overhaul chain system

This made the code so fast, that the `board` benchmark became completely useless.
So that benchmark was removed.

Overall, we're looking at a futher 20% performance increase in `future_moves`
This commit is contained in:
2025-03-04 13:18:17 -05:00
parent fa7ad34dcb
commit 204ba85202
10 changed files with 190 additions and 295 deletions

View File

@@ -1,12 +1,44 @@
use super::{
bitboard::BitBoard,
chains::{gen_adj_lookup, ChainCollection, PosMap},
piece::Piece,
CoordAxis, CoordPair,
};
use super::{bitboard::BitBoard, piece::Piece, CoordAxis, CoordPair};
use arrayvec::ArrayVec;
use const_fn::const_fn;
use rand::seq::IteratorRandom;
use std::{cmp::Ordering, fmt, sync::LazyLock};
use std::{cmp::Ordering, fmt};
/// Map of all points on the board against some type T
/// Used to index like so: example[i][j]
/// with each coordinate
pub struct PosMap<T: Default>(ArrayVec<T, { Board::BOARD_AREA as usize }>);
impl<T: Default> PosMap<T> {
#[allow(clippy::new_without_default)]
pub fn new() -> Self {
Self(ArrayVec::from_iter(
(0..Board::BOARD_AREA).map(|_| Default::default()),
))
}
pub fn get(&self, coords: CoordPair) -> &T {
&self.0[coords.0 as usize]
}
pub fn set(&mut self, coords: CoordPair, value: T) {
self.0[coords.0 as usize] = value;
}
}
type PosMapOrig<T> = [[T; Board::BOARD_SIZE as usize]; Board::BOARD_SIZE as usize];
impl<T: Default + Copy> From<PosMapOrig<T>> for PosMap<T> {
fn from(value: PosMapOrig<T>) -> Self {
let mut new = Self::new();
for i in 0..Board::BOARD_SIZE {
for j in 0..Board::BOARD_SIZE {
new.set((i, j).into(), value[i as usize][j as usize]);
}
}
new
}
}
#[derive(PartialEq, Eq, Copy, Clone, Debug)]
pub enum Winner {
@@ -15,9 +47,6 @@ pub enum Winner {
None,
}
/// Precompute all possible chains for each position on the board
static ADJ_LOOKUP: LazyLock<PosMap<ChainCollection>> = LazyLock::new(gen_adj_lookup);
/// Repersents a Othello game board at a certain space
#[derive(Copy, Clone, PartialEq, Eq)]
pub struct Board {
@@ -205,7 +234,7 @@ impl Board {
/// Returns a bool which represents whether or not a move would propegate and be valid
pub fn would_prop(&self, coord: CoordPair, piece: Piece) -> bool {
self.get(coord).is_none() && self.propegate_from_dry(coord, piece).next().is_some()
self.get(coord).is_none() && self.propegate_from_dry(coord, piece).count() > 0
}
pub fn place(&mut self, coord: CoordPair, piece: Piece) -> Result<(), &'static str> {
@@ -228,19 +257,12 @@ impl Board {
return 0;
};
// PERF! avoid clones and collections here using raw pointers
let iterator = unsafe {
// SAFETY! `propegate_from_dry` should not have overlapping chains
// if overlapping chains were to exist, `self.place_unchecked` could collide with `self.get`
// I now have a check in `ADJ_LOOKUP` on creation
(*(self as *const Self)).propegate_from_dry(coord, starting_color)
};
let flip_mask = self.propegate_from_dry(coord, starting_color);
let count = flip_mask.count();
let mut count = 0;
for &coord in iterator {
self.place_unchecked(coord, starting_color);
count += 1;
}
// Apply the flips
*self.board_mut(starting_color) |= flip_mask;
*self.board_mut(starting_color.flip()) &= !flip_mask;
count
}
@@ -248,24 +270,46 @@ impl Board {
/// Propegate piece captures originating from (i, j)
/// DO NOT USE THIS ALONE, this should be called as a part of
/// [`Board::place`] or [`Board::place_and_prop_unchecked`]
fn propegate_from_dry(
&self,
coords: CoordPair,
starting_color: Piece,
) -> impl Iterator<Item = &CoordPair> + use<'_> {
ADJ_LOOKUP
.get(coords)
.iter()
.flat_map(move |chain| {
for (idx, &coord) in chain.into_iter().enumerate() {
let piece = self.get(coord)?;
if piece == starting_color {
return chain.get(..idx);
}
fn propegate_from_dry(&self, coords: CoordPair, starting_color: Piece) -> BitBoard {
let opponent_color = starting_color.flip();
let player_board = *self.board(starting_color);
let opponent_board = *self.board(opponent_color);
let mut flip_mask = BitBoard::new();
let seed = BitBoard::from_coord(coords);
// Directions to check: east, west, north, south, and diagonals
let directions = [
BitBoard::east,
BitBoard::west,
BitBoard::north,
BitBoard::south,
BitBoard::northeast,
BitBoard::northwest,
BitBoard::southeast,
BitBoard::southwest,
];
for dir in directions {
let mut current = seed;
let mut temp_flips = BitBoard::new();
// Expand in direction until edge or non-opponent piece
loop {
current = dir(&current);
if current.count() == 0 || !current.intersects(opponent_board) {
break;
}
None
})
.flatten()
temp_flips = temp_flips.union(current);
}
// If terminated on a player piece, keep the flips
if current.intersects(player_board) {
flip_mask = flip_mask.union(temp_flips);
}
}
flip_mask
}
/// Count the number of a type of [`Piece`] on the board