:27:30 -05:00
parent 0190bdce66
commit aade234881
4 changed files with 462 additions and 0 deletions

64
Cargo.lock generated
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@ -2,25 +2,71 @@
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@ -4,5 +4,11 @@ description = "Bot?"
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388
fish/src/find.rs Normal file
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//! Find locations.
use alloc::vec::Vec;
use core::hash::BuildHasherDefault;
use hashbrown::hash_set::HashSet;
use mino::input::Kicks;
use mino::piece::{Shape, Spawn};
use mino::{input, Loc, Mat, Movement, Piece};
// Generic arguments legend
// ========================
// - T: piece type (e.g. srs::PieceType)
// - C: capabilities (e.g. cap::All)
// - 'm: matrix lifetime
// - 'c: T::cells() lifetime
// - 'k: T::kicks() lifetime
// - 'a: general purpose lifetime
/// Helper function to just yield all of the locations reachable on `matrix` for the shape
/// `shape`, given input capabilities `capabilities`.
pub fn find_locations<'a, 'c, 'k, T, C>(
matrix: &'a Mat,
piece_ty: T,
capabilities: C,
) -> impl Iterator<Item = Loc> + 'a
where
T: Shape<'c> + Kicks<'k> + Spawn + Clone + 'a,
C: Capabilities + 'a,
{
FindLocations::new(matrix, piece_ty, capabilities)
}
/// Interface to describe what inputs the location finder is capable of performing in
/// order to reach target locations. This can be used, for instance, to prevent soft-drops
/// or 180 spins.
pub trait Capabilities {
/// Iterator type returned by `all_inputs`.
type InputsIter: IntoIterator<Item = Movement>;
/// Returns a list of all of the inputs that can be performed.
fn all_inputs(&self) -> Self::InputsIter;
// TODO: flags for soft drop or kicks
}
/// Different implementations of the `Capabilities` trait.
pub mod cap {
use super::Capabilities;
use mino::Movement;
/// Find all possible reachable locations; no restrictions.
pub struct All;
impl Capabilities for All {
type InputsIter = [Movement; 4];
fn all_inputs(&self) -> Self::InputsIter {
[Movement::LEFT, Movement::RIGHT, Movement::CW, Movement::CCW]
}
}
}
/// Algorithm used to search for reachable locations on a given board state. The current
/// algorithm is just depth-first search but may be subject to change after benchmarking
/// experiments.
///
/// [`FindLocations`] is an [`Iterator`], so you can use that interface to obtain the next
/// available location or loop over all of them.
pub struct FindLocations<'m, T, C> {
matrix: &'m Mat,
piece_ty: T,
capabilities: C,
buffers: FindLocationsBuffers,
}
/// Contains the underlying buffers used by `FindLocations`. This structure may be used to
/// preallocate space or reuse buffers for multiple runs of the search algorithm.
///
/// See [`FindLocations::with_buffers`] and [`FindLocations::into_buffers`].
#[derive(Clone, Debug)]
pub struct FindLocationsBuffers {
pub stack: Vec<Loc>,
pub visited: HashSet<Loc, BuildHasher>,
// TODO: useful for profiling?
// pub max_height: usize,
}
type BuildHasher = BuildHasherDefault<ahash::AHasher>;
impl Default for FindLocationsBuffers {
fn default() -> Self {
Self {
stack: Vec::with_capacity(64),
visited: HashSet::with_capacity(400),
// max_height: 0,
}
}
}
impl<'m, 'c, 'k, T, C> FindLocations<'m, T, C>
where
T: Shape<'c> + Kicks<'k> + Spawn + Clone,
C: Capabilities,
{
/// Constructs a new instance of the location finding algorithm.
pub fn new(matrix: &'m Mat, piece_ty: T, capabilities: C) -> Self {
let bufs = FindLocationsBuffers::default();
Self::with_buffers(matrix, piece_ty, capabilities, bufs)
}
/// Constructs a new instance of the location finding algorithm. Uses `buffers` for
/// storage needed by the algorithm. The buffers will be cleared on initialization so
/// it does not matter if they previously contained data.
pub fn with_buffers(
matrix: &'m Mat,
piece_ty: T,
capabilities: C,
buffers: FindLocationsBuffers,
) -> Self {
let mut this = Self {
matrix,
piece_ty,
capabilities,
buffers,
};
this.init();
this
}
/// Aborts the search algorithm and relinquishes ownership of the underlying
/// buffers. This is useful for reusing the buffers by passing them to
/// [`Self::with_buffers`] the next time the algorithm is run.
pub fn into_buffers(self) -> FindLocationsBuffers {
self.buffers
}
fn init(&mut self) {
self.buffers.stack.clear();
self.buffers.visited.clear();
// self.buffers.max_height = 0;
let init_pc = Piece::spawn(self.piece_ty.clone());
if init_pc.cells().intersects(self.matrix) {
// game over
return;
}
self.push(init_pc.loc);
}
fn push(&mut self, loc: Loc) {
// 'visited' set prevents cycles
if self.buffers.visited.insert(loc) {
self.buffers.stack.push(loc);
// self.buffers.max_height =
// core::cmp::max(self.buffers.max_height, self.buffers.stack.len());
}
}
fn pop(&mut self) -> Option<Piece<T>> {
let ty = self.piece_ty.clone();
self.buffers.stack.pop().map(|loc| Piece { ty, loc })
}
}
impl<'m, 'c, 'k, T, C> Iterator for FindLocations<'m, T, C>
where
T: Shape<'c> + Kicks<'k> + Spawn + Clone,
C: Capabilities,
{
type Item = Loc;
fn next(&mut self) -> Option<Self::Item> {
while let Some(pc0) = self.pop() {
// push all locations reachable by performing an input
for inp in self.capabilities.all_inputs() {
let mut pc = pc0.clone();
if inp.perform(&mut pc, self.matrix) {
self.push(pc.loc);
}
}
let mut pc = pc0;
if input::drop(&mut pc, self.matrix) {
// piece was floating, so drop it and analyze that later
self.push(pc.loc);
// TODO: don't push if soft drops are denied by self.capabilities
} else {
// piece was not floating so it's a valid final piece location.
return Some(pc.loc);
}
}
None
}
}
impl<'m, 'c, 'k, T: Shape<'c> + Kicks<'k> + Spawn + Clone, C: Capabilities>
core::iter::FusedIterator for FindLocations<'m, T, C>
{
// When `buffers.stack` is empty, the iterator will constanty return `None`.
}
#[cfg(test)]
mod test {
use super::*;
use mino::srs::PieceType;
use mino::{mat, Rot};
use alloc::vec::Vec;
fn find_missing(ty: PieceType, lhs: &[Loc], rhs: &[Loc]) -> Option<Loc> {
lhs.iter().find_map(|&loc_l| {
let in_rhs = rhs.iter().any(|&loc_r| {
let pc_l = Piece { ty, loc: loc_l };
let pc_r = Piece { ty, loc: loc_r };
pc_l.cells() == pc_r.cells()
});
if in_rhs {
None
} else {
Some(loc_l)
}
})
}
fn test_find_locs<E>(matrix: &Mat, ty: PieceType, expected: E)
where
E: IntoIterator,
Loc: From<E::Item>,
{
let expected = expected.into_iter().map(Loc::from).collect::<Vec<_>>();
let found = find_locations(matrix, ty, cap::All).collect::<Vec<_>>();
if let Some(exp) = find_missing(ty, &expected, &found) {
panic!("{exp:?} expected but not found");
} else if let Some(fnd) = find_missing(ty, &found, &expected) {
panic!("{fnd:?} returned but not expected");
}
// XXX(iitalics): currently its OK for find_locations() to yield locations with
// identical cells, since a transposition table will deduplicate them later on in
// the engine logic. however it may turn out to be a performance win to do some
// deduplication early to reduce pressure on the transposition table.
assert!(expected.len() <= found.len());
//assert_eq!(expected.len(), found.len());
}
#[test]
fn test_o_empty() {
test_find_locs(Mat::EMPTY, PieceType::O, (0..=8).map(|x| (x, 0, Rot::N)));
}
#[test]
fn test_i_empty() {
test_find_locs(
Mat::EMPTY,
PieceType::I,
[
// N/S
(1..=7, 0, Rot::N),
// E/W
(0..=9, 1, Rot::W),
]
.into_iter()
.flat_map(|(xs, y, r)| xs.map(move |x| (x, y, r))),
);
}
#[test]
fn test_o_bumpy() {
const MAT: &Mat = mat! {
".........x";
".........x";
".x...xx..x";
};
test_find_locs(
MAT,
PieceType::O,
[
(0, 1, Rot::N),
(1, 1, Rot::N),
(2, 0, Rot::N),
(3, 0, Rot::N),
(4, 1, Rot::N),
(5, 1, Rot::N),
(6, 1, Rot::N),
(7, 0, Rot::N),
(8, 3, Rot::N),
],
);
}
#[test]
fn test_t_spin() {
const MAT: &Mat = mat! {
".......xx.";
"xxxxx...xx";
"xxxxxx.xxx";
};
test_find_locs(
MAT,
PieceType::T,
[
// top: N
(1..=5, 2, Rot::N),
(6..=8, 3, Rot::N),
// top: E
(0..=4, 3, Rot::E),
(5..=5, 2, Rot::E),
(6..=6, 3, Rot::E),
(7..=8, 4, Rot::E),
// top: S
(1..=4, 3, Rot::S),
(5..=5, 2, Rot::S),
(6..=6, 3, Rot::S),
(7..=8, 4, Rot::S),
// top: W
(1..=4, 3, Rot::W),
(5..=5, 2, Rot::W),
(6..=6, 1, Rot::W),
(7..=8, 4, Rot::W),
(9..=9, 3, Rot::W),
// TSS
(6..=6, 1, Rot::E),
(6..=6, 1, Rot::N),
// TSD
(6..=6, 1, Rot::S),
]
.into_iter()
.flat_map(|(xs, y, r)| xs.map(move |x| (x, y, r))),
);
}
#[test]
fn test_s_spin() {
const MAT: &Mat = mat! {
"xxxxxx..xx";
"xxxxx..xxx";
};
test_find_locs(
MAT,
PieceType::S,
[
// N/S
(1..=6, 2, Rot::N),
(7..=7, 1, Rot::N),
(8..=8, 2, Rot::N),
// E/W
(0..=4, 3, Rot::E),
(5..=6, 2, Rot::E),
(7..=8, 3, Rot::E),
// spin
(6..=6, 1, Rot::S), // equiv (6..=6, 0, Rot::N),
]
.into_iter()
.flat_map(|(xs, y, r)| xs.map(move |x| (x, y, r))),
);
}
#[test]
fn test_z_spin() {
const MAT: &Mat = mat! {
"xxxxx..xxx";
"xxxxxx..xx";
};
test_find_locs(
MAT,
PieceType::Z,
[
// N/S
(1..=4, 2, Rot::N),
(5..=5, 1, Rot::N),
(6..=8, 2, Rot::N),
// E/W
(0..=4, 3, Rot::E),
(5..=6, 2, Rot::E),
(7..=8, 3, Rot::E),
// spin
(6..=6, 1, Rot::S), // equiv (6..=6, 0, Rot::N),
]
.into_iter()
.flat_map(|(xs, y, r)| xs.map(move |x| (x, y, r))),
);
}
#[test]
fn test_top_out() {
// giant pillar in the center should cause top-out
let rows = [0b0000100000u16; 22];
let mat = Mat::new(&rows);
test_find_locs(mat, PieceType::I, core::iter::empty::<Loc>());
}
}

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@ -1,3 +1,7 @@
#![no_std]
extern crate alloc;
pub mod find;
pub use find::find_locations;