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Ludii | Ludii-master/Core/src/other/uf/UnionFindD.java | package other.uf;
import java.io.Serializable;
/**
* Main file: Union-find-delete()
*
* @author tahmina
*/
public class UnionFindD implements Serializable
{
private static final long serialVersionUID = 1L;
//
// //-------------------------------------------------------------------------
//
// /**
// * Constructor
// */
// private UnionFindD()
// {
// // Do nothing
// }
//
// //-------------------------------------------------------------------------
//
// /**
// * @param context The current Context of the game board.
// * @param activeIsLoop loop information is required or not?.
// * @param siteId The last move, which we want to add in the union tree
// * @param dirnChoice The direction.
// * @return True if loop detected
// */
// public static boolean eval
// (
// final Context context,
// final boolean activeIsLoop,
// final int siteId,
// final AbsoluteDirection dirnChoice
// )
// {
// final SiteType type = getSiteType(context);//Define the type of graph elements
// final ContainerState state = context.state().containerStates()[0];
// final int whoSiteId = state.who(siteId, type);//it needs to change
// final int numPlayers = context.game().players().count();
// final int whoSiteIdNext = context.state().next();
// final TIntArrayList nList = new TIntArrayList();
// final List<? extends TopologyElement> elements = context.game().graphPlayElements();
// final Topology topology = context.topology();
//
// if (whoSiteId == 0)
// {
// if (state.what(siteId, type) != 0) // Why GT in this case????
// evalUFGT(context, siteId);
//
// return false;
// }
//
// if (whoSiteId < 1 || whoSiteId > numPlayers)
// {
// //System.out.println("** Bad who in UFD.eval(): " + whoSiteId);
// return false;
// }
//
// if (siteId < 0 || siteId >= elements.size())
// {
// //System.out.println("** Bad id in UFD.eval(): ");
// return false;
// }
//
// boolean ringFlag = false;
//
// if (state.unionInfo(dirnChoice)[whoSiteIdNext].getParent(siteId) != Constants.UNUSED)
// evalD(context, siteId, true, dirnChoice); // If the same location exist any opponent player remove it
//
// final List<game.util.graph.Step> steps = topology.trajectories().steps(type, siteId, type, dirnChoice);
// for (final game.util.graph.Step step : steps)
// nList.add(step.to().id());
//
// if (activeIsLoop)
// ringFlag = new IsLoopAux(dirnChoice).eval(context, siteId);
//
// context.setRingFlagCalled(ringFlag);
//
// // preprocessing need to set the orthogonal neighbour items in UFD and to reduce the valid position, which contains the friendly pieces
// final TIntArrayList neighbourList = preProcessingLiberties(type, state, siteId, numPlayers, nList, state.unionInfo(dirnChoice)[whoSiteId], whoSiteId);
//
// // Union for the current player or the current stone color
// union(siteId, neighbourList, true, state.unionInfo(dirnChoice)[whoSiteId], whoSiteId);
//
// // preprocessing need to set the orthogonal neighbour items in UFD and to reduce the valid position, which contains the friendly pieces
// final TIntArrayList neighbourListCommon = preProcessingLiberties(type, state, siteId, numPlayers, nList, state.unionInfo(dirnChoice)[numPlayers + 1], numPlayers + 1);
//
// // Union for the common player
// union(siteId, neighbourListCommon, true, state.unionInfo(dirnChoice)[numPlayers + 1], numPlayers + 1);
//
// return ringFlag;
// }
//
// //-------------------------------------------------------------------------
//
// /**
// * "determineUnionTree" Delete works for capturing movement in Local state.
// *
// * @param context The current Context of the game board.
// * @param deleteId deleteId, which we want to delete from the union tree.
// * @param dirnChoice The direction.
// */
// public static void determineUnionTree
// (
// final Context context,
// final int deleteId,
// final AbsoluteDirection dirnChoice
// )
// {
// final SiteType type = getSiteType(context);
// final int cid = context.containerId()[0];
// final ContainerState state = context.state().containerStates()[cid];
// final int deletePlayer = state.who(deleteId, type); //it needs to change
// //If the position is empty then delete opponent union tree's
// if (deletePlayer == 0)
// {
// if (context.game().isGraphGame())
// {
// evalDeleteGT(context, deleteId);
// return;
// }
// }
// else if (state.unionInfo(dirnChoice)[deletePlayer].getParent(deleteId) == Constants.UNUSED)
// {
// evalD(context, deleteId, true, dirnChoice); //General for the capturing games
// }
// else
// { //pieces movement/swapping games
// evalNoLibertyFriendlyD(context, deleteId, dirnChoice);
// }
// }
//
// //-------------------------------------------------------------------------
//
// /**
// * "evalD" Delete works for deleting game stones.
// *
// * @param context The current Context of the game board.
// * @param deleteId deleteId, which we want to delete from the union tree.
// * @param enemy True if this is enemy connection.
// * @param dirnChoice The direction.
// */
// public static void evalD
// (
// final Context context,
// final int deleteId,
// final boolean enemy,
// final AbsoluteDirection dirnChoice
// )
// {
// final SiteType type = getSiteType(context);
// //final int cid = context.containerId()[deleteId];//just change it
// final ContainerState state = context.state().containerStates()[0];
// int deletePlayer = state.who(deleteId, type);//it needs to change
// final int numPlayers = context.game().players().count();
// //System.out.println(" deletePlayer site type 8:"+ state.what(8, SiteType.Edge));
// //System.out.println(" deletePlayer site type:"+ state.what(deleteId, SiteType.Edge));
// if (context.game().isGraphGame() && deletePlayer == 0)
// {
// evalDeleteGT(context, deleteId);
// return;
// }
//
// if (enemy)
// deletePlayer = context.state().next(); // if we need to deleted enemy, then whoSiteId change, so if group of enemy then it will be a list
//
// // Deletion from specific union tree
// deletion(type, context, deleteId, dirnChoice, true, false, state.unionInfo(dirnChoice)[deletePlayer], deletePlayer);
//
// // Deletion from common stones union tree
// deletion(type, context, deleteId, dirnChoice, true, false, state.unionInfo(dirnChoice)[numPlayers + 1], numPlayers + 1);
// }
//
// //-----------------------------------------------------------------
//
// /**
// * @param type The specific graph element type.
// * @param context The current Context of the game board.
// * @param deleteLoc The location to delete game stone from any the union tree.
// * @param dirnChoice Direction
// * @param libertyFlag Because all the games need not to compute liberty.
// * @param blockingFlag For the blocking game, there are some union tree of the free spaces.
// * @param uf The UFD object
// * @param whoSiteId The type of union tree.
// *
// * Remarks: This function is used to the general deletion in UFD frameworks.
// *
// */
// private static void deletion
// (
// final SiteType type,
// final Context context,
// final int deleteLoc,
// final AbsoluteDirection dirnChoice,
// final boolean libertyFlag,
// final boolean blockingFlag,
// final UnionInfoD uf,
// final int whoSiteId
// )
// {
// final int cid = context.containerId()[deleteLoc];
// final ContainerState state = context.state().containerStates()[cid];
// final int numPlayers = context.game().players().count();
// final int root = find(deleteLoc, uf); //determine the union tree
// final BitSet bitsetsDeletePlayer = (BitSet) uf.getItemsList(root).clone(); //get all the items from the selected union tree
// //save the list into bitsetsDeletePlayer
// final Topology topology = context.topology();
//
// for (int i = bitsetsDeletePlayer.nextSetBit(0); i >= 0; i = bitsetsDeletePlayer.nextSetBit(i + 1))
// {
// uf.clearParent(i); // this loop uses to clear all
// uf.clearItemsList(i); // the existing items
//
// if (libertyFlag)
// uf.clearAllitemWithOrthoNeighbors(i);
// }
//
// bitsetsDeletePlayer.clear(deleteLoc); // from the saved list disable the deleteId, as it no need to reconstruct
//
// for (int i = bitsetsDeletePlayer.nextSetBit(0); i >= 0; i = bitsetsDeletePlayer.nextSetBit(i + 1))
// {
// final List<game.util.graph.Step> steps = topology.trajectories().steps(type, i, type, dirnChoice);
// final TIntArrayList nList = new TIntArrayList(steps.size());
//
// for (final game.util.graph.Step step : steps)
// nList.add(step.to().id());
//
// if (!blockingFlag)
// {
// final int nListSz = nList.size();
// final TIntArrayList neighbourList = new TIntArrayList(nListSz);
//
// for (int j = 0; j < nListSz; j++)
// {
// final int ni = nList.getQuick(j);//non-blocking game, create a list of neighbour for reconstruct
// final int who = state.who(ni, type);
//
// if
// (
// ((who == whoSiteId) && (whoSiteId != numPlayers + 1))
// ||
// ((who != whoSiteId) && (whoSiteId == numPlayers + 1))
// )
// {
// neighbourList.add(ni);
// }
// }
//
// union(i, neighbourList, false, uf, whoSiteId);
// }
// else
// { // For blocking game, no need to create a neighbour list as it contains the empty location
// union(i, nList, libertyFlag, uf, whoSiteId);
// }
// }
// }
//
// /**
// * @param context The current Context of the game board.
// * @param siteId The last move, which we want to add in the union tree
// * @param role The roleType.
// * @param dir Direction for connectivity
// */
// public static void evalSetGT
// (
// final Context context,
// final int siteId,
// final RoleType role,
// final AbsoluteDirection dir
// )
// {
// final SiteType type = getSiteType(context);//Define the type of graph elements
// final ContainerState state = context.state().containerStates()[0];
// final int whoSiteId = state.who(siteId, type);//it needs to change
//
// //System.out.println("------------------>>>UFD role:"+ role);
// if (whoSiteId == 0)
// {
// //System.out.println("state.what(siteId, SiteType.Edge) :"+ state.what(siteId, SiteType.Edge));
// unionSetGT(context, siteId, dir);
// }
// }
//
// //-----------------------------------------------------------------
//
// /**
// * @param context The current Context of the game board.
// * @param siteId The last move, which we want to add in a union tree
// * @param dir Direction for connectivity
// */
// private static void unionSetGT
// (
// final Context context,
// final int siteId,
// final AbsoluteDirection dir
// )
// {
// final Topology graph = context.topology();
// final ContainerState state = context.state().containerStates()[0];
// //System.out.println("here unionSet");
// //final SiteType type = SiteType.Edge;
// final int numplayers = context.game().players().count();
// final Edge kEdge = graph.edges().get(siteId);
//
// final int vA = kEdge.vA().index();
// final int vB = kEdge.vB().index();
// for (int i = 1; i<= numplayers + 1; i++)
// {
// final int player = i;
// final int rootP = find(vA, state.unionInfo(dir)[player]);
// final int rootQ = find(vB, state.unionInfo(dir)[player]);
//
// if (rootP == rootQ)
// return;
//
// if (state.unionInfo(dir)[player].getGroupSize(rootP) == 0)
// {
// state.unionInfo(dir)[player].setParent(vA, vA);
// state.unionInfo(dir)[player].setItem(vA, vA);
// }
//
// if (state.unionInfo(dir)[player].getGroupSize(rootQ) == 0)
// {
// state.unionInfo(dir)[player].setParent(vB, vB);
// state.unionInfo(dir)[player].setItem(vB, vB);
// }
//
// if (state.unionInfo(dir)[player].getGroupSize(rootP) < state.unionInfo(dir)[player].getGroupSize(rootQ))
// {
// state.unionInfo(dir)[player].setParent (rootP, rootQ);
// state.unionInfo(dir)[player].mergeItemsLists(rootQ, rootP);
// }
// else
// {
// state.unionInfo(dir)[player].setParent(rootQ, rootP);
// state.unionInfo(dir)[player].mergeItemsLists(rootP, rootQ);
// }
// }
// }
//
// //-----------------------------------------------------------------
//
// /**
// * @param context The current Context of the game board.
// * @param siteId The last move, which we want to add in a union tree
// *
// */
// private static void evalUFGT
// (
// final Context context,
// final int siteId
// )
// {
// final ContainerState state = context.state().containerStates()[0];
// final int numplayers = context.game().players().count();
// //StringRoutines.stackTrace();
//
// if (! (context.game().isGraphGame()))
// return;
//
// final SiteType type = SiteType.Edge;
// final int player = state.who(siteId, type);
// //System.out.println(" here UnionGT 425 player "+player);
// if (player < 1 || player > numplayers + 1)
// {
// //System.out.println(" return fron UFGT");
// return;
// }
// //System.out.println(" here UnionGT 425 id "+siteId);
// if ((player >= 1) && (player <= numplayers))
// {
// unionGT(context, siteId, player);
// unionGT(context, siteId, numplayers + 1);
// }
// else
// {
// for(int i = 1; i<= numplayers + 1; i++)
// {
// //System.out.println("set at all players: "+ i);
// unionGT(context, siteId, i);
// }
// }
//
// }
//
// //-----------------------------------------------------------------
//
// private static void unionGT
// (
// final Context context,
// final int siteId,
// final int player
// )
// {
// final Topology graph = context.topology();
// final ContainerState state = context.state().containerStates()[0];
// final Edge kEdge = graph.edges().get(siteId);
// final int vA = kEdge.vA().index();
// final int vB = kEdge.vB().index();
//
// final int rootP = find(vA, state.unionInfo(AbsoluteDirection.Adjacent)[player]);
// final int rootQ = find(vB, state.unionInfo(AbsoluteDirection.Adjacent)[player]);
//
// if (rootP == rootQ)
// return;
//
// if (state.unionInfo(AbsoluteDirection.Adjacent)[player].getGroupSize(rootP) == 0)
// {
// state.unionInfo(AbsoluteDirection.Adjacent)[player].setParent(vA, vA);
// state.unionInfo(AbsoluteDirection.Adjacent)[player].setItem(vA, vA);
// }
//
// if (state.unionInfo(AbsoluteDirection.Adjacent)[player].getGroupSize(rootQ) == 0)
// {
// state.unionInfo(AbsoluteDirection.Adjacent)[player].setParent(vB, vB);
// state.unionInfo(AbsoluteDirection.Adjacent)[player].setItem(vB, vB);
// }
//
// if (state.unionInfo(AbsoluteDirection.Adjacent)[player].getGroupSize(rootP) < state.unionInfo(AbsoluteDirection.Adjacent)[player].getGroupSize(rootQ))
// {
// state.unionInfo(AbsoluteDirection.Adjacent)[player].setParent (rootP, rootQ);
// state.unionInfo(AbsoluteDirection.Adjacent)[player].mergeItemsLists(rootQ, rootP);
// }
// else
// {
// state.unionInfo(AbsoluteDirection.Adjacent)[player].setParent(rootQ, rootP);
// state.unionInfo(AbsoluteDirection.Adjacent)[player].mergeItemsLists(rootP, rootQ);
// }
// }
//
// //-----------------------------------------------------------------
//
// /**
// * @param context The current Context of the game board.
// * @param deleteId The last move, which we want to delete from union tree
// *
// */
// private static void evalDeleteGT
// (
// final Context context,
// final int deleteId
// )
// {
// //System.out.println(" +++++++++++++++++++++++++++++++ ");
// final ContainerState state = context.state().containerStates()[0];
// final SiteType type = SiteType.Edge;
// final int player = state.who(deleteId, type);
// final int numplayers = context.game().players().count();
// //System.out.println("gt delete player deleteId eval :"+ deleteId);
// //System.out.println("gt delete player player :"+ player);
// //System.out.println("gt delete player what :"+ state.what(deleteId, type));
//
// if (player < 1 || player > numplayers + 1)
// {
// //System.out.println(" return fron DeleteGT");
// return;
// }
//
// if ((player >= 1) && (player <= numplayers))
// {
// deleteGT(context, deleteId, player, player);
// deleteGT(context, deleteId, numplayers + 1, player);
// }
// else
// {
// for (int i = 1; i<= numplayers + 1; i++)
// {
// //System.out.println("gt delete player i :"+ i);
// deleteGT(context, deleteId, i, player);
// }
// }
// }
//
// //-----------------------------------------------------------------
//
// private static void deleteGT
// (
// final Context context,
// final int deleteId,
// final int playerUF,
// final int compareId
// )
// {
// final Topology graph = context.topology();
// final ContainerState state = context.state().containerStates()[0];
// final int totalEdges = graph.edges().size();
// final int totalVertices = graph.vertices().size();
// final int numplayers = context.game().players().count();
// //final Edge kEdge = graph.edges().get(deleteId);
//
// for (int i = 0; i < totalVertices; i++)
// {
// state.unionInfo(AbsoluteDirection.Adjacent)[playerUF].clearParent(i); // this loop uses to clear all
// state.unionInfo(AbsoluteDirection.Adjacent)[playerUF].clearItemsList(i);
// state.unionInfo(AbsoluteDirection.Adjacent)[playerUF].setParent(i, i);
// state.unionInfo(AbsoluteDirection.Adjacent)[playerUF].setItem(i, i);
// }
// //System.out.println(" compareId :"+ compareId +" numplayers :"+ numplayers);
// for (int k = 0; k < totalEdges; k++)
// {
// if (k != deleteId)
// {
// if
// (
// (
// (playerUF <= numplayers)
// &&
// ((state.who(k, SiteType.Edge) == compareId) || (state.who(k, SiteType.Edge) == numplayers + 1))
// )
// ||
// (
// (playerUF == numplayers + 1)
// &&
// (state.who(k, SiteType.Edge) != 0)
// )
// )
// {
// final Edge kEdge = graph.edges().get(k);
// final int vA = kEdge.vA().index();
// final int vB = kEdge.vB().index();
// final int rootP = find(vA, state.unionInfo(AbsoluteDirection.Adjacent)[playerUF]);
// final int rootQ = find(vB, state.unionInfo(AbsoluteDirection.Adjacent)[playerUF]);
//
// if (rootP == rootQ)
// continue;
//
// if (state.unionInfo(AbsoluteDirection.Adjacent)[playerUF].getGroupSize(rootP) < state.unionInfo(AbsoluteDirection.Adjacent)[playerUF].getGroupSize(rootQ))
// {
// state.unionInfo(AbsoluteDirection.Adjacent)[playerUF].setParent(rootP, rootQ);
// state.unionInfo(AbsoluteDirection.Adjacent)[playerUF].mergeItemsLists(rootQ, rootP);
// }
// else
// {
// state.unionInfo(AbsoluteDirection.Adjacent)[playerUF].setParent(rootQ, rootP);
// state.unionInfo(AbsoluteDirection.Adjacent)[playerUF].mergeItemsLists(rootP, rootQ);
// }
// }
// }
// }
// }
//
// //-----------------------------------------------------------------
//
// /**
// * @param siteId The last move of the game.
// * @param validPosition neighbourList.
// * @param libertyFlag Because all the games need not to compute liberty.
// * @param uf The object of the union-find-delete().
// * @param whoSiteId Player type of last move.
// *
// * Remarks This function will not return any things.
// * It able to connect the last movement with the existing union-tree.
// * Basically, the rank base union-find is chosen in this implementation.
// * So, that the height of the union tree will be minimum.
// */
// private static void union
// (
// final int siteId,
// final TIntArrayList validPosition,
// final boolean libertyFlag,
// final UnionInfoD uf,
// final int whoSiteId
// )
// {
// final int validPositionSz = validPosition.size();
//
// // Start out with a new little group containing just siteId
// uf.setItem(siteId, siteId);
// uf.setParent(siteId, siteId);
//
// if (libertyFlag)
// uf.setItemWithOrthoNeighbors(siteId, siteId);
//
// for (int i = 0; i < validPositionSz; i++)
// {
// final int ni = validPosition.getQuick(i);
// boolean connectflag = true;
//
// if (uf.getParent(ni) != Constants.UNUSED)
// {
// for (int j = i + 1; j < validPositionSz; j++)
// {
// final int nj = validPosition.getQuick(j);
// if (connected(ni, nj, uf))
// {
// connectflag = false;
// break;
// }
// }
// if (connectflag)
// {
// final int rootP = find(ni, uf);
// final int rootQ = find(siteId, uf);
//
// if (rootP == rootQ)
// return;
//
// if (uf.getGroupSize(rootP) < uf.getGroupSize(rootQ))
// {
// uf.setParent(rootP, rootQ);
// uf.mergeItemsLists(rootQ, rootP);
//
// if (libertyFlag)
// uf.mergeItemWithOrthoNeighbors(rootQ, rootP);
// }
// else
// {
// uf.setParent(rootQ, rootP);
// uf.mergeItemsLists(rootP, rootQ);
//
// if (libertyFlag)
// uf.mergeItemWithOrthoNeighbors(rootP, rootQ);
// }
// }
// }
// }
// }
//
// //-----------------------------------------------------------------
//
// /**
// * @param context The current Context of the game board.
// * @param deleteId deleteId, which we want to delete from the union tree.
// * @param dirnChoice Direction
// *
// * Remarks: It uses only delete friendly game stones.
// */
// public static void evalNoLibertyFriendlyD
// (
// final Context context,
// final int deleteId,
// final AbsoluteDirection dirnChoice
// )
// {
// final SiteType type = getSiteType(context);
// final int cid = context.containerId()[deleteId];
// final ContainerState state = context.state().containerStates()[cid];
// final int deletePlayer = state.who(deleteId, type);//it needs to change
//
// deletion(type, context, deleteId, dirnChoice, false, false, state.unionInfo(dirnChoice)[deletePlayer], deletePlayer);
// }
//
// //-----------------------------------------------------------------
//
// /**
// * @param context The current Context of the game board.
// * @param deleteId deleteId, which we want to delete from the union tree.
// * @param dirnChoice The direction.
// *
// * Remarks: It is used in the blocking game stone delete game
// * stone from all the opponent union trees.
// *
// */
// public static void evalDeletionForBlocking
// (
// final Context context,
// final int deleteId,
// final AbsoluteDirection dirnChoice
// )
// {
// final SiteType type = getSiteType(context);
// final int cid = context.containerId()[deleteId];
// final ContainerState state = context.state().containerStates()[cid];
// final int currentPlayer = state.who(deleteId, type);
// final int numPlayers = context.game().players().count();
//
// for (int deletePlayer = 1; deletePlayer <= numPlayers; deletePlayer++)
// {
// if (currentPlayer != deletePlayer)
// {
// deletion(type, context, deleteId, dirnChoice, false, true, state.unionInfoBlocking(dirnChoice)[deletePlayer], deletePlayer);
// }
// }
// }
//
// //-------------------------------------------------------------------------
//
// /**
// * @param verticesList List of topology elements
// *
// * @return List of indices of the given elements
// */
// public static TIntArrayList elementIndices(final List<? extends TopologyElement> verticesList)
// {
// final int verticesListSz = verticesList.size();
// final TIntArrayList integerVerticesList = new TIntArrayList(verticesListSz);
//
// for (int i = 0; i < verticesListSz; i++)
// {
// integerVerticesList.add(verticesList.get(i).index());
// }
// return integerVerticesList;
// }
//
// //-------------------------------------------------------------------------
//
// /**
// * @param type The specific graph element type.
// * @param state The current state of the game board.
// * @param siteId The location to delete game stone from any the union tree.
// * @param numPlayer The total number of players.
// * @param nList The neighbour position of the siteId.
// * @param uf The UFD object
// * @param whoSiteId The type of union tree.
// * @return The list of the liberties
// *
// * Remarks: This function is used to the general preprocessing of
// * deletion in UFD frameworks.
// *
// */
// public static TIntArrayList preProcessingLiberties
// (
// final SiteType type,
// final ContainerState state,
// final int siteId,
// final int numPlayer,
// final TIntArrayList nList,
// final UnionInfoD uf,
// final int whoSiteId
// )
// {
// final int nListSz = nList.size();
// final TIntArrayList neighbourList = new TIntArrayList(nListSz);
//
// for (int i = 0; i < nListSz; i++)
// {
// final int ni = nList.getQuick(i);
//
// if
// (
// ((state.who(ni, type) == whoSiteId) && (whoSiteId != numPlayer + 1))
// ||
// ((state.who(ni, type) != 0) && (whoSiteId == numPlayer + 1))
// )
// {
// neighbourList.add(ni);
// }
// else
// {
// uf.setItemWithOrthoNeighbors(siteId, ni);
// }
// }
//
// return neighbourList;
// }
//
// //-----------------------------------------------------------------------------
//
// /**
// *
// * @param context The current game context.
// *
// * @return type of graph elements.
// */
// private static SiteType getSiteType(final Context context)
// {
// /*
// final SiteType type;
// if(context.activeGame().isEdgeGame()) type = SiteType.Edge;
// else if(context.activeGame().isCellGame()) type = SiteType.Cell;
// else type = SiteType.Vertex;*/
//
// return (context.game().board().defaultSite() == SiteType.Vertex ? SiteType.Vertex : SiteType.Cell);
// }
//
// //-----------------------------------------------------------------------------
//
// /**
// *
// * @param position1 Integer position.
// * @param position2 Integer position.
// * @param uf Object of union-find.
// * @param whoSiteId The current player type.
// *
// * @return check Are the position1 and position2 in the same union tree or not?
// */
// private static boolean connected
// (
// final int position1,
// final int position2,
// final UnionInfoD uf
// )
// {
// final int find1 = find(position1, uf);
// return uf.isSameGroup(find1, position2);
// }
//
// //----------------------------------------------------------------------------
//
// /**
// *
// * @param position A cell number.
// * @param uf Object of union-find.
// *
// * @return The root of the position.
// */
// private static int find(final int position, final UnionInfoD uf)
// {
// final int parentId = uf.getParent(position);
//
// if ((parentId == position) || (parentId == Constants.UNUSED))
// return position;
// else
// return find(parentId, uf);
// }
}
| 27,441 | 32.837238 | 170 | java |
Ludii | Ludii-master/Core/src/other/uf/UnionInfo.java | package other.uf;
import java.io.Serializable;
import java.util.Arrays;
import java.util.BitSet;
/**
* Contains all the info/storages for the Union-find.
*
* @author tahmina
*/
public class UnionInfo implements Serializable
{
private static final long serialVersionUID = 1L;
/** Returns the parent of the site in the union tree. */
protected final int[] parent;
protected final BitSet[] itemsList;
protected final int totalsize;
/**
* Constructor
* @param totalElements The size of the game board.
*/
public UnionInfo(final int totalElements)
{
totalsize = totalElements;
//System.out.println("Uf :"+totalsize);
parent = new int[totalElements];
itemsList = new BitSet[totalElements];
for (int i = 0; i < totalElements; i++)
{
parent[i] = i;
itemsList[i] = null;
}
}
/**
* Copy constructor
* @param other The Object of UnionInfo.
*/
public UnionInfo(final UnionInfo other)
{
totalsize = other.totalsize;
parent = Arrays.copyOf(other.parent, other.parent.length);
itemsList = new BitSet[other.itemsList.length];
for (int i = 0; i < other.itemsList.length; ++i)
{
if (other.itemsList[i] != null)
{
itemsList[i] = (BitSet) other.itemsList[i].clone();
}
}
}
/**
* Set the parents.
*
* @param childIndex The index of the child.
* @param parentIndex The index of the parent.
*/
public void setParent(final int childIndex, final int parentIndex)
{
parent[childIndex] = parentIndex;
}
/**
* @param childIndex The index of the child.
* @return The index of the parent.
*/
public int getParent(final int childIndex)
{
return parent[childIndex];
}
/**
* @param parentIndex The index of the parent.
* @return A bitset.
*/
public BitSet getItemsList(final int parentIndex)
{
return itemsList[parentIndex];
}
/**
* Set an item.
*
* @param parentIndex The index of the parent.
* @param childIndex The index of the child.
*/
public void setItem(final int parentIndex, final int childIndex)
{
itemsList[parentIndex] = new BitSet(totalsize);
itemsList[parentIndex].set(childIndex);
}
/**
* Merge two item lists.
*
* @param parentIndex1 The index of the parent 1.
* @param parentIndex2 The index of the parent 2.
*/
public void mergeItemsLists(final int parentIndex1, final int parentIndex2)
{
itemsList[parentIndex1].or(itemsList[parentIndex2]);
itemsList[parentIndex2].clear();
}
/**
* @param parentIndex The index of the parent.
* @param childIndex The index of the child.
* @return True if they are in the same group.
*/
public boolean isSameGroup(final int parentIndex, final int childIndex)
{
if (itemsList[parentIndex] == null)
return false;
return itemsList[parentIndex].get(childIndex);
}
/**
* @param parentIndex The parent index.
* @return The size of the group.
*/
public int getGroupSize(final int parentIndex)
{
if (itemsList[parentIndex] == null)
return 0;
return itemsList[parentIndex].cardinality();
}
}
| 3,054 | 20.821429 | 76 | java |
Ludii | Ludii-master/Core/src/other/uf/UnionInfoD.java | package other.uf;
import java.io.Serializable;
import java.util.Arrays;
import java.util.BitSet;
import main.Constants;
/**
* Contains all the info/storages for the Union-find-delete.
*
* @author tahmina
*/
public class UnionInfoD implements Serializable
{
private static final long serialVersionUID = 1L;
/** Returns the parent of the site in the union tree. */
protected final int[] parent;
/**
* Indexed by parent of a group. Gives a BitSet of all sites that are part of
* that group
*/
protected final BitSet[] itemsList;
/**
* Indexed by parent of a group. Gives a BitSet of all sites that are part of
* that group, plus the list of all orthogonal neighbours around the group.
*/
protected final BitSet[] itemWithOrthoNeighbors;
protected final int totalsize;
/**
* Constructor.
*
* @param totalElements The size of the game board.
* @param numberOfPlayers The total number of players.
* @param blocking True if this data is for blocking tests.
*/
public UnionInfoD(final int totalElements, final int numberOfPlayers, final boolean blocking)
{
totalsize = totalElements;
// System.out.println(" UFD totalSize : "+ totalsize);
parent = new int[totalElements];
itemsList = new BitSet[totalElements];
itemWithOrthoNeighbors = new BitSet[totalElements];
if (blocking)
{
itemsList[0] = new BitSet(totalsize);
itemsList[0].set(0, totalElements);
}
else
{
for (int i = 0; i < totalElements; i++)
{
parent[i] = Constants.UNUSED;
}
}
}
/**
* Copy constructor
*
* @param other The Object of UnionInfo.
*/
public UnionInfoD(final UnionInfoD other)
{
totalsize = other.totalsize;
parent = Arrays.copyOf(other.parent, other.parent.length);
itemsList = new BitSet[other.itemsList.length];
for (int i = 0; i < other.itemsList.length; ++i)
{
if (other.itemsList[i] != null)
{
itemsList[i] = (BitSet) other.itemsList[i].clone();
}
}
if (other.itemWithOrthoNeighbors != null)
{
itemWithOrthoNeighbors = new BitSet[other.itemWithOrthoNeighbors.length];
for (int i = 0; i < other.itemWithOrthoNeighbors.length; ++i)
{
if (other.itemWithOrthoNeighbors[i] != null)
{
itemWithOrthoNeighbors[i] = (BitSet) other.itemWithOrthoNeighbors[i].clone();
}
}
}
else
{
itemWithOrthoNeighbors = null;
}
}
/**
* Set the parent of the given child index to the given parent index.
*
* @param childIndex The index of the child.
* @param parentIndex The index of the parent.
*/
public void setParent(final int childIndex, final int parentIndex)
{
parent[childIndex] = parentIndex;
}
/**
* Clear the parents.
*
* @param childIndex The index of the child.
*/
public void clearParent(final int childIndex)
{
parent[childIndex] = Constants.UNUSED;
}
/**
* @param childIndex The index of the child.
* @return The index of the parent.
*/
public int getParent(final int childIndex)
{
return parent[childIndex];
}
/**
* @param parentIndex The index of the parent of a group.
* @return BitSet of all sites that are part of the group.
*/
public BitSet getItemsList(final int parentIndex)
{
if (itemsList[parentIndex] == null)
{
itemsList[parentIndex] = new BitSet(totalsize);
}
return itemsList[parentIndex];
}
/**
* Clear the items in the list.
*
* @param parentIndex The index of the parent.
*/
public void clearItemsList(final int parentIndex)
{
itemsList[parentIndex] = null;
}
/**
* @param parentIndex The index of the parent.
* @param childIndex The index of the child.
* @return True if they are in the same group.
*/
public boolean isSameGroup(final int parentIndex, final int childIndex)
{
if (itemsList[parentIndex] == null)
return false;
return itemsList[parentIndex].get(childIndex);
}
/**
* Tell items list of given parentIndex that its group contains given childIndex
*
* @param parentIndex The index of the parent.
* @param childIndex The index of the child.
*/
public void setItem(final int parentIndex, final int childIndex)
{
if (itemsList[parentIndex] == null)
{
itemsList[parentIndex] = new BitSet(totalsize);
}
itemsList[parentIndex].set(childIndex);
}
/**
* Merge two lists.
*
* @param parentIndex1 The index of the parent 1.
* @param parentIndex2 The index of the parent 2.
*/
public void mergeItemsLists(final int parentIndex1, final int parentIndex2)
{
getItemsList(parentIndex1).or(getItemsList(parentIndex2));
itemsList[parentIndex2] = null;
}
/**
* @param parentIndex The index of the parent.
* @return The size of the group from an index.
*/
public int getGroupSize(final int parentIndex)
{
if (itemsList[parentIndex] == null)
return 0;
return itemsList[parentIndex].cardinality();
}
// ----------------------------------- For Liberty Calculations-----------------
/**
* @param parentIndex The parent index.
* @return The items which are orthogonally neighbours.
*/
public BitSet getAllItemWithOrthoNeighbors(final int parentIndex)
{
if (itemWithOrthoNeighbors[parentIndex] == null)
{
itemWithOrthoNeighbors[parentIndex] = new BitSet(totalsize);
}
return itemWithOrthoNeighbors[parentIndex];
}
/**
* Clear the list of orthogonal neighbours.
*
* @param parentIndex The parent index.
*/
public void clearAllitemWithOrthoNeighbors(final int parentIndex)
{
itemWithOrthoNeighbors[parentIndex] = null;
}
/**
* Tell the itemWithOrthoNeighbors group of given parent index that it includes
* the given child index
*
* @param parentIndex The index of the parent.
* @param childIndex The index of the child.
*/
public void setItemWithOrthoNeighbors(final int parentIndex, final int childIndex)
{
if (itemWithOrthoNeighbors[parentIndex] == null)
{
itemWithOrthoNeighbors[parentIndex] = new BitSet(totalsize);
}
itemWithOrthoNeighbors[parentIndex].set(childIndex);
}
/**
* Merge two list of orthogonal neighbours.
*
* @param parentIndex1 The parent 1.
* @param parentIndex2 The parent 2.
*/
public void mergeItemWithOrthoNeighbors(final int parentIndex1, final int parentIndex2)
{
getAllItemWithOrthoNeighbors(parentIndex1).or(getAllItemWithOrthoNeighbors(parentIndex2));
itemWithOrthoNeighbors[parentIndex2] = null;
}
}
| 6,354 | 22.890977 | 94 | java |
Ludii | Ludii-master/Evaluation/src/analysis/Complexity.java | package analysis;
import java.io.BufferedReader;
import java.io.FileInputStream;
import java.io.InputStreamReader;
import java.util.concurrent.ThreadLocalRandom;
import game.Game;
import game.types.play.RepetitionType;
import gnu.trove.list.array.TIntArrayList;
import gnu.trove.map.hash.TObjectDoubleHashMap;
import compiler.Compiler;
import main.grammar.Description;
import main.grammar.Report;
import main.options.UserSelections;
import other.context.Context;
import other.trial.Trial;
/**
* Methods to estimate various complexity measures using random trials.
*
* @author Dennis Soemers and Matthew.Stephenson
*/
public class Complexity
{
//-------------------------------------------------------------------------
/**
* Estimates average branching factor for the given game by running random trials
* for the given number of seconds.
*
* @param gameResource Path for game's resource path
* @param numSeconds
* @return A map from Strings to doubles: <br>
* "Avg Trial Branching Factor" --> estimated average branching factor per trial <br>
* "Avg State Branching Factor" --> estimated average branching factor per state <br>
* "Num Trials" --> number of trials over which we estimated
*/
public static TObjectDoubleHashMap<String> estimateBranchingFactor
(
final String gameResource,
// final GameOptions gameOptions,
// final int[] optionSelections,
final UserSelections userSelections,
final double numSeconds
)
{
// WARNING: do NOT modify this method to directly take a compiled game as argument
// we may have to modify the game object itself by getting rid of custom playout
// implementations, because they cannot properly store all the data we need to store.
// First compile our game
String desc = "";
// First try to load from memory
try
(
final BufferedReader rdr = new BufferedReader(new InputStreamReader(Complexity.class.getResourceAsStream(gameResource)))
)
{
String line;
while ((line = rdr.readLine()) != null)
desc += line + "\n";
}
catch (final Exception e)
{
// Second try to load from file
try
(
final BufferedReader rdr = new BufferedReader(new InputStreamReader(new FileInputStream(gameResource), "UTF-8"));
)
{
String line;
while ((line = rdr.readLine()) != null)
desc += line + "\n";
}
catch (final Exception e2)
{
e.printStackTrace();
}
}
final Game game = (Game)Compiler.compile
(
new Description(desc),
userSelections,
new Report(),
false
);
// Disable custom playout implementations if they cannot properly store
// history of legal moves per state.
game.disableMemorylessPlayouts();
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
trial.storeLegalMovesHistorySizes();
System.gc();
long stopAt = 0L;
final long start = System.nanoTime();
final long abortAt = start + (long) Math.ceil(numSeconds * 1000000000L);
int numTrials = 0;
long numStates = 0L;
long sumBranchingFactors = 0L;
double sumAvgTrialBranchingFactors = 0.0;
while (stopAt < abortAt)
{
game.start(context);
final Trial endTrial = game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
final int numDecisions = endTrial.numMoves() - endTrial.numInitialPlacementMoves();
long trialSumBranchingFactors = 0L;
final TIntArrayList branchingFactors = endTrial.auxilTrialData().legalMovesHistorySizes();
for (int i = 0; i < branchingFactors.size(); ++i)
{
trialSumBranchingFactors += branchingFactors.getQuick(i);
}
numStates += branchingFactors.size();
sumBranchingFactors += trialSumBranchingFactors;
sumAvgTrialBranchingFactors += trialSumBranchingFactors / (double) numDecisions;
++numTrials;
stopAt = System.nanoTime();
}
final TObjectDoubleHashMap<String> map = new TObjectDoubleHashMap<String>();
map.put("Avg Trial Branching Factor", sumAvgTrialBranchingFactors / numTrials);
map.put("Avg State Branching Factor", sumBranchingFactors / (double) numStates);
map.put("Num Trials", numTrials);
return map;
}
/**
* Estimates average game lengths for the given game by running random trials
* for the given number of seconds.
*
* @param game
* @param numSeconds
* @return A map from Strings to doubles: <br>
* "Avg Num Decisions" --> average number of decisions per trial <br>
* "Avg Num Player Switches" --> average number of switches of player-to-move per trial <br>
* "Num Trials" --> number of trials over which we estimated
*/
public static TObjectDoubleHashMap<String> estimateGameLength
(
final Game game,
final double numSeconds
)
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
System.gc();
long stopAt = 0L;
final long start = System.nanoTime();
final long abortAt = start + (long) Math.ceil(numSeconds * 1000000000L);
int numTrials = 0;
long numDecisions = 0L;
long numPlayerSwitches = 0L;
while (stopAt < abortAt)
{
game.start(context);
final Trial endTrial = game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
numDecisions += endTrial.numMoves() - endTrial.numInitialPlacementMoves();
numPlayerSwitches += (context.state().numTurn() - 1);
++numTrials;
stopAt = System.nanoTime();
}
final TObjectDoubleHashMap<String> map = new TObjectDoubleHashMap<String>();
map.put("Avg Num Decisions", numDecisions / (double) numTrials);
map.put("Avg Num Player Switches", numPlayerSwitches / (double) numTrials);
map.put("Num Trials", numTrials);
return map;
}
//-------------------------------------------------------------------------
/**
* Estimates game tree complexity for the given game by running random trials
* for the given number of seconds.
*
* @param gameResource Path for game's resource path
* @param userSelections
* @param numSeconds
* @param forceNoStateRepetitionRule If true, we force the game to use a No State Repetition rule
* @return A map from Strings to doubles: <br>
* "Avg Num Decisions" --> average number of decisions per trial <br>
* "Avg Trial Branching Factor" --> estimated average branching factor per trial <br>
* "Estimated Complexity Power" --> power (which 10 should be raised to) of
* estimated game tree complexity b^d <br>
* "Num Trials" --> number of trials over which we estimated
*/
public static TObjectDoubleHashMap<String> estimateGameTreeComplexity
(
final String gameResource,
final UserSelections userSelections,
final double numSeconds,
final boolean forceNoStateRepetitionRule
)
{
// WARNING: do NOT modify this method to directly take a compiled game as argument
// we may have to modify the game object itself by getting rid of custom playout
// implementations, because they cannot properly store all the data we need to store.
// First compile our game
String desc = "";
// First try to load from memory
try
(
final BufferedReader rdr = new BufferedReader(new InputStreamReader(Complexity.class.getResourceAsStream(gameResource)))
)
{
String line;
while ((line = rdr.readLine()) != null)
desc += line + "\n";
}
catch (final Exception e)
{
// Second try to load from file
try
(
final BufferedReader rdr = new BufferedReader(new InputStreamReader(new FileInputStream(gameResource), "UTF-8"));
)
{
String line;
while ((line = rdr.readLine()) != null)
desc += line + "\n";
}
catch (final Exception e2)
{
e.printStackTrace();
}
}
final Game game = (Game)Compiler.compile
(
new Description(desc),
userSelections,
new Report(),
false
);
// disable custom playout implementations if they cannot properly store history of legal moves per state
game.disableMemorylessPlayouts();
if (forceNoStateRepetitionRule)
game.metaRules().setRepetitionType(RepetitionType.Positional);
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
trial.storeLegalMovesHistorySizes();
System.gc();
long stopAt = 0L;
final long start = System.nanoTime();
final long abortAt = start + (long) Math.ceil(numSeconds * 1000000000L);
int numTrials = 0;
long sumNumDecisions = 0L;
double sumAvgTrialBranchingFactors = 0.0;
while (stopAt < abortAt)
{
game.start(context);
final Trial endTrial = game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
final int numDecisions = endTrial.numMoves() - endTrial.numInitialPlacementMoves();
long trialSumBranchingFactors = 0L;
final TIntArrayList branchingFactors = endTrial.auxilTrialData().legalMovesHistorySizes();
for (int i = 0; i < branchingFactors.size(); ++i)
{
trialSumBranchingFactors += branchingFactors.getQuick(i);
}
sumAvgTrialBranchingFactors += trialSumBranchingFactors / (double) numDecisions;
sumNumDecisions += numDecisions;
++numTrials;
stopAt = System.nanoTime();
}
final TObjectDoubleHashMap<String> map = new TObjectDoubleHashMap<String>();
final double d = sumNumDecisions / (double) numTrials;
final double b = sumAvgTrialBranchingFactors / numTrials;
map.put("Avg Num Decisions", d);
map.put("Avg Trial Branching Factor", b);
map.put("Estimated Complexity Power", d * Math.log10(b));
map.put("Num Trials", numTrials);
return map;
}
//-------------------------------------------------------------------------
}
| 9,681 | 30.333333 | 123 | java |
Ludii | Ludii-master/Evaluation/src/experiments/fastGameLengths/FastGameLengths.java | package experiments.fastGameLengths;
import java.text.DecimalFormat;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.concurrent.CountDownLatch;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import java.util.concurrent.ThreadLocalRandom;
import game.Game;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import main.Status;
import main.math.statistics.Stats;
import other.AI;
import other.GameLoader;
import other.context.Context;
import other.model.Model;
import other.trial.Trial;
import search.flat.HeuristicSampling;
import search.mcts.MCTS;
import search.mcts.backpropagation.MonteCarloBackprop;
import search.mcts.finalmoveselection.RobustChild;
import search.mcts.playout.HeuristicPlayout;
import search.mcts.selection.UCB1;
import search.minimax.AlphaBetaSearch;
//-----------------------------------------------------------------------------
/**
* Experiments to test Heuristic Sampling for fast game length estimates.
* @author cambolbro
*/
public class FastGameLengths
{
// Expected game lengths are from the Game Complexity wikipedia page:
// https://en.wikipedia.org/wiki/Game_complexity
// -1 means average game length is not know for this game.
private final List<String> output = new ArrayList<>();
/** Decimal format for printing. */
private final static DecimalFormat df = new DecimalFormat("#.###");
public enum GameName
{
//ArdRi(2, -1),
Breakthrough(2, -1),
//Hnefatafl(2, -1),
//Oware(3, 60),
//Tablut(4, -1),
//Reversi(2, 58),
//Quoridor(1, 150),
//Go(1, 150),
//Hex(2, 50),
//Connect6(2, 30),
//Domineering(2, 30),
//Amazons(3, 84),
//Fanorona(2, 44),
//Yavalath(4, -1),
NineMensMorris(3, 50),
TicTacToe(3, 9),
ConnectFour(3, 36),
EnglishDraughts(3, 70),
GoMoku(3, 30),
LinesOfAction(3, 44),
Halma(3, -1),
Chess(3, 70),
Shogi(3, 115),
;
//-------------------------------------
private int depth = 0; // search depth
private int expected = -1; // expected length
//-------------------------------------
private GameName(final int depth, final int expected)
{
this.depth = depth;
this.expected = expected;
}
//-------------------------------------
public int depth()
{
return depth;
}
public int expected()
{
return expected;
}
}
//-------------------------------------------------------------------------
void test()
{
//test(GameName.NineMensMorris);
for (final GameName gameName : GameName.values())
{
//if (gameName.ordinal() >= GameName.EnglishDraughts.ordinal())
//if (gameName.ordinal() >= GameName.Shogi.ordinal())
if (gameName.ordinal() >= GameName.Breakthrough.ordinal())
test(gameName);
//break;
}
}
void test(final GameName gameName)
{
Game game = null;
switch (gameName)
{
case NineMensMorris:
game = GameLoader.loadGameFromName("Nine Men's Morris.lud");
break;
case Chess:
game = GameLoader.loadGameFromName("Chess.lud");
break;
case ConnectFour:
game = GameLoader.loadGameFromName("Connect Four.lud");
break;
case EnglishDraughts:
game = GameLoader.loadGameFromName("English Draughts.lud");
break;
case GoMoku:
game = GameLoader.loadGameFromName("GoMoku.lud");
break;
case Halma:
game = GameLoader.loadGameFromName("Halma.lud", Arrays.asList("Board Size/6x6"));
break;
case Breakthrough:
game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/6x6"));
break;
case LinesOfAction:
game = GameLoader.loadGameFromName("Lines of Action.lud");
break;
case Shogi:
game = GameLoader.loadGameFromName("Shogi.lud");
break;
case TicTacToe:
game = GameLoader.loadGameFromName("Tic-Tac-Toe.lud");
break;
}
System.out.println("==================================================");
System.out.println("Loaded game " + game.name() + ", " + gameName.expected() + " moves expected.");
output.clear();
output.add(" [");
output.add(" [ (" + game.name() + ") " + gameName.expected() + " ]");
try
{
// lengthRandomParallel(game, 100);
//
// System.out.println("BF (parallel) = " + branchingFactorParallel(game, 10));
int threshold = 2;
for (int hs = 0; hs < 4; hs++)
{
lengthHS(gameName, game, threshold, true);
threshold *= 2;
}
// if
// (
// gameName == GameName.NineMensMorris
// ||
// gameName == GameName.EnglishDraughts
// )
// {
// // Repeat without HS continuation
// threshold = 2;
// for (int hs = 0; hs < 4; hs++)
// {
// lengthHS(gameName, game, threshold, false);
// threshold *= 2;
// }
// }
//
// for (int depth = 1; depth <= 2; depth++)
// //for (int depth = 1; depth <= gameName.depth(); depth++)
// lengthAlphaBeta(gameName, game, depth);
lengthAlphaBeta(gameName, game, 3);
lengthUCT(gameName, game, 1000);
//compareUCThs(gameName, game, 1000);
}
catch (final Exception e)
{
e.printStackTrace();
}
output.add(" ]");
for (final String str : output)
System.out.println(str);
}
//-------------------------------------------------------------------------
@SuppressWarnings("static-method")
public int gameLength(final Trial trial, final Game game)
{
//return trial.numLogicalDecisions(game);
//return trial.numMoves() - trial.numForcedPasses();
return trial.numTurns() - trial.numForcedPasses();
}
//-------------------------------------------------------------------------
/**
* @param game Single game object shared between threads.
*/
void compareUCThs
(
final GameName gameName, final Game game, final int iterations
) throws Exception
{
final int MaxTrials = 1000;
final long startAt = System.nanoTime();
AI aiA = null;
AI aiB = null;
System.out.println("\nUCT (" + iterations + " iterations).");
// Run trials concurrently
final ExecutorService executor = Executors.newFixedThreadPool(MaxTrials);
final List<Future<TrialRecord>> futures = new ArrayList<>(MaxTrials);
final CountDownLatch latch = new CountDownLatch(MaxTrials);
for (int t = 0; t < MaxTrials; t++)
{
final int starter = t % 2;
final List<AI> ais = new ArrayList<>();
ais.add(null); // null placeholder for player 0
final String heuristicsFilePath = "src/experiments/fastGameLengths/Heuristics_" + gameName + "_Good.txt";
try
{
//aiA = new AlphaBetaSearch(heuristicsFilePath);
aiA = MCTS.createUCT();
aiB = new MCTS
(
new UCB1(),
new HeuristicPlayout(heuristicsFilePath),
new MonteCarloBackprop(),
new RobustChild()
);
aiB.setFriendlyName("UCThs");
}
catch (final Exception e)
{
e.printStackTrace();
}
if (starter == 0)
{
ais.add(aiA);
ais.add(aiB);
}
else
{
ais.add(aiB);
ais.add(aiA);
}
futures.add
(
executor.submit
(
() ->
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
game.start(context);
for (int p = 1; p <= game.players().count(); ++p)
ais.get(p).initAI(game, p);
final Model model = context.model();
while (!trial.over())
model.startNewStep(context, ais, -1, iterations, -1, 0);
final Status status = context.trial().status();
System.out.print(status.winner());
latch.countDown();
return new TrialRecord(starter, trial);
}
)
);
}
latch.await(); // wait for all trials to finish
final double secs = (System.nanoTime() - startAt) / 1000000000.0;
System.out.println("UCT (" + iterations + ") " + secs + "s (" + (secs / MaxTrials) + "s per game).");
showResults(game, "UCThs Results", MaxTrials, futures, secs);
executor.shutdown();
}
//-------------------------------------------------------------------------
/**
* @param game Single game object shared between threads.
*/
void lengthUCT
(
final GameName gameName, final Game game, final int iterations
) throws Exception
{
final int MaxTrials = 10; //100; //10;
final long startAt = System.nanoTime();
AI aiA = null;
AI aiB = null;
System.out.println("\nUCT (" + iterations + " iterations).");
// Run trials concurrently
final ExecutorService executor = Executors.newFixedThreadPool(MaxTrials);
final List<Future<TrialRecord>> futures = new ArrayList<>(MaxTrials);
final CountDownLatch latch = new CountDownLatch(MaxTrials);
for (int t = 0; t < MaxTrials; t++)
{
final int starter = t % 2;
final List<AI> ais = new ArrayList<>();
ais.add(null); // null placeholder for player 0
aiA = MCTS.createUCT();
aiB = MCTS.createUCT();
if (starter == 0)
{
ais.add(aiA);
ais.add(aiB);
}
else
{
ais.add(aiB);
ais.add(aiA);
}
//futures.add(future.runTrial(executor, game, ais, starter, iterations));
futures.add
(
executor.submit
(
() ->
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
game.start(context);
for (int p = 1; p <= game.players().count(); ++p)
ais.get(p).initAI(game, p);
final Model model = context.model();
while (!trial.over())
model.startNewStep(context, ais, -1, iterations, -1, 0);
final Status status = context.trial().status();
System.out.print(status.winner());
latch.countDown();
return new TrialRecord(starter, trial);
}
)
);
}
latch.await(); // wait for all trials to finish
final double secs = (System.nanoTime() - startAt) / 1000000000.0;
System.out.println("\nUCT (" + iterations + ") " + secs + "s (" + (secs / MaxTrials) + "s per game).");
showResults(game, "UCT", MaxTrials, futures, secs);
executor.shutdown();
}
//-------------------------------------------------------------------------
/**
* @param game Single game object shared between threads.
*/
final void lengthHS
(
final GameName gameName, final Game game,
final int fraction, final boolean continuation
) throws Exception
{
final int MaxTrials = 100;
final long startAt = System.nanoTime();
AI aiA = null;
AI aiB = null;
//System.out.println("\nHS (1/" + fraction + ")" + (continuation ? "*" : "") + ".");
final String label = "HS 1/" + fraction + (continuation ? "" : "-");
System.out.println("\n" + label + ":");
// Run trials concurrently
final ExecutorService executor = Executors.newFixedThreadPool(MaxTrials);
final List<Future<TrialRecord>> futures = new ArrayList<>(MaxTrials);
final CountDownLatch latch = new CountDownLatch(MaxTrials);
for (int t = 0; t < MaxTrials; t++)
{
final int starter = t % 2;
final List<AI> ais = new ArrayList<>();
ais.add(null); // null placeholder for player 0
final String heuristicsFilePath = "src/experiments/fastGameLengths/Heuristics_" + gameName + "_Good.txt";
aiA = new HeuristicSampling(heuristicsFilePath);
aiB = new HeuristicSampling(heuristicsFilePath);
((HeuristicSampling)aiA).setThreshold(fraction);
((HeuristicSampling)aiB).setThreshold(fraction);
((HeuristicSampling)aiA).setContinuation(continuation);
((HeuristicSampling)aiB).setContinuation(continuation);
if (t % 2 == 0)
{
ais.add(aiA);
ais.add(aiB);
}
else
{
ais.add(aiB);
ais.add(aiA);
}
futures.add
(
executor.submit
(
() ->
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
game.start(context);
for (int p = 1; p <= game.players().count(); ++p)
ais.get(p).initAI(game, p);
final Model model = context.model();
while (!trial.over())
model.startNewStep(context, ais, -1, -1, 1, 0);
latch.countDown();
return new TrialRecord(starter, trial);
}
)
);
}
latch.await(); // wait for all trials to finish
final double secs = (System.nanoTime() - startAt) / 1000000000.0;
System.out.println("Heuristic Sampling (1/" + fraction + ") " + secs + "s (" + (secs / MaxTrials) + "s per game).");
showResults(game, label, MaxTrials, futures, secs);
executor.shutdown();
}
//-------------------------------------------------------------------------
/**
* @param game Single game object shared between threads.
*/
void lengthAlphaBeta
(
final GameName gameName, final Game game, final int depth
) throws Exception
{
final int MaxTrials = 10; //100;
final long startAt = System.nanoTime();
AI aiA = null;
AI aiB = null;
final String label = "AB " + depth;
System.out.println("\n" + label + ":");
// Run trials concurrently
final ExecutorService executor = Executors.newFixedThreadPool(MaxTrials);
final List<Future<TrialRecord>> futures = new ArrayList<>(MaxTrials);
final CountDownLatch latch = new CountDownLatch(MaxTrials);
for (int t = 0; t < MaxTrials; t++)
{
final int starter = t % 2;
final List<AI> ais = new ArrayList<>();
ais.add(null); // null placeholder for player 0
final String heuristicsFilePath = "src/experiments/fastGameLengths/Heuristics_" + gameName + "_Good.txt";
aiA = new AlphaBetaSearch(heuristicsFilePath);
aiB = new AlphaBetaSearch(heuristicsFilePath);
//aiB = new AlphaBetaSearch("src/experiments/fastGameLengths/Heuristics_Tablut_Current.txt");
if (t % 2 == 0)
{
ais.add(aiA);
ais.add(aiB);
}
else
{
ais.add(aiB);
ais.add(aiA);
}
futures.add
(
executor.submit
(
() ->
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
game.start(context);
for (int p = 1; p <= game.players().count(); ++p)
ais.get(p).initAI(game, p);
final Model model = context.model();
while (!trial.over())
model.startNewStep(context, ais, -1, -1, depth, 0);
latch.countDown();
return new TrialRecord(starter, trial);
}
)
);
}
latch.await(); // wait for all trials to finish
final double secs = (System.nanoTime() - startAt) / 1000000000.0;
System.out.println("Alpha-Beta (" + depth + ") in " + secs + "s (" + (secs / MaxTrials) + "s per game).");
showResults(game, label, MaxTrials, futures, secs);
executor.shutdown();
}
//-------------------------------------------------------------------------
void showResults
(
final Game game, final String label, final int numTrials,
final List<Future<TrialRecord>> futures, final double secs
) throws Exception
{
// Accumulate wins per player
final Stats stats = new Stats(label);
final double[] results = new double[Constants.MAX_PLAYERS + 1];
for (int t = 0; t < numTrials; t++)
{
final TrialRecord trialRecord = futures.get(t).get();
final Trial trial = trialRecord.trial();
final int length = gameLength(trial, game);
//System.out.print((t == 0 ? "\n" : "") + length + " ");
if (length < 1000)
stats.addSample(gameLength(trial, game));
final int result = trial.status().winner(); //futures.get(t).get().intValue();
if (result == 0)
{
// Draw: share win
results[0] += 0.5;
results[1] += 0.5;
}
else
{
// Reward winning AI
if (trialRecord.starter() == 0)
{
if (result == 1)
results[0]++;
else
results[1]++;
}
else
{
if (result == 1)
results[1]++;
else
results[0]++;
}
}
//System.out.println(trialRecord.starter() + " => " + trial.status().winner());
}
//System.out.println("\naiA=" + results[0] + ", aiB=" + results[1] + ".");
System.out.println("aiA success rate " + results[0] / numTrials * 100 + "%."); //+ ", aiB=" + results[1] + ".");
stats.measure();
stats.showFull();
formatOutput(stats, numTrials, secs);
//System.out.println("Expected length is " + (gameName.expected() == -1 ? "not known" : gameName.expected()) + ".");
}
//-------------------------------------------------------------------------
double lengthRandomSerial(final Game game, final int numTrials)
{
final long startAt = System.nanoTime();
final Trial refTrial = new Trial(game);
final Context context = new Context(game, refTrial);
final Stats stats = new Stats("Serial Random");
//int totalLength = 0;
for (int t = 0; t < numTrials; t++)
{
game.start(context);
final Trial trial = game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
//totalLength += trial.numLogicalDecisions(game);
stats.addSample(gameLength(trial, game));
}
stats.measure();
final double secs = (System.nanoTime() - startAt) / 1000000000.0;
stats.showFull();
System.out.println("Serial in " + secs + "s.");
return stats.mean();
}
double lengthRandomParallel(final Game game, final int numTrials) throws Exception
{
final long startAt = System.nanoTime();
final ExecutorService executor = Executors.newFixedThreadPool(numTrials);
final List<Future<Trial>> futures = new ArrayList<Future<Trial>>(numTrials);
final CountDownLatch latch = new CountDownLatch(numTrials);
for (int t = 0; t < numTrials; t++)
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
//trial.storeLegalMovesHistorySizes();
futures.add
(
executor.submit
(
() ->
{
game.start(context);
game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
latch.countDown();
return trial;
}
)
);
}
latch.await(); // wait for all trials to finish
// Accumulate lengths over all trials
final String label = "Random";
final Stats stats = new Stats(label);
//double totalLength = 0;
for (int t = 0; t < numTrials; t++)
{
final Trial trial = futures.get(t).get();
stats.addSample(gameLength(trial, game));
}
stats.measure();
final double secs = (System.nanoTime() - startAt) / 1000000000.0;
stats.showFull();
System.out.println("Random concurrent in " + secs + "s (" + (secs / numTrials) +"s per game).");
formatOutput(stats, numTrials, secs);
executor.shutdown();
return stats.mean();
}
void formatOutput(final Stats stats, final int numTrials, final double secs)
{
output.add
(
" [ (" + stats.label() + ") " + stats.n() + " " + df.format(stats.mean())
+
" " + (int)stats.min() + " " + (int)stats.max()
+
" " + df.format(stats.sd()) + " " + df.format(stats.se()) + " " + df.format(stats.ci())
+
" " + df.format(secs / numTrials * 1000.0)
+
" ]"
);
}
//-------------------------------------------------------------------------
// double branchingFactorSerial(final Game game, final int numTrials)
// {
// final long startAt = System.nanoTime();
//
// final Trial trial = new Trial(game);
// final Context context = new Context(game, trial);
//
// int totalDecisions = 0;
//
// for (int t = 0; t < numTrials; t++)
// {
// game.start(context);
// final Trial endTrial = game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
// final int numDecisions = endTrial.numMoves() - endTrial.numInitialPlacementMoves();
// totalDecisions += numDecisions;
// }
//
// final double secs = (System.nanoTime() - startAt) / 1000000000.0;
// System.out.println("BF serial in " + secs + "s.");
//
// return totalDecisions / (double)numTrials;
// }
static double branchingFactorParallel
(
final Game game, final int numTrials
) throws Exception
{
//final long startAt = System.nanoTime();
// Disable custom playouts that cannot properly store history of legal moves per state
game.disableMemorylessPlayouts();
final ExecutorService executor = Executors.newFixedThreadPool(numTrials);
final List<Future<Trial>> futures = new ArrayList<Future<Trial>>(numTrials);
final CountDownLatch latch = new CountDownLatch(numTrials);
for (int t = 0; t < numTrials; t++)
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
trial.storeLegalMovesHistorySizes();
futures.add
(
executor.submit
(
() ->
{
game.start(context);
game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
latch.countDown();
return trial;
}
)
);
}
latch.await(); // wait for all trials to finish
// Accumulate total BFs over all trials
double totalBF = 0;
for (int t = 0; t < numTrials; t++)
{
final Trial trial = futures.get(t).get();
//final Trial trial = playedContexts.get(t).get();
final TIntArrayList branchingFactors = trial.auxilTrialData().legalMovesHistorySizes();
double bfAcc = 0;
if (branchingFactors.size() > 0)
{
for (int m = 0; m < branchingFactors.size(); m++)
bfAcc += branchingFactors.getQuick(m);
bfAcc /= branchingFactors.size();
}
totalBF += bfAcc;
}
//final double secs = (System.nanoTime() - startAt) / 1000000000.0;
//System.out.println("secs=" + secs);
executor.shutdown();
return totalBF / numTrials;
}
//-------------------------------------------------------------------------
public static void main(final String[] args)
{
final FastGameLengths sd = new FastGameLengths();
sd.test();
}
//-------------------------------------------------------------------------
}
| 21,893 | 24.577103 | 118 | java |
Ludii | Ludii-master/Evaluation/src/experiments/fastGameLengths/TrialRecord.java | package experiments.fastGameLengths;
import other.trial.Trial;
/**
* Record of a trial result for evaluation experiments.
* @author cambolbro
*/
public class TrialRecord
{
private int starter;
private Trial trial;
public TrialRecord(final int starter, final Trial trial)
{
this.starter = starter;
this.trial = trial;
}
public int starter()
{
return starter;
}
public Trial trial()
{
return trial;
}
}
| 431 | 13.4 | 57 | java |
Ludii | Ludii-master/Evaluation/src/experiments/fastGameLengths/UCTCounts.java | package experiments.fastGameLengths;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import game.Game;
import game.rules.play.moves.Moves;
import other.AI;
import other.GameLoader;
import other.context.Context;
import other.model.Model;
import other.trial.Trial;
import search.mcts.MCTS;
//-----------------------------------------------------------------------------
/**
* Experiments to test number of visits per move for low iteration counts.
* @author cambolbro
*/
public class UCTCounts
{
//-------------------------------------------------------------------------
/**
* @param game The game to test.
*/
@SuppressWarnings("static-method")
void runUCT(final Game game)
{
final List<AI> ais = new ArrayList<>();
ais.add(null); // null placeholder for player 0
ais.add(MCTS.createUCT());
ais.add(MCTS.createUCT());
for (int p = 1; p <= game.players().count(); ++p)
{
((MCTS)ais.get(p)).setTreeReuse(false);
ais.get(p).initAI(game, p);
}
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
game.start(context);
final Model model = context.model();
int turn = 0;
while (!trial.over())
{
System.out.println("======================\nTurn " + turn + ":");
final Moves moves = game.moves(context);
final int bf = moves.count();
System.out.println("State has " + bf + " moves...");
for (int n = 0; n < 10; n++)
{
final int iterations = bf * (int)Math.pow(2, n);
System.out.print("n=" + n + " (" + iterations + " it.s):");
model.startNewStep(context, ais, -1, iterations, -1, 0);
}
turn++;
}
System.out.println("Result is: " + trial);
}
//-------------------------------------------------------------------------
void test()
{
final Game game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/7x7"));
System.out.println("==================================================");
//System.out.println("Loaded game " + game.name() + ", " + gameName.expected() + " moves expected.");
runUCT(game);
}
//-------------------------------------------------------------------------
public static void main(final String[] args)
{
final UCTCounts app = new UCTCounts();
app.test();
}
//-------------------------------------------------------------------------
}
| 2,384 | 24.645161 | 103 | java |
Ludii | Ludii-master/Evaluation/src/experiments/strategicDimension/FutureTrial.java | package experiments.strategicDimension;
import java.util.concurrent.Future;
import game.Game;
/**
* Future trial for concurrent SD trials.
* @author cambolbro
*/
public interface FutureTrial
{
/**
* @param game The single game object, shared across threads.
* @param trialId The index of this trial within its epoch.
* @param lower Lower iteration count of this epoch for inferior agent.
* @param upper Upper iteration count of this epoch for superior agent.
* @return Result of trial relative to superior agent (0=loss, 0.5=draw, 1=win).
*/
public Future<Double> runTrial
(
final Game game, final int trialId, final int lower, final int upper
);
}
| 716 | 27.68 | 86 | java |
Ludii | Ludii-master/Evaluation/src/experiments/strategicDimension/FutureTrialAB.java | package experiments.strategicDimension;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import game.Game;
import main.Status;
import other.AI;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
import search.minimax.AlphaBetaSearch;
//-----------------------------------------------------------------------------
/**
* Thread for running AB version of SD trial.
* @author cambolbro
*/
public class FutureTrialAB implements FutureTrial
{
private ExecutorService executor = Executors.newSingleThreadExecutor();
/**
* @param game The single game object, shared across threads.
* @param trialId The index of this trial within its epoch.
* @param lower Lower iteration count of this epoch for inferior agent.
* @param upper Upper iteration count of this epoch for superior agent.
* @return Result of trial relative to superior agent (0=loss, 0.5=draw, 1=win).
*/
@Override
public Future<Double> runTrial
(
final Game game, final int trialId, final int lower, final int upper
)
{
return executor.submit(() ->
{
//System.out.println("Submitted id=" + id + ", lower=" + lower + ", upper=" + upper + ".");
final int numPlayers = game.players().count();
final int pidHigher = 1 + trialId % numPlayers; // alternate between players
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
game.start(context);
// Set up AIs
final List<AI> agents = new ArrayList<AI>();
agents.add(null); // null player 0
for (int pid = 1; pid < numPlayers + 1; pid++)
{
final AI ai = new AlphaBetaSearch();
ai.initAI(game, pid);
agents.add(ai);
}
while (!context.trial().over())
{
final int mover = context.state().mover();
if (mover < 1 || mover > numPlayers)
System.out.println("** Bad mover index: " + mover);
final AI agent = agents.get(mover);
final Move move = agent.selectAction
(
game,
new Context(context),
-1,
-1,
(mover == pidHigher ? upper : lower)
);
game.apply(context, move);
//if (trial.numberOfTurns() % 10 == 0)
// System.out.print(".");
}
//System.out.println(trialId + ": " + context.trial().status() + " (P" + pidHigher + " is superior).");
final Status status = context.trial().status();
System.out.print(status.winner());
if (status.winner() == 0)
return Double.valueOf(0.5); // is a draw
if (status.winner() == pidHigher)
return Double.valueOf(1); // superior player wins
return Double.valueOf(0); // superior player does not win
});
}
}
| 2,886 | 28.459184 | 106 | java |
Ludii | Ludii-master/Evaluation/src/experiments/strategicDimension/FutureTrialMC.java | package experiments.strategicDimension;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import game.Game;
import main.Status;
import other.AI;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
import search.mcts.MCTS;
/**
* Thread for running MC version of SD trial.
* @author cambolbro
*/
public class FutureTrialMC implements FutureTrial
{
private ExecutorService executor = Executors.newSingleThreadExecutor();
/**
* @param game The single game object, shared across threads.
* @param trialId The index of this trial within its epoch.
* @param lower Lower iteration count of this epoch for inferior agent.
* @param upper Upper iteration count of this epoch for superior agent.
* @return Result of trial relative to superior agent (0=loss, 0.5=draw, 1=win).
*/
@Override
public Future<Double> runTrial
(
final Game game, final int trialId, final int lower, final int upper
)
{
return executor.submit(() ->
{
//System.out.println("Submitted id=" + id + ", lower=" + lower + ", upper=" + upper + ".");
final int numPlayers = game.players().count();
final int pidHigher = 1 + trialId % 2; // alternate between P1 and P2
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
game.start(context);
// Set up AIs
final List<AI> agents = new ArrayList<AI>();
agents.add(null); // null player 0
for (int pid = 1; pid < numPlayers + 1; pid++)
{
final AI ai = MCTS.createUCT();
ai.initAI(game, pid);
agents.add(ai);
}
while (!context.trial().over())
{
final int mover = context.state().mover();
final AI agent = agents.get(mover);
final Move move = agent.selectAction
(
game,
new Context(context),
-1,
(mover == pidHigher ? upper : lower),
-1
);
game.apply(context, move);
//if (trial.numberOfTurns() % 10 == 0)
// System.out.print(".");
}
//System.out.println(trialId + ": " + context.trial().status() + " (P" + pidHigher + " is superior).");
final Status status = context.trial().status();
System.out.print(status.winner());
if (status.winner() == 0)
return Double.valueOf(0.5); // is a draw
if (status.winner() == pidHigher)
return Double.valueOf(1); // higher iteration count wins
return Double.valueOf(0);
});
}
}
| 2,648 | 27.483871 | 106 | java |
Ludii | Ludii-master/Evaluation/src/experiments/strategicDimension/StrategicDimension.java | package experiments.strategicDimension;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import java.util.concurrent.ThreadLocalRandom;
import game.Game;
import gnu.trove.list.array.TIntArrayList;
import other.GameLoader;
import other.context.Context;
import other.trial.Trial;
//-----------------------------------------------------------------------------
/**
* Experiments to test Strategic Dimension.
* @author cambolbro
*/
public class StrategicDimension
{
static void test()
{
//final Game game = GameLoader.loadGameFromName("Tic-Tac-Toe.lud");
//final Game game = GameLoader.loadGameFromName("Breakthrough.lud");
//final Game game = GameLoader.loadGameFromName("Chess.lud");
//final Game game = GameLoader.loadGameFromName("Amazons.lud");
//final Game game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/4x4"));
//final Game game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/5x5"));
//final Game game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/6x6"));
//final Game game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/7x7"));
final Game game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/8x8"));
//final Game game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/9x9"));
//final Game game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/10x10"));
//final Game game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/11x11"));
//final Game game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/12x12"));
//final Game game = GameLoader.loadGameFromName("Breakthrough (No AI).lud", Arrays.asList("Board Size/4x4"));
//final Game game = GameLoader.loadGameFromName("Breakthrough (No AI).lud", Arrays.asList("Board Size/5x5"));
//final Game game = GameLoader.loadGameFromName("Breakthrough (No AI).lud", Arrays.asList("Board Size/6x6"));
//final Game game = GameLoader.loadGameFromName("Breakthrough (No AI).lud", Arrays.asList("Board Size/7x7"));
//final Game game = GameLoader.loadGameFromName("Breakthrough (No AI).lud", Arrays.asList("Board Size/8x8"));
System.out.println("Game " + game.name() + " loaded.");
// game.disableMemorylessPlayouts();
final double bf = branchingFactorParallel(game);
System.out.println("Average branching factor is " + bf + ".");
// Run pairings
//final List<Double> winRates = runEpochs(game, Double.valueOf(bf));
final List<Double> winRates = runEpochs(game, null);
System.out.println("Win rates are: " + winRates);
// Estimate SD
// ...
}
//-------------------------------------------------------------------------
/**
* @param game Single game object shared between threads.
* @param bf Average branching factor (null for AB search).
* @return List of superior win rates for each epoch.
*/
final static List<Double> runEpochs(final Game game, final Double bf)
{
final int NUM_EPOCHS = 4;
final int TRIALS_PER_EPOCH = 50;
final boolean isMC = (bf != null);
final List<Double> winRates = new ArrayList<>();
int baseIterations = isMC ? (int)(bf.doubleValue() / 4 + 0.5) : 0;
// Generate result for each pairing
for (int epoch = 0; epoch < NUM_EPOCHS; epoch++)
{
final int lower = isMC ? baseIterations : epoch + 1;
final int upper = isMC ? lower * 2 : lower + 1;
System.out.println("\nEpoch " + epoch + ": " + lower + " vs " + upper + "...");
// Run trials concurrently
final List<Future<Double>> results = new ArrayList<>(TRIALS_PER_EPOCH);
for (int t = 0; t < TRIALS_PER_EPOCH; t++)
{
final FutureTrial future = isMC ? new FutureTrialMC() : new FutureTrialAB();
results.add(future.runTrial(game, t, lower, upper));
}
// Accumulate win rates for superior agent over all trials
double winRate = 0;
try
{
for (int t = 0; t < TRIALS_PER_EPOCH; t++)
winRate += results.get(t).get().doubleValue();
}
catch (final InterruptedException | ExecutionException e)
{
e.printStackTrace();
//fail();
}
winRate /= TRIALS_PER_EPOCH;
winRates.add(Double.valueOf(winRate));
System.out.println("\nSuperior win rate is " + winRate + ".");
// Step to next iteration
baseIterations = upper;
}
return winRates;
}
//-------------------------------------------------------------------------
static double branchingFactor(final Game game)
{
final int NUM_TRIALS = 10;
//final long startAt = System.nanoTime();
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
int totalDecisions = 0;
for (int t = 0; t < NUM_TRIALS; t++)
{
game.start(context);
final Trial endTrial = game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
final int numDecisions = endTrial.numMoves() - endTrial.numInitialPlacementMoves();
totalDecisions += numDecisions;
}
//final double secs = (System.nanoTime() - startAt) / 1000000000.0;
//System.out.println("secs=" + secs);
return totalDecisions / (double)NUM_TRIALS;
}
static double branchingFactorParallel(final Game game)
{
final int NUM_TRIALS = 10;
//final long startAt = System.nanoTime();
final ExecutorService executorService = Executors.newFixedThreadPool(NUM_TRIALS);
final List<Future<Context>> playedContexts = new ArrayList<Future<Context>>(NUM_TRIALS);
for (int t = 0; t < NUM_TRIALS; t++)
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
trial.storeLegalMovesHistorySizes();
playedContexts.add
(
executorService.submit
(
() ->
{
game.start(context);
game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
return context;
}
)
);
}
// Accumulate total BFs over all trials
double totalBF = 0;
try
{
for (int t = 0; t < NUM_TRIALS; t++)
{
final Context context = playedContexts.get(t).get();
final TIntArrayList branchingFactors = context.trial().auxilTrialData().legalMovesHistorySizes();
int bfAcc = 0;
for (int m = 0; m < branchingFactors.size(); m++)
bfAcc += branchingFactors.getQuick(m);
final double avgBfThisTrial = bfAcc / (double)branchingFactors.size();
totalBF += avgBfThisTrial;
}
}
catch (final InterruptedException | ExecutionException e)
{
e.printStackTrace();
//fail();
}
//final double secs = (System.nanoTime() - startAt) / 1000000000.0;
//System.out.println("secs=" + secs);
return totalBF / NUM_TRIALS;
}
//-------------------------------------------------------------------------
public static void main(String[] args)
{
StrategicDimension.test();
}
//-------------------------------------------------------------------------
}
| 7,176 | 31.922018 | 111 | java |
Ludii | Ludii-master/Evaluation/src/experiments/testUCThs/TestUCThs.java | package experiments.testUCThs;
import java.text.DecimalFormat;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.concurrent.CountDownLatch;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import java.util.concurrent.ThreadLocalRandom;
import experiments.fastGameLengths.TrialRecord;
import game.Game;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import main.Status;
import main.math.statistics.Stats;
import other.AI;
import other.GameLoader;
import other.context.Context;
import other.model.Model;
import other.trial.Trial;
import search.mcts.MCTS;
import search.mcts.backpropagation.MonteCarloBackprop;
import search.mcts.finalmoveselection.RobustChild;
import search.mcts.playout.HeuristicPlayout;
import search.mcts.selection.UCB1;
import search.minimax.AlphaBetaSearch;
//-----------------------------------------------------------------------------
/**
* Experiments to test Heuristic Sampling for fast game length estimates.
* @author cambolbro
*/
public class TestUCThs
{
// Expected game lengths are from the Game Complexity wikipedia page:
// https://en.wikipedia.org/wiki/Game_complexity
// -1 means average game length is not know for this game.
private final List<String> output = new ArrayList<>();
/** Decimal format for printing. */
private final static DecimalFormat df = new DecimalFormat("#.###");
public enum GameName
{
//ArdRi(2, -1),
Breakthrough(2, -1),
//Hnefatafl(2, -1),
//Oware(3, 60),
Tablut(4, -1),
//Reversi(2, 58),
//Quoridor(1, 150),
//Go(1, 150),
//Hex(2, 50),
//Connect6(2, 30),
//Domineering(2, 30),
//Amazons(3, 84),
//Fanorona(2, 44),
Yavalath(4, -1),
Clobber(3, -1),
NineMensMorris(3, 50),
TicTacToe(3, 9),
ConnectFour(3, 36),
EnglishDraughts(3, 70),
GoMoku(3, 30),
LinesOfAction(3, 44),
Halma(3, -1),
Chess(3, 70),
Shogi(3, 115),
;
//-------------------------------------
private int depth = 0; // search depth
private int expected = -1; // expected length
//-------------------------------------
private GameName(final int depth, final int expected)
{
this.depth = depth;
this.expected = expected;
}
//-------------------------------------
public int depth()
{
return depth;
}
public int expected()
{
return expected;
}
}
//-------------------------------------------------------------------------
void test()
{
// test(GameName.TicTacToe);
// test(GameName.Yavalath);
// test(GameName.Tablut);
// test(GameName.Halma);
// test(GameName.NineMensMorris);
// test(GameName.Breakthrough);
test(GameName.ConnectFour);
// test(GameName.Clobber);
// for (final GameName gameName : GameName.values())
// test(gameName);
}
void test(final GameName gameName)
{
Game game = null;
switch (gameName)
{
case Tablut:
game = GameLoader.loadGameFromName("Tablut.lud");
break;
case Yavalath:
game = GameLoader.loadGameFromName("Yavalath.lud"); //, Arrays.asList("Board Size/4x4"));
break;
case Clobber:
game = GameLoader.loadGameFromName("Clobber.lud", Arrays.asList("Rows/6", "Columns/6"));
break;
case NineMensMorris:
game = GameLoader.loadGameFromName("Nine Men's Morris.lud");
break;
case Chess:
game = GameLoader.loadGameFromName("Chess.lud");
break;
case ConnectFour:
game = GameLoader.loadGameFromName("Connect Four.lud");
break;
case EnglishDraughts:
game = GameLoader.loadGameFromName("English Draughts.lud");
break;
case GoMoku:
game = GameLoader.loadGameFromName("GoMoku.lud");
break;
case Halma:
game = GameLoader.loadGameFromName("Halma.lud", Arrays.asList("Board Size/6x6"));
break;
case Breakthrough:
game = GameLoader.loadGameFromName("Breakthrough.lud", Arrays.asList("Board Size/6x6"));
break;
case LinesOfAction:
game = GameLoader.loadGameFromName("Lines of Action.lud");
break;
case Shogi:
game = GameLoader.loadGameFromName("Shogi.lud");
break;
case TicTacToe:
game = GameLoader.loadGameFromName("Tic-Tac-Toe.lud");
break;
}
System.out.println("==================================================");
System.out.println("Loaded game " + game.name() + ".");
output.clear();
output.add(" [");
output.add(" [ (" + game.name() + ") ]");
try
{
final int depth = 4;
final double bf = branchingFactorParallel(game, 10);
final int fullMinimax = (int)(Math.pow(bf, depth) + 0.5); // similar to N-ply minimax search
final int iterations = (int)(Math.sqrt(fullMinimax) + 0.5); // similar to N-ply AB search
System.out.println("depth=" + depth + ", BF=" + bf + ", iterations=" + iterations + ".");
compareUCThs(gameName, game, iterations, depth);
}
catch (final Exception e)
{
e.printStackTrace();
}
output.add(" ]");
for (final String str : output)
System.out.println(str);
}
//-------------------------------------------------------------------------
public static int gameLength(final Trial trial, final Game game)
{
//return trial.numLogicalDecisions(game);
//return trial.numMoves() - trial.numForcedPasses();
return trial.numTurns() - trial.numForcedPasses();
}
//-------------------------------------------------------------------------
/**
* @param game Single game object shared between threads.
*/
static void compareUCThs
(
final GameName gameName, final Game game, final int iterations, final int depth
) throws Exception
{
final int MaxTrials = 1000;
final long startAt = System.nanoTime();
AI aiA = null;
AI aiB = null;
System.out.println("\nUCT (" + iterations + " iterations).");
// Run trials concurrently
final ExecutorService executor = Executors.newFixedThreadPool(MaxTrials);
final List<Future<TrialRecord>> futures = new ArrayList<>(MaxTrials);
final CountDownLatch latch = new CountDownLatch(MaxTrials);
for (int t = 0; t < MaxTrials; t++)
{
final int starter = t % 2;
final List<AI> ais = new ArrayList<>();
ais.add(null); // null placeholder for player 0
final String heuristicsFilePath = "src/experiments/fastGameLengths/Heuristics_" + gameName + "_Good.txt";
try
{
aiA = new AlphaBetaSearch(heuristicsFilePath);
//aiA = MCTS.createUCT();
//aiA = new RandomAI();
//aiB = MCTS.createUCT();
// aiA = new MCTS
// (
// new UCB1(),
// new HeuristicPlayout(heuristicsFilePath),
// new RobustChild()
// );
// aiA.setFriendlyName("UCThs1/1");
aiB = new MCTS
(
new UCB1(),
new HeuristicPlayout(heuristicsFilePath),
new MonteCarloBackprop(),
new RobustChild()
);
aiB.setFriendlyName("UCThs1/1");
//aiB = new RandomAI();
}
catch (final Exception e)
{
e.printStackTrace();
}
// Alternate which AI starts
if (starter == 0)
{
ais.add(aiA);
ais.add(aiB);
}
else
{
ais.add(aiB);
ais.add(aiA);
}
futures.add
(
executor.submit
(
() ->
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
game.start(context);
for (int p = 1; p <= game.players().count(); ++p)
ais.get(p).initAI(game, p);
final Model model = context.model();
while (!trial.over())
model.startNewStep(context, ais, -1, iterations, depth, 0);
final Status status = context.trial().status();
System.out.print(status.winner());
latch.countDown();
return new TrialRecord(starter, trial);
}
)
);
}
latch.await(); // wait for all trials to finish
final double secs = (System.nanoTime() - startAt) / 1000000000.0;
System.out.println("UCT (" + iterations + ") " + secs + "s (" + (secs / MaxTrials) + "s per game).");
showResults(game, "UCThs Results", MaxTrials, futures, secs, aiA, aiB);
executor.shutdown();
}
//-------------------------------------------------------------------------
// /**
// * @param game Single game object shared between threads.
// */
// void lengthUCT
// (
// final GameName gameName, final Game game, final int iterations
// ) throws Exception
// {
// final int MaxTrials = 10; //100; //10;
//
// final long startAt = System.nanoTime();
//
// AI aiA = null;
// AI aiB = null;
//
// System.out.println("\nUCT (" + iterations + " iterations).");
//
// // Run trials concurrently
// final ExecutorService executor = Executors.newFixedThreadPool(MaxTrials);
// final List<Future<TrialRecord>> futures = new ArrayList<>(MaxTrials);
//
// final CountDownLatch latch = new CountDownLatch(MaxTrials);
//
// for (int t = 0; t < MaxTrials; t++)
// {
// final int starter = t % 2;
//
// final List<AI> ais = new ArrayList<>();
// ais.add(null); // null placeholder for player 0
//
// aiA = MCTS.createUCT();
// aiB = MCTS.createUCT();
//
// if (starter == 0)
// {
// ais.add(aiA);
// ais.add(aiB);
// }
// else
// {
// ais.add(aiB);
// ais.add(aiA);
// }
//
// //futures.add(future.runTrial(executor, game, ais, starter, iterations));
// futures.add
// (
// executor.submit
// (
// () ->
// {
// final Trial trial = new Trial(game);
// final Context context = new Context(game, trial);
//
// game.start(context);
//
// for (int p = 1; p <= game.players().count(); ++p)
// ais.get(p).initAI(game, p);
//
// final Model model = context.model();
// while (!trial.over())
// model.startNewStep(context, ais, -1, iterations, -1, 0);
//
// final Status status = context.trial().status();
// System.out.print(status.winner());
//
// latch.countDown();
//
// return new TrialRecord(starter, trial);
// }
// )
// );
// }
//
// latch.await(); // wait for all trials to finish
//
// final double secs = (System.nanoTime() - startAt) / 1000000000.0;
// System.out.println("\nUCT (" + iterations + ") " + secs + "s (" + (secs / MaxTrials) + "s per game).");
//
// showResults(game, "UCT", MaxTrials, futures, secs);
//
// executor.shutdown();
// }
//
// //-------------------------------------------------------------------------
//
// /**
// * @param game Single game object shared between threads.
// */
// final void lengthHS
// (
// final GameName gameName, final Game game,
// final int fraction, final boolean continuation
// ) throws Exception
// {
// final int MaxTrials = 100;
//
// final long startAt = System.nanoTime();
//
// AI aiA = null;
// AI aiB = null;
//
// //System.out.println("\nHS (1/" + fraction + ")" + (continuation ? "*" : "") + ".");
// final String label = "HS 1/" + fraction + (continuation ? "" : "-");
// System.out.println("\n" + label + ":");
//
// // Run trials concurrently
// final ExecutorService executor = Executors.newFixedThreadPool(MaxTrials);
// final List<Future<TrialRecord>> futures = new ArrayList<>(MaxTrials);
//
// final CountDownLatch latch = new CountDownLatch(MaxTrials);
//
// for (int t = 0; t < MaxTrials; t++)
// {
// final int starter = t % 2;
//
// final List<AI> ais = new ArrayList<>();
// ais.add(null); // null placeholder for player 0
//
// final String heuristicsFilePath = "src/experiments/fastGameLengths/Heuristics_" + gameName + "_Good.txt";
// aiA = new HeuristicSampling(heuristicsFilePath);
// aiB = new HeuristicSampling(heuristicsFilePath);
//
// ((HeuristicSampling)aiA).setThreshold(fraction);
// ((HeuristicSampling)aiB).setThreshold(fraction);
//
// ((HeuristicSampling)aiA).setContinuation(continuation);
// ((HeuristicSampling)aiB).setContinuation(continuation);
//
// if (t % 2 == 0)
// {
// ais.add(aiA);
// ais.add(aiB);
// }
// else
// {
// ais.add(aiB);
// ais.add(aiA);
// }
//
// futures.add
// (
// executor.submit
// (
// () ->
// {
// final Trial trial = new Trial(game);
// final Context context = new Context(game, trial);
//
// game.start(context);
//
// for (int p = 1; p <= game.players().count(); ++p)
// ais.get(p).initAI(game, p);
//
// final Model model = context.model();
// while (!trial.over())
// model.startNewStep(context, ais, -1, -1, 1, 0);
//
// latch.countDown();
//
// return new TrialRecord(starter, trial);
// }
// )
// );
// }
//
// latch.await(); // wait for all trials to finish
//
// final double secs = (System.nanoTime() - startAt) / 1000000000.0;
// System.out.println("Heuristic Sampling (1/" + fraction + ") " + secs + "s (" + (secs / MaxTrials) + "s per game).");
//
// showResults(game, label, MaxTrials, futures, secs);
//
// executor.shutdown();
// }
//
// //-------------------------------------------------------------------------
//
// /**
// * @param game Single game object shared between threads.
// */
// void lengthAlphaBeta
// (
// final GameName gameName, final Game game, final int depth
// ) throws Exception
// {
// final int MaxTrials = 10; //100;
//
// final long startAt = System.nanoTime();
//
// AI aiA = null;
// AI aiB = null;
//
// final String label = "AB " + depth;
// System.out.println("\n" + label + ":");
//
// // Run trials concurrently
// final ExecutorService executor = Executors.newFixedThreadPool(MaxTrials);
// final List<Future<TrialRecord>> futures = new ArrayList<>(MaxTrials);
//
// final CountDownLatch latch = new CountDownLatch(MaxTrials);
//
// for (int t = 0; t < MaxTrials; t++)
// {
// final int starter = t % 2;
//
// final List<AI> ais = new ArrayList<>();
// ais.add(null); // null placeholder for player 0
//
// final String heuristicsFilePath = "src/experiments/fastGameLengths/Heuristics_" + gameName + "_Good.txt";
// aiA = new AlphaBetaSearch(heuristicsFilePath);
// aiB = new AlphaBetaSearch(heuristicsFilePath);
// //aiB = new AlphaBetaSearch("src/experiments/fastGameLengths/Heuristics_Tablut_Current.txt");
//
// if (t % 2 == 0)
// {
// ais.add(aiA);
// ais.add(aiB);
// }
// else
// {
// ais.add(aiB);
// ais.add(aiA);
// }
//
// futures.add
// (
// executor.submit
// (
// () ->
// {
// final Trial trial = new Trial(game);
// final Context context = new Context(game, trial);
//
// game.start(context);
//
// for (int p = 1; p <= game.players().count(); ++p)
// ais.get(p).initAI(game, p);
//
// final Model model = context.model();
// while (!trial.over())
// model.startNewStep(context, ais, -1, -1, depth, 0);
//
// latch.countDown();
//
// return new TrialRecord(starter, trial);
// }
// )
// );
// }
//
// latch.await(); // wait for all trials to finish
//
//
// final double secs = (System.nanoTime() - startAt) / 1000000000.0;
// System.out.println("Alpha-Beta (" + depth + ") in " + secs + "s (" + (secs / MaxTrials) + "s per game).");
//
// showResults(game, label, MaxTrials, futures, secs);
//
// executor.shutdown();
// }
//
//-------------------------------------------------------------------------
static void showResults
(
final Game game, final String label, final int numTrials,
final List<Future<TrialRecord>> futures, final double secs,
final AI aiA, final AI aiB
) throws Exception
{
// Accumulate wins per player
final Stats statsA = new Stats(label);
final Stats statsB = new Stats(label);
final double[] results = new double[Constants.MAX_PLAYERS + 1];
for (int t = 0; t < numTrials; t++)
{
final TrialRecord trialRecord = futures.get(t).get();
final Trial trial = trialRecord.trial();
//final int length = gameLength(trial, game);
//System.out.print((t == 0 ? "\n" : "") + length + " ");
final int result = trial.status().winner(); //futures.get(t).get().intValue();
if (result == 0)
{
// Draw: share win
results[0] += 0.5;
results[1] += 0.5;
}
else
{
// Reward winning AI
if (trialRecord.starter() == 0)
{
if (result == 1)
results[0]++;
else
results[1]++;
}
else
{
if (result == 1)
results[1]++;
else
results[0]++;
}
}
double resultA = 0;
double resultB = 0;
if (result == 0)
{
// Draw
resultA = 0.5;
resultB = 0.5;
}
else
{
if (trialRecord.starter() == 0)
{
if (result == 1)
resultA = 1;
else
resultB = 1;
}
else
{
if (result == 1)
resultB = 1;
else
resultA = 1;
}
}
statsA.addSample(resultA);
statsB.addSample(resultB);
//System.out.println(trialRecord.starter() + " => " + trial.status().winner());
}
//System.out.println("\naiA=" + results[0] + ", aiB=" + results[1] + ".");
System.out.println(aiA.friendlyName() + " success rate " + results[0] * 100.0 / numTrials + "%."); //+ ", aiB=" + results[1] + ".");
System.out.println(aiB.friendlyName() + " success rate " + results[1] * 100.0 / numTrials + "%."); //+ ", aiB=" + results[1] + ".");
statsA.measure();
System.out.print(aiA.friendlyName());
statsA.showFull();
statsB.measure();
System.out.print(aiB.friendlyName());
statsB.showFull();
//formatOutput(stats, numTrials, secs);
//System.out.println("Expected length is " + (gameName.expected() == -1 ? "not known" : gameName.expected()) + ".");
}
//-------------------------------------------------------------------------
static double lengthRandomSerial(final Game game, final int numTrials)
{
final long startAt = System.nanoTime();
final Trial refTrial = new Trial(game);
final Context context = new Context(game, refTrial);
final Stats stats = new Stats("Serial Random");
//int totalLength = 0;
for (int t = 0; t < numTrials; t++)
{
game.start(context);
final Trial trial = game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
//totalLength += trial.numLogicalDecisions(game);
stats.addSample(gameLength(trial, game));
}
stats.measure();
final double secs = (System.nanoTime() - startAt) / 1000000000.0;
stats.showFull();
System.out.println("Serial in " + secs + "s.");
return stats.mean();
}
double lengthRandomParallel(final Game game, final int numTrials) throws Exception
{
final long startAt = System.nanoTime();
final ExecutorService executor = Executors.newFixedThreadPool(numTrials);
final List<Future<Trial>> futures = new ArrayList<Future<Trial>>(numTrials);
final CountDownLatch latch = new CountDownLatch(numTrials);
for (int t = 0; t < numTrials; t++)
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
//trial.storeLegalMovesHistorySizes();
futures.add
(
executor.submit
(
() ->
{
game.start(context);
game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
latch.countDown();
return trial;
}
)
);
}
latch.await(); // wait for all trials to finish
// Accumulate lengths over all trials
final String label = "Random";
final Stats stats = new Stats(label);
//double totalLength = 0;
for (int t = 0; t < numTrials; t++)
{
final Trial trial = futures.get(t).get();
stats.addSample(gameLength(trial, game));
}
stats.measure();
final double secs = (System.nanoTime() - startAt) / 1000000000.0;
stats.showFull();
System.out.println("Random concurrent in " + secs + "s (" + (secs / numTrials) +"s per game).");
formatOutput(stats, numTrials, secs);
executor.shutdown();
return stats.mean();
}
//-------------------------------------------------------------------------
void formatOutput(final Stats stats, final int numTrials, final double secs)
{
output.add
(
" [ (" + stats.label() + ") " + stats.n() + " " + df.format(stats.mean())
+
" " + (int)stats.min() + " " + (int)stats.max()
+
" " + df.format(stats.sd()) + " " + df.format(stats.se()) + " " + df.format(stats.ci())
+
" " + df.format(secs / numTrials * 1000.0)
+
" ]"
);
}
//-------------------------------------------------------------------------
// double branchingFactorSerial(final Game game, final int numTrials)
// {
// final long startAt = System.nanoTime();
//
// final Trial trial = new Trial(game);
// final Context context = new Context(game, trial);
//
// int totalDecisions = 0;
//
// for (int t = 0; t < numTrials; t++)
// {
// game.start(context);
// final Trial endTrial = game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
// final int numDecisions = endTrial.numMoves() - endTrial.numInitialPlacementMoves();
// totalDecisions += numDecisions;
// }
//
// final double secs = (System.nanoTime() - startAt) / 1000000000.0;
// System.out.println("BF serial in " + secs + "s.");
//
// return totalDecisions / (double)numTrials;
// }
static double branchingFactorParallel
(
final Game game, final int numTrials
) throws Exception
{
//final long startAt = System.nanoTime();
// Disable custom playouts that cannot properly store history of legal moves per state
game.disableMemorylessPlayouts();
final ExecutorService executor = Executors.newFixedThreadPool(numTrials);
final List<Future<Trial>> futures = new ArrayList<Future<Trial>>(numTrials);
final CountDownLatch latch = new CountDownLatch(numTrials);
for (int t = 0; t < numTrials; t++)
{
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
trial.storeLegalMovesHistorySizes();
futures.add
(
executor.submit
(
() ->
{
game.start(context);
game.playout(context, null, 1.0, null, -1, -1, ThreadLocalRandom.current());
latch.countDown();
return trial;
}
)
);
}
latch.await(); // wait for all trials to finish
// Accumulate total BFs over all trials
double totalBF = 0;
for (int t = 0; t < numTrials; t++)
{
final Trial trial = futures.get(t).get();
//final Trial trial = playedContexts.get(t).get();
final TIntArrayList branchingFactors = trial.auxilTrialData().legalMovesHistorySizes();
double bfAcc = 0;
if (branchingFactors.size() > 0)
{
for (int m = 0; m < branchingFactors.size(); m++)
bfAcc += branchingFactors.getQuick(m);
bfAcc /= branchingFactors.size();
}
totalBF += bfAcc;
}
//final double secs = (System.nanoTime() - startAt) / 1000000000.0;
//System.out.println("secs=" + secs);
executor.shutdown();
return totalBF / numTrials;
}
//-------------------------------------------------------------------------
public static void main(final String[] args)
{
final TestUCThs app = new TestUCThs();
app.test();
}
//-------------------------------------------------------------------------
}
| 23,362 | 25.191704 | 135 | java |
Ludii | Ludii-master/Evaluation/src/metrics/Evaluation.java | package metrics;
import java.util.ArrayList;
import java.util.Collections;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import metrics.designer.IdealDuration;
import metrics.designer.SkillTrace;
import metrics.multiple.MultiMetricFramework.MultiMetricValue;
import metrics.multiple.metrics.BoardSitesOccupied;
import metrics.multiple.metrics.BranchingFactor;
import metrics.multiple.metrics.DecisionFactor;
import metrics.multiple.metrics.Drama;
import metrics.multiple.metrics.MoveDistance;
import metrics.multiple.metrics.MoveEvaluation;
import metrics.multiple.metrics.PieceNumber;
import metrics.multiple.metrics.ScoreDifference;
import metrics.multiple.metrics.StateEvaluationDifference;
import metrics.single.boardCoverage.BoardCoverageDefault;
import metrics.single.boardCoverage.BoardCoverageFull;
import metrics.single.boardCoverage.BoardCoverageUsed;
import metrics.single.complexity.DecisionMoves;
import metrics.single.complexity.GameTreeComplexity;
import metrics.single.complexity.StateSpaceComplexity;
import metrics.single.duration.DurationActions;
import metrics.single.duration.DurationMoves;
import metrics.single.duration.DurationTurns;
import metrics.single.duration.DurationTurnsNotTimeouts;
import metrics.single.duration.DurationTurnsStdDev;
import metrics.single.outcome.AdvantageP1;
import metrics.single.outcome.Balance;
import metrics.single.outcome.Completion;
import metrics.single.outcome.Drawishness;
import metrics.single.outcome.OutcomeUniformity;
import metrics.single.outcome.Timeouts;
import metrics.single.stateEvaluation.LeadChange;
import metrics.single.stateEvaluation.Stability;
import metrics.single.stateEvaluation.clarity.ClarityNarrowness;
import metrics.single.stateEvaluation.clarity.ClarityVariance;
import metrics.single.stateEvaluation.decisiveness.DecisivenessMoves;
import metrics.single.stateEvaluation.decisiveness.DecisivenessThreshold;
import metrics.single.stateRepetition.PositionalRepetition;
import metrics.single.stateRepetition.SituationalRepetition;
import other.concept.Concept;
//-----------------------------------------------------------------------------
/**
* Access point for evaluation functionality.
