ai implemented, needs some perf tuning
This commit is contained in:
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commit
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7 changed files with 310 additions and 23 deletions
1
Cargo.lock
generated
1
Cargo.lock
generated
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@ -244,6 +244,7 @@ version = "0.1.0"
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dependencies = [
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dependencies = [
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"anyhow",
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"anyhow",
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"criterion",
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"criterion",
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"regex",
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]
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]
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[[package]]
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[[package]]
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@ -8,11 +8,12 @@ name = "othello"
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path = "src/lib.rs"
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path = "src/lib.rs"
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[[bin]]
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[[bin]]
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name = "othello-gui"
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name = "othello-cli"
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path = "src/main.rs"
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path = "src/main.rs"
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[dependencies]
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[dependencies]
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anyhow = "1.0.100"
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anyhow = "1.0.100"
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regex = "1.12.2"
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[dev-dependencies]
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[dev-dependencies]
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criterion = "0.7.0"
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criterion = "0.7.0"
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81
src/ai.rs
Normal file
81
src/ai.rs
Normal file
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@ -0,0 +1,81 @@
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use crate::{
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board::{Board, explode_board},
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game::{Game, Team},
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};
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/// Using alpha-beta pruning and the minimax algorithm, determine the best move
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/// for a game with a recursion depth of `depth`.
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pub fn alphabeta(game: Game, depth: u8, mut alpha: i8, mut beta: i8) -> (Board, i8) {
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if depth == 0 {
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return (0, game.score().diff());
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}
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let moves = game.available();
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if moves == 0 {
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return (0, game.score().diff());
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}
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let mut best_move: Board = 0;
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// I just establish a convention of maximizing for black and minimizing for white.
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// I'm not sure if that's conventional or not, but it's what I chose.
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match game.current_team {
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Team::Black => {
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for mv in explode_board(moves) {
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let mut g = game.clone();
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g.play(mv);
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// maximize for the evaluation of subsequent moves
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let evaluation = alphabeta(g, depth - 1, alpha, beta).1;
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if evaluation > alpha {
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alpha = evaluation;
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best_move = mv;
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};
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if beta <= alpha {
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break;
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}
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}
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(best_move, alpha)
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}
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Team::White => {
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for mv in explode_board(moves) {
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let mut g = game.clone();
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g.play(mv);
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// maximize for the evaluation of subsequent moves
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let evaluation = alphabeta(g, depth - 1, alpha, beta).1;
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if evaluation < beta {
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beta = evaluation;
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best_move = mv;
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};
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if beta <= alpha {
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break;
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}
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}
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(best_move, beta)
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::board::view::View;
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use crate::board::{BitBoard, squares::*};
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use crate::game::Game;
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#[test]
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// just a sanity check to ensure that my AI performs up to snuff with another popular engine
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fn opening() {
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let mut game = Game::default();
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println!("{}", game.board().render(View::RankAsc, vec![]));
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game.play(D3);
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let (best_move, _) = alphabeta(game.clone(), 12, i8::MIN + 1, i8::MAX - 1);
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println!(
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"dis:\n{}",
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BitBoard {
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boards: [0, best_move]
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}
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);
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game.play(best_move);
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println!("{}", game.board().render(View::RankAsc, vec![]));
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assert_eq!(best_move, C3);
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}
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}
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@ -12,6 +12,64 @@ pub mod view;
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pub type Board = u64;
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pub type Board = u64;
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/// Represents the score at a given moment in the game. It is computed as
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/// the number of black discs vs white discs. Structured as (black, white)
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#[derive(Debug, PartialEq)]
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pub struct Score(pub u8, pub u8);
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impl Score {
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/// Get black's current score
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pub fn black(&self) -> u8 {
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self.0
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}
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/// Get white's current score
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pub fn white(&self) -> u8 {
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self.1
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}
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/// Compute diff of evaluation. Useful for easily comparing a bunch of scores.
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pub fn diff(&self) -> i8 {
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self.0 as i8 - self.1 as i8
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}
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}
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/// Explode a single board into an iterator over all of its excited one-hot
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/// boards.
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///
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/// For example:
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/// `0b1010` will explode into an iterator over `[0b0010, 0b1000]`.
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///
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/// The boards will be sorted by rank-ascending.
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#[inline]
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pub fn explode_board(mut b: Board) -> impl Iterator<Item = Board> {
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// a naive solution would be to simply start at the rightmost bit and
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// shift until we reach an excited bit, AND it for result, and store
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// the current shift + 1 for the next iteration until `b` is zero. This
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// is a bit wasteful, as we can abuse a handful of modular relationships
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// with negation.
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//
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// we do this using the `u64::wrapping_neg` method.
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// In two's-complement, negation can be used to isolate the least
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// significant excited bit in a signed integer. For example,
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// if `Board` were defined as `i64` instead, we could define LSB as
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// `lsb = b & -b`. Since we're using `u64`, we can mimic this using
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// `u64::wrapping_neg`.
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std::iter::from_fn(move || {
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// if we have no more excited bits, return None
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if b == 0 {
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None
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} else {
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// if we have more, continue isolating the LSB
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let lsb = b & b.wrapping_neg();
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// If you're skeptical of the claim above about these being
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// equivalent, comment out the line above this and uncomment
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// the line below this. They both pass the test.
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// let lsb = (b as i64 & -(b as i64)) as u64;
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b &= b - 1;
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Some(lsb)
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}
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})
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}
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// Directions:
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// Directions:
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// 7 8 9
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// 7 8 9
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// -1 0 1
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// -1 0 1
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@ -380,11 +438,14 @@ impl BitBoard {
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}
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}
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/// Compute the score (B, W) by counting the excited bits in each board.
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/// Compute the score (B, W) by counting the excited bits in each board.
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pub fn score(&self) -> (u32, u32) {
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pub fn score(&self) -> Score {
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// `u64::count_ones()` is implemented `unsafe` and makes use of primitives in the
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// `u64::count_ones()` is implemented `unsafe` and makes use of primitives in the
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// low-level implementation of the language itself for maximum performance. Better
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// low-level implementation of the language itself for maximum performance. Better
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// to use this than implement myself.
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// to use this than implement myself.
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(self.boards[0].count_ones(), self.boards[1].count_ones())
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Score(
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self.boards[0].count_ones() as u8,
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self.boards[1].count_ones() as u8,
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)
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}
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}
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}
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}
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@ -610,7 +671,6 @@ mod tests {
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fn test_available_no_moves_surrounded() {
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fn test_available_no_moves_surrounded() {
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// Black piece at b7 completely surrounded by white
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// Black piece at b7 completely surrounded by white
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let bb = BitBoard::from_jon("www/wbw/www////").expect("Valid board");
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let bb = BitBoard::from_jon("www/wbw/www////").expect("Valid board");
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println!("dis:\n{}", bb);
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// Black should have three moves in this position: d7, b5, and d5
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// Black should have three moves in this position: d7, b5, and d5
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assert_eq!(bb.available(Team::Black), D7 | B5 | D5);
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assert_eq!(bb.available(Team::Black), D7 | B5 | D5);
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}
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}
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@ -619,7 +679,6 @@ mod tests {
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fn test_available_long_capture() {
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fn test_available_long_capture() {
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// Black at a4, white at b4-f4, empty g4, black at h4
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// Black at a4, white at b4-f4, empty g4, black at h4
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let bb = BitBoard::from_jon("////bwwwww1b///").expect("Valid board");
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let bb = BitBoard::from_jon("////bwwwww1b///").expect("Valid board");
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println!("dis:\n{}", bb);
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// Black can play at g4 to capture entire row of white pieces
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// Black can play at g4 to capture entire row of white pieces
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assert_eq!(bb.available(Team::Black), G4);
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assert_eq!(bb.available(Team::Black), G4);
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}
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}
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@ -692,18 +751,27 @@ mod tests {
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#[test]
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#[test]
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fn play_works() {
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fn play_works() {
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let mut bb = BitBoard::default();
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let mut bb = BitBoard::default();
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assert_eq!(bb.score(), (2, 2));
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assert_eq!(bb.score(), Score(2, 2));
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bb.play(Team::Black, E6);
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bb.play(Team::Black, E6);
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assert_eq!(bb, BitBoard::new(D5 | E6 | E5 | E4, D4));
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assert_eq!(bb, BitBoard::new(D5 | E6 | E5 | E4, D4));
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assert_eq!(bb.score(), (4, 1));
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assert_eq!(bb.score(), Score(4, 1));
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bb.play(Team::White, F4);
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bb.play(Team::White, F4);
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assert_eq!(bb, BitBoard::new(D5 | E6 | E5, D4 | E4 | F4));
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assert_eq!(bb, BitBoard::new(D5 | E6 | E5, D4 | E4 | F4));
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assert_eq!(bb.score(), (3, 3));
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assert_eq!(bb.score(), Score(3, 3));
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bb.play(Team::Black, G3);
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bb.play(Team::Black, G3);
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assert_eq!(bb, BitBoard::new(D5 | E6 | E5 | G3 | F4, D4 | E4));
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assert_eq!(bb, BitBoard::new(D5 | E6 | E5 | G3 | F4, D4 | E4));
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assert_eq!(bb.score(), (5, 2));
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assert_eq!(bb.score(), Score(5, 2));
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bb.play(Team::White, E7);
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bb.play(Team::White, E7);
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assert_eq!(bb, BitBoard::new(D5 | G3 | F4, D4 | E4 | E5 | E6 | E7));
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assert_eq!(bb, BitBoard::new(D5 | G3 | F4, D4 | E4 | E5 | E6 | E7));
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assert_eq!(bb.score(), (3, 5));
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assert_eq!(bb.score(), Score(3, 5));
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}
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#[test]
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fn explode_works() {
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let bb = BitBoard::default();
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assert_eq!(
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explode_board(bb.available(Team::Black)).collect::<Vec<Board>>(),
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vec![D3, C4, F5, E6] // they are sorted in rank-ascending
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);
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}
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}
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}
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}
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124
src/cli/mod.rs
124
src/cli/mod.rs
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@ -1,18 +1,97 @@
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use othello::{board::view::Overlay, game::Game};
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use std::io;
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use othello::{
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ai::alphabeta,
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board::{
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Board, Score,
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view::{Overlay, View},
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},
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game::Game,
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};
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use anyhow::Context;
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use regex::Regex;
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enum Action {
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Play(Board),
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Skip,
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Ai,
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}
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const PLAY_RE: &str = r"^(play - )?([abcdefghABCDEFGH])(\d)$";
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pub fn run() -> anyhow::Result<()> {
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pub fn run() -> anyhow::Result<()> {
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let mut game = Game::default();
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let mut game = Game::default();
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let mut board_changed = true;
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let play_re = Regex::new(PLAY_RE).unwrap();
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while !game.is_complete() {
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let legal_moves = game.available();
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if board_changed {
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let Score(b, w) = game.score();
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println!("Score: (Black: {} , White: {}", b, w);
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println!(
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println!(
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"{}",
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"{}",
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game.board().render(
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game.board().render(
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game.current_team,
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View::RankAsc,
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vec![Overlay(
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vec![Overlay(legal_moves, "\x1b[95m*\x1b[37m")]
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game.board().available(game.current_team),
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"\x1b[95m*\x1b[37m"
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)]
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)
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)
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);
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);
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board_changed = false;
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}
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let choice = loop {
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println!("Please choose your action: [play - (move), skip, ai]");
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let mut raw_input = String::new();
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io::stdin()
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.read_line(&mut raw_input)
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.context("Failed to read input")?;
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if let Some(captures) = play_re.captures(&raw_input.trim()) {
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let file = captures.get(2).context("Failed to get file capture")?;
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let rank = captures
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.get(3)
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.context("Failed to get rank capture")?
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.as_str()
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.parse::<u8>()
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.context("Failed to parse rank")?;
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break Action::Play(create_move(file.as_str(), rank));
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}
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match raw_input.as_str().trim() {
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"skip" => break Action::Skip,
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"ai" => break Action::Ai,
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_ => println!("Invalid input"),
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}
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};
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match choice {
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Action::Play(mv) => {
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if mv & legal_moves == 0 {
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println!(
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"Attempted illegal moves. Legal moves are indicated by asterisks (*)."
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);
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} else {
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game.play(mv);
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board_changed = true;
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}
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}
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Action::Skip => {
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if legal_moves != 0 {
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println!("Cannot skip with legal moves available. Must choose `play` or `ai`.");
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} else {
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game.skip()
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}
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}
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Action::Ai => {
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let (mv, eval) = alphabeta(game.clone(), 12, i8::MIN + 1, i8::MAX - 1);
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println!("beep. boop. eval = {eval}");
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game.play(mv);
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board_changed = true;
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}
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}
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}
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game.play(othello::board::squares::E6);
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game.play(othello::board::squares::E6);
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println!();
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println!();
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println!(
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println!(
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|
@ -28,3 +107,36 @@ pub fn run() -> anyhow::Result<()> {
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Ok(())
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Ok(())
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}
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}
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/// Convert a file and rank into an actual board
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fn create_move(file: &str, rank: u8) -> Board {
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1 << (match file {
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"a" => 0,
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"b" => 1,
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"c" => 2,
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"d" => 3,
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"e" => 4,
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"f" => 5,
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"g" => 6,
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"h" => 7,
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_ => unreachable!("impossible file"),
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||||||
|
} + (rank - 1) * 8) as Board
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(test)]
|
||||||
|
mod tests {
|
||||||
|
use super::*;
|
||||||
|
use othello::board::squares::*;
|
||||||
|
#[test]
|
||||||
|
fn create_move_works() {
|
||||||
|
assert_eq!(create_move("a", 1), A1);
|
||||||
|
assert_eq!(create_move("d", 3), D3);
|
||||||
|
assert_eq!(create_move("h", 8), H8);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn re_works() {
|
||||||
|
let play_re = Regex::new(PLAY_RE).unwrap();
|
||||||
|
assert!(play_re.is_match("play - d3"));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
||||||
27
src/game.rs
27
src/game.rs
|
|
@ -1,4 +1,4 @@
|
||||||
use crate::board::{BitBoard, Board};
|
use crate::board::{BitBoard, Board, Score};
|
||||||
|
|
||||||
#[repr(u8)]
|
#[repr(u8)]
|
||||||
#[derive(Copy, Clone, Debug, PartialEq, Default)]
|
#[derive(Copy, Clone, Debug, PartialEq, Default)]
|
||||||
|
|
@ -19,7 +19,8 @@ impl Team {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Default)]
|
#[derive(Default, Clone)]
|
||||||
|
// TODO: Look into potentially better memory alignment for this
|
||||||
pub struct Game {
|
pub struct Game {
|
||||||
pub current_team: Team,
|
pub current_team: Team,
|
||||||
board: BitBoard,
|
board: BitBoard,
|
||||||
|
|
@ -42,9 +43,31 @@ impl Game {
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Skip the current player
|
||||||
|
pub fn skip(&mut self) {
|
||||||
|
self.current_team = self.current_team.next();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Copy the board
|
||||||
pub fn board(&self) -> BitBoard {
|
pub fn board(&self) -> BitBoard {
|
||||||
self.board
|
self.board
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Compute the available moves
|
||||||
|
pub fn available(&self) -> Board {
|
||||||
|
self.board.available(self.current_team)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Compute the score of the game
|
||||||
|
pub fn score(&self) -> Score {
|
||||||
|
self.board.score()
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Determine whether or not the game has concluded
|
||||||
|
pub fn is_complete(&self) -> bool {
|
||||||
|
let score = self.board.score();
|
||||||
|
score.0 + score.1 == 64
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[cfg(test)]
|
#[cfg(test)]
|
||||||
|
|
|
||||||
|
|
@ -1,2 +1,3 @@
|
||||||
|
pub mod ai;
|
||||||
pub mod board;
|
pub mod board;
|
||||||
pub mod game;
|
pub mod game;
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue