bool ProofUtil::ShrinkProof(bitset_t& proof, const StoneBoard& board, 
                            HexColor loser, const ICEngine& ice)
{
    StoneBoard brd(board.Width(), board.Height());
    PatternState pastate(brd);
    Groups groups;

    // Give loser all cells outside proof
    bitset_t cells_outside_proof = (~proof & brd.Const().GetCells());
    brd.AddColor(loser, cells_outside_proof);

    // Give winner only his stones inside proof; 
    HexColor winner = !loser;
    brd.AddColor(winner, board.GetPlayed(winner) & proof);
    pastate.Update();
    GroupBuilder::Build(brd, groups);

    // Compute fillin and remove captured cells from the proof
    InferiorCells inf;
    ice.ComputeFillin(loser, groups, pastate, inf, 
                      HexColorSetUtil::Only(loser));
    HexAssert(inf.Captured(winner).none());

    bitset_t filled = inf.Dead() | inf.Captured(loser);
    bitset_t shrunk_proof = proof - filled;
    bool shrunkTheProof = shrunk_proof.count() < proof.count();
    proof = shrunk_proof;
    return shrunkTheProof;
}
void DfpnSolver::DeleteChildren(DfpnChildren& children,
                                std::vector<DfpnData>& childrenData,
                                bitset_t deleteChildren) const
{
    HexAssert(children.Size() == childrenData.size());
    bitset_t deleted;
    std::vector<HexPoint>::iterator it1 = children.m_children.begin();
    std::vector<DfpnData>::iterator it2 = childrenData.begin();
    while (it1 != children.m_children.end())
    {
        HexAssert(it2 != childrenData.end());
        if (deleteChildren.test(*it1))
        {
            HexAssert(!deleted.test(*it1));
            deleted.set(*it1);
            it1 = children.m_children.erase(it1);
            it2 = childrenData.erase(it2);
        }
        else
        {
            ++it1;
            ++it2;
        }
    }
    HexAssert(children.Size() > 0);
    HexAssert(children.Size() == childrenData.size());
    HexAssert(deleteChildren == deleted);
}
示例#3
0
 //
 // *b*it *ar*ithmetics (BAR)
 //
 template<class T> inline void bar(   
         const Perm_matrix<T>& pmat, //matrix of predefined permutations
         const bitset_t& b,          //bitset aka dummy coded data
         std::valarray<T>& res)      //results are written into res
 {
     assert (b.size() == pmat.bitMat_.front().size());
     assert (res.size() == pmat.bitMat_.size());
     for (size_t i=0; i<res.size(); i++) {
         res[i] = (b & pmat.bitMat_[i]).count();
     }
 }
HexPoint BenzenePlayer::CheckEndgame(HexBoard& brd, HexColor color, 
                                     bitset_t& consider, double& score)
{
    if (EndgameUtil::IsDeterminedState(brd, color, score)) 
        return EndgameUtil::PlayDeterminedState(brd, color);
    else 
    {
        consider = EndgameUtil::MovesToConsider(brd, color);
        BenzeneAssert(consider.any());
    }

    score = 0;
    if (consider.count() == 1 && !m_search_singleton) 
    {
        HexPoint move = static_cast<HexPoint>
            (BitsetUtil::FindSetBit(consider));
        LogInfo() << "Mustplay is singleton!\n";
        return move;
    }
    return INVALID_POINT;
}
示例#5
0
inline bool StoneBoard::IsPlayed(HexPoint cell) const
{
    BenzeneAssert(Const().IsValid(cell));
    return m_played.test(cell);
}
bool Decompositions::Find(const HexBoard& brd, HexColor color,
                          bitset_t& captured)
{
    // If game is over or decided, don't do any work.
    HexPoint edge1 = HexPointUtil::colorEdge1(color);
    HexPoint edge2 = HexPointUtil::colorEdge2(color);
    const VCSet& cons = brd.Cons(color);
    if (brd.GetGroups().IsGameOver() || cons.Exists(edge1, edge2, VC::FULL)) 
    {
	captured.reset();
	return false;
    }
    
    /** Compute neighbouring groups of opposite color.

        NOTE: Assumes that edges that touch are adjacent. See
        ConstBoard for more details. 
    */
    PointToBitset adjTo;
    PointToBitset adjByMiai;
    ComputeAdjacentByMiai(brd, adjByMiai);
    for (GroupIterator g(brd.GetGroups(), color); g; ++g) 
    {
	bitset_t opptNbs = adjByMiai[g->Captain()] 
            | (g->Nbs() & brd.GetPosition().GetColor(!color));
	if (opptNbs.count() >= 2)
	    adjTo[g->Captain()] = opptNbs;
    }
    // The two color edges are in the list. If no other groups are, then quit.
    BenzeneAssert(adjTo.size() >= 2);
    if (adjTo.size() == 2) 
    {
	captured.reset();
	return false;
    }
    
    // Compute graph representing board from color's perspective.
    PointToBitset graphNbs;
    GraphUtil::ComputeDigraph(brd.GetGroups(), color, graphNbs);
    