*
* @author cambolbro and matthew.stephenson
*/
public class Evaluation
{
public static final int MAX_ENTRIES = (int) Math.pow(2, 20);
// Cached state evaluations
private final LinkedHashMap<Long, Double> stateEvaluationCache = new LinkedHashMap<Long, Double>()
{
private static final long serialVersionUID = 1L;
@Override
protected boolean removeEldestEntry(final Map.Entry<Long, Double> eldest)
{
return size() > MAX_ENTRIES;
}
};
private final LinkedHashMap<Long, Double> stateAfterMoveEvaluationCache = new LinkedHashMap<Long, Double>()
{
private static final long serialVersionUID = 1L;
@Override
protected boolean removeEldestEntry(final Map.Entry<Long, Double> eldest)
{
return size() > MAX_ENTRIES;
}
};
private final List<Metric> dialogMetrics = new ArrayList<>();
{
// Outcome
dialogMetrics.add(new AdvantageP1());
dialogMetrics.add(new Balance());
dialogMetrics.add(new Completion());
dialogMetrics.add(new Drawishness());
dialogMetrics.add(new Timeouts());
// Other
dialogMetrics.add(new BoardCoverageDefault());
dialogMetrics.add(new DecisivenessMoves());
// Designer
dialogMetrics.add(new IdealDuration());
dialogMetrics.add(new SkillTrace());
}
//-------------------------------------------------------------------------
private final List<Metric> reconstructionMetrics = new ArrayList<>();
{
reconstructionMetrics.add(new DurationTurns());
reconstructionMetrics.add(new DurationTurnsStdDev());
reconstructionMetrics.add(new DurationTurnsNotTimeouts());
reconstructionMetrics.add(new Timeouts());
reconstructionMetrics.add(new DecisionMoves());
reconstructionMetrics.add(new BoardCoverageDefault());
reconstructionMetrics.add(new AdvantageP1());
reconstructionMetrics.add(new Balance());
reconstructionMetrics.add(new Completion());
reconstructionMetrics.add(new Drawishness());
reconstructionMetrics.add(new PieceNumber(MultiMetricValue.Average, Concept.PieceNumberAverage));
reconstructionMetrics.add(new BoardSitesOccupied(MultiMetricValue.Average, Concept.BoardSitesOccupiedAverage));
reconstructionMetrics.add(new BranchingFactor(MultiMetricValue.Average, Concept.BranchingFactorAverage));
reconstructionMetrics.add(new MoveDistance(MultiMetricValue.Average, Concept.DecisionFactorAverage));
}
//-------------------------------------------------------------------------
private final List<Metric> conceptMetrics = new ArrayList<>();
{
// Single -----------------------------------------------------------------------
// Duration
conceptMetrics.add(new DurationActions());
conceptMetrics.add(new DurationMoves());
conceptMetrics.add(new DurationTurns());
conceptMetrics.add(new DurationTurnsStdDev());
conceptMetrics.add(new DurationTurnsNotTimeouts());
// State Repetition
conceptMetrics.add(new PositionalRepetition());
conceptMetrics.add(new SituationalRepetition());
// State Evaluation
conceptMetrics.add(new ClarityNarrowness());
conceptMetrics.add(new ClarityVariance());
conceptMetrics.add(new DecisivenessMoves());
conceptMetrics.add(new DecisivenessThreshold());
conceptMetrics.add(new LeadChange());
conceptMetrics.add(new Stability());
// Complexity
conceptMetrics.add(new DecisionMoves());
conceptMetrics.add(new GameTreeComplexity());
conceptMetrics.add(new StateSpaceComplexity());
// Board Coverage
conceptMetrics.add(new BoardCoverageDefault());
conceptMetrics.add(new BoardCoverageFull());
conceptMetrics.add(new BoardCoverageUsed());
// Outcome
conceptMetrics.add(new AdvantageP1());
conceptMetrics.add(new Balance());
conceptMetrics.add(new Completion());
conceptMetrics.add(new Drawishness());
conceptMetrics.add(new Timeouts());
conceptMetrics.add(new OutcomeUniformity());
// Multi -----------------------------------------------------------------------
// Drama (uses state evaluation)
conceptMetrics.add(new Drama(MultiMetricValue.Average, Concept.DramaAverage));
conceptMetrics.add(new Drama(MultiMetricValue.Median, Concept.DramaMedian));
conceptMetrics.add(new Drama(MultiMetricValue.Max, Concept.DramaMaximum));
conceptMetrics.add(new Drama(MultiMetricValue.Min, Concept.DramaMinimum));
conceptMetrics.add(new Drama(MultiMetricValue.Variance, Concept.DramaVariance));
conceptMetrics.add(new Drama(MultiMetricValue.ChangeAverage, Concept.DramaChangeAverage));
conceptMetrics.add(new Drama(MultiMetricValue.ChangeSign, Concept.DramaChangeSign));
conceptMetrics.add(new Drama(MultiMetricValue.ChangeLineBestFit, Concept.DramaChangeLineBestFit));
conceptMetrics.add(new Drama(MultiMetricValue.ChangeNumTimes, Concept.DramaChangeNumTimes));
conceptMetrics.add(new Drama(MultiMetricValue.MaxIncrease, Concept.DramaMaxIncrease));
conceptMetrics.add(new Drama(MultiMetricValue.MaxDecrease, Concept.DramaMaxDecrease));
// Move Evaluation (uses state evaluation)
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.Average, Concept.MoveEvaluationAverage));
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.Median, Concept.MoveEvaluationMedian));
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.Max, Concept.MoveEvaluationMaximum));
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.Min, Concept.MoveEvaluationMinimum));
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.Variance, Concept.MoveEvaluationVariance));
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.ChangeAverage, Concept.MoveEvaluationChangeAverage));
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.ChangeSign, Concept.MoveEvaluationChangeSign));
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.ChangeLineBestFit, Concept.MoveEvaluationChangeLineBestFit));
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.ChangeNumTimes, Concept.MoveEvaluationChangeNumTimes));
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.MaxIncrease, Concept.MoveEvaluationMaxIncrease));
conceptMetrics.add(new MoveEvaluation(MultiMetricValue.MaxDecrease, Concept.MoveEvaluationMaxDecrease));
// State Evaluation Difference (uses state evaluation)
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.Average, Concept.StateEvaluationDifferenceAverage));
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.Median, Concept.StateEvaluationDifferenceMedian));
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.Max, Concept.StateEvaluationDifferenceMaximum));
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.Min, Concept.StateEvaluationDifferenceMinimum));
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.Variance, Concept.StateEvaluationDifferenceVariance));
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.ChangeAverage, Concept.StateEvaluationDifferenceChangeAverage));
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.ChangeSign, Concept.StateEvaluationDifferenceChangeSign));
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.ChangeLineBestFit, Concept.StateEvaluationDifferenceChangeLineBestFit));
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.ChangeNumTimes, Concept.StateEvaluationDifferenceChangeNumTimes));
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.MaxIncrease, Concept.StateEvaluationDifferenceMaxIncrease));
conceptMetrics.add(new StateEvaluationDifference(MultiMetricValue.MaxDecrease, Concept.StateEvaluationDifferenceMaxDecrease));
// Board Sites Occupied
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.Average, Concept.BoardSitesOccupiedAverage));
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.Median, Concept.BoardSitesOccupiedMedian));
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.Max, Concept.BoardSitesOccupiedMaximum));
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.Min, Concept.BoardSitesOccupiedMinimum));
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.Variance, Concept.BoardSitesOccupiedVariance));
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.ChangeAverage, Concept.BoardSitesOccupiedChangeAverage));
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.ChangeSign, Concept.BoardSitesOccupiedChangeSign));
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.ChangeLineBestFit, Concept.BoardSitesOccupiedChangeLineBestFit));
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.ChangeNumTimes, Concept.BoardSitesOccupiedChangeNumTimes));
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.MaxIncrease, Concept.BoardSitesOccupiedMaxIncrease));
conceptMetrics.add(new BoardSitesOccupied(MultiMetricValue.MaxDecrease, Concept.BoardSitesOccupiedMaxDecrease));
// Branching Factor
conceptMetrics.add(new BranchingFactor(MultiMetricValue.Average, Concept.BranchingFactorAverage));
conceptMetrics.add(new BranchingFactor(MultiMetricValue.Median, Concept.BranchingFactorMedian));
conceptMetrics.add(new BranchingFactor(MultiMetricValue.Max, Concept.BranchingFactorMaximum));
conceptMetrics.add(new BranchingFactor(MultiMetricValue.Min, Concept.BranchingFactorMinimum));
conceptMetrics.add(new BranchingFactor(MultiMetricValue.Variance, Concept.BranchingFactorVariance));
conceptMetrics.add(new BranchingFactor(MultiMetricValue.ChangeAverage, Concept.BranchingFactorChangeAverage));
conceptMetrics.add(new BranchingFactor(MultiMetricValue.ChangeSign, Concept.BranchingFactorChangeSign));
conceptMetrics.add(new BranchingFactor(MultiMetricValue.ChangeLineBestFit, Concept.BranchingFactorChangeLineBestFit));
conceptMetrics.add(new BranchingFactor(MultiMetricValue.ChangeNumTimes, Concept.BranchingFactorChangeNumTimesn));
conceptMetrics.add(new BranchingFactor(MultiMetricValue.MaxIncrease, Concept.BranchingFactorChangeMaxIncrease));
conceptMetrics.add(new BranchingFactor(MultiMetricValue.MaxDecrease, Concept.BranchingFactorChangeMaxDecrease));
// Decision Factor
conceptMetrics.add(new DecisionFactor(MultiMetricValue.Average, Concept.DecisionFactorAverage));
conceptMetrics.add(new DecisionFactor(MultiMetricValue.Median, Concept.DecisionFactorMedian));
conceptMetrics.add(new DecisionFactor(MultiMetricValue.Max, Concept.DecisionFactorMaximum));
conceptMetrics.add(new DecisionFactor(MultiMetricValue.Min, Concept.DecisionFactorMinimum));
conceptMetrics.add(new DecisionFactor(MultiMetricValue.Variance, Concept.DecisionFactorVariance));
conceptMetrics.add(new DecisionFactor(MultiMetricValue.ChangeAverage, Concept.DecisionFactorChangeAverage));
conceptMetrics.add(new DecisionFactor(MultiMetricValue.ChangeSign, Concept.DecisionFactorChangeSign));
conceptMetrics.add(new DecisionFactor(MultiMetricValue.ChangeLineBestFit, Concept.DecisionFactorChangeLineBestFit));
conceptMetrics.add(new DecisionFactor(MultiMetricValue.ChangeNumTimes, Concept.DecisionFactorChangeNumTimes));
conceptMetrics.add(new DecisionFactor(MultiMetricValue.MaxIncrease, Concept.DecisionFactorMaxIncrease));
conceptMetrics.add(new DecisionFactor(MultiMetricValue.MaxDecrease, Concept.DecisionFactorMaxDecrease));
// Move Distance
conceptMetrics.add(new MoveDistance(MultiMetricValue.Average, Concept.MoveDistanceAverage));
conceptMetrics.add(new MoveDistance(MultiMetricValue.Median, Concept.MoveDistanceMedian));
conceptMetrics.add(new MoveDistance(MultiMetricValue.Max, Concept.MoveDistanceMaximum));
conceptMetrics.add(new MoveDistance(MultiMetricValue.Min, Concept.MoveDistanceMinimum));
conceptMetrics.add(new MoveDistance(MultiMetricValue.Variance, Concept.MoveDistanceVariance));
conceptMetrics.add(new MoveDistance(MultiMetricValue.ChangeAverage, Concept.MoveDistanceChangeAverage));
conceptMetrics.add(new MoveDistance(MultiMetricValue.ChangeSign, Concept.MoveDistanceChangeSign));
conceptMetrics.add(new MoveDistance(MultiMetricValue.ChangeLineBestFit, Concept.MoveDistanceChangeLineBestFit));
conceptMetrics.add(new MoveDistance(MultiMetricValue.ChangeNumTimes, Concept.MoveDistanceChangeNumTimes));
conceptMetrics.add(new MoveDistance(MultiMetricValue.MaxIncrease, Concept.MoveDistanceMaxIncrease));
conceptMetrics.add(new MoveDistance(MultiMetricValue.MaxDecrease, Concept.MoveDistanceMaxDecrease));
// Piece Number
conceptMetrics.add(new PieceNumber(MultiMetricValue.Average, Concept.PieceNumberAverage));
conceptMetrics.add(new PieceNumber(MultiMetricValue.Median, Concept.PieceNumberMedian));
conceptMetrics.add(new PieceNumber(MultiMetricValue.Max, Concept.PieceNumberMaximum));
conceptMetrics.add(new PieceNumber(MultiMetricValue.Min, Concept.PieceNumberMinimum));
conceptMetrics.add(new PieceNumber(MultiMetricValue.Variance, Concept.PieceNumberVariance));
conceptMetrics.add(new PieceNumber(MultiMetricValue.ChangeAverage, Concept.PieceNumberChangeAverage));
conceptMetrics.add(new PieceNumber(MultiMetricValue.ChangeSign, Concept.PieceNumberChangeSign));
conceptMetrics.add(new PieceNumber(MultiMetricValue.ChangeLineBestFit, Concept.PieceNumberChangeLineBestFit));
conceptMetrics.add(new PieceNumber(MultiMetricValue.ChangeNumTimes, Concept.PieceNumberChangeNumTimes));
conceptMetrics.add(new PieceNumber(MultiMetricValue.MaxIncrease, Concept.PieceNumberMaxIncrease));
conceptMetrics.add(new PieceNumber(MultiMetricValue.MaxDecrease, Concept.PieceNumberMaxDecrease));
// Score Difference
conceptMetrics.add(new ScoreDifference(MultiMetricValue.Average, Concept.ScoreDifferenceAverage));
conceptMetrics.add(new ScoreDifference(MultiMetricValue.Median, Concept.ScoreDifferenceMedian));
conceptMetrics.add(new ScoreDifference(MultiMetricValue.Max, Concept.ScoreDifferenceMaximum));
conceptMetrics.add(new ScoreDifference(MultiMetricValue.Min, Concept.ScoreDifferenceMinimum));
conceptMetrics.add(new ScoreDifference(MultiMetricValue.Variance, Concept.ScoreDifferenceVariance));
conceptMetrics.add(new ScoreDifference(MultiMetricValue.ChangeAverage, Concept.ScoreDifferenceChangeAverage));
conceptMetrics.add(new ScoreDifference(MultiMetricValue.ChangeSign, Concept.ScoreDifferenceChangeSign));
conceptMetrics.add(new ScoreDifference(MultiMetricValue.ChangeLineBestFit, Concept.ScoreDifferenceChangeLineBestFit));
conceptMetrics.add(new ScoreDifference(MultiMetricValue.ChangeNumTimes, Concept.ScoreDifferenceChangeNumTimes));
conceptMetrics.add(new ScoreDifference(MultiMetricValue.MaxIncrease, Concept.ScoreDifferenceMaxIncrease));
conceptMetrics.add(new ScoreDifference(MultiMetricValue.MaxDecrease, Concept.ScoreDifferenceMaxDecrease));
}
//-------------------------------------------------------------------------
public List<Metric> dialogMetrics()
{
return Collections.unmodifiableList(dialogMetrics);
}
public List<Metric> reconstructionMetrics()
{
return Collections.unmodifiableList(reconstructionMetrics);
}
public List<Metric> conceptMetrics()
{
return Collections.unmodifiableList(conceptMetrics);
}
//-------------------------------------------------------------------------
public double getStateEvaluationCacheValue(final long key)
{
// put is needed to update eldest value.
stateEvaluationCache.put(Long.valueOf(key), stateEvaluationCache.get(Long.valueOf(key)));
return stateEvaluationCache.get(Long.valueOf(key)).doubleValue();
}
public double getStateAfterMoveEvaluationCache(final long key)
{
// put is needed to update eldest value.
stateAfterMoveEvaluationCache.put(Long.valueOf(key), stateAfterMoveEvaluationCache.get(Long.valueOf(key)));
return stateAfterMoveEvaluationCache.get(Long.valueOf(key)).doubleValue();
}
public void putStateEvaluationCacheValue(final long key, final double value)
{
stateEvaluationCache.put(Long.valueOf(key), Double.valueOf(value));
}
public void putStateAfterMoveEvaluationCache(final long key, final double value)
{
stateAfterMoveEvaluationCache.put(Long.valueOf(key), Double.valueOf(value));
}
public boolean stateEvaluationCacheContains(final long key)
{
return stateEvaluationCache.containsKey(Long.valueOf(key));
}
public boolean stateAfterMoveEvaluationCacheContains(final long key)
{
return stateAfterMoveEvaluationCache.containsKey(Long.valueOf(key));
}
//-------------------------------------------------------------------------
}
| 18,565 | 53.766962 | 140 | java |
Ludii | Ludii-master/Evaluation/src/metrics/Metric.java | package metrics;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.multiple.MultiMetricFramework.MultiMetricValue;
import other.concept.Concept;
import other.trial.Trial;
//-----------------------------------------------------------------------------
/**
* Base class for game metrics.
* @author cambolbro and matthew.stephenson
*/
public abstract class Metric
{
//-----------------------------------------
/** Unique name for this metric. */
private final String name;
/** Brief description of what this metric measures. */
private final String notes;
/** Range of possible values.*/
private final Range<Double, Double> range;
/** Concept associated with this Metric. */
private final Concept concept;
/** Process for calculating the metric value, if a multi-metric. Otherwise null. */
private final MultiMetricValue multiMetricValue;
//-------------------------------------------------------------------------
public Metric
(
final String name, final String notes, final double min, final double max,
final Concept concept
)
{
this(name, notes, min, max, concept, null);
}
public Metric
(
final String name, final String notes, final double min, final double max,
final Concept concept, final MultiMetricValue multiMetricValue
)
{
this.name = new String(name);
this.notes = new String(notes);
range = new Range<Double, Double>(Double.valueOf(min), Double.valueOf(max));
this.concept = concept;
this.multiMetricValue = multiMetricValue;
}
//-------------------------------------------------------------------------
public String name()
{
return name;
}
public String notes()
{
return notes;
}
public double min()
{
return range.min().intValue();
}
public double max()
{
return range.max().intValue();
}
public Concept concept()
{
return concept;
}
public MultiMetricValue multiMetricValue()
{
return multiMetricValue;
}
//-------------------------------------------------------------------------
/**
* Apply this metric.
* @param game The game to run.
* @param trials At least one trial to be measured, may be multiple trials.
* @return Evaluation of the specified trial(s) according to this metric.
*/
public abstract Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
);
//-------------------------------------------------------------------------
}
| 2,514 | 21.455357 | 84 | java |
Ludii | Ludii-master/Evaluation/src/metrics/Range.java | package metrics;
/**
* Defines two values of a specified type.
* @author cambolbro
*/
public class Range<E1, E2>
{
private final E1 min;
private final E2 max;
public Range(final E1 min, final E2 max)
{
this.min = min;
this.max = max;
}
public E1 min()
{
return min;
}
public E2 max()
{
return max;
}
} | 398 | 13.25 | 45 | java |
Ludii | Ludii-master/Evaluation/src/metrics/Utils.java | package metrics;
import java.util.ArrayList;
import java.util.Arrays;
import org.apache.commons.rng.RandomProviderState;
import org.apache.commons.rng.core.RandomProviderDefaultState;
import game.Game;
import main.Constants;
import other.RankUtils;
import other.context.Context;
import other.context.TempContext;
import other.move.Move;
import other.state.container.ContainerState;
import other.topology.TopologyElement;
import other.trial.Trial;
import search.minimax.AlphaBetaSearch;
/**
* Helpful functions for metric analysis.
*
* @author Matthew.Stephenson
*/
public class Utils
{
//-------------------------------------------------------------------------
/**
* @param game
* @param rngState
* @return A new context for a given game and RNG.
*/
public static Context setupNewContext(final Game game, final RandomProviderState rngState)
{
final Context context = new Context(game, new Trial(game));
context.rng().restoreState(rngState);
context.reset();
context.state().initialise(context.currentInstanceContext().game());
game.start(context);
context.trial().setStatus(null);
return context;
}
public static Context setupTrialContext(final Game game, final RandomProviderState rngState, final Trial trial)
{
final Context context = setupNewContext(game, rngState);
for (final Move m : trial.generateRealMovesList())
game.apply(context, m);
return context;
}
//-------------------------------------------------------------------------
/**
* The number of pieces on the board
*/
public static int numPieces(final Context context)
{
int numPieces = 0;
final ContainerState cs = context.containerState(0);
for (int i = 0; i < context.board().topology().getAllGraphElements().size(); i++)
{
final TopologyElement element = context.board().topology().getAllGraphElements().get(i);
if (context.game().isStacking())
numPieces += cs.sizeStack(element.index(), element.elementType());
else
numPieces += cs.count(element.index(), element.elementType());
}
return numPieces;
}
//-------------------------------------------------------------------------
/**
* A list of all board sites which have a piece on them.
*/
public static ArrayList<TopologyElement> boardAllSitesCovered(final Context context)
{
final ArrayList<TopologyElement> boardSitesCovered = new ArrayList<>();
final ContainerState cs = context.containerState(0);
for (final TopologyElement topologyElement : context.board().topology().getAllGraphElements())
if (cs.what(topologyElement.index(), topologyElement.elementType()) != 0)
boardSitesCovered.add(topologyElement);
return boardSitesCovered;
}
/**
* A list of all used board sites which have a piece on them.
*/
public static ArrayList<TopologyElement> boardUsedSitesCovered(final Context context)
{
final ArrayList<TopologyElement> boardSitesCovered = new ArrayList<>();
final ContainerState cs = context.containerState(0);
for (final TopologyElement topologyElement : context.board().topology().getAllUsedGraphElements(context.game()))
if (cs.what(topologyElement.index(), topologyElement.elementType()) != 0)
boardSitesCovered.add(topologyElement);
return boardSitesCovered;
}
/**
* A list of all default board sites which have a piece on them.
*/
public static ArrayList<TopologyElement> boardDefaultSitesCovered(final Context context)
{
final ArrayList<TopologyElement> boardSitesCovered = new ArrayList<>();
final ContainerState cs = context.containerState(0);
for (final TopologyElement topologyElement : context.board().topology().getGraphElements(context.board().defaultSite()))
if (cs.what(topologyElement.index(), topologyElement.elementType()) != 0)
boardSitesCovered.add(topologyElement);
return boardSitesCovered;
}
//-------------------------------------------------------------------------
/**
* Returns an evaluation between -1 and 1 for the current (context) state of the mover.
*/
public static double evaluateState(final Evaluation evaluation, final Context context, final int mover)
{
final Context instanceContext = context.currentInstanceContext();
final AlphaBetaSearch agent = new AlphaBetaSearch(false);
agent.initAI(instanceContext.game(), mover);
final long rngHashcode = Arrays.hashCode(((RandomProviderDefaultState) instanceContext.rng().saveState()).getState());
final long stateAndMoverHash = instanceContext.state().fullHash() ^ mover ^ rngHashcode;
if (instanceContext.trial().over() || !instanceContext.active(mover))
{
// Terminal node (at least for mover)
return RankUtils.agentUtilities(instanceContext)[mover];
}
else if (evaluation.stateEvaluationCacheContains(stateAndMoverHash))
{
return evaluation.getStateEvaluationCacheValue(stateAndMoverHash);
}
else
{
// Heuristic evaluation
float heuristicScore = agent.heuristicValueFunction().computeValue(instanceContext, mover, AlphaBetaSearch.ABS_HEURISTIC_WEIGHT_THRESHOLD);
for (final int opp : agent.opponents(mover))
{
if (instanceContext.active(opp))
heuristicScore -= agent.heuristicValueFunction().computeValue(instanceContext, opp, AlphaBetaSearch.ABS_HEURISTIC_WEIGHT_THRESHOLD);
else if (instanceContext.winners().contains(opp))
heuristicScore -= AlphaBetaSearch.PARANOID_OPP_WIN_SCORE;
}
// Invert scores if players swapped (only works for two player games)
if (instanceContext.state().playerToAgent(mover) != mover)
heuristicScore = -heuristicScore;
// Normalise to between -1 and 1
final double heuristicScoreTanh = Math.tanh(heuristicScore);
evaluation.putStateEvaluationCacheValue(stateAndMoverHash, heuristicScoreTanh);
return heuristicScoreTanh;
}
}
/**
* Returns an evaluation of a given move from the current (context) state.
*/
public static Double evaluateMove(final Evaluation evaluation, final Context context, final Move move)
{
final long rngHashcode = Arrays.hashCode(((RandomProviderDefaultState) context.rng().saveState()).getState());
final long stateAndMoveHash = context.state().fullHash() ^ move.toTrialFormat(context).hashCode() ^ rngHashcode;
if (evaluation.stateAfterMoveEvaluationCacheContains(stateAndMoveHash))
return Double.valueOf(evaluation.getStateAfterMoveEvaluationCache(stateAndMoveHash));
final TempContext copyContext = new TempContext(context);
copyContext.game().apply(copyContext, move);
final double stateEvaluationAfterMove = evaluateState(evaluation, copyContext, move.mover());
evaluation.putStateAfterMoveEvaluationCache(stateAndMoveHash, stateEvaluationAfterMove);
return Double.valueOf(stateEvaluationAfterMove);
}
/**
* Returns an evaluation between 0 and 1 for the current (context) state of each player.
*/
public static ArrayList<Double> allPlayerStateEvaluations(final Evaluation evaluation, final Context context)
{
final ArrayList<Double> allPlayerStateEvalations = new ArrayList<>();
allPlayerStateEvalations.add(Double.valueOf(-1.0));
for (int i = 1; i <= context.game().players().count(); i++)
allPlayerStateEvalations.add(Double.valueOf(evaluateState(evaluation, context, i)));
return allPlayerStateEvalations;
}
//-------------------------------------------------------------------------
/**
* Get the highest ranked players based on the final player rankings.
*/
public static ArrayList<Integer> highestRankedPlayers(final Trial trial, final Context context)
{
if (context.game().players().count() <= 0)
return null;
final ArrayList<Integer> highestRankedPlayers = new ArrayList<>();
double highestRanking = -Constants.INFINITY;
for (int i = 1; i <= context.game().players().count(); i++)
if (RankUtils.agentUtilities(context)[i] > highestRanking)
highestRanking = RankUtils.agentUtilities(context)[i];
for (int i = 1; i <= context.game().players().count(); i++)
if (RankUtils.agentUtilities(context)[i] == highestRanking)
highestRankedPlayers.add(Integer.valueOf(i));
return highestRankedPlayers;
}
//-------------------------------------------------------------------------
// public static double UCTEvaluateState(final Context context, final int mover)
// {
// if (!context.active(mover))
// return RankUtils.rankToUtil(context.trial().ranking()[mover], context.game().players().count());
//
// final MCTS agent = MCTS.createUCT();
// agent.initAI(context.game(), mover);
// agent.setAutoPlaySeconds(-1);
// agent.selectAction(context.game(), context, 0.1, -1, -1);
// return agent.estimateValue();
// }
//-------------------------------------------------------------------------
// public static double ABEvaluateState(final Context context, final int mover)
// {
// final AlphaBetaSearch agent = new AlphaBetaSearch(false);
// agent.initAI(context.game(), mover);
// return agent.alphaBeta(context, 0, -1, -1, mover, -1);
// }
//-------------------------------------------------------------------------
// /*
// * Returns the heuristic estimation of the current state of a context object, for a given player Id.
// * Same code used in AlphaBetaSearch.
// */
// public static double HeuristicEvaluateState(final Context context, final int mover)
// {
// final AlphaBetaSearch agent = new AlphaBetaSearch(false);
// agent.initAI(context.game(), mover);
//
// if (context.trial().over() || !context.active(mover))
// {
// // Terminal node (at least for mover)
// return RankUtils.agentUtilities(context)[mover] * AlphaBetaSearch.BETA_INIT;
// }
// else
// {
// // Heuristic evaluation
// float heuristicScore = agent.heuristicValueFunction().computeValue(context, mover, AlphaBetaSearch.ABS_HEURISTIC_WEIGHT_THRESHOLD);
//
// for (final int opp : agent.opponents(mover))
// {
// if (context.active(opp))
// heuristicScore -= agent.heuristicValueFunction().computeValue(context, opp, AlphaBetaSearch.ABS_HEURISTIC_WEIGHT_THRESHOLD);
// else if (context.winners().contains(opp))
// heuristicScore -= AlphaBetaSearch.PARANOID_OPP_WIN_SCORE;
// }
//
// // Invert scores if players swapped
// if (context.state().playerToAgent(mover) != mover)
// heuristicScore = -heuristicScore;
//
// return Math.tanh(heuristicScore);
// }
// }
//-------------------------------------------------------------------------
}
| 10,404 | 35.128472 | 142 | java |
Ludii | Ludii-master/Evaluation/src/metrics/designer/IdealDuration.java | package metrics.designer;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import other.trial.Trial;
/**
* Average number or turns in a game, based on an ideal range.
*
* @author matthew.stephenson
*/
public class IdealDuration extends Metric
{
private double minTurn = 0;
private double maxTurn = 1000;
//-------------------------------------------------------------------------
/**
* Constructor
*/
public IdealDuration()
{
super
(
"Ideal Duration",
"Average number or turns in a game, based on an ideal range.",
0.0,
1.0,
null
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
//
//
// 1- +-------+__
// /| | \__
// / | | \__
// / | | \__
// / | | \__
// 0- +----+-------+--------------+---
// 0 Min Max 2*Max
double tally = 0;
for (final Trial trial : trials)
{
final int numTurns = trial.numTurns();
double score = 1;
if (numTurns < minTurn)
score = numTurns / minTurn;
else if (numTurns > maxTurn)
score = 1 - Math.min(1, (numTurns - maxTurn) / maxTurn);
tally += score;
}
return Double.valueOf(tally / trials.length);
}
//-------------------------------------------------------------------------
public void setMinTurn(final double minTurn)
{
this.minTurn = minTurn;
}
public void setMaxTurn(final double maxTurn)
{
this.maxTurn = maxTurn;
}
//-------------------------------------------------------------------------
}
| 1,839 | 19 | 76 | java |
Ludii | Ludii-master/Evaluation/src/metrics/designer/SkillTrace.java | package metrics.designer;
import java.io.File;
import java.io.FileNotFoundException;
import java.io.FileOutputStream;
import java.io.PrintWriter;
import java.io.UnsupportedEncodingException;
import java.util.ArrayList;
import java.util.List;
import java.util.stream.IntStream;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.UnixPrintWriter;
import main.math.LinearRegression;
import metrics.Evaluation;
import metrics.Metric;
import other.AI;
import other.RankUtils;
import other.context.Context;
import other.model.Model;
import other.trial.Trial;
import search.mcts.MCTS;
/**
* Skill trace of the game.
* NOTE. This metric doesn't work with stored trials, and must instead generate new trials each time.
* NOTE. Only works games that are supported by UCT
*
* @author matthew.stephenson and Dennis Soemers
*/
public class SkillTrace extends Metric
{
// Number of matches (iteration count doubles each time)
private int numMatches = 8;
// Number of trials per match
private int numTrialsPerMatch = 30;
// A hard time limit in seconds, after which any future trials are aborted
private int hardTimeLimit = 180;
// Output path for more details results
private String outputPath = "";
// Database storage options
private boolean addToDatabaseFile = false;
private String combinedResultsOutputPath = "SkillTraceResults.csv";
//-------------------------------------------------------------------------
/**
* Constructor
*/
public SkillTrace()
{
super
(
"Skill trace",
"Skill trace of the game.",
0.0,
1.0,
null
);
}
//-------------------------------------------------------------------------
@SuppressWarnings("boxing")
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
String outputString = "";
final List<Double> strongAIResults = new ArrayList<>();
double areaEstimate = 0.0;
final long startTime = System.currentTimeMillis();
final List<AI> ais = new ArrayList<AI>(game.players().count() + 1);
ais.add(null);
for (int p = 1; p <= game.players().count(); ++p)
ais.add(MCTS.createUCT());
final Trial trial = new Trial(game);
final Context context = new Context(game, trial);
game.start(context);
final int bf = game.moves(context).count();
System.out.println(numTrialsPerMatch + " trials per level, time limit " + hardTimeLimit + "s, BF=" + bf + ".");
outputString += numTrialsPerMatch + " trials per level, time limit " + hardTimeLimit + "s, BF=" + bf + ".\n";
int weakIterationValue = 2;
int matchCount = 0;
for (/**/; matchCount < numMatches; matchCount++)
{
double strongAIAvgResult = 0.0;
int strongAgentIdx = 1;
for (int i = 0; i < numTrialsPerMatch; ++i)
{
game.start(context);
for (int p = 1; p <= game.players().count(); ++p)
ais.get(p).initAI(game, p);
final Model model = context.model();
while (!trial.over())
{
final int mover = context.state().playerToAgent(context.state().mover());
final int numIterations;
if (mover == strongAgentIdx)
numIterations = weakIterationValue * 2;
else
numIterations = weakIterationValue;
model.startNewStep(context, ais, -1.0, numIterations * game.moves(context).count(), -1, 0.0);
}
// Record the utility of the strong agent
strongAIAvgResult += RankUtils.agentUtilities(context)[strongAgentIdx];
// Change which player is controlled by the strong agent
++strongAgentIdx;
if (strongAgentIdx > game.players().count())
strongAgentIdx = 1;
// Check the current time, and if we have elapsed the limit then abort.
if (System.currentTimeMillis() > (startTime + hardTimeLimit*1000))
break;
}
// If we didn't finish all trials in time, then ignore the match results
if (System.currentTimeMillis() > (startTime + hardTimeLimit*1000))
{
System.out.println("Aborting after " + String.valueOf(matchCount) + " levels.");
outputString += "Aborting after " + String.valueOf(matchCount) + " levels.\n";
break;
}
strongAIAvgResult /= numTrialsPerMatch;
strongAIResults.add(Double.valueOf(strongAIAvgResult));
areaEstimate += Math.max(strongAIAvgResult, 0.0);
weakIterationValue *= 2;
// Print match results in console
System.out.println("Level " + (matchCount+1) + ", strong AI result: " + strongAIAvgResult);
outputString += "Level " + (matchCount+1) + ", strong AI result: " + strongAIAvgResult + "\n";
}
// Predict next step y value.
final double[] xAxis = IntStream.range(0, strongAIResults.size()).asDoubleStream().toArray();
final double[] yAxis = strongAIResults.stream().mapToDouble(Double::doubleValue).toArray();
final LinearRegression linearRegression = new LinearRegression(xAxis, yAxis);
double yValueNextStep = linearRegression.predict(numMatches+1);
yValueNextStep = Math.max(Math.min(yValueNextStep, 1.0), 0.0);
// No matches were able to be completed within the time limit.
if (matchCount == 0)
return Double.valueOf(0);
final double skillTrace = yValueNextStep + (1-yValueNextStep)*(areaEstimate/matchCount);
final double secs = (System.currentTimeMillis() - startTime) / 1000.0;
System.out.println(String.format("Skill trace %.3f in %.3fs (slope error %.3f, intercept error %.3f).", skillTrace, secs, linearRegression.slopeStdErr(), linearRegression.interceptStdErr()));
outputString += String.format("Skill trace %.3f in %.3fs (slope error %.3f, intercept error %.3f).", skillTrace, secs, linearRegression.slopeStdErr(), linearRegression.interceptStdErr());
// Store outputString in a text file if specified.
if (outputPath.length() > 1)
{
final String outputSkillTracePath = outputPath + game.name() + "_skillTrace.txt";
try (final PrintWriter writer = new UnixPrintWriter(new File(outputSkillTracePath), "UTF-8"))
{
writer.println(outputString);
}
catch (final FileNotFoundException | UnsupportedEncodingException e2)
{
e2.printStackTrace();
}
}
// Append output as an entry of the csv defined in "combinedResultsOutputPath", for uploading to Database.
if (addToDatabaseFile)
{
try (final PrintWriter writer = new PrintWriter(new FileOutputStream(new File(combinedResultsOutputPath()), true)))
{
String entryString = "";
entryString += game.name() + ",";
entryString += game.metadata().info().getId().get(0) + ",";
entryString += skillTrace + ",";
entryString += numTrialsPerMatch + ",";
entryString += matchCount + ",";
entryString += hardTimeLimit + ",";
entryString += linearRegression.slopeStdErr() + ",";
entryString += linearRegression.interceptStdErr();
writer.println(entryString);
}
catch (final FileNotFoundException e2)
{
e2.printStackTrace();
}
}
return Double.valueOf(skillTrace);
}
public void setNumMatches(final int numMatches)
{
this.numMatches = numMatches;
}
public void setNumTrialsPerMatch(final int numTrialsPerMatch)
{
this.numTrialsPerMatch = numTrialsPerMatch;
}
public void setHardTimeLimit(final int hardTimeLimit)
{
this.hardTimeLimit = hardTimeLimit;
}
public void setOutputPath(final String s)
{
outputPath = s;
}
public void setCombinedResultsOutputPath(final String combinedResultsOutputPath)
{
this.combinedResultsOutputPath = combinedResultsOutputPath;
}
public void setAddToDatabaseFile(final boolean addToDatabaseFile)
{
this.addToDatabaseFile = addToDatabaseFile;
}
public String combinedResultsOutputPath()
{
return combinedResultsOutputPath;
}
//-------------------------------------------------------------------------
}
| 7,817 | 29.779528 | 193 | java |
Ludii | Ludii-master/Evaluation/src/metrics/multiple/MultiMetricFramework.java | package metrics.multiple;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.stream.IntStream;
import java.util.stream.Stream;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.math.LinearRegression;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.trial.Trial;
@SuppressWarnings("static-method")
public abstract class MultiMetricFramework extends Metric
{
public enum MultiMetricValue
{
Average,
Median,
Max,
Min,
Variance,
ChangeAverage,
ChangeSign,
ChangeLineBestFit,
ChangeNumTimes,
MaxIncrease,
MaxDecrease
}
//-------------------------------------------------------------------------
public MultiMetricFramework
(
final String name, final String notes, final double min, final double max,
final Concept concept, final MultiMetricValue multiMetricValue
)
{
super(name, notes, min, max, concept, multiMetricValue);
}
//-------------------------------------------------------------------------
public abstract Double[] getMetricValueList(final Evaluation evaluation, final Trial trial, final Context context);
//-------------------------------------------------------------------------
public Double[][] getMetricValueLists(final Game game, final Evaluation evaluation, final Trial[] trials, final RandomProviderState[] randomProviderStates)
{
final ArrayList<Double[]> metricValueLists = new ArrayList<>();
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
final Context context = Utils.setupNewContext(game, rngState);
metricValueLists.add(getMetricValueList(evaluation, trial, context));
}
return metricValueLists.toArray(new Double[0][0]);
}
//-------------------------------------------------------------------------
public double metricAverage(final Double[][] metricValues)
{
double metricAverageFinal = 0.0;
for (final Double[] valueList : metricValues)
{
double metricAverage = 0.0;
if (valueList.length > 0)
for (final Double value : valueList)
metricAverage += value.doubleValue() / valueList.length;
metricAverageFinal += metricAverage;
}
return metricAverageFinal / metricValues.length;
}
public double metricMedian(final Double[][] metricValues)
{
double metricMedianFinal = 0.0;
for (final Double[] valueList : metricValues)
{
double metricMedian = 0;
if (valueList.length > 1)
{
Arrays.sort(valueList);
metricMedian = valueList[valueList.length/2].doubleValue();
}
metricMedianFinal += metricMedian;
}
return metricMedianFinal / metricValues.length;
}
public double metricMax(final Double[][] metricValues)
{
double metricMaxFinal = 0.0;
for (final Double[] valueList : metricValues)
{
double metricMax = 0.0;
for (final Double value : valueList)
metricMax = Math.max(metricMax, value.doubleValue());
metricMaxFinal += metricMax;
}
return metricMaxFinal / metricValues.length;
}
public double metricMin(final Double[][] metricValues)
{
double metricMinFinal = 0.0;
for (final Double[] valueList : metricValues)
{
double metricMin = 0.0;
for (final Double value : valueList)
metricMin = Math.min(metricMin, value.doubleValue());
metricMinFinal += metricMin;
}
return metricMinFinal / metricValues.length;
}
public double metricVariance(final Double[][] metricValues)
{
double metricVarianceFinal = 0.0;
for (final Double[] valueList : metricValues)
{
double metricVariance = 0.0;
if (valueList.length > 1)
{
double metricAverage = 0.0;
for (final Double value : valueList)
metricAverage += value.doubleValue() / valueList.length;
for (final Double value : valueList)
metricVariance += Math.pow(value.doubleValue() - metricAverage, 2) / valueList.length;
}
metricVarianceFinal += metricVariance;
}
return metricVarianceFinal / metricValues.length;
}
public double metricMaxIncrease(final Double[][] metricValues)
{
double metricMaxFinal = 0.0;
for (final Double[] valueList : metricValues)
{
double metricMax = 0.0;
if (valueList.length > 1)
{
double lastValue = valueList[0].doubleValue();
for (final Double value : valueList)
{
final double change = value.doubleValue() - lastValue;
metricMax = Math.max(metricMax, change);
lastValue = value.doubleValue();
}
}
metricMaxFinal += metricMax;
}
return metricMaxFinal / metricValues.length;
}
public double metricMaxDecrease(final Double[][] metricValues)
{
double metricMaxFinal = 0.0;
for (final Double[] valueList : metricValues)
{
double metricMax = 0.0;
if (valueList.length > 1)
{
double lastValue = valueList[0].doubleValue();
for (final Double value : valueList)
{
final double change = value.doubleValue() - lastValue;
metricMax = Math.min(metricMax, change);
lastValue = value.doubleValue();
}
}
metricMaxFinal += metricMax;
}
return metricMaxFinal / metricValues.length;
}
/** The slope of the least squares line of best fit. */
public double metricChangeLineBestFit(final Double[][] metricValues)
{
double metricChangeFinal = 0.0;
for (final Double[] valueList : metricValues)
{
double linearRegressionSlope = 0.0;
if (valueList.length > 1)
{
final double[] xAxis = IntStream.range(0, valueList.length).asDoubleStream().toArray();
final double[] yAxis = Stream.of(valueList).mapToDouble(Double::doubleValue).toArray();
final LinearRegression linearRegression = new LinearRegression(xAxis, yAxis);
linearRegressionSlope = linearRegression.slope();
}
metricChangeFinal += linearRegressionSlope;
}
return metricChangeFinal / metricValues.length;
}
/** The average increase */
public double metricChangeAverage(final Double[][] metricValues)
{
double metricChangeFinal = 0.0;
for (final Double[] valueList : metricValues)
{
// double metricChange = 0.0;
// double lastValue = valueList[0].doubleValue();
// for (final Double value : valueList)
// {
// final double change = value.doubleValue() - lastValue;
// metricChange += change / (valueList.length-1);
// lastValue = value.doubleValue();
// }
double metricChange = 0.0;
if (valueList.length > 1)
{
final double firstValue = valueList[0].doubleValue();
final double lastValue = valueList[valueList.length-1].doubleValue();
metricChange = (lastValue - firstValue) / (valueList.length-1);
}
metricChangeFinal += metricChange;
}
return metricChangeFinal / metricValues.length;
}
/** The average number of times the value increased versus decreased. */
public double metricChangeSign(final Double[][] metricValues)
{
double metricChangeFinal = 0.0;
for (final Double[] valueList : metricValues)
{
double metricChange = 0.0;
if (valueList.length > 1)
{
double lastValue = valueList[0].doubleValue();
for (final Double value : valueList)
{
double change = value.doubleValue() - lastValue;
if (change > 0)
change = 1;
else if (change < 0)
change = -1;
else
change = 0;
metricChange += change / (valueList.length-1);
lastValue = value.doubleValue();
}
}
metricChangeFinal += metricChange;
}
return metricChangeFinal / metricValues.length;
}
/** The average number of times the direction changed. */
public double metricChangeNumTimes(final Double[][] metricValues)
{
double metricChangeFinal = 0.0;
for (final Double[] valueList : metricValues)
{
double metricChange = 0.0;
if (valueList.length > 1)
{
double valueChangeDirection = 0.0; // If 1.0 then increasing, if -1.0 then decreasing
double lastValue = valueList[0].doubleValue();
for (final Double value : valueList)
{
double direction = 0.0;
if (value.doubleValue() > lastValue)
direction = 1.0;
if (value.doubleValue() < lastValue)
direction = -1.0;
if (direction != 0.0 && valueChangeDirection != direction)
metricChange += 1 / (valueList.length-1);
valueChangeDirection = direction;
lastValue = value.doubleValue();
}
}
metricChangeFinal += metricChange;
}
return metricChangeFinal / metricValues.length;
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Zero player games cannot be computed.
if (game.hasSubgames() || game.isSimultaneousMoveGame() || game.players().count() == 0)
return null;
final Double[][] metricValues = getMetricValueLists(game, evaluation, trials, randomProviderStates);
switch (multiMetricValue())
{
case Average: return Double.valueOf(metricAverage(metricValues));
case Median: return Double.valueOf(metricMedian(metricValues));
case Max: return Double.valueOf(metricMax(metricValues));
case Min: return Double.valueOf(metricMin(metricValues));
case Variance: return Double.valueOf(metricVariance(metricValues));
case ChangeAverage: return Double.valueOf(metricChangeAverage(metricValues));
case ChangeSign: return Double.valueOf(metricChangeSign(metricValues));
case ChangeLineBestFit: return Double.valueOf(metricChangeLineBestFit(metricValues));
case ChangeNumTimes: return Double.valueOf(metricChangeNumTimes(metricValues));
case MaxIncrease: return Double.valueOf(metricMaxIncrease(metricValues));
case MaxDecrease: return Double.valueOf(metricMaxDecrease(metricValues));
default: return null;
}
}
//-------------------------------------------------------------------------
}
| 9,993 | 27.718391 | 156 | java |
Ludii | Ludii-master/Evaluation/src/metrics/multiple/metrics/BoardSitesOccupied.java | package metrics.multiple.metrics;
import java.util.ArrayList;
import metrics.Evaluation;
import metrics.Utils;
import metrics.multiple.MultiMetricFramework;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Percentage of board sites which have a piece on it.
* Note. Only looks at the default site type.
*
* @author matthew.stephenson
*/
public class BoardSitesOccupied extends MultiMetricFramework
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public BoardSitesOccupied(final MultiMetricValue multiMetricValue, final Concept concept)
{
super
(
"Board Sites Occupied " + multiMetricValue.name(),
"Percentage of board sites which have a piece on it.",
0.0,
1.0,
concept,
multiMetricValue
);
}
//-------------------------------------------------------------------------
@Override
public Double[] getMetricValueList(final Evaluation evaluation, final Trial trial, final Context context)
{
final ArrayList<Double> valueList = new ArrayList<>();
final int numberDefaultBoardSites = context.board().topology().getGraphElements(context.board().defaultSite()).size();
valueList.add(Double.valueOf(Double.valueOf(Utils.boardDefaultSitesCovered(context).size()).doubleValue() / numberDefaultBoardSites));
for (final Move m : trial.generateRealMovesList())
{
context.game().apply(context, m);
valueList.add(Double.valueOf(Double.valueOf(Utils.boardDefaultSitesCovered(context).size()).doubleValue() / numberDefaultBoardSites));
}
return valueList.toArray(new Double[0]);
}
//-------------------------------------------------------------------------
}
| 1,739 | 28 | 137 | java |
Ludii | Ludii-master/Evaluation/src/metrics/multiple/metrics/BranchingFactor.java | package metrics.multiple.metrics;
import java.util.ArrayList;
import main.Constants;
import metrics.Evaluation;
import metrics.multiple.MultiMetricFramework;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Number of possible moves.
*
* @author matthew.stephenson
*/
public class BranchingFactor extends MultiMetricFramework
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public BranchingFactor(final MultiMetricValue multiMetricValue, final Concept concept)
{
super
(
"Branching Factor " + multiMetricValue.name(),
"Number of possible moves.",
0.0,
Constants.INFINITY,
concept,
multiMetricValue
);
}
//-------------------------------------------------------------------------
@Override
public Double[] getMetricValueList(final Evaluation evaluation, final Trial trial, final Context context)
{
final ArrayList<Double> valueList = new ArrayList<>();
for (final Move m : trial.generateRealMovesList())
{
valueList.add(Double.valueOf(context.game().moves(context).moves().size()));
context.game().apply(context, m);
}
return valueList.toArray(new Double[0]);
}
//-------------------------------------------------------------------------
}
| 1,329 | 22.75 | 106 | java |
Ludii | Ludii-master/Evaluation/src/metrics/multiple/metrics/DecisionFactor.java | package metrics.multiple.metrics;
import java.util.ArrayList;
import main.Constants;
import metrics.Evaluation;
import metrics.multiple.MultiMetricFramework;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Number of possible moves, when greater than 1.
*
* @author matthew.stephenson
*/
public class DecisionFactor extends MultiMetricFramework
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public DecisionFactor(final MultiMetricValue multiMetricValue, final Concept concept)
{
super
(
"Decision Factor " + multiMetricValue.name(),
"Number of possible moves, when greater than 1.",
0.0,
Constants.INFINITY,
concept,
multiMetricValue
);
}
//-------------------------------------------------------------------------
@Override
public Double[] getMetricValueList(final Evaluation evaluation, final Trial trial, final Context context)
{
final ArrayList<Double> valueList = new ArrayList<>();
for (final Move m : trial.generateRealMovesList())
{
if (context.game().moves(context).moves().size() > 1)
valueList.add(Double.valueOf(context.game().moves(context).moves().size()));
context.game().apply(context, m);
}
return valueList.toArray(new Double[0]);
}
//-------------------------------------------------------------------------
}
| 1,431 | 23.689655 | 106 | java |
Ludii | Ludii-master/Evaluation/src/metrics/multiple/metrics/Drama.java | package metrics.multiple.metrics;
import java.util.ArrayList;
import java.util.Collections;
import metrics.Evaluation;
import metrics.Utils;
import metrics.multiple.MultiMetricFramework;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Difference between the winning players state evaluation and the maximum state evaluation of any player.
*
* @author matthew.stephenson
*/
public class Drama extends MultiMetricFramework
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public Drama(final MultiMetricValue multiMetricValue, final Concept concept)
{
super
(
"Drama " + multiMetricValue.name(),
"Difference between the winning players state evaluation and the 'maximum state evaluation of any player.",
0.0,
1.0,
concept,
multiMetricValue
);
}
//-------------------------------------------------------------------------
@Override
public Double[] getMetricValueList(final Evaluation evaluation, final Trial trial, final Context context)
{
final ArrayList<Double> valueList = new ArrayList<>();
// Get the highest ranked players based on the final player rankings.
final ArrayList<Integer> highestRankedPlayers = Utils.highestRankedPlayers(trial, context);
if (highestRankedPlayers.size() > 0)
{
for (final Move m : trial.generateRealMovesList())
{
// Get the highest state evaluation for any player.
final ArrayList<Double> allPlayerStateEvaluations = Utils.allPlayerStateEvaluations(evaluation, context);
final double highestStateEvaluation = Collections.max(allPlayerStateEvaluations).doubleValue();
// Get the average difference between the winning player(s) and the highest state evaluation.
double differenceBetweenWinnersAndMax = 0.0;
for (final int highestRankedPlayer : highestRankedPlayers)
{
final double playerStateEvaluation = allPlayerStateEvaluations.get(highestRankedPlayer).doubleValue();
differenceBetweenWinnersAndMax += (highestStateEvaluation-playerStateEvaluation)/highestRankedPlayers.size();
}
valueList.add(Double.valueOf(differenceBetweenWinnersAndMax));
context.game().apply(context, m);
}
}
else
{
System.out.println("ERROR, highestRankedPlayers list is empty");
}
return valueList.toArray(new Double[0]);
}
//-------------------------------------------------------------------------
}
| 2,486 | 29.703704 | 114 | java |
Ludii | Ludii-master/Evaluation/src/metrics/multiple/metrics/MoveDistance.java | package metrics.multiple.metrics;
import java.util.ArrayList;
import game.types.board.RelationType;
import game.types.board.SiteType;
import main.Constants;
import metrics.Evaluation;
import metrics.multiple.MultiMetricFramework;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.topology.Topology;
import other.trial.Trial;
/**
* The distance traveled by pieces when they move around the board.
* Note. Only for moves between same site type
*
* @author matthew.stephenson
*/
public class MoveDistance extends MultiMetricFramework
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public MoveDistance(final MultiMetricValue multiMetricValue, final Concept concept)
{
super
(
"Move Distance " + multiMetricValue.name(),
"The distance traveled by pieces when they move around the board.",
0.0,
Constants.INFINITY,
concept,
multiMetricValue
);
}
//-------------------------------------------------------------------------
@Override
public Double[] getMetricValueList(final Evaluation evaluation, final Trial trial, final Context context)
{
final Topology boardTopology = context.board().topology();
if (context.game().booleanConcepts().get(Concept.Cell.id()))
boardTopology.preGenerateDistanceToEachElementToEachOther(SiteType.Cell, RelationType.Adjacent);
if (context.game().booleanConcepts().get(Concept.Edge.id()))
boardTopology.preGenerateDistanceToEachElementToEachOther(SiteType.Edge, RelationType.Adjacent);
if (context.game().booleanConcepts().get(Concept.Vertex.id()))
boardTopology.preGenerateDistanceToEachElementToEachOther(SiteType.Vertex, RelationType.Adjacent);
final ArrayList<Double> valueList = new ArrayList<>();
for (final Move m : trial.generateRealMovesList())
{
final SiteType moveType = m.fromType();
if
(
m.fromType() == m.toType()
&&
m.from() < boardTopology.numSites(moveType)
&&
m.to() < boardTopology.numSites(moveType)
&&
m.from() != m.to()
)
{
valueList.add(Double.valueOf(boardTopology.distancesToOtherSite(moveType)[m.from()][m.to()]));
}
context.game().apply(context, m);
}
return valueList.toArray(new Double[0]);
}
//-------------------------------------------------------------------------
}
| 2,382 | 26.709302 | 106 | java |
Ludii | Ludii-master/Evaluation/src/metrics/multiple/metrics/MoveEvaluation.java | package metrics.multiple.metrics;
import java.util.ArrayList;
import metrics.Evaluation;
import metrics.Utils;
import metrics.multiple.MultiMetricFramework;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Evaluation values for each move.
*
* @author matthew.stephenson
*/
public class MoveEvaluation extends MultiMetricFramework
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public MoveEvaluation(final MultiMetricValue multiMetricValue, final Concept concept)
{
super
(
"Move Evaluation " + multiMetricValue.name(),
"Evaluation values for each move.",
0.0,
1.0,
concept,
multiMetricValue
);
}
//-------------------------------------------------------------------------
@Override
public Double[] getMetricValueList(final Evaluation evaluation, final Trial trial, final Context context)
{
final ArrayList<Double> valueList = new ArrayList<>();
for (final Move m : trial.generateRealMovesList())
{
valueList.add(Utils.evaluateMove(evaluation, context, m));
context.game().apply(context, m);
}
return valueList.toArray(new Double[0]);
}
//-------------------------------------------------------------------------
} | 1,305 | 22.745455 | 106 | java |
Ludii | Ludii-master/Evaluation/src/metrics/multiple/metrics/PieceNumber.java | package metrics.multiple.metrics;
import java.util.ArrayList;
import main.Constants;
import metrics.Evaluation;
import metrics.Utils;
import metrics.multiple.MultiMetricFramework;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* The number of pieces on the board.
*
* @author matthew.stephenson
*/
public class PieceNumber extends MultiMetricFramework
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public PieceNumber(final MultiMetricValue multiMetricValue, final Concept concept)
{
super
(
"Piece Number " + multiMetricValue.name(),
"The number of pieces on the board.",
0.0,
Constants.INFINITY,
concept,
multiMetricValue
);
}
//-------------------------------------------------------------------------
@Override
public Double[] getMetricValueList(final Evaluation evaluation, final Trial trial, final Context context)
{
final ArrayList<Double> valueList = new ArrayList<>();
valueList.add(Double.valueOf(Utils.numPieces(context)));
for (final Move m : trial.generateRealMovesList())
{
context.game().apply(context, m);
valueList.add(Double.valueOf(Utils.numPieces(context)));
}
return valueList.toArray(new Double[0]);
}
//-------------------------------------------------------------------------
}
| 1,398 | 22.711864 | 106 | java |
Ludii | Ludii-master/Evaluation/src/metrics/multiple/metrics/ScoreDifference.java | package metrics.multiple.metrics;
import java.util.ArrayList;
import main.Constants;
import metrics.Evaluation;
import metrics.multiple.MultiMetricFramework;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Difference in player scores.
*
* @author matthew.stephenson
*/
public class ScoreDifference extends MultiMetricFramework
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public ScoreDifference(final MultiMetricValue multiMetricValue, final Concept concept)
{
super
(
"Score Difference " + multiMetricValue.name(),
"Difference in player scores.",
0.0,
Constants.INFINITY,
concept,
multiMetricValue
);
}
//-------------------------------------------------------------------------
@Override
public Double[] getMetricValueList(final Evaluation evaluation, final Trial trial, final Context context)
{
final ArrayList<Double> valueList = new ArrayList<>();
valueList.add(Double.valueOf(getScoreDiscrepancy(context)));
for (final Move m : trial.generateRealMovesList())
{
context.game().apply(context, m);
valueList.add(Double.valueOf(getScoreDiscrepancy(context)));
}
return valueList.toArray(new Double[0]);
}
//-------------------------------------------------------------------------
private static double getScoreDiscrepancy(final Context context)
{
if (!context.game().requiresScore())
return 0.0;
final int numPlayers = context.game().players().count();
final int[] score = new int[numPlayers + 1];
for (int p = 1; p <= numPlayers; p++)
score[p] += context.score(p);
// Find maximum discrepancy
double maxDisc = 0.0;
for (int pa = 1; pa <= numPlayers; pa++)
{
for (int pb = pa+1; pb <= numPlayers; pb++)
{
final double disc = Math.abs(score[pa] - score[pb]);
if (disc > maxDisc)
maxDisc = disc;
}
}
return maxDisc;
}
//-------------------------------------------------------------------------
} | 2,061 | 23.547619 | 106 | java |
Ludii | Ludii-master/Evaluation/src/metrics/multiple/metrics/StateEvaluationDifference.java | package metrics.multiple.metrics;
import java.util.ArrayList;
import metrics.Evaluation;
import metrics.Utils;
import metrics.multiple.MultiMetricFramework;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Difference in player state evaluations.
*
* @author matthew.stephenson
*/
public class StateEvaluationDifference extends MultiMetricFramework
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public StateEvaluationDifference(final MultiMetricValue multiMetricValue, final Concept concept)
{
super
(
"State Evaluation Difference " + multiMetricValue.name(),
"Difference in player state evaluations.",
0.0,
1.0,
concept,
multiMetricValue
);
}
//-------------------------------------------------------------------------
@Override
public Double[] getMetricValueList(final Evaluation evaluation, final Trial trial, final Context context)
{
final ArrayList<Double> valueList = new ArrayList<>();
valueList.add(Double.valueOf(getStateEvaluationDiscrepancy(evaluation, context)));
for (final Move m : trial.generateRealMovesList())
{
context.game().apply(context, m);
valueList.add(Double.valueOf(getStateEvaluationDiscrepancy(evaluation, context)));
}
return valueList.toArray(new Double[0]);
}
//-------------------------------------------------------------------------
private static double getStateEvaluationDiscrepancy(final Evaluation evaluation, final Context context)
{
final int numPlayers = context.game().players().count();
final ArrayList<Double> allPlayerStateEvaluations = Utils.allPlayerStateEvaluations(evaluation, context);
// Find maximum discrepancy
double maxDisc = 0.0;
for (int pa = 1; pa <= numPlayers; pa++)
{
for (int pb = pa+1; pb <= numPlayers; pb++)
{
final double disc = Math.abs(allPlayerStateEvaluations.get(pa).doubleValue() - allPlayerStateEvaluations.get(pb).doubleValue());
if (disc > maxDisc)
maxDisc = disc;
}
}
return maxDisc;
}
//-------------------------------------------------------------------------
} | 2,183 | 27 | 132 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/boardCoverage/BoardCoverageDefault.java | package metrics.single.boardCoverage;
import java.util.HashSet;
import java.util.Set;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.topology.TopologyElement;
import other.trial.Trial;
/**
* Percentage of default board sites which a piece was placed on at some point.
*
* @author matthew.stephenson
*/
public class BoardCoverageDefault extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public BoardCoverageDefault()
{
super
(
"Board Coverage Default",
"Percentage of default board sites which a piece was placed on at some point.",
0.0,
1.0,
Concept.BoardCoverageDefault
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
double numSitesCovered = 0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
// Record all sites covered in this trial.
final Set<TopologyElement> sitesCovered = new HashSet<TopologyElement>();
sitesCovered.addAll(Utils.boardDefaultSitesCovered(context));
for (final Move m : trial.generateRealMovesList())
{
context.game().apply(context, m);
sitesCovered.addAll(Utils.boardDefaultSitesCovered(context));
}
numSitesCovered += ((double) sitesCovered.size()) / context.board().topology().getGraphElements(context.board().defaultSite()).size();
}
return Double.valueOf(numSitesCovered / trials.length);
}
}
| 2,066 | 24.518519 | 137 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/boardCoverage/BoardCoverageFull.java | package metrics.single.boardCoverage;
import java.util.HashSet;
import java.util.Set;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.topology.TopologyElement;
import other.trial.Trial;
/**
* Percentage of all board sites (cell, vertex and edge) which a piece was placed on at some point.
*
* @author matthew.stephenson
*/
public class BoardCoverageFull extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public BoardCoverageFull()
{
super
(
"Board Coverage Full",
"Percentage of all board sites (cell, vertex and edge) which a piece was placed on at some point.",
0.0,
1.0,
Concept.BoardCoverageFull
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
double numSitesCovered = 0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
// Record all sites covered in this trial.
final Set<TopologyElement> sitesCovered = new HashSet<TopologyElement>();
sitesCovered.addAll(Utils.boardAllSitesCovered(context));
for (final Move m : trial.generateRealMovesList())
{
context.game().apply(context, m);
sitesCovered.addAll(Utils.boardAllSitesCovered(context));
}
numSitesCovered += ((double) sitesCovered.size()) / context.board().topology().getAllGraphElements().size();
}
return Double.valueOf(numSitesCovered / trials.length);
}
}
| 2,060 | 24.444444 | 111 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/boardCoverage/BoardCoverageUsed.java | package metrics.single.boardCoverage;
import java.util.HashSet;
import java.util.Set;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.topology.TopologyElement;
import other.trial.Trial;
/**
* Percentage of used board sites (detected automatically based on the games rule description) which a piece was placed on at some point.
*
* @author matthew.stephenson
*/
public class BoardCoverageUsed extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public BoardCoverageUsed()
{
super
(
"Board Coverage Used",
"Percentage of used board sites (detected automatically based on the games rule description) which a piece was placed on at some point.",
0.0,
1.0,
Concept.BoardCoverageUsed
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
double numSitesCovered = 0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
// Record all sites covered in this trial.
final Set<TopologyElement> sitesCovered = new HashSet<TopologyElement>();
sitesCovered.addAll(Utils.boardUsedSitesCovered(context));
for (final Move m : trial.generateRealMovesList())
{
context.game().apply(context, m);
sitesCovered.addAll(Utils.boardUsedSitesCovered(context));
}
numSitesCovered += ((double) sitesCovered.size()) / context.board().topology().getAllUsedGraphElements(context.game()).size();
}
return Double.valueOf(numSitesCovered / trials.length);
}
}
| 2,155 | 25.617284 | 140 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/complexity/DecisionMoves.java | package metrics.single.complexity;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Percentage number of states in the trial where there was more than 1 possible move.
*
* @author matthew.stephenson
*/
public class DecisionMoves extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public DecisionMoves()
{
super
(
"Decision Moves",
"Percentage number of states in the trial where there was more than 1 possible move.",
0.0,
1.0,
Concept.DecisionMoves
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
double avgNumDecisionMoves = 0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
// Record the number of possible options for each move.
double numDecisionMoves = 0;
for (final Move m : trial.generateRealMovesList())
{
if (context.game().moves(context).moves().size() > 1)
numDecisionMoves++;
context.game().apply(context, m);
}
avgNumDecisionMoves += numDecisionMoves / trial.generateRealMovesList().size();
}
return Double.valueOf(avgNumDecisionMoves / trials.length);
}
//-------------------------------------------------------------------------
}
| 1,913 | 22.925 | 90 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/complexity/GameTreeComplexity.java | package metrics.single.complexity;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.Constants;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Estimate of the number of possible distinct play traces.
* https://www.pipmodern.com/post/complexity-state-space-game-tree
*
* @author matthew.stephenson
*/
public class GameTreeComplexity extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public GameTreeComplexity()
{
super
(
"Game Tree Complexity",
"Estimate of the number of possible distinct play traces. ",
0.0,
Constants.INFINITY,
Concept.GameTreeComplexity
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
double gameTreeComplexity = 0.0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
double branchingFactor = 0.0;
for (final Move m : trial.generateRealMovesList())
{
branchingFactor += context.game().moves(context).moves().size() / trial.generateRealMovesList().size();
context.game().apply(context, m);
}
gameTreeComplexity += trial.generateRealMovesList().size() * Math.log10(branchingFactor);
}
return Double.valueOf(gameTreeComplexity / trials.length);
}
}
| 1,877 | 23.710526 | 107 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/complexity/StateSpaceComplexity.java | package metrics.single.complexity;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.Constants;
import metrics.Evaluation;
import metrics.Metric;
import other.concept.Concept;
import other.trial.Trial;
/**
* Estimate of the total number of possible game board states.
* https://www.pipmodern.com/post/complexity-state-space-game-tree
*
* @author matthew.stephenson
*/
public class StateSpaceComplexity extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public StateSpaceComplexity()
{
super
(
"State Space Complexity",
"Estimate of the total number of possible game board states.",
0.0,
Constants.INFINITY,
Concept.StateTreeComplexity
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
if (game.hasSubgames() || game.isSimultaneousMoveGame())
return null;
long maxStatePossibilites = game.numComponents() + 1;
if (game.isStacking())
maxStatePossibilites *= Constants.MAX_STACK_HEIGHT;
else if (game.requiresCount())
maxStatePossibilites *= game.maxCount();
if (game.requiresLocalState())
maxStatePossibilites *= game.maximalLocalStates();
if (game.requiresRotation())
maxStatePossibilites *= game.maximalRotationStates();
if (game.requiresPieceValue())
maxStatePossibilites *= game.maximalValue();
if (game.hiddenInformation())
maxStatePossibilites *= Math.pow(2, 7);
return Double.valueOf(game.board().topology().getAllUsedGraphElements(game).size() * Math.log10(maxStatePossibilites));
}
}
| 1,780 | 24.442857 | 121 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/duration/DurationActions.java | package metrics.single.duration;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.Constants;
import metrics.Evaluation;
import metrics.Metric;
import other.concept.Concept;
import other.move.Move;
import other.trial.Trial;
/**
* Number of actions in a game.
*
* @author matthew.stephenson
*/
public class DurationActions extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public DurationActions()
{
super
(
"Duration Actions",
"Number of actions in a game.",
0.0,
Constants.INFINITY,
Concept.DurationActions
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Count the number of actions.
double actionTally = 0;
for (final Trial trial : trials)
for (final Move m : trial.generateRealMovesList())
actionTally += m.actions().size();
return Double.valueOf(actionTally / trials.length);
}
//-------------------------------------------------------------------------
}
| 1,231 | 19.196721 | 76 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/duration/DurationMoves.java | package metrics.single.duration;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.Constants;
import metrics.Evaluation;
import metrics.Metric;
import other.concept.Concept;
import other.trial.Trial;
/**
* Number of moves in a game.
*
* @author matthew.stephenson
*/
public class DurationMoves extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public DurationMoves()
{
super
(
"Duration Moves",
"Number of moves in a game.",
0.0,
Constants.INFINITY,
Concept.DurationMoves
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Count the number of moves.
double moveTally = 0;
for (final Trial trial : trials)
moveTally += trial.numberRealMoves();
return Double.valueOf(moveTally / trials.length);
}
//-------------------------------------------------------------------------
}
| 1,137 | 18.288136 | 76 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/duration/DurationTurns.java | package metrics.single.duration;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.Constants;
import metrics.Evaluation;
import metrics.Metric;
import other.concept.Concept;
import other.trial.Trial;
/**
* Number of turns in a game.
*
* @author matthew.stephenson
*/
public class DurationTurns extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public DurationTurns()
{
super
(
"Duration Turns",
"Number of turns in a game.",
0.0,
Constants.INFINITY,
Concept.DurationTurns
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Count the number of turns.
double turnTally = 0;
for (final Trial trial : trials)
turnTally += trial.numTurns();
return Double.valueOf(turnTally / trials.length);
}
//-------------------------------------------------------------------------
}
| 1,130 | 18.169492 | 76 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/duration/DurationTurnsNotTimeouts.java | package metrics.single.duration;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.Constants;
import main.Status.EndType;
import metrics.Evaluation;
import metrics.Metric;
import other.concept.Concept;
import other.trial.Trial;
/**
* Number of turns in a game (excluding timeouts).
*
* @author matthew.stephenson
*/
public class DurationTurnsNotTimeouts extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public DurationTurnsNotTimeouts()
{
super
(
"Duration Turns Not Timeouts",
"Number of turns in a game (excluding timeouts).",
0.0,
Constants.INFINITY,
Concept.DurationTurnsNotTimeouts
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Count the number of turns.
double turnTally = 0;
double numTrials = 0;
for (final Trial trial : trials)
{
final boolean trialTimedOut = trial.status().endType() == EndType.MoveLimit || trial.status().endType() == EndType.TurnLimit;
if (!trialTimedOut)
{
turnTally += trial.numTurns();
numTrials++;
}
}
// Check if all trials timed out
if (numTrials == 0)
{
if (game.players().count() <= 1)
return Double.valueOf(1);
else
return Double.valueOf(game.getMaxTurnLimit() * game.players().count());
}
return Double.valueOf(turnTally / numTrials);
}
//-------------------------------------------------------------------------
}
| 1,679 | 20.538462 | 128 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/duration/DurationTurnsStdDev.java | package metrics.single.duration;
import java.util.ArrayList;
import java.util.List;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.Constants;
import metrics.Evaluation;
import metrics.Metric;
import other.concept.Concept;
import other.trial.Trial;
/**
* Number of turns in a game (std dev).
*
* @author matthew.stephenson
*/
public class DurationTurnsStdDev extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public DurationTurnsStdDev()
{
super
(
"Duration Turns Std Dev",
"Number of turns in a game (std dev).",
0.0,
Constants.INFINITY,
Concept.DurationTurnsStdDev
);
}
//-------------------------------------------------------------------------
private static double calculateSD(final List<Integer> turnTally)
{
double sum = 0.0;
double standardDeviation = 0.0;
final int length = turnTally.size();
for(final int num : turnTally)
sum += num;
final double mean = sum/length;
for(final int num: turnTally)
standardDeviation += Math.pow(num - mean, 2);
return Math.sqrt(standardDeviation/length);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Count the number of turns.
final List<Integer> turnTally = new ArrayList<>();
for (final Trial trial : trials)
turnTally.add(Integer.valueOf(trial.numTurns()));
return Double.valueOf(calculateSD(turnTally));
}
//-------------------------------------------------------------------------
}
| 1,798 | 21.209877 | 76 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/outcome/AdvantageP1.java | package metrics.single.outcome;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.RankUtils;
import other.concept.Concept;
import other.context.Context;
import other.trial.Trial;
/**
* Percentage of games where player 1 won. Draws and multi-player results calculated as partial wins.
*
* @author matthew.stephenson
*/
public class AdvantageP1 extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public AdvantageP1()
{
super
(
"AdvantageP1",
"Percentage of games where player 1 won. Draws and multi-player results calculated as partial wins.",
0.0,
1.0,
Concept.AdvantageP1
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
if (game.players().count() <= 1)
return null;
double p1Wins = 0.0;
for (int i = 0; i < trials.length; i++)
{
final Trial trial = trials[i];
final RandomProviderState rng = randomProviderStates[i];
final Context context = Utils.setupTrialContext(game, rng, trial);
p1Wins += (RankUtils.agentUtilities(context)[1] + 1.0) / 2.0;
}
return Double.valueOf(p1Wins / trials.length);
}
//-------------------------------------------------------------------------
} | 1,530 | 21.514706 | 105 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/outcome/Balance.java | package metrics.single.outcome;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.RankUtils;
import other.concept.Concept;
import other.context.Context;
import other.trial.Trial;
/**
* Similarity between player win-rates. Draws and multi-player results calculated as partial wins.
*
* @author cambolbro and matthew.stephenson
*/
public class Balance extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public Balance()
{
super
(
"Balance",
"Similarity between player win-rates. Draws and multi-player results calculated as partial wins.",
0.0,
1.0,
Concept.Balance
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
final int numPlayers = game.players().count();
if (numPlayers <= 1)
return null;
// Count number of wins per player
final int[] wins = new int[numPlayers + 1];
for (int i = 0; i < trials.length; i++)
{
final Trial trial = trials[i];
final RandomProviderState rng = randomProviderStates[i];
final Context context = Utils.setupTrialContext(game, rng, trial);
for (int p = 1; p <= numPlayers; p++)
wins[p] += (RankUtils.agentUtilities(context)[p] + 1.0) / 2.0;
}
// Get mean win rate over all players
final double[] rate = new double[numPlayers + 1];
for (int p = 1; p <= numPlayers; p++)
rate[p] = wins[p] / (double)trials.length;
// Find maximum discrepancy
double maxDisc = 0.0;
for (int pa = 1; pa <= numPlayers; pa++)
{
for (int pb = pa+1; pb <= numPlayers; pb++)
{
final double disc = Math.abs(rate[pa] - rate[pb]);
if (disc > maxDisc)
maxDisc = disc;
}
}
return Double.valueOf(1.0 - maxDisc);
}
//-------------------------------------------------------------------------
} | 2,103 | 22.909091 | 102 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/outcome/Completion.java | package metrics.single.outcome;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import other.concept.Concept;
import other.trial.Trial;
/**
* Percentage of games which have a winner (not draw or timeout).
*
* @author cambolbro and matthew.stephenson
*/
public class Completion extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public Completion()
{
super
(
"Completion",
"Percentage of games which have a winner (not draw or timeout).",
0.0,
1.0,
Concept.Completion
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Count number of completed games
double completedGames = 0.0;
for (int i = 0; i < trials.length; i++)
{
final Trial trial = trials[i];
if (trial.status().winner() != 0)
completedGames++;
}
return Double.valueOf(completedGames / trials.length);
}
//-------------------------------------------------------------------------
}
| 1,257 | 18.968254 | 76 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/outcome/Drawishness.java | package metrics.single.outcome;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.RankUtils;
import other.concept.Concept;
import other.context.Context;
import other.trial.Trial;
/**
* Percentage of games which end in a draw (not including timeouts).
*
* @author matthew.stephenson
*/
public class Drawishness extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public Drawishness()
{
super
(
"Drawishness",
"Percentage of games which end in a draw (not including timeouts).",
0.0,
1.0,
Concept.Drawishness
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
final int numPlayers = game.players().count();
if (numPlayers <= 1)
return null;
// Count number of draws
double naturalDraws = 0.0;
for (int i = 0; i < trials.length; i++)
{
final Trial trial = trials[i];
final RandomProviderState rng = randomProviderStates[i];
final Context context = Utils.setupTrialContext(game, rng, trial);
// No players have won/lost.
boolean allRankingZero = true;
for (int j = 1; j < RankUtils.agentUtilities(context).length; j++)
{
if (RankUtils.agentUtilities(context)[j] != 0.0)
{
allRankingZero = false;
break;
}
}
if (allRankingZero)
naturalDraws++;
}
return Double.valueOf(naturalDraws / trials.length);
}
//-------------------------------------------------------------------------
}
| 1,776 | 20.409639 | 76 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/outcome/OutcomeUniformity.java | package metrics.single.outcome;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.math.statistics.Stats;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.RankUtils;
import other.concept.Concept;
import other.context.Context;
import other.trial.Trial;
/**
* Inverse of the per-player variance in outcomes over all trials,
* averaged over all players.
*
* @author Dennis Soemers
*/
public class OutcomeUniformity extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public OutcomeUniformity()
{
super
(
"OutcomeUniformity",
"Inverse of the per-player variance in outcomes over all trials, averaged over all players.",
0.0,
1.0,
Concept.OutcomeUniformity
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
final int numPlayers = game.players().count();
if (numPlayers < 1)
return null;
final Stats[] playerStats = new Stats[numPlayers + 1];
for (int p = 1; p <= numPlayers; ++p)
{
playerStats[p] = new Stats();
}
for (int i = 0; i < trials.length; ++i)
{
final Trial trial = trials[i];
final RandomProviderState rng = randomProviderStates[i];
final Context context = Utils.setupTrialContext(game, rng, trial);
final double[] utils = RankUtils.agentUtilities(context);
for (int p = 1; p <= numPlayers; ++p)
{
playerStats[p].addSample(utils[p]);
}
}
double accum = 0.0;
for (int p = 1; p <= numPlayers; ++p)
{
playerStats[p].measure();
accum += playerStats[p].varn();
}
return Double.valueOf(1.0 - (accum / numPlayers));
}
//-------------------------------------------------------------------------
}
| 1,964 | 20.833333 | 97 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/outcome/Timeouts.java | package metrics.single.outcome;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.Status.EndType;
import metrics.Evaluation;
import metrics.Metric;
import other.concept.Concept;
import other.trial.Trial;
/**
* Percentage of games which end via timeout.
*
* @author cambolbro and matthew.stephenson
*/
public class Timeouts extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public Timeouts()
{
super
(
"Timeouts",
"Percentage of games which end via timeout.",
0.0,
1.0,
Concept.Timeouts
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Count number of timeouts.
double timeouts = 0.0;
for (int i = 0; i < trials.length; i++)
{
final Trial trial = trials[i];
// Trial ended by timeout.
final boolean trialTimedOut = trial.status().endType() == EndType.MoveLimit || trial.status().endType() == EndType.TurnLimit;
if (trialTimedOut)
timeouts++;
}
return Double.valueOf(timeouts / trials.length);
}
//-------------------------------------------------------------------------
}
| 1,361 | 19.328358 | 128 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/stateEvaluation/LeadChange.java | package metrics.single.stateEvaluation;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashSet;
import java.util.Set;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Percentage number of times the expected winner changes.
*
* @author matthew.stephenson
*/
public class LeadChange extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public LeadChange()
{
super
(
"Lead Change",
"Percentage number of times the expected winner changes.",
0.0,
1.0,
Concept.LeadChange
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Cannot perform move/state evaluation for matches.
if (game.hasSubgames() || game.isSimultaneousMoveGame())
return null;
double avgLeadChange = 0.0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
// Count number of times the expected winner changed.
double leadChange = 0;
Set<Integer> pastCurrentLeaders = new HashSet<>();
for (final Move m : trial.generateRealMovesList())
{
final Set<Integer> currentLeaders = new HashSet<>();
final ArrayList<Double> allPlayerStateEvaluations = Utils.allPlayerStateEvaluations(evaluation, context);
final double highestStateEvaluation = Collections.max(allPlayerStateEvaluations).doubleValue();
for (int j = 1; j < allPlayerStateEvaluations.size(); j++)
if (allPlayerStateEvaluations.get(j).doubleValue() == highestStateEvaluation)
currentLeaders.add(Integer.valueOf(j));
if (!pastCurrentLeaders.equals(currentLeaders))
leadChange++;
pastCurrentLeaders = currentLeaders;
context.game().apply(context, m);
}
avgLeadChange += leadChange / trial.generateRealMovesList().size();
}
return Double.valueOf(avgLeadChange / trials.length);
}
//-------------------------------------------------------------------------
}
| 2,614 | 25.414141 | 109 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/stateEvaluation/Stability.java | package metrics.single.stateEvaluation;
import java.util.ArrayList;
import java.util.List;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Average variance in each player's state evaluation.
*
* @author matthew.stephenson
*/
public class Stability extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public Stability()
{
super
(
"Stability",
"Average variance in each player's state evaluation.",
0.0,
1.0,
Concept.Stability
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Cannot perform move/state evaluation for matches.
if (game.hasSubgames() || game.isSimultaneousMoveGame())
return null;
double avgStability = 0.0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
// Get the state evaluations for each player across the whole trial.
final List<List<Double>> allPlayersStateEvaluationsAcrossTrial = new ArrayList<>();
for (int i = 0; i <= context.game().players().count(); i++)
allPlayersStateEvaluationsAcrossTrial.add(new ArrayList<>());
final List<Move> realMoves = trial.generateRealMovesList();
for (int i = trial.numInitialPlacementMoves(); i < trial.numMoves(); i++)
{
final ArrayList<Double> allPlayerStateEvaluations = Utils.allPlayerStateEvaluations(evaluation, context);
for (int j = 1; j < allPlayerStateEvaluations.size(); j++)
allPlayersStateEvaluationsAcrossTrial.get(j).add(allPlayerStateEvaluations.get(j));
context.game().apply(context, realMoves.get(i - trial.numInitialPlacementMoves()));
}
// Record the average variance for each players state evaluations.
double stateEvaluationVariance = 0.0;
for (final List<Double> valueList : allPlayersStateEvaluationsAcrossTrial)
{
double metricAverage = 0.0;
for (final Double value : valueList)
metricAverage += value.doubleValue() / valueList.size();
double metricVariance = 0.0;
for (final Double value : valueList)
metricVariance += Math.pow(value.doubleValue() - metricAverage, 2) / valueList.size();
stateEvaluationVariance += metricVariance;
}
avgStability += stateEvaluationVariance;
}
return Double.valueOf(avgStability / trials.length);
}
//-------------------------------------------------------------------------
}
| 3,047 | 27.485981 | 109 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/stateEvaluation/clarity/ClarityNarrowness.java | package metrics.single.stateEvaluation.clarity;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.math.statistics.Stats;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* The percentage of legal moves that have an evaluation value at least 75% above the difference between the max move evaluation value and average move evaluation value.
*
* @author matthew.stephenson
*/
public class ClarityNarrowness extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public ClarityNarrowness()
{
super
(
"Clarity Narrowness",
"The percentage of legal moves that have an evaluation value at least 75% above the difference between the max move evaluation value and average move evaluation value.",
0.0,
1.0,
Concept.Narrowness
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
if (game.hasSubgames() || game.isSimultaneousMoveGame())
return null;
double clarity = 0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
// Record all sites covered in this trial.
final Stats moveNarrowness = new Stats();
for (final Move m : trial.generateRealMovesList())
{
final Stats moveEvaluations = new Stats();
for (final Move legalMoves : context.game().moves(context).moves())
moveEvaluations.addSample(Utils.evaluateMove(evaluation, context, legalMoves).doubleValue());
moveEvaluations.measure();
final double maxEvaluation = moveEvaluations.max();
final double averageEvaluation = moveEvaluations.mean();
final double threshold = averageEvaluation + 0.75 * (maxEvaluation - averageEvaluation);
int numberAboveThreshold = 0;
for (int j = 0; j < moveEvaluations.n(); j++)
if (moveEvaluations.get(j) > threshold)
numberAboveThreshold++;
moveNarrowness.addSample(moveEvaluations.n() == 0 ? 0 : numberAboveThreshold/moveEvaluations.n());
context.game().apply(context, m);
}
moveNarrowness.measure();
clarity += moveNarrowness.mean();
}
return Double.valueOf(trials.length == 0 ? 0 : clarity / trials.length);
}
}
| 2,777 | 27.639175 | 173 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/stateEvaluation/clarity/ClarityVariance.java | package metrics.single.stateEvaluation.clarity;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import main.math.statistics.Stats;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* The average variance in the evaluation values for the legal move.
*
* @author matthew.stephenson
*/
public class ClarityVariance extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public ClarityVariance()
{
super
(
"Clarity Variance",
"The average variance in the evaluation values for the legal moves.",
0.0,
1.0,
Concept.Variance
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Cannot perform move/state evaluation for matches.
if (game.hasSubgames() || game.isSimultaneousMoveGame())
return null;
double clarity = 0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
// Record all sites covered in this trial.
final Stats moveEvaluationVariance = new Stats();
for (final Move m : trial.generateRealMovesList())
{
final Stats moveEvaluations = new Stats();
for (final Move legalMoves : context.game().moves(context).moves())
moveEvaluations.addSample(Utils.evaluateMove(evaluation, context, legalMoves).doubleValue());
moveEvaluations.measure();
moveEvaluationVariance.addSample(moveEvaluations.varn());
context.game().apply(context, m);
}
moveEvaluationVariance.measure();
clarity += moveEvaluationVariance.mean();
}
return Double.valueOf(clarity / trials.length);
}
}
| 2,197 | 23.977273 | 98 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/stateEvaluation/decisiveness/DecisivenessMoves.java | package metrics.single.stateEvaluation.decisiveness;
import java.util.ArrayList;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.trial.Trial;
/**
* Percentage number of moves after a winning player has a state evaluation above the decisiveness threshold.
*
* @author matthew.stephenson
*/
public class DecisivenessMoves extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public DecisivenessMoves()
{
super
(
"Decisiveness Moves",
"Percentage number of moves after a winning player has a state evaluation above the decisiveness threshold.",
0.0,
1.0,
Concept.DecisivenessMoves
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Cannot perform move/state evaluation for matches.
if (game.hasSubgames() || game.isSimultaneousMoveGame() || game.isSimulationMoveGame())
return null;
double avgDecisivenessThreshold = 0.0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
final double decisivenessThreshold = DecisivenessThreshold.decisivenessThreshold(game, evaluation, trial, rngState);
final Context context = Utils.setupNewContext(game, rngState);
final ArrayList<Integer> highestRankedPlayers = Utils.highestRankedPlayers(trial, context);
int turnAboveDecisivenessthreshold = trial.generateRealMovesList().size();
boolean aboveThresholdFound = false;
for (int i = 0; i < trial.generateRealMovesList().size(); i++)
{
for (final Integer playerIndex : highestRankedPlayers)
{
if (Utils.evaluateState(evaluation, context, playerIndex.intValue()) > decisivenessThreshold)
{
aboveThresholdFound = true;
turnAboveDecisivenessthreshold = i;
break;
}
}
if (aboveThresholdFound)
break;
try {
context.game().apply(context, trial.getMove(i));
}
catch(final Exception e) // To avoid a few exceptions in rare cases.
{
return null;
}
}
avgDecisivenessThreshold += turnAboveDecisivenessthreshold/trial.generateRealMovesList().size();
}
return Double.valueOf(avgDecisivenessThreshold / trials.length);
}
//-------------------------------------------------------------------------
}
| 2,776 | 26.22549 | 119 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/stateEvaluation/decisiveness/DecisivenessThreshold.java | package metrics.single.stateEvaluation.decisiveness;
import java.util.ArrayList;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Maximum state evaluation value achieved by non-winning player.
*
* @author matthew.stephenson
*/
public class DecisivenessThreshold extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public DecisivenessThreshold()
{
super
(
"Decisiveness Threshold",
"Maximum state evaluation value achieved by non-winning player.",
0.0,
1.0,
Concept.DecisivenessThreshold
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
// Cannot perform move/state evaluation for matches.
if (game.hasSubgames() || game.isSimultaneousMoveGame())
return null;
double avgDecisivenessThreshold = 0.0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
final double decisivenessThreshold = decisivenessThreshold(game, evaluation, trial, rngState);
avgDecisivenessThreshold += decisivenessThreshold;
}
return Double.valueOf(avgDecisivenessThreshold / trials.length);
}
//-------------------------------------------------------------------------
public static double decisivenessThreshold(final Game game, final Evaluation evaluation, final Trial trial, final RandomProviderState rngState)
{
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
double decisivenessThreshold = -1.0;
final ArrayList<Integer> highestRankedPlayers = Utils.highestRankedPlayers(trial, context);
for (final Move m : trial.generateRealMovesList())
{
final ArrayList<Double> allPlayerStateEvaluations = Utils.allPlayerStateEvaluations(evaluation, context);
for (int j = 1; j < allPlayerStateEvaluations.size(); j++)
if (allPlayerStateEvaluations.get(j).doubleValue() > decisivenessThreshold && !highestRankedPlayers.contains(Integer.valueOf(j)))
decisivenessThreshold = allPlayerStateEvaluations.get(j).doubleValue();
context.game().apply(context, m);
}
return decisivenessThreshold;
}
}
| 2,683 | 27.252632 | 144 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/stateRepetition/PositionalRepetition.java | package metrics.single.stateRepetition;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import gnu.trove.list.array.TIntArrayList;
import gnu.trove.list.array.TLongArrayList;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Percentage number of repeated positional states.
*
* @author matthew.stephenson
*/
public class PositionalRepetition extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public PositionalRepetition()
{
super
(
"Positional Repetition",
"Percentage number of repeated positional states.",
0.0,
1.0,
Concept.PositionalRepetition
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
double avgStateRepeats = 0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
// Record the number of possible options for each move.
final TLongArrayList trialStates = new TLongArrayList();
final TIntArrayList trialStateCounts = new TIntArrayList();
// Record the initial state.
trialStates.add(context.state().stateHash());
trialStateCounts.add(1);
for (final Move m : trial.generateRealMovesList())
{
context.game().apply(context, m);
final long currentState = context.state().stateHash();
final int currentStateIndex = trialStates.indexOf(currentState);
if(currentStateIndex != -1) // If state was seen before
{
trialStateCounts.set(currentStateIndex, trialStateCounts.get(currentStateIndex) + 1);
}
else // If state is new
{
trialStates.add(currentState);
trialStateCounts.add(1);
}
}
final int numUniqueStates = trialStates.size();
final int numTotalStates = trialStateCounts.sum();
avgStateRepeats += 1.0 - (numUniqueStates / numTotalStates);
}
return Double.valueOf(avgStateRepeats / trials.length);
}
//-------------------------------------------------------------------------
}
| 2,578 | 25.050505 | 90 | java |
Ludii | Ludii-master/Evaluation/src/metrics/single/stateRepetition/SituationalRepetition.java | package metrics.single.stateRepetition;
import org.apache.commons.rng.RandomProviderState;
import game.Game;
import gnu.trove.list.array.TIntArrayList;
import gnu.trove.list.array.TLongArrayList;
import metrics.Evaluation;
import metrics.Metric;
import metrics.Utils;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.trial.Trial;
/**
* Percentage number of repeated situational states.
*
* @author matthew.stephenson
*/
public class SituationalRepetition extends Metric
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
public SituationalRepetition()
{
super
(
"Situational Repetition",
"Percentage number of repeated situational states.",
0.0,
1.0,
Concept.SituationalRepetition
);
}
//-------------------------------------------------------------------------
@Override
public Double apply
(
final Game game,
final Evaluation evaluation,
final Trial[] trials,
final RandomProviderState[] randomProviderStates
)
{
double avgStateRepeats = 0;
for (int trialIndex = 0; trialIndex < trials.length; trialIndex++)
{
// Get trial and RNG information
final Trial trial = trials[trialIndex];
final RandomProviderState rngState = randomProviderStates[trialIndex];
// Setup a new instance of the game
final Context context = Utils.setupNewContext(game, rngState);
// Record the number of possible options for each move.
final TLongArrayList trialStates = new TLongArrayList();
final TIntArrayList trialStateCounts = new TIntArrayList();
// Record the initial state.
trialStates.add(context.state().fullHash());
trialStateCounts.add(1);
for (final Move m : trial.generateRealMovesList())
{
context.game().apply(context, m);
final long currentState = context.state().fullHash();
final int currentStateIndex = trialStates.indexOf(currentState);
if(currentStateIndex != -1) // If state was seen before
{
trialStateCounts.set(currentStateIndex, trialStateCounts.get(currentStateIndex) + 1);
}
else // If state is new
{
trialStates.add(currentState);
trialStateCounts.add(1);
}
}
final int numUniqueStates = trialStates.size();
final int numTotalStates = trialStateCounts.sum();
avgStateRepeats += 1.0 - (numUniqueStates / numTotalStates);
}
return Double.valueOf(avgStateRepeats / trials.length);
}
//-------------------------------------------------------------------------
}
| 2,582 | 25.090909 | 90 | java |
Ludii | Ludii-master/Features/src/features/Feature.java | package features;
import features.aspatial.AspatialFeature;
import features.aspatial.InterceptFeature;
import features.aspatial.PassMoveFeature;
import features.aspatial.SwapMoveFeature;
import features.spatial.AbsoluteFeature;
import features.spatial.RelativeFeature;
import game.Game;
/**
* Abstract class for features; can be spatial or aspatial.
*
* @author Dennis Soemers
*/
public abstract class Feature
{
//-------------------------------------------------------------------------
/**
* @param string
* @return Feature constructed from given string
*/
public static Feature fromString(final String string)
{
if (string.contains("abs:"))
return new AbsoluteFeature(string);
else if (string.contains("rel:"))
return new RelativeFeature(string);
else
return aspatialFromString(string);
}
//-------------------------------------------------------------------------
/**
* @param string
* @return Aspatial feature constructed from given string
*/
private static AspatialFeature aspatialFromString(final String string)
{
if (string.equals("PassMove"))
return PassMoveFeature.instance();
else if (string.equals("SwapMove"))
return SwapMoveFeature.instance();
else if (string.equals("Intercept"))
return InterceptFeature.instance();
else
System.err.println("Cannot construct aspatial feature from string: " + string);
return null;
}
//-------------------------------------------------------------------------
/**
* @param game Game to visualise for
* @return Tikz code to visualise this feature in a Tikz environment in LaTeX.
*/
public abstract String generateTikzCode(final Game game);
//-------------------------------------------------------------------------
}
| 1,757 | 25.636364 | 82 | java |
Ludii | Ludii-master/Features/src/features/FeatureVector.java | package features;
import gnu.trove.list.array.TIntArrayList;
import main.collections.FVector;
/**
* Wrapper to represent a "vector" of features; internally, does not just hold a
* single vector, but uses a sparse representation for binary (typically sparsely
* active) spatial features, and a dense floats representation for aspatial features
* (which are not necessarily binary).
*
* @author Dennis Soemers
*/
public class FeatureVector
{
//-------------------------------------------------------------------------
/** Indices of spatial features that are active */
private final TIntArrayList activeSpatialFeatureIndices;
/** Vector of values for aspatial features */
private final FVector aspatialFeatureValues;
//-------------------------------------------------------------------------
/**
* Constructor
* @param activeSpatialFeatureIndices
* @param aspatialFeatureValues
*/
public FeatureVector(final TIntArrayList activeSpatialFeatureIndices, final FVector aspatialFeatureValues)
{
this.activeSpatialFeatureIndices = activeSpatialFeatureIndices;
this.aspatialFeatureValues = aspatialFeatureValues;
}
//-------------------------------------------------------------------------
/**
* @return Indices of active spatial features (sparse representation)
*/
public TIntArrayList activeSpatialFeatureIndices()
{
return activeSpatialFeatureIndices;
}
/**
* @return Vector of feature values for aspatial features (dense representation)
*/
public FVector aspatialFeatureValues()
{
return aspatialFeatureValues;
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + ((activeSpatialFeatureIndices == null) ? 0 : activeSpatialFeatureIndices.hashCode());
result = prime * result + ((aspatialFeatureValues == null) ? 0 : aspatialFeatureValues.hashCode());
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof FeatureVector))
return false;
final FeatureVector other = (FeatureVector) obj;
if (activeSpatialFeatureIndices == null)
{
if (other.activeSpatialFeatureIndices != null)
return false;
}
else if (!activeSpatialFeatureIndices.equals(other.activeSpatialFeatureIndices))
{
return false;
}
if (aspatialFeatureValues == null)
{
if (other.aspatialFeatureValues != null)
return false;
}
else if (!aspatialFeatureValues.equals(other.aspatialFeatureValues))
{
return false;
}
return true;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
return "<Aspatial feature values: " + aspatialFeatureValues + ", Spatial indices: " + activeSpatialFeatureIndices + ">";
}
//-------------------------------------------------------------------------
}
| 2,963 | 25.464286 | 122 | java |
Ludii | Ludii-master/Features/src/features/WeightVector.java | package features;
import main.collections.FVector;
/**
* Wrapper to represent a vector of weights. Internally stores it as just a single
* vector, where the first N weights are for aspatial features, and the remaining
* weights are for spatial features.
*
* @author Dennis Soemers
*/
public class WeightVector
{
//-------------------------------------------------------------------------
/** Our vector of weights */
private final FVector weights;
//-------------------------------------------------------------------------
/**
* Constructor
* @param weights
*/
public WeightVector(final FVector weights)
{
this.weights = weights;
}
/**
* Copy constructor
* @param other
*/
public WeightVector(final WeightVector other)
{
this.weights = new FVector(other.weights);
}
//-------------------------------------------------------------------------
/**
* @param featureVector
* @return Dot product of this weight vector with given feature vector
*/
public float dot(final FeatureVector featureVector)
{
final FVector aspatialFeatureValues = featureVector.aspatialFeatureValues();
// This dot product call will only use the first N weights, where N is the length
// of the aspatial feature values vector
final float aspatialFeaturesVal = aspatialFeatureValues.dot(weights);
// For the spatial features, use this offset (to skip weights for aspatial features)
final int offset = aspatialFeatureValues.dim();
return aspatialFeaturesVal + weights.dotSparse(featureVector.activeSpatialFeatureIndices(), offset);
}
//-------------------------------------------------------------------------
/**
* @return Vector containing all weights; first those for aspatial features, followed
* by those for spatial features.
*/
public FVector allWeights()
{
return weights;
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + ((weights == null) ? 0 : weights.hashCode());
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof WeightVector))
return false;
final WeightVector other = (WeightVector) obj;
if (weights == null)
{
if (other.weights != null)
return false;
}
return weights.equals(other.weights);
}
//-------------------------------------------------------------------------
}
| 2,514 | 23.182692 | 102 | java |
Ludii | Ludii-master/Features/src/features/aspatial/AspatialFeature.java | package features.aspatial;
import features.Feature;
import other.move.Move;
import other.state.State;
/**
* An aspatial (i.e., not spatial) state-action feature. These features are not
* necessarily binary, i.e. they can return floats.
*
* @author Dennis Soemers
*/
public abstract class AspatialFeature extends Feature
{
//-------------------------------------------------------------------------
/**
* @param state
* @param move
* @return Feature value for given move in given state.
*/
public abstract float featureVal(final State state, final Move move);
//-------------------------------------------------------------------------
@Override
public String toString()
{
throw new UnsupportedOperationException();
}
//-------------------------------------------------------------------------
}
| 831 | 22.111111 | 79 | java |
Ludii | Ludii-master/Features/src/features/aspatial/InterceptFeature.java | package features.aspatial;
import game.Game;
import other.move.Move;
import other.state.State;
/**
* Intercept feature (always a value of 1.0)
*
* @author Dennis Soemers
*/
public class InterceptFeature extends AspatialFeature
{
//-------------------------------------------------------------------------
/** The singleton instance */
private static final InterceptFeature INSTANCE = new InterceptFeature();
//-------------------------------------------------------------------------
/**
* Private: singleton
*/
private InterceptFeature()
{
// Do nothing
}
//-------------------------------------------------------------------------
@Override
public float featureVal(final State state, final Move move)
{
return 1.f;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
return "Intercept";
}
//-------------------------------------------------------------------------
@Override
public String generateTikzCode(final Game game)
{
return "\\node[rectangle,draw{,REL_POS}] ({LABEL}) {Intercept};";
}
//-------------------------------------------------------------------------
/**
* @return The singleton instance
*/
public static InterceptFeature instance()
{
return INSTANCE;
}
//-------------------------------------------------------------------------
}
| 1,395 | 19.835821 | 76 | java |
Ludii | Ludii-master/Features/src/features/aspatial/PassMoveFeature.java | package features.aspatial;
import game.Game;
import other.move.Move;
import other.state.State;
/**
* Binary feature that has a value of 1.0 for any move that is a pass move.
*
* @author Dennis Soemers
*/
public class PassMoveFeature extends AspatialFeature
{
//-------------------------------------------------------------------------
/** The singleton instance */
private static final PassMoveFeature INSTANCE = new PassMoveFeature();
//-------------------------------------------------------------------------
/**
* Private: singleton
*/
private PassMoveFeature()
{
// Do nothing
}
//-------------------------------------------------------------------------
@Override
public float featureVal(final State state, final Move move)
{
if (move.isPass())
return 1.f;
else
return 0.f;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
return "PassMove";
}
//-------------------------------------------------------------------------
@Override
public String generateTikzCode(final Game game)
{
return "\\node[rectangle,draw{,REL_POS}] ({LABEL}) {Pass};";
}
//-------------------------------------------------------------------------
/**
* @return The singleton instance
*/
public static PassMoveFeature instance()
{
return INSTANCE;
}
//-------------------------------------------------------------------------
}
| 1,457 | 19.828571 | 76 | java |
Ludii | Ludii-master/Features/src/features/aspatial/SwapMoveFeature.java | package features.aspatial;
import game.Game;
import other.move.Move;
import other.state.State;
/**
* Binary feature that has a value of 1.0 for any move that is a swap move.
*
* @author Dennis Soemers
*/
public class SwapMoveFeature extends AspatialFeature
{
//-------------------------------------------------------------------------
/** The singleton instance */
private static final SwapMoveFeature INSTANCE = new SwapMoveFeature();
//-------------------------------------------------------------------------
/**
* Private: singleton
*/
private SwapMoveFeature()
{
// Do nothing
}
//-------------------------------------------------------------------------
@Override
public float featureVal(final State state, final Move move)
{
if (move.isSwap())
return 1.f;
else
return 0.f;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
return "SwapMove";
}
//-------------------------------------------------------------------------
@Override
public String generateTikzCode(final Game game)
{
return "\\node[rectangle,draw{,REL_POS}] ({LABEL}) {Swap};";
}
//-------------------------------------------------------------------------
/**
* @return The singleton instance
*/
public static SwapMoveFeature instance()
{
return INSTANCE;
}
//-------------------------------------------------------------------------
}
| 1,457 | 19.828571 | 76 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/BaseFeatureSet.java | package features.feature_sets;
import java.io.FileNotFoundException;
import java.io.PrintWriter;
import java.io.UnsupportedEncodingException;
import java.lang.ref.WeakReference;
import java.util.ArrayList;
import java.util.List;
import features.Feature;
import features.FeatureVector;
import features.WeightVector;
import features.aspatial.AspatialFeature;
import features.spatial.FeatureUtils;
import features.spatial.SpatialFeature;
import features.spatial.cache.footprints.BaseFootprint;
import features.spatial.instances.FeatureInstance;
import game.Game;
import gnu.trove.list.array.TIntArrayList;
import main.collections.FVector;
import main.collections.FastArrayList;
import other.context.Context;
import other.move.Move;
import other.state.State;
/**
* Abstract class for Feature Sets (basically; things that can compute feature
* vectors for game states + actions).
*
* @author Dennis Soemers
*/
public abstract class BaseFeatureSet
{
//-------------------------------------------------------------------------
/**
* Different implementations we have for evaluating feature sets.
*
* @author Dennis Soemers
*/
public static enum FeatureSetImplementations
{
NAIVE,
TREE,
SPATTERNET,
JITSPATTERNET
}
//-------------------------------------------------------------------------
/** Only spatial features with an absolute value greater than this are considered relevant for AI */
public static final float SPATIAL_FEATURE_WEIGHT_THRESHOLD = 0.001f;
/** Reference to game for which we currently have instantiated features */
protected WeakReference<Game> game = new WeakReference<>(null);
/** Vector of feature weights for which we have last instantiated features */
protected FVector spatialFeatureInitWeights = null;
//-------------------------------------------------------------------------
/** Array of aspatial features */
protected AspatialFeature[] aspatialFeatures;
/** Array of features */
protected SpatialFeature[] spatialFeatures;
//-------------------------------------------------------------------------
/**
* @return The array of aspatial features contained in this feature set
*/
public final AspatialFeature[] aspatialFeatures()
{
return aspatialFeatures;
}
/**
* @return The array of spatial features contained in this feature set
*/
public final SpatialFeature[] spatialFeatures()
{
return spatialFeatures;
}
/**
* @return The number of aspatial features in this feature set
*/
public final int getNumAspatialFeatures()
{
return aspatialFeatures.length;
}
/**
* @return The number of spatial features in this feature set
*/
public final int getNumSpatialFeatures()
{
return spatialFeatures.length;
}
/**
* @return Number of features in this feature set (spatial + aspatial features)
*/
public final int getNumFeatures()
{
return spatialFeatures.length + aspatialFeatures.length;
}
/**
* @return Weak reference to game for which we last initialised
*/
public WeakReference<Game> gameRef()
{
return game;
}
/**
* Lets the feature set initialise itself for a given game, array of supported players, and vector of weights
* (for example, can instantiate features here).
* @param newGame
* @param supportedPlayers
* @param weights
*/
public void init(final Game newGame, final int[] supportedPlayers, final WeightVector weights)
{
final FVector spatialOnlyWeights;
if (weights == null)
spatialOnlyWeights = null;
else
spatialOnlyWeights = weights.allWeights().range(aspatialFeatures.length, weights.allWeights().dim());
if (this.game.get() == newGame)
{
if (this.spatialFeatureInitWeights == null && spatialOnlyWeights == null)
return; // Nothing to do, already instantiated
else if (this.spatialFeatureInitWeights != null && this.spatialFeatureInitWeights.equals(spatialOnlyWeights))
return; // Also nothing to do here
}
this.game = new WeakReference<>(newGame);
if (spatialOnlyWeights == null)
spatialFeatureInitWeights = null;
else
spatialFeatureInitWeights = spatialOnlyWeights;
// Need to instantiate
instantiateFeatures(supportedPlayers);
}
/**
* Lets the feature set instantiate its features
* @param supportedPlayers
*/
protected abstract void instantiateFeatures(final int[] supportedPlayers);
/**
* Closes / cleans up cache of active features
*/
public abstract void closeCache();
/**
* @param state
* @param from
* @param to
* @param player
* @return The complete footprint of all tests that may possibly be run
* for computing proactive features of actions with the given from- and to-
* positions.
*/
public abstract BaseFootprint generateFootprint
(
final State state,
final int from,
final int to,
final int player
);
//-------------------------------------------------------------------------
/**
* @param context
* @param action
* @param thresholded
*
* @return A sparse feature vector for a single action
*/
public TIntArrayList computeSparseSpatialFeatureVector
(
final Context context,
final Move action,
final boolean thresholded
)
{
return computeSparseSpatialFeatureVector(context.state(), context.trial().lastMove(), action, thresholded);
}
/**
* @param context
* @param actions
* @param thresholded
*
* @return A list of sparse feature vectors (one for every given action in the given trial)
*/
public TIntArrayList[] computeSparseSpatialFeatureVectors
(
final Context context,
final FastArrayList<Move> actions,
final boolean thresholded
)
{
return computeSparseSpatialFeatureVectors(context.state(), context.trial().lastMove(), actions, thresholded);
}
/**
* @param state
* @param lastDecisionMove
* @param action
* @param thresholded
*
* @return A spare feature vector for a single action
*/
public TIntArrayList computeSparseSpatialFeatureVector
(
final State state,
final Move lastDecisionMove,
final Move action,
final boolean thresholded
)
{
final int lastFrom = FeatureUtils.fromPos(lastDecisionMove);
final int lastTo = FeatureUtils.toPos(lastDecisionMove);
final int from = FeatureUtils.fromPos(action);
final int to = FeatureUtils.toPos(action);
// System.out.println("last decision move = " + trial.lastDecisionMove());
// System.out.println("lastFrom = " + lastFrom);
// System.out.println("lastTo = " + lastTo);
// System.out.println("from = " + from);
// System.out.println("to = " + to);
final TIntArrayList sparseFeatureVector =
getActiveSpatialFeatureIndices(state, lastFrom, lastTo, from, to, action.mover(), thresholded);
return sparseFeatureVector;
}
/**
* @param state
* @param lastDecisionMove
* @param actions
* @param thresholded
*
* @return A list of sparse feature vectors (one for every given action in the given trial)
*/
public TIntArrayList[] computeSparseSpatialFeatureVectors
(
final State state,
final Move lastDecisionMove,
final FastArrayList<Move> actions,
final boolean thresholded
)
{
final TIntArrayList[] sparseFeatureVectors = new TIntArrayList[actions.size()];
for (int i = 0; i < actions.size(); ++i)
{
final Move action = actions.get(i);
sparseFeatureVectors[i] = computeSparseSpatialFeatureVector(state, lastDecisionMove, action, thresholded);
}
return sparseFeatureVectors;
}
/**
* @param context
* @param move
* @return List of all active features for given move in given context (spatial and aspatial ones).
* Non-binary features are considered to be active if their value is not equal to 0
*/
public List<Feature> computeActiveFeatures(final Context context, final Move move)
{
final List<Feature> activeFeatures = new ArrayList<Feature>();
// Compute and add spatial features
final Move lastDecisionMove = context.trial().lastMove();
final int lastFrom = FeatureUtils.fromPos(lastDecisionMove);
final int lastTo = FeatureUtils.toPos(lastDecisionMove);
final int from = FeatureUtils.fromPos(move);
final int to = FeatureUtils.toPos(move);
final TIntArrayList activeSpatialFeatureIndices =
getActiveSpatialFeatureIndices
(
context.state(),
lastFrom, lastTo,
from, to,
move.mover(),
false
);
for (int i = 0; i < activeSpatialFeatureIndices.size(); ++i)
{
activeFeatures.add(spatialFeatures[activeSpatialFeatureIndices.getQuick(i)]);
}
// Compute and add active aspatial features
for (final AspatialFeature feature : aspatialFeatures)
{
if (feature.featureVal(context.state(), move) != 0.f)
activeFeatures.add(feature);
}
return activeFeatures;
}
/**
* @param context
* @param moves
* @param thresholded
* @return Features vectors for all the given moves in given context
*/
public FeatureVector[] computeFeatureVectors
(
final Context context, final FastArrayList<Move> moves, final boolean thresholded
)
{
final FeatureVector[] featureVectors = new FeatureVector[moves.size()];
for (int i = 0; i < moves.size(); ++i)
{
featureVectors[i] = computeFeatureVector(context, moves.get(i), thresholded);
}
return featureVectors;
}
/**
* @param context
* @param move
* @param thresholded Whether to use thresholding for spatial features
* @return Feature vector for given move in given context
*/
public FeatureVector computeFeatureVector(final Context context, final Move move, final boolean thresholded)
{
// Compute active spatial feature indices
final Move lastDecisionMove = context.trial().lastMove();
final int lastFrom = FeatureUtils.fromPos(lastDecisionMove);
final int lastTo = FeatureUtils.toPos(lastDecisionMove);
final int from = FeatureUtils.fromPos(move);
final int to = FeatureUtils.toPos(move);
final TIntArrayList activeSpatialFeatureIndices =
getActiveSpatialFeatureIndices
(
context.state(),
lastFrom, lastTo,
from, to,
move.mover(),
thresholded
);
// Compute aspatial feature values
final float[] aspatialFeatureValues = new float[aspatialFeatures.length];
for (int i = 0; i < aspatialFeatures.length; ++i)
{
aspatialFeatureValues[i] = aspatialFeatures[i].featureVal(context.state(), move);
}
return new FeatureVector(activeSpatialFeatureIndices, new FVector(aspatialFeatureValues));
}
/**
* @param state
* @param lastMove
* @param moves
* @param thresholded
* @return Features vectors for all the given moves in given context
*/
public FeatureVector[] computeFeatureVectors
(
final State state, final Move lastMove, final FastArrayList<Move> moves, final boolean thresholded
)
{
final int lastFrom = FeatureUtils.fromPos(lastMove);
final int lastTo = FeatureUtils.toPos(lastMove);
final FeatureVector[] featureVectors = new FeatureVector[moves.size()];
for (int i = 0; i < moves.size(); ++i)
{
final Move move = moves.get(i);
final int from = FeatureUtils.fromPos(move);
final int to = FeatureUtils.toPos(move);
final TIntArrayList activeSpatialFeatureIndices =
getActiveSpatialFeatureIndices
(
state,
lastFrom, lastTo,
from, to,
move.mover(),
thresholded
);
final float[] aspatialFeatureValues = new float[aspatialFeatures.length];
for (int j = 0; j < aspatialFeatures.length; ++j)
{
aspatialFeatureValues[j] = aspatialFeatures[j].featureVal(state, move);
}
featureVectors[i] = new FeatureVector(activeSpatialFeatureIndices, new FVector(aspatialFeatureValues));
}
return featureVectors;
}
//-------------------------------------------------------------------------
/**
* @param state
* @param lastFrom
* @param lastTo
* @param from
* @param to
* @param player
* @param thresholded
*
* @return A list of indices of all the features that are active for a
* given state+action pair (where action is defined by from and
* to positions)
*/
public abstract TIntArrayList getActiveSpatialFeatureIndices
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player,
final boolean thresholded
);
/**
* @param state
* @param lastFrom
* @param lastTo
* @param from
* @param to
* @param player
* @return A list of all spatial feature instances that are active for a given
* state+action pair (where action is defined by from and to positions)
*/
public abstract List<FeatureInstance> getActiveSpatialFeatureInstances
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player
);
//-------------------------------------------------------------------------
/**
* @param targetGame
* @param newFeature
* @return Expanded feature set with the new feature added, or null in the case of failure.
*/
public abstract BaseFeatureSet createExpandedFeatureSet
(
final Game targetGame,
final SpatialFeature newFeature
);
/**
* @param targetGame
* @param newFeatures
* @return Expanded feature set with multiple new features added, or original object
* if none of the new features were successfully added.
*/
public BaseFeatureSet createExpandedFeatureSet(final Game targetGame, final List<SpatialFeature> newFeatures)
{
BaseFeatureSet featureSet = this;
for (final SpatialFeature feature : newFeatures)
{
final BaseFeatureSet expanded = featureSet.createExpandedFeatureSet(targetGame, feature);
if (expanded != null)
{
featureSet = expanded;
}
}
return featureSet;
}
//-------------------------------------------------------------------------
/**
* NOTE: implementation not very fast.
*
* @param s
* @return Index of feature in this feature set that matches given string, or -1 if none found.
*/
public int findFeatureIndexForString(final String s)
{
for (int i = 0; i < aspatialFeatures.length; ++i)
{
if (aspatialFeatures[i].toString().equals(s))
return i;
}
for (int i = 0; i < spatialFeatures.length; ++i)
{
if (spatialFeatures[i].toString().equals(s))
return i;
}
return -1;
}
//-------------------------------------------------------------------------
/**
* Writes the feature set to a file
* @param filepath Filepath to write to
*/
public void toFile(final String filepath)
{
try (final PrintWriter writer = new PrintWriter(filepath, "UTF-8"))
{
writer.print(toString());
}
catch (final FileNotFoundException | UnsupportedEncodingException e)
{
e.printStackTrace();
}
}
@Override
public String toString()
{
final StringBuilder sb = new StringBuilder();
for (final AspatialFeature feature : aspatialFeatures)
{
sb.append(feature + System.lineSeparator());
}
for (final SpatialFeature feature : spatialFeatures)
{
sb.append(feature + System.lineSeparator());
}
return sb.toString();
}
//-------------------------------------------------------------------------
/**
* Interface for move features keys (either proactive or reactive)
*
* @author Dennis Soemers
*/
public interface MoveFeaturesKey
{
/** @return Player index for the key */
public int playerIdx();
/** @return From position for the key */
public int from();
/** @return To position for the key */
public int to();
/** @return Last from position for the key */
public int lastFrom();
/** @return Last to position for the key */
public int lastTo();
}
/**
* Small class for objects used as keys in HashMaps related to proactive
* features.
*
* @author Dennis Soemers
*/
public static class ProactiveFeaturesKey implements MoveFeaturesKey
{
//--------------------------------------------------------------------
/** Player index */
private int playerIdx = -1;
/** from-position */
private int from = -1;
/** to-position */
private int to = -1;
/** Cached hash code */
private transient int cachedHashCode = -1;
//--------------------------------------------------------------------
/**
* Default constructor
*/
public ProactiveFeaturesKey()
{
// Do nothing
}
/**
* Copy constructor
* @param other
*/
public ProactiveFeaturesKey(final ProactiveFeaturesKey other)
{
resetData(other.playerIdx, other.from, other.to);
}
//--------------------------------------------------------------------
/**
* Resets the data in this object and recomputes cached hash code
* @param p Player Index
* @param f From
* @param t To
*/
public void resetData(final int p, final int f, final int t)
{
this.playerIdx = p;
this.from = f;
this.to = t;
// Create and cache hash code
final int prime = 31;
int result = 17;
result = prime * result + from;
result = prime * result + playerIdx;
result = prime * result + to;
cachedHashCode = result;
}
//--------------------------------------------------------------------
@Override
public int playerIdx()
{
return playerIdx;
}
@Override
public int from()
{
return from;
}
@Override
public int to()
{
return to;
}
@Override
public int lastFrom()
{
return -1;
}
@Override
public int lastTo()
{
return -1;
}
//--------------------------------------------------------------------
@Override
public int hashCode()
{
return cachedHashCode;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof ProactiveFeaturesKey))
return false;
final ProactiveFeaturesKey other = (ProactiveFeaturesKey) obj;
return (playerIdx == other.playerIdx &&
from == other.from &&
to == other.to);
}
@Override
public String toString()
{
return "[ProactiveFeaturesKey: " + playerIdx + ", " + from + ", " + to + "]";
}
//--------------------------------------------------------------------
}
//-------------------------------------------------------------------------
/**
* Small class for objects used as keys in HashMaps related to reactive
* features.
*
* @author Dennis Soemers
*/
public static class ReactiveFeaturesKey implements MoveFeaturesKey
{
//--------------------------------------------------------------------
/** Player index */
private int playerIdx = -1;
/** Last from-position */
private int lastFrom = -1;
/** Last to-position */
private int lastTo = -1;
/** from-position */
private int from = -1;
/** to-position */
private int to = -1;
/** Cached hash code */
private transient int cachedHashCode = -1;
//--------------------------------------------------------------------
/**
* Default constructor
*/
public ReactiveFeaturesKey()
{
// Do nothing
}
/**
* Copy constructor
* @param other
*/
public ReactiveFeaturesKey(final ReactiveFeaturesKey other)
{
resetData(other.playerIdx, other.lastFrom, other.lastTo, other.from, other.to);
}
//--------------------------------------------------------------------
/**
* Resets the data in this object and recomputes cached hash code
* @param p Player Index
* @param lastF Last from
* @param lastT last To
* @param f From
* @param t To
*/
public void resetData(final int p, final int lastF, final int lastT, final int f, final int t)
{
this.playerIdx = p;
this.lastFrom = lastF;
this.lastTo = lastT;
this.from = f;
this.to = t;
// Create and cache hash code
final int prime = 31;
int result = 17;
result = prime * result + from;
result = prime * result + lastFrom;
result = prime * result + lastTo;
result = prime * result + playerIdx;
result = prime * result + to;
cachedHashCode = result;
}
//--------------------------------------------------------------------
@Override
public int playerIdx()
{
return playerIdx;
}
@Override
public int from()
{
return from;
}
@Override
public int to()
{
return to;
}
@Override
public int lastFrom()
{
return lastFrom;
}
@Override
public int lastTo()
{
return lastTo;
}
//--------------------------------------------------------------------
@Override
public int hashCode()
{
return cachedHashCode;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof ReactiveFeaturesKey))
return false;
final ReactiveFeaturesKey other = (ReactiveFeaturesKey) obj;
return (playerIdx == other.playerIdx &&
lastFrom == other.lastFrom &&
lastTo == other.lastTo &&
from == other.from &&
to == other.to);
}
@Override
public String toString()
{
return "[ReactiveFeaturesKey: " + playerIdx + ", " + from + ", " + to + ", " + lastFrom + ", " + lastTo + "]";
}
//--------------------------------------------------------------------
}
//-------------------------------------------------------------------------
}
| 21,144 | 23.644522 | 113 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/LegacyFeatureSet.java | package features.feature_sets;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Paths;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.stream.Stream;
import features.Feature;
import features.aspatial.AspatialFeature;
import features.spatial.SpatialFeature;
import features.spatial.Walk;
import features.spatial.cache.ActiveFeaturesCache;
import features.spatial.cache.footprints.BaseFootprint;
import features.spatial.cache.footprints.FullFootprint;
import features.spatial.instances.BitwiseTest;
import features.spatial.instances.FeatureInstance;
import features.spatial.instances.OneOfMustEmpty;
import features.spatial.instances.OneOfMustWhat;
import features.spatial.instances.OneOfMustWho;
import game.Game;
import gnu.trove.iterator.TIntIterator;
import gnu.trove.list.array.TFloatArrayList;
import gnu.trove.list.array.TIntArrayList;
import main.collections.ChunkSet;
import main.collections.FVector;
import other.context.Context;
import other.state.State;
import other.state.container.ContainerState;
import other.trial.Trial;
/**
* NOTE: legacy version, old implementation based on intuition, should be retired in favour
* of the more principled SPatterNet implementation.
*
* A collection of features which can be loaded/saved from/to files, can be instantiated for
* any game, and has consistent indices per feature (which means it can be used in a consistent
* manner in combination with a file of learned weights/parameters for example)
*
* @author Dennis Soemers
*/
public class LegacyFeatureSet extends BaseFeatureSet
{
//-------------------------------------------------------------------------
/**
* Reactive instances, indexed by:
* player index,
* last-from-pos
* last-to-pos,
* from-pos
* to-pos
*
* When indexed according to all of the above, we're left with a forest
* containing all relevant instances.
*/
protected HashMap<ReactiveFeaturesKey, FastFeatureInstanceNode[]> reactiveInstances;
/**
* Proactive instances, indexed by:
* player index,
* from-pos
* to-pos
*
* When indexed according to all of the above, we're left with a forest
* containing all relevant instances
*/
protected HashMap<ProactiveFeaturesKey, FastFeatureInstanceNode[]> proactiveInstances;
/**
* Reactive Features, indexed by:
* player index,
* last-from-pos
* last-to-pos,
* from-pos
* to-pos
*
* When indexed according to all of the above, we're left with a forest
* containing all relevant Features.
*/
protected HashMap<ReactiveFeaturesKey, FastFeaturesNode[]> reactiveFeatures;
/**
* Proactive Features, indexed by:
* player index,
* from-pos
* to-pos
*
* When indexed according to all of the above, we're left with a forest
* containing all relevant Features.
*/
protected HashMap<ProactiveFeaturesKey, FastFeaturesNode[]> proactiveFeatures;
/**
* Same as above, but only includes features with absolute weights that exceed the above
* threshold.
*/
protected HashMap<ReactiveFeaturesKey, FastFeaturesNode[]> reactiveFeaturesThresholded;
/**
* Same as above, but only includes features with absolute weights that exceed the above
* threshold.
*/
protected HashMap<ProactiveFeaturesKey, FastFeaturesNode[]> proactiveFeaturesThresholded;
/** Cache with indices of active proactive features previously computed */
protected ActiveFeaturesCache activeProactiveFeaturesCache;
//-------------------------------------------------------------------------
/**
* Construct feature set from lists of features
* @param aspatialFeatures
* @param spatialFeatures
*/
public LegacyFeatureSet(final List<AspatialFeature> aspatialFeatures, final List<SpatialFeature> spatialFeatures)
{
this.spatialFeatures = new SpatialFeature[spatialFeatures.size()];
for (int i = 0; i < this.spatialFeatures.length; ++i)
{
this.spatialFeatures[i] = spatialFeatures.get(i);
this.spatialFeatures[i].setSpatialFeatureSetIndex(i);
}
this.aspatialFeatures = aspatialFeatures.toArray(new AspatialFeature[aspatialFeatures.size()]);
reactiveInstances = null;
proactiveInstances = null;
reactiveFeatures = null;
proactiveFeatures = null;
reactiveFeaturesThresholded = null;
proactiveFeaturesThresholded = null;
}
/**
* Loads a feature set from a given filename
* @param filename
*/
public LegacyFeatureSet(final String filename)
{
Feature[] tempFeatures;
//System.out.println("loading feature set from " + filename);
try (Stream<String> stream = Files.lines(Paths.get(filename)))
{
tempFeatures = stream.map(s -> Feature.fromString(s)).toArray(Feature[]::new);
}
catch (final IOException exception)
{
tempFeatures = null;
exception.printStackTrace();
}
final List<AspatialFeature> aspatialFeaturesList = new ArrayList<AspatialFeature>();
final List<SpatialFeature> spatialFeaturesList = new ArrayList<SpatialFeature>();
for (final Feature feature : tempFeatures)
{
if (feature instanceof AspatialFeature)
{
aspatialFeaturesList.add((AspatialFeature)feature);
}
else
{
((SpatialFeature)feature).setSpatialFeatureSetIndex(spatialFeaturesList.size());
spatialFeaturesList.add((SpatialFeature)feature);
}
}
this.aspatialFeatures = aspatialFeaturesList.toArray(new AspatialFeature[aspatialFeaturesList.size()]);
this.spatialFeatures = spatialFeaturesList.toArray(new SpatialFeature[spatialFeaturesList.size()]);
}
//-------------------------------------------------------------------------
@Override
protected void instantiateFeatures(final int[] supportedPlayers)
{
activeProactiveFeaturesCache = new ActiveFeaturesCache();
// First we create ''WIP'' versions of these maps, with the slower
// node class (necessary when the structure of the tree may still
// change)
Map<ReactiveFeaturesKey, List<FeatureInstanceNode>> reactiveInstancesWIP =
new HashMap<ReactiveFeaturesKey, List<FeatureInstanceNode>>();
Map<ProactiveFeaturesKey, List<FeatureInstanceNode>> proactiveInstancesWIP =
new HashMap<ProactiveFeaturesKey, List<FeatureInstanceNode>>();
// Create a dummy context because we need some context for
// feature generation
final Context featureGenContext = new Context(game.get(), new Trial(game.get()));
final ProactiveFeaturesKey proactiveKey = new ProactiveFeaturesKey();
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
for (int i = 0; i < supportedPlayers.length; ++i)
{
final int player = supportedPlayers[i];
for (final SpatialFeature feature : spatialFeatures)
{
final List<FeatureInstance> newInstances =
feature.instantiateFeature
(
game.get(),
featureGenContext.state().containerStates()[0],
player,
-1,
-1,
-1,
-1,
-1
);
for (final FeatureInstance instance : newInstances)
{
final int lastFrom = instance.lastFrom();
final int lastTo = instance.lastTo();
final int from = instance.from();
final int to = instance.to();
if (lastFrom >= 0 || lastTo >= 0) // reactive feature
{
reactiveKey.resetData(player, lastFrom, lastTo, from, to);
List<FeatureInstanceNode> instanceNodes = reactiveInstancesWIP.get(reactiveKey);
if (instanceNodes == null)
{
instanceNodes = new ArrayList<FeatureInstanceNode>(1);
reactiveInstancesWIP.put(new ReactiveFeaturesKey(reactiveKey), instanceNodes);
}
insertInstanceInForest(instance, instanceNodes);
}
else // proactive feature
{
proactiveKey.resetData(player, from, to);
List<FeatureInstanceNode> instanceNodes = proactiveInstancesWIP.get(proactiveKey);
if (instanceNodes == null)
{
instanceNodes = new ArrayList<FeatureInstanceNode>(1);
proactiveInstancesWIP.put(new ProactiveFeaturesKey(proactiveKey), instanceNodes);
}
insertInstanceInForest(instance, instanceNodes);
}
}
}
}
// simplify all our WIP forests
simplifyInstanceForests(reactiveInstancesWIP, proactiveInstancesWIP);
// now convert all our forests to variants with the more efficient
// node class, and store them permanently
reactiveInstances =
new HashMap<ReactiveFeaturesKey, FastFeatureInstanceNode[]>(
(int) Math.ceil(reactiveInstancesWIP.size() / 0.75f),
0.75f);
for
(
final Entry<ReactiveFeaturesKey, List<FeatureInstanceNode>> entry :
reactiveInstancesWIP.entrySet()
)
{
final FastFeatureInstanceNode[] roots = new FastFeatureInstanceNode[entry.getValue().size()];
for (int i = 0; i < roots.length; ++i)
{
roots[i] = new FastFeatureInstanceNode(entry.getValue().get(i));
}
reactiveInstances.put(entry.getKey(), roots);
}
proactiveInstances =
new HashMap<ProactiveFeaturesKey, FastFeatureInstanceNode[]>
(
(int) Math.ceil(proactiveInstancesWIP.size() / 0.75f), 0.75f
);
for
(
final Entry<ProactiveFeaturesKey, List<FeatureInstanceNode>> entry :
proactiveInstancesWIP.entrySet()
)
{
final FastFeatureInstanceNode[] roots = new FastFeatureInstanceNode[entry.getValue().size()];
for (int i = 0; i < roots.length; ++i)
{
roots[i] = new FastFeatureInstanceNode(entry.getValue().get(i));
}
proactiveInstances.put(entry.getKey(), roots);
}
// and also create the even more efficient forests for cases where
// we only need to distinguish between features, rather than feature
// instances
reactiveFeatures =
new HashMap<ReactiveFeaturesKey, FastFeaturesNode[]>
(
(int) Math.ceil(reactiveInstances.size() / 0.75f), 0.75f
);
for
(
final Entry<ReactiveFeaturesKey, FastFeatureInstanceNode[]> entry :
reactiveInstances.entrySet()
)
{
final FastFeaturesNode[] roots = new FastFeaturesNode[entry.getValue().length];
for (int i = 0; i < roots.length; ++i)
{
roots[i] = new FastFeaturesNode(entry.getValue()[i]);
}
reactiveFeatures.put(entry.getKey(), roots);
}
proactiveFeatures =
new HashMap<ProactiveFeaturesKey, FastFeaturesNode[]>
(
(int) Math.ceil(proactiveInstances.size() / 0.75f), 0.75f
);
for
(
final Entry<ProactiveFeaturesKey, FastFeatureInstanceNode[]> entry :
proactiveInstances.entrySet()
)
{
final FastFeaturesNode[] roots = new FastFeaturesNode[entry.getValue().length];
for (int i = 0; i < roots.length; ++i)
{
roots[i] = new FastFeaturesNode(entry.getValue()[i]);
}
proactiveFeatures.put(entry.getKey(), roots);
}
// System.out.println("---");
// proactiveFeatures.get(new ProactiveFeaturesKey(1, -1, 0))[0].print(0);
// System.out.println("---");
// finally, even more optimised forests where we remove nodes that
// are irrelevant due to low feature weights
reactiveFeaturesThresholded =
new HashMap<ReactiveFeaturesKey, FastFeaturesNode[]>
(
(int) Math.ceil(reactiveFeatures.size() / 0.75f), 0.75f
);
for
(
final Entry<ReactiveFeaturesKey, FastFeaturesNode[]> entry :
reactiveFeatures.entrySet()
)
{
final List<FastFeaturesNode> roots = new ArrayList<FastFeaturesNode>(entry.getValue().length);
for (final FastFeaturesNode node : entry.getValue())
{
final FastFeaturesNode optimisedNode = FastFeaturesNode.thresholdedNode(node, spatialFeatureInitWeights);
if (optimisedNode != null)
roots.add(optimisedNode);
}
reactiveFeaturesThresholded.put(entry.getKey(), roots.toArray(new FastFeaturesNode[0]));
}
proactiveFeaturesThresholded =
new HashMap<ProactiveFeaturesKey, FastFeaturesNode[]>
(
(int) Math.ceil(proactiveFeatures.size() / 0.75f), 0.75f
);
for
(
final Entry<ProactiveFeaturesKey, FastFeaturesNode[]> entry :
proactiveFeatures.entrySet()
)
{
final List<FastFeaturesNode> roots = new ArrayList<FastFeaturesNode>(entry.getValue().length);
for (final FastFeaturesNode node : entry.getValue())
{
final FastFeaturesNode optimisedNode = FastFeaturesNode.thresholdedNode(node, spatialFeatureInitWeights);
if (optimisedNode != null)
roots.add(optimisedNode);
}
proactiveFeaturesThresholded.put(entry.getKey(), roots.toArray(new FastFeaturesNode[0]));
}
}
@Override
public void closeCache()
{
activeProactiveFeaturesCache.close();
}
//-------------------------------------------------------------------------
@Override
public TIntArrayList getActiveSpatialFeatureIndices
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player,
final boolean thresholded
)
{
// a lot of code duplication with getActiveFeatureInstances() here,
// but more efficient
final boolean[] featuresActive = new boolean[spatialFeatures.length];
// try to get proactive features immediately from cache
final TIntArrayList activeFeatureIndices;
if (proactiveFeatures.size() > 0)
{
final int[] cachedActiveFeatureIndices;
if (thresholded)
cachedActiveFeatureIndices = activeProactiveFeaturesCache.getCachedActiveFeatures(this, state, from, to, player);
else
cachedActiveFeatureIndices = null;
if (cachedActiveFeatureIndices != null)
{
// successfully retrieved from cache
activeFeatureIndices = new TIntArrayList(cachedActiveFeatureIndices);
//System.out.println("cache hit!");
}
else
{
// did not retrieve from cache, so need to compute the proactive features first
activeFeatureIndices = new TIntArrayList();
//System.out.println("cache miss!");
final List<FastFeaturesNode[]> featuresNodesToCheck =
getFeaturesNodesToCheckProactive(state, from, to, thresholded);
for (int i = 0; i < featuresNodesToCheck.size(); ++i)
{
final FastFeaturesNode[] nodesArray = featuresNodesToCheck.get(i);
for (int j = 0; j < nodesArray.length; ++j)
{
final FastFeaturesNode node = nodesArray[j];
final BitwiseTest test = node.test;
if (test.matches(state))
{
final int[] featureIndices = node.activeFeatureIndices;
for (int idx = 0; idx < featureIndices.length; ++idx)
{
featuresActive[featureIndices[idx]] = true;
}
// will also have to test all the children of our
// current node
featuresNodesToCheck.add(node.children);
}
}
}
// we'll want to cache these results as well
for (int i = 0; i < featuresActive.length; ++i)
{
if (featuresActive[i])
{
activeFeatureIndices.add(i);
}
}
if (thresholded)
activeProactiveFeaturesCache.cache(state, from, to, activeFeatureIndices.toArray(), player);
// clear the featuresActive bools, we've already
// added these to the activeFeatureIndices list
Arrays.fill(featuresActive, false);
}
}
else
{
activeFeatureIndices = new TIntArrayList();
}
// now still need to compute the reactive features, which aren't cached
final List<FastFeaturesNode[]> featuresNodesToCheck =
getFeaturesNodesToCheckReactive(state, lastFrom, lastTo, from, to, thresholded);
for (int i = 0; i < featuresNodesToCheck.size(); ++i)
{
final FastFeaturesNode[] nodesArray = featuresNodesToCheck.get(i);
for (int j = 0; j < nodesArray.length; ++j)
{
final FastFeaturesNode node = nodesArray[j];
final BitwiseTest test = node.test;
if (test.matches(state))
{
final int[] featureIndices = node.activeFeatureIndices;
for (int idx = 0; idx < featureIndices.length; ++idx)
{
featuresActive[featureIndices[idx]] = true;
}
// will also have to test all the children of our
// current node
featuresNodesToCheck.add(node.children);
}
}
}
for (int i = 0; i < featuresActive.length; ++i)
{
if (featuresActive[i])
{
activeFeatureIndices.add(i);
}
}
return activeFeatureIndices;
}
@Override
public List<FeatureInstance> getActiveSpatialFeatureInstances
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player
)
{
final List<FeatureInstance> activeInstances = new ArrayList<FeatureInstance>();
final List<FastFeatureInstanceNode[]> instanceNodesToCheck =
getInstanceNodesToCheck(state, lastFrom, lastTo, from, to, player);
for (int i = 0; i < instanceNodesToCheck.size(); ++i)
{
final FastFeatureInstanceNode[] nodesArray = instanceNodesToCheck.get(i);
for (int j = 0; j < nodesArray.length; ++j)
{
final FeatureInstance instance = nodesArray[j].featureInstance;
if (instance.matches(state))
{
activeInstances.add(instance);
// will also have to test all the children of our
// current node
instanceNodesToCheck.add(nodesArray[j].children);
}
}
}
// if (activeInstances.size() == 0)
// {
// System.out.println("lastFrom = " + lastFrom);
// System.out.println("lastTo = " + lastTo);
// System.out.println("from = " + from);
// System.out.println("to = " + to);
// System.out.println("player = " + player);
// System.out.println("instanceNodesToCheck.size() = " + instanceNodesToCheck.size());
// System.out.println("returning num active instances = " + activeInstances.size());
// }
return activeInstances;
}
/**
* @param context
* @param lastFrom
* @param lastTo
* @param from
* @param to
* @param player
* @param thresholded
*
* @return A list of all features that are active for a given state+action
* pair (where action is defined by from and to positions)
*/
public List<SpatialFeature> getActiveFeatures
(
final Context context,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player,
final boolean thresholded
)
{
final TIntArrayList activeFeatureIndices =
getActiveSpatialFeatureIndices(context.state(), lastFrom, lastTo, from, to, player, thresholded);
final List<SpatialFeature> activeFeatures = new ArrayList<SpatialFeature>(activeFeatureIndices.size());
final TIntIterator it = activeFeatureIndices.iterator();
while (it.hasNext())
{
activeFeatures.add(spatialFeatures[it.next()]);
}
return activeFeatures;
}
//-------------------------------------------------------------------------
/**
* Helper method to collect a list of all instance nodes to start with
* when checking which instances match a given state+action pair
*
* We return a list of arrays rather than a flat list due to efficiency
* (lets us work much more with raw arrays rather than a large and
* frequently-growing ArrayList)
*
* @param state
* @param lastFrom
* @param lastTo
* @param from
* @param to
* @param player
* @return List of arrays of root nodes to start checking
*/
private List<FastFeatureInstanceNode[]> getInstanceNodesToCheck
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player
)
{
final List<FastFeatureInstanceNode[]> instanceNodesToCheck =
new ArrayList<FastFeatureInstanceNode[]>();
final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
final int[] lastFroms = lastFrom >= 0 ? new int[]{-1, lastFrom} : new int[]{-1};
final int[] lastTos = lastTo >= 0 ? new int[]{-1, lastTo} : new int[]{-1};
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
if (lastFrom >= 0 || lastTo >= 0)
{
for (int i = 0; i < lastFroms.length; ++i)
{
final int lastFromPos = lastFroms[i];
for (int j = 0; j < lastTos.length; ++j)
{
final int lastToPos = lastTos[j];
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (lastToPos >= 0 || lastFromPos >= 0)
{
// Reactive instances
reactiveKey.resetData(player, lastFromPos, lastToPos, fromPos, toPos);
final FastFeatureInstanceNode[] nodes = reactiveInstances.get(reactiveKey);
if (nodes != null)
{
instanceNodesToCheck.add(nodes);
}
}
}
}
}
}
}
final ProactiveFeaturesKey proactiveKey = new ProactiveFeaturesKey();
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Proactive instances
proactiveKey.resetData(player, fromPos, toPos);
final FastFeatureInstanceNode[] nodes = proactiveInstances.get(proactiveKey);
if (nodes != null)
{
instanceNodesToCheck.add(nodes);
}
}
}
}
return instanceNodesToCheck;
}
//-------------------------------------------------------------------------
/**
* Helper method to collect a list of all Features nodes to start with
* when checking which proactive Features match a given state+action pair
*
* We return a list of arrays rather than a flat list due to efficiency
* (lets us work much more with raw arrays rather than a large and
* frequently-growing ArrayList)
*
* @param state
* @param from
* @param to
* @param thresholded
*
* @return List of arrays of root nodes to start checking
*/
private List<FastFeaturesNode[]> getFeaturesNodesToCheckProactive
(
final State state,
final int from,
final int to,
final boolean thresholded
)
{
final List<FastFeaturesNode[]> featuresNodesToCheck = new ArrayList<FastFeaturesNode[]>();
final int mover = state.mover();
final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
final HashMap<ProactiveFeaturesKey, FastFeaturesNode[]> featuresMap;
if (thresholded)
featuresMap = proactiveFeaturesThresholded;
else
featuresMap = proactiveFeatures;
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
key.resetData(mover, fromPos, toPos);
final FastFeaturesNode[] nodes = featuresMap.get(key);
if (nodes != null)
{
featuresNodesToCheck.add(nodes);
}
}
}
}
return featuresNodesToCheck;
}
/**
* Helper method to collect a list of all Features nodes to start with
* when checking which reactive Features match a given state+action pair
*
* We return a list of arrays rather than a flat list due to efficiency
* (lets us work much more with raw arrays rather than a large and
* frequently-growing ArrayList)
*
* @param state
* @param lastFrom
* @param lastTo
* @param from
* @param to
* @param thresholded
*
* @return List of arrays of root nodes to start checking
*/
private List<FastFeaturesNode[]> getFeaturesNodesToCheckReactive
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final boolean thresholded
)
{
final List<FastFeaturesNode[]> featuresNodesToCheck = new ArrayList<FastFeaturesNode[]>();
if (reactiveFeatures.isEmpty())
return featuresNodesToCheck;
final HashMap<ReactiveFeaturesKey, FastFeaturesNode[]> featuresMap;
if (thresholded)
featuresMap = reactiveFeaturesThresholded;
else
featuresMap = reactiveFeatures;
final int mover = state.mover();
if (from >= 0)
{
if (to >= 0)
{
if (lastFrom >= 0)
{
if (lastTo >= 0)
{
addFeaturesNodes(mover, lastFrom, lastTo, from, to, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, lastFrom, lastTo, -1, to, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, lastFrom, lastTo, from, -1, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, -1, lastTo, from, to, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, -1, lastTo, -1, to, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, -1, lastTo, from, -1, featuresMap, featuresNodesToCheck);
}
addFeaturesNodes(mover, lastFrom, -1, from, to, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, lastFrom, -1, -1, to, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, lastFrom, -1, from, -1, featuresMap, featuresNodesToCheck);
}
else
{
if (lastTo >= 0)
{
addFeaturesNodes(mover, -1, lastTo, from, to, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, -1, lastTo, -1, to, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, -1, lastTo, from, -1, featuresMap, featuresNodesToCheck);
}
}
}
else
{
if (lastFrom >= 0)
{
if (lastTo >= 0)
{
addFeaturesNodes(mover, lastFrom, lastTo, from, -1, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, -1, lastTo, from, -1, featuresMap, featuresNodesToCheck);
}
addFeaturesNodes(mover, lastFrom, -1, from, -1, featuresMap, featuresNodesToCheck);
}
else
{
if (lastTo >= 0)
addFeaturesNodes(mover, -1, lastTo, from, -1, featuresMap, featuresNodesToCheck);
}
}
}
else
{
if (to >= 0)
{
if (lastFrom >= 0)
{
if (lastTo >= 0)
{
addFeaturesNodes(mover, lastFrom, lastTo, -1, to, featuresMap, featuresNodesToCheck);
addFeaturesNodes(mover, -1, lastTo, -1, to, featuresMap, featuresNodesToCheck);
}
addFeaturesNodes(mover, lastFrom, -1, -1, to, featuresMap, featuresNodesToCheck);
}
else
{
if (lastTo >= 0)
addFeaturesNodes(mover, -1, lastTo, -1, to, featuresMap, featuresNodesToCheck);
}
}
}
return featuresNodesToCheck;
}
/**
* Helper method for collecting feature instances
*
* @param mover
* @param lastFrom
* @param lastTo
* @param from
* @param to
* @param featuresMap
* @param outFeaturesNodes
*/
private static void addFeaturesNodes
(
final int mover,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final HashMap<ReactiveFeaturesKey, FastFeaturesNode[]> featuresMap,
final List<FastFeaturesNode[]> outFeaturesNodes
)
{
final ReactiveFeaturesKey key = new ReactiveFeaturesKey();
key.resetData(mover, lastFrom, lastTo, from, to);
final FastFeaturesNode[] nodes = featuresMap.get(key);
if (nodes != null)
outFeaturesNodes.add(nodes);
}
//-------------------------------------------------------------------------
@Override
public BaseFootprint generateFootprint
(
final State state,
final int from,
final int to,
final int player
)
{
final ContainerState container = state.containerStates()[0];
final ChunkSet footprintEmptyCells =
container.emptyChunkSetCell() != null ?
new ChunkSet(container.emptyChunkSetCell().chunkSize(), 1) :
null;
final ChunkSet footprintEmptyVertices =
container.emptyChunkSetVertex() != null ?
new ChunkSet(container.emptyChunkSetVertex().chunkSize(), 1) :
null;
final ChunkSet footprintEmptyEdges =
container.emptyChunkSetEdge() != null ?
new ChunkSet(container.emptyChunkSetEdge().chunkSize(), 1) :
null;
final ChunkSet footprintWhoCells =
container.chunkSizeWhoCell() > 0 ?
new ChunkSet(container.chunkSizeWhoCell(), 1) :
null;
final ChunkSet footprintWhoVertices =
container.chunkSizeWhoVertex() > 0 ?
new ChunkSet(container.chunkSizeWhoVertex(), 1) :
null;
final ChunkSet footprintWhoEdges =
container.chunkSizeWhoEdge() > 0 ?
new ChunkSet(container.chunkSizeWhoEdge(), 1) :
null;
final ChunkSet footprintWhatCells =
container.chunkSizeWhatCell() > 0 ?
new ChunkSet(container.chunkSizeWhatCell(), 1) :
null;
final ChunkSet footprintWhatVertices =
container.chunkSizeWhatVertex() > 0 ?
new ChunkSet(container.chunkSizeWhatVertex(), 1) :
null;
final ChunkSet footprintWhatEdges =
container.chunkSizeWhatEdge() > 0 ?
new ChunkSet(container.chunkSizeWhatEdge(), 1) :
null;
// the two -1s ensure we only get proactive feature instances here
final List<FastFeatureInstanceNode[]> instanceNodes =
getInstanceNodesToCheck(state, -1, -1, from, to, player);
// loop through complete tree of instances, OR all the tests
for (int i = 0; i < instanceNodes.size(); ++i)
{
final FastFeatureInstanceNode[] nodesArray = instanceNodes.get(i);
for (int j = 0; j < nodesArray.length; ++j)
{
final FeatureInstance instance = nodesArray[j].featureInstance;
if (instance.mustEmpty() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintEmptyCells.or(instance.mustEmpty());
break;
case Vertex:
footprintEmptyVertices.or(instance.mustEmpty());
break;
case Edge:
footprintEmptyEdges.or(instance.mustEmpty());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
if (instance.mustNotEmpty() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintEmptyCells.or(instance.mustNotEmpty());
break;
case Vertex:
footprintEmptyVertices.or(instance.mustNotEmpty());
break;
case Edge:
footprintEmptyEdges.or(instance.mustNotEmpty());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
if (instance.mustWhoMask() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintWhoCells.or(instance.mustWhoMask());
break;
case Vertex:
footprintWhoVertices.or(instance.mustWhoMask());
break;
case Edge:
footprintWhoEdges.or(instance.mustWhoMask());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
if (instance.mustNotWhoMask() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintWhoCells.or(instance.mustNotWhoMask());
break;
case Vertex:
footprintWhoVertices.or(instance.mustNotWhoMask());
break;
case Edge:
footprintWhoEdges.or(instance.mustNotWhoMask());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
if (instance.mustWhatMask() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintWhatCells.or(instance.mustWhatMask());
break;
case Vertex:
footprintWhatVertices.or(instance.mustWhatMask());
break;
case Edge:
footprintWhatEdges.or(instance.mustWhatMask());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
if (instance.mustNotWhatMask() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintWhatCells.or(instance.mustNotWhatMask());
break;
case Vertex:
footprintWhatVertices.or(instance.mustNotWhatMask());
break;
case Edge:
footprintWhatEdges.or(instance.mustNotWhatMask());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
// will also have to test all the children of our current node
instanceNodes.add(nodesArray[j].children);
}
}
return new FullFootprint
(
footprintEmptyCells,
footprintEmptyVertices,
footprintEmptyEdges,
footprintWhoCells,
footprintWhoVertices,
footprintWhoEdges,
footprintWhatCells,
footprintWhatVertices,
footprintWhatEdges
);
}
//-------------------------------------------------------------------------
/**
* Attempts to create an expanded feature set which contains all of the current features,
* plus one new feature by combining a pair of features from the given list of active instances
* into a new feature. Will return null if no such pair can be found such that it results in a
* really new feature. We only allow pairs of instances that have a shared anchor.
*
* @param activeFeatureInstances
* @param combineMaxWeightedFeatures
* If true, we will prioritise creating new pairs of features such that at least one
* of them has the highest possible absolute weight in our linear function approximator
* (i.e. we try to extend features that are already highly informative with additional
* elements). If false, we'll select pairs of features randomly.
* @param featureWeights
* @return New Feature Set with one extra feature, or null if cannot be expanded
*/
public LegacyFeatureSet createExpandedFeatureSet
(
final List<FeatureInstance> activeFeatureInstances,
final boolean combineMaxWeightedFeatures,
final FVector featureWeights
)
{
// generate all possible pairs of two different features (order does not matter)
final int numActiveInstances = activeFeatureInstances.size();
final List<FeatureInstancePair> allPairs = new ArrayList<FeatureInstancePair>();
for (int i = 0; i < numActiveInstances; ++i)
{
final FeatureInstance firstInstance = activeFeatureInstances.get(i);
for (int j = i + 1; j < numActiveInstances; ++j)
{
final FeatureInstance secondInstance = activeFeatureInstances.get(j);
if (firstInstance.anchorSite() == secondInstance.anchorSite())
{
allPairs.add(new FeatureInstancePair(firstInstance, secondInstance));
}
}
}
if (combineMaxWeightedFeatures)
{
// sort feature pairs in increasing order of max(abs(weight(a), abs(weight(b))))
final FVector absWeights = featureWeights.copy();
absWeights.abs();
allPairs.sort(new Comparator<FeatureInstancePair>() {
@Override
public int compare(FeatureInstancePair o1, FeatureInstancePair o2) {
final float score1 = Math.max(
absWeights.get(o1.a.feature().spatialFeatureSetIndex()),
absWeights.get(o1.b.feature().spatialFeatureSetIndex()));
final float score2 = Math.max(
absWeights.get(o2.a.feature().spatialFeatureSetIndex()),
absWeights.get(o2.b.feature().spatialFeatureSetIndex()));
if (score1 == score2)
{
return 0;
}
else if (score1 < score2)
{
return -1;
}
else
{
return 1;
}
}
});
}
else
{
// just shuffle them for random combining
Collections.shuffle(allPairs);
}
// keep trying to combine pairs of features, until we find a new one or
// until we have tried them all
while (!allPairs.isEmpty())
{
final FeatureInstancePair pair = allPairs.remove(allPairs.size() - 1);
final LegacyFeatureSet newFeatureSet = createExpandedFeatureSet
(
game.get(),
SpatialFeature.combineFeatures
(
game.get(),
pair.a,
pair.b
)
);
if (newFeatureSet != null)
{
return newFeatureSet;
}
}
// failed to construct a new feature set with a new feature
return null;
}
@Override
public LegacyFeatureSet createExpandedFeatureSet
(
final Game targetGame,
final SpatialFeature newFeature
)
{
boolean featureAlreadyExists = false;
for (final SpatialFeature oldFeature : spatialFeatures)
{
if (newFeature.equals(oldFeature))
{
featureAlreadyExists = true;
break;
}
// also try all legal rotations of the generated feature, see
// if any of those turn out to be equal to an old feature
TFloatArrayList allowedRotations = newFeature.pattern().allowedRotations();
if (allowedRotations == null)
{
allowedRotations = new TFloatArrayList(Walk.allGameRotations(game.get()));
}
for (int i = 0; i < allowedRotations.size(); ++i)
{
final SpatialFeature rotatedCopy = newFeature.rotatedCopy(allowedRotations.getQuick(i));
if (rotatedCopy.equals(oldFeature))
{
// TODO only break if for every possible anchor this works?
featureAlreadyExists = true;
break;
}
}
}
if (!featureAlreadyExists)
{
// create new feature set with this feature, and return it
final List<SpatialFeature> newFeatureList = new ArrayList<SpatialFeature>(spatialFeatures.length + 1);
// all old features...
for (final SpatialFeature feature : spatialFeatures)
{
newFeatureList.add(feature);
}
// and our new feature
newFeatureList.add(newFeature);
return new LegacyFeatureSet(Arrays.asList(aspatialFeatures), newFeatureList);
}
return null;
}
//-------------------------------------------------------------------------
/**
* We'll simplify all of our forests of Feature Instances by:
* 1) for every Feature Instance, removing all tests already included
* in ancestor nodes
* 2) collapsing deep sequences of instances that have no remaining tests
* after the above simplification into a wide list of children for the
* first ancestor that still has meaningful tests.
*
* @param reactiveInstancesWIP
* @param proactiveInstancesWIP
*/
private static void simplifyInstanceForests
(
final Map<ReactiveFeaturesKey, List<FeatureInstanceNode>> reactiveInstancesWIP,
final Map<ProactiveFeaturesKey, List<FeatureInstanceNode>> proactiveInstancesWIP
)
{
final List<List<FeatureInstanceNode>> allForests =
new ArrayList<List<FeatureInstanceNode>>(2);
allForests.addAll(proactiveInstancesWIP.values());
allForests.addAll(reactiveInstancesWIP.values());
// System.out.println("---");
// proactiveInstancesWIP.get(new ProactiveFeaturesKey(1, 3, 2)).get(0).print(0);
// System.out.println("---");
// System.out.println("---");
// reactiveInstancesWIP.get(new ReactiveFeaturesKey(1, -1, 45, 3, 0)).get(0).print(0);
// System.out.println("---");
// for every forest...
for (final List<FeatureInstanceNode> forest : allForests)
{
// for every tree...
for (final FeatureInstanceNode root : forest)
{
// traverse entire tree; for every node, remove all tests
// from all descendants of that node
final List<FeatureInstanceNode> rootsToProcess =
new ArrayList<FeatureInstanceNode>();
rootsToProcess.add(root);
while (!rootsToProcess.isEmpty())
{
final FeatureInstanceNode rootToProcess = rootsToProcess.remove(0);
if (!rootToProcess.featureInstance.hasNoTests())
{
//System.out.println("removing " + rootToProcess.featureInstance + " tests from all descendants...");
final List<FeatureInstