initial implementation of MoveValueStats
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@@ -1,9 +1,78 @@
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use std::cmp::Ordering;
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use super::board_value::BoardValueMap;
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use crate::repr::{Board, CoordPair, Piece, Winner};
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use allocative::Allocative;
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pub type MoveCoord = Option<CoordPair>;
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#[derive(Clone, Copy, PartialEq, Eq, Allocative, Debug, PartialOrd, Ord)]
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pub enum MVSGameState {
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Win = 1,
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Loss = 0,
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Tie = -1,
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}
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#[derive(Clone, Copy, Debug, Allocative, PartialEq, Eq, Default)]
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pub struct MoveValueStats {
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state: Option<MVSGameState>,
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wins: u16,
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losses: u16,
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pub value: i32,
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}
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impl MoveValueStats {
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fn chance_win(&self) -> Option<f32> {
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let sum = self.losses + self.wins;
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if sum == 0 {
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return None;
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}
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Some(self.wins as f32 / sum as f32)
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}
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pub fn populate_self_from_children(&mut self, others: &[Self]) {
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let wins = others.iter().map(|x| x.wins).sum::<u16>()
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+ others
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.iter()
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.filter(|x| x.state == Some(MVSGameState::Win))
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.count() as u16;
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let losses = others.iter().map(|x| x.losses).sum::<u16>()
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+ others
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.iter()
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.filter(|x| x.state == Some(MVSGameState::Loss))
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.count() as u16;
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self.wins = wins;
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self.losses = losses;
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}
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}
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impl PartialOrd for MoveValueStats {
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fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
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Some(self.cmp(other))
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}
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}
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impl Ord for MoveValueStats {
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fn cmp(&self, other: &Self) -> Ordering {
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if self.state.is_some() && other.state.is_some() {
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return self.state.cmp(&other.state);
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}
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let s_cw = self.chance_win();
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let o_cw = other.chance_win();
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if s_cw.is_some() && o_cw.is_some() {
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if s_cw > o_cw {
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return Ordering::Greater;
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} else if o_cw > s_cw {
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return Ordering::Less;
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}
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}
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self.value.cmp(&other.value)
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}
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}
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#[derive(Clone, Debug, Allocative)]
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pub struct Move {
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/// Coordinates (i, j) of the move (if it exists)
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@@ -23,7 +92,7 @@ pub struct Move {
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pub children: Vec<usize>,
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/// Value of this move (including children)
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pub value: i32,
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pub value: MoveValueStats,
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/// What is the inherit value of this move (not including children)
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pub self_value: i16,
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@@ -35,7 +104,9 @@ pub struct Move {
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pub is_trimmed: bool,
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}
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pub struct MoveValueConfig {}
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pub struct MoveValueConfig {
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pub self_value_raw: bool,
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}
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impl Move {
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pub fn new(
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@@ -50,12 +121,34 @@ impl Move {
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winner: board.game_winner(),
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parent: None,
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children: Vec::new(),
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value: i32::MIN,
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value: Default::default(),
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color,
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is_trimmed: false,
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self_value: 0,
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};
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m.self_value = m.compute_self_value(agent_color, &board, mvc);
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// set wins/losses values appropriately
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match m.winner {
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Winner::Player(piece) => {
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if piece == agent_color {
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m.value.wins += 1;
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m.value.state = Some(MVSGameState::Win);
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} else {
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m.value.losses += 1;
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m.value.state = Some(MVSGameState::Loss);
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}
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}
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Winner::Tie => {
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m.value.state = Some(MVSGameState::Tie);
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}
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Winner::None => {}
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}
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if !mvc.self_value_raw {
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m.self_value = m.compute_self_value(agent_color, &board, mvc);
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} else {
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m.self_value = const { BoardValueMap::weighted() }.board_value(&board, agent_color);
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}
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m
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}
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@@ -71,7 +164,6 @@ impl Move {
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}
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// I guess ignore Ties here, don't give them an explicit value,
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const { BoardValueMap::weighted() }.board_value(board, agent_color)
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}
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