    // Find (ordered) pairs of color groups that are VC-connected and have at
    // least two adjacent opponent groups in common.
    PointToBitset::iterator g1, g2;
    for (g1 = adjTo.begin(); g1 != adjTo.end(); ++g1) {
	for (g2 = adjTo.begin(); g2 != g1; ++g2) {
	    if ((g1->second & g2->second).count() < 2) continue;
	    if (!cons.Exists(g1->first, g2->first, VC::FULL)) continue;
	    
	    // This is such a pair, so at least one of the two is not an edge.
	    // Find which color edges are not equal to either of these groups.
	    BenzeneAssert(!HexPointUtil::isEdge(g1->first) ||
                          !HexPointUtil::isEdge(g2->first));
	    bool edge1Free = (g1->first != edge1 && g2->first != edge1);
	    bool edge2Free = (g1->first != edge2 && g2->first != edge2);
	    
	    // Find the set of empty cells bounded by these two groups.
	    bitset_t stopSet = graphNbs[g1->first] | graphNbs[g2->first];
	    bitset_t decompArea;
	    decompArea.reset();
	    if (edge1Free)
		decompArea |= GraphUtil::BFS(edge1, graphNbs, stopSet);
	    if (edge2Free)
		decompArea |= GraphUtil::BFS(edge2, graphNbs, stopSet);
	    decompArea.flip();
	    decompArea &= brd.GetPosition().GetEmpty();
	    
	    // If the pair has a VC confined to these cells, then we have
	    // a decomposition - return it.
	    const VCList& vl = cons.GetList(VC::FULL, g1->first, g2->first);
	    for (VCListConstIterator it(vl); it; ++it)
            {
		if (BitsetUtil::IsSubsetOf(it->Carrier(), decompArea)) 
                {
		    captured = it->Carrier();
		    return true;
		}
	    }
	}
    }
    
    // No combinatorial decomposition with a VC was found.
    captured.reset();
    return false;
}
/** Does a 1-ply search.

    For each move in the consider set, if the move is a win, returns
    true and the move. If the move is a loss, prune it out of the
    consider set if there are non-losing moves in the consider set.
    If all moves are losing, perform no pruning, search will resist.

    Returns true if there is a win, false otherwise. 

    @todo Is it true that MoHex will resist in the strongest way
    possible?
*/
bool MoHexPlayer::PerformPreSearch(HexBoard& brd, HexColor color, 
                                   bitset_t& consider, double maxTime, 
                                   PointSequence& winningSequence)
{
   
    bitset_t losing;
    HexColor other = !color;
    PointSequence seq;
    bool foundWin = false;

    SgTimer elapsed;
    Resistance resist;
    resist.Evaluate(brd);
    std::vector<HexPoint> moves;
    SortConsiderSet(consider, resist, moves);
    for (std::size_t i = 0; i < moves.size() && !foundWin; ++i) 
    {
        if (elapsed.GetTime() > maxTime)
        {
            LogInfo() << "PreSearch: max time reached "
                      << '(' << i << '/' << moves.size() << ").\n";
            break;
        }
        brd.PlayMove(color, moves[i]);
        seq.push_back(moves[i]);
        if (EndgameUtil::IsLostGame(brd, other)) // Check for winning move
        {
            winningSequence = seq;
            foundWin = true;
        }	
        else if (EndgameUtil::IsWonGame(brd, other))
            losing.set(moves[i]);
        seq.pop_back();
        brd.UndoMove();
    }

    // Abort if we found a one-move win
    if (foundWin)
        return true;

    // Backing up cannot cause this to happen, right? 
    BenzeneAssert(!EndgameUtil::IsDeterminedState(brd, color));

    // Use the backed-up ice info to shrink the moves to consider
    if (m_backup_ice_info) 
    {
        bitset_t new_consider 
            = EndgameUtil::MovesToConsider(brd, color) & consider;

        if (new_consider.count() < consider.count()) 
        {
            consider = new_consider;       
            LogFine() << "$$$$$$ new moves to consider $$$$$$" 
                      << brd.Write(consider) << '\n';
        }
    }

    // Subtract any losing moves from the set we consider, unless all of them
    // are losing (in which case UCT search will find which one resists the
    // loss well).
    if (losing.any()) 
    {
	if (BitsetUtil::IsSubsetOf(consider, losing)) 
	    LogInfo() << "************************************\n"
                      << " All UCT root children are losing!!\n"
                      << "************************************\n";
        else 
        {
            LogFine() << "Removed losing moves: " << brd.Write(losing) << '\n';
	    consider = consider - losing;
	}
    }

    BenzeneAssert(consider.any());
    LogInfo() << "Moves to consider:\n" << brd.Write(consider) << '\n';
    return false;
}
inline bool Group::IsMember(HexPoint point) const
{
    return m_members.test(point);
}
inline std::size_t Group::Size() const
{
    /** @todo Cache group size for speed? */
    return m_members.count();
}