Improved solver performance

This commit is contained in:
Lukas Wölfer
2020-02-12 02:51:26 +01:00
parent c05aa194ce
commit c789e48b06
4 changed files with 73 additions and 64 deletions

View File

@@ -31,6 +31,13 @@ class Action:
self._undo(action_board)
assert action_board.state_identifier == self._before_state
def automatic(self) -> bool:
if isinstance(self, HuaKillAction):
return True
if isinstance(self, GoalAction) and self.obvious:
return True
return False
@dataclass
class GoalAction(Action):

View File

@@ -125,7 +125,6 @@ def possible_goal_move_actions(
]
top_cards = field_cards + bunker_cards
result: List[board_actions.GoalAction] = []
for source, index, card in top_cards:
if not (card.number == search_board.getGoal(card.suit) + 1):
continue
@@ -145,9 +144,6 @@ def possible_goal_move_actions(
)
break
result = sorted(result, key=lambda x: not x.obvious)
yield from iter(result)
def _can_stack(bottom: board.Card, top: board.Card) -> bool:
if not isinstance(bottom, board.NumberCard):
@@ -216,11 +212,19 @@ def possible_field_move_actions(
)
def possible_actions(search_board: board.Board) -> Iterator[board_actions.Action]:
def possible_actions(search_board: board.Board) -> List[board_actions.Action]:
"""Enumerate all possible actions on the current search_board"""
yield from possible_huakill_action(search_board)
yield from possible_dragonkill_actions(search_board)
yield from possible_goal_move_actions(search_board)
yield from possible_debunkerize_actions(search_board)
yield from possible_field_move_actions(search_board)
yield from possible_bunkerize_actions(search_board)
result: List[board_actions.Action] = [
*list(possible_huakill_action(search_board)),
*list(possible_dragonkill_actions(search_board)),
*list(possible_goal_move_actions(search_board)),
*list(possible_debunkerize_actions(search_board)),
*list(possible_field_move_actions(search_board)),
*list(possible_bunkerize_actions(search_board)),
]
for x in result:
if x.automatic():
return [x]
return result

View File

@@ -2,52 +2,55 @@
import typing
from typing import Iterator, List, Optional
import time
from dataclasses import dataclass
from ..board import Board
from . import board_actions
from .board_actions import DragonKillAction, GoalAction, HuaKillAction, MoveAction
from .board_possibilities import possible_actions
@dataclass
class ActionStackFrame:
iterator: Iterator[board_actions.Action]
action: Optional[board_actions.Action]
state: int
def next(self) -> Optional[board_actions.Action]:
"""Get next iteration of top action iterator"""
try:
self.action = next(self.iterator)
except StopIteration:
return None
return self.action
class ActionStack:
"""Stack of chosen actions on the board"""
iterator_stack: List[Iterator[board_actions.Action]]
action_stack: List[Optional[board_actions.Action]]
index_stack: List[int]
state_stack: List[int]
def __init__(self) -> None:
self.iterator_stack = []
self.index_stack = []
self.action_stack = []
self.state_stack = []
self.frames: List[ActionStackFrame] = []
def push(self, board: Board) -> None:
"""Append another board state to stack"""
self.iterator_stack.append(possible_actions(board))
self.action_stack.append(None)
self.index_stack.append(0)
self.state_stack.append(board.state_identifier)
self.frames.append(
ActionStackFrame(
iterator=iter(possible_actions(board)),
action=None,
state=board.state_identifier,
)
)
def get(self) -> Optional[board_actions.Action]:
@property
def top(self) -> ActionStackFrame:
"""Get next iteration of top action iterator"""
try:
self.action_stack[-1] = next(self.iterator_stack[-1])
except StopIteration:
return None
self.index_stack[-1] += 1
return self.action_stack[-1]
return self.frames[-1]
def pop(self) -> None:
"""Pop one action from stack"""
self.action_stack.pop()
self.iterator_stack.pop()
self.index_stack.pop()
self.state_stack.pop()
self.frames.pop()
def __len__(self) -> int:
return len(self.index_stack)
return len(self.frames)
def solve(
@@ -61,27 +64,30 @@ def solve(
def _limit_stack_size(stack_size: int) -> None:
if len(stack) == stack_size:
stack.pop()
assert stack.action_stack[-1] is not None
stack.action_stack[-1].undo(board)
assert stack.top.action is not None
stack.top.action.undo(board)
assert board.state_identifier in state_set
def _backtrack_action() -> None:
stack.pop()
assert stack.action_stack[-1] is not None
stack.action_stack[-1].undo(board)
assert stack.top.action is not None
stack.top.action.undo(board)
assert board.state_identifier in state_set
def _skip_loop_move(action: board_actions.Action) -> bool:
if isinstance(action, MoveAction):
for prev_action in stack.action_stack[-2::-1]:
if isinstance(prev_action, MoveAction):
if prev_action.cards == action.cards:
return True
if not isinstance(action, MoveAction):
return False
for frame in stack.frames[-2::-1]:
if not isinstance(frame.action, MoveAction):
continue
if frame.action.cards == action.cards:
return True
return False
iter_start = time.time()
count = 0
while stack:
count += 1
if count > 5000:
count = 0
@@ -92,10 +98,10 @@ def solve(
# _limit_stack_size(80)
assert board.state_identifier == stack.state_stack[-1]
action = stack.get()
assert board.state_identifier == stack.top.state
action = stack.top.next()
if not action:
if action is None:
_backtrack_action()
continue
@@ -105,14 +111,11 @@ def solve(
action.apply(board)
if board.solved():
yield stack.action_stack
assert all(x.action is not None for x in stack.frames)
yield [typing.cast(board_actions.Action, x.action) for x in stack.frames]
iter_start = time.time()
stack.action_stack[-1].undo(board)
while isinstance(
stack.action_stack[-1], (GoalAction, HuaKillAction, DragonKillAction)
):
stack.pop()
stack.action_stack[-1].undo(board)
action.undo(board)
assert board.state_identifier in state_set
continue
if board.state_identifier in state_set: