improve bench for reversals
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d7d8732904
commit
af0cf1f548
3 changed files with 61 additions and 15 deletions
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@ -1,24 +1,46 @@
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use std::hint::black_box;
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use criterion::{Criterion, criterion_group, criterion_main};
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use criterion::{BenchmarkId, Criterion, criterion_group, criterion_main};
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use othello::{
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board::{Board, squares::*},
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game::Game,
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};
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const PLAYS: [Board; 15] = [F5, F4, E3, F3, G4, G5, H4, H5, E6, D3, C4, C5, D6, C6, B5];
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const PLAYS: [(&str, [Board; 10]); 4] = [
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("game1", [F5, F6, E6, F4, E3, D6, G4, D3, C3, H3]),
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("game2", [F5, D6, C3, D3, C4, F4, F6, F3, E6, E7]),
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("game3", [F5, D6, C4, D3, C3, F4, C5, B3, C2, E3]),
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("game4", [F5, F6, E6, F4, E3, C5, C4, D6, B6, D3]),
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];
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fn bench_available_all_positions_sequential(c: &mut Criterion) {
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c.bench_function("play_four_move_opening", |b| {
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b.iter(|| {
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let mut game = Game::default();
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for play in PLAYS {
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black_box(game.play(play));
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}
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fn bench_perfect_games(c: &mut Criterion) {
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let mut group = c.benchmark_group("perfect games");
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for (id, play) in PLAYS {
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group.bench_with_input(BenchmarkId::new("perfect game", id), &play, |b, p| {
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b.iter(|| {
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let mut game = Game::default();
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for m in p {
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black_box(game.play(*m));
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}
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});
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});
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});
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}
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}
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criterion_group!(benches, bench_available_all_positions_sequential,);
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fn bench_perfect_games_safe_play(c: &mut Criterion) {
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let mut group = c.benchmark_group("perfect games with safe play");
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for (id, play) in PLAYS {
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group.bench_with_input(BenchmarkId::new("perfect game", id), &play, |b, p| {
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b.iter(|| {
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let mut game = Game::default();
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for m in p {
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black_box(game.safe_play(*m).unwrap());
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}
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});
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});
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}
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}
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criterion_group!(benches, bench_perfect_games, bench_perfect_games_safe_play);
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criterion_main!(benches);
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@ -685,7 +685,7 @@ mod tests {
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}
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#[allow(dead_code)]
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fn render_dbg(board: BitBoard) -> BitBoard {
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pub fn render_dbg(board: BitBoard) -> BitBoard {
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println!("dbg:\n{}", board.render(View::RankAsc, vec![]));
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board
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}
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30
src/game.rs
30
src/game.rs
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@ -34,9 +34,12 @@ impl Game {
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/// Play a move but first verify that the move is legal.
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/// Automatically transitions state to next player.
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pub fn safe_play(&mut self, player_move: Board) {
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// TODO: validate that move is legal
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pub fn safe_play(&mut self, player_move: Board) -> Result<(), &'static str> {
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if self.board.available(self.current_team) & player_move != player_move {
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return Err("Illegal move");
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}
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self.play(player_move);
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Ok(())
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}
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pub fn board(&self) -> BitBoard {
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@ -47,7 +50,7 @@ impl Game {
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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::squares::*;
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use crate::board::{squares::*, view::View};
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#[test]
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fn play_switches_team() {
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let mut game = Game::default();
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@ -64,4 +67,25 @@ mod tests {
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assert_ne!(og_b, game.board().boards[0]);
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assert_ne!(og_w, game.board().boards[1]);
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}
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pub fn render_dbg(board: BitBoard) -> BitBoard {
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println!("dbg:\n{}", board.render(View::RankAsc, vec![]));
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board
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}
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#[test]
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fn ten_move_opening() {
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let plays: Vec<Vec<Board>> = vec![
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vec![F5, F6, E6, F4, E3, D6, G4, D3, C3, H3],
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vec![F5, D6, C3, D3, C4, F4, F6, F3, E6, E7],
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vec![F5, D6, C4, D3, C3, F4, C5, B3, C2, E3],
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vec![F5, F6, E6, F4, E3, C5, C4, D6, B6, D3],
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];
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for play in plays {
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let mut game = Game::default();
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for m in play {
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game.safe_play(m).expect("Move should be valid");
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}
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}
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}
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}
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