185 lines
6.4 KiB
Rust
185 lines
6.4 KiB
Rust
//! Primary interface to working with the Blockfish engine. The [`Bot`] type controls an
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//! anytime algorithm that will provide a suggestion for the next move. It may be
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//! repeatedly polled by the `think` method in order to attempt to improve the suggestion.
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use alloc::collections::BinaryHeap;
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use alloc::vec::Vec;
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use mino::matrix::Mat;
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use mino::srs::{Piece, Queue};
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mod node;
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use self::node::{Node, RawNodePtr};
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pub(crate) use bumpalo::Bump as Arena;
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/// Encompasses an instance of the algorithm.
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pub struct Bot {
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algorithm: SegmentedAStar,
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// IMPORTANT: `arena` must occur after `algorithm` so that it is dropped last.
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arena: Arena,
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}
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impl Bot {
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/// Constructs a new bot from the given initial state (matrix and queue).
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// TODO: specify weights
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pub fn new(matrix: &Mat, queue: Queue<'_>) -> Self {
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let arena = bumpalo::Bump::new();
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let root = Node::alloc_root(&arena, matrix, queue);
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let algorithm = SegmentedAStar::new(root);
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Self { algorithm, arena }
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}
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/// Perform a single "iteration" of work, which may end up improving the suggestion.
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/// What defines an iteration is vague, but similar versions of the engine should be
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/// deterministic, such that performing the same number of iterations gives the same
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/// resulting suggestion.
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pub fn think(&mut self) {
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self.algorithm.step(&self.arena);
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}
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/// Return the current best suggested placement. Returns `None` under two possible
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/// conditions:
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/// - `think` has not been called enough times to provide an initial suggestion.
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/// - there are no valid placements for the initial state
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pub fn suggest(&self) -> Option<Piece> {
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self.algorithm.best().and_then(|node| node.root_placement())
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}
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}
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// This implements an algorithm that is very similar to A* but has a slight
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// modification. Rather than one big open set, there are separate sets at each depth of
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// the search. After picking a node from one open set and expanding its children into the
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// successor set, we next pick a node from that successor set. This process continues
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// until a terminal node is reached. In order to select which open set to start picking
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// from next, we look globally at all the open sets and find the node with the best
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// rating; this part works similarly to as if there was only one open set.
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//
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// Only terminal nodes are compared in order to pick a suggestion. An interesting
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// consequence of this design is that on the first run of the algorithm we end up
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// performing a best-first-search, and the first terminal node found ends up being our
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// initial suggestion. This BFS terminates very quickly so it is nice from the perspective
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// of an anytime algorithm.
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//
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// The problem with directly applying A* for an anytime downstacking algorithm is that
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// simply looking for the best heuristic measurement (f) can lead you into a situation
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// where a node that only made 2 placements has a better score than all of the nodes with
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// 3+ placements, and thus it is considered the best. This is definitely not correct,
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// since that 2-placement node only leads to worse board states as you continue to place
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// pieces on the board. In downstacking you have to place all of your pieces, you can't
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// just stop after placing a few and arriving at a good board state! So before actually
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// considering a node to be a suggestion we have to make sure we run out all of the queue
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// first (i.e. its a terminal node), and only then should we check its rating.
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struct SegmentedAStar {
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open: Vec<BinaryHeap<AStarNode>>,
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depth: usize,
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best: Option<RawNodePtr>,
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}
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#[derive(Debug)]
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struct ShouldSelect;
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impl SegmentedAStar {
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fn new(root: &Node) -> Self {
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let mut open = Vec::with_capacity(root.queue().len());
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open.push(BinaryHeap::new());
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open[0].push(root.into());
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Self {
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open,
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depth: 0,
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best: None,
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}
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}
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fn best(&self) -> Option<&Node> {
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self.best.map(|node| unsafe { node.as_node() })
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}
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fn step(&mut self, arena: &Arena) {
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match self.expand(arena) {
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Ok(_) => {}
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Err(ShouldSelect) => self.select(),
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}
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}
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fn expand<'a>(&mut self, arena: &'a Arena) -> Result<&'a Node, ShouldSelect> {
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let open_set = self.open.get_mut(self.depth);
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let cand = open_set.map_or(None, |set| set.pop()).ok_or(ShouldSelect)?;
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let cand = unsafe { cand.0.as_node() };
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if cand.is_terminal() {
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self.depth = self.open.len(); // makes expand() fail immediately
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self.backup(cand);
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return Err(ShouldSelect);
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}
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self.depth += 1;
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if self.open.len() <= self.depth {
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self.open.resize_with(self.depth + 1, BinaryHeap::new);
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}
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for suc in cand.expand(arena) {
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self.open[self.depth].push(suc.into());
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}
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Ok(cand)
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}
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fn backup(&mut self, cand: &Node) {
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let rating = cand.rating();
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if self.best().map_or(true, |n| rating < n.rating()) {
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tracing::debug!(
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"update suggestion ({}): {cand:?}",
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self.best.map_or("1st", |_| "new")
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);
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self.best = Some(cand.into());
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}
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}
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fn select(&mut self) {
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self.open
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.iter()
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.map(|set| set.peek().map(|node| unsafe { node.0.as_node() }))
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.enumerate()
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.filter(|(_, best)| best.is_some())
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.min_by_key(|(_, best)| best.unwrap().rating())
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.map(|(depth, _)| {
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self.depth = depth;
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});
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}
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}
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// Wraps a `Node` pointer but implements `cmp::Ord` in order to compare by rating.
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#[derive(Copy, Clone)]
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struct AStarNode(RawNodePtr);
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impl From<&Node> for AStarNode {
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fn from(node: &Node) -> Self {
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Self(node.into())
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}
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}
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impl core::cmp::Ord for AStarNode {
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fn cmp(&self, other: &Self) -> core::cmp::Ordering {
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let lhs = unsafe { self.0.as_node() };
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let rhs = unsafe { other.0.as_node() };
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// FIXME: add a deterministic tiebreaker
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lhs.rating().cmp(&rhs.rating()).reverse()
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}
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}
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impl core::cmp::PartialOrd for AStarNode {
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fn partial_cmp(&self, other: &Self) -> Option<core::cmp::Ordering> {
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Some(self.cmp(other))
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}
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}
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impl core::cmp::Eq for AStarNode {}
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impl core::cmp::PartialEq for AStarNode {
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fn eq(&self, other: &Self) -> bool {
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self.cmp(other).is_eq()
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}
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}
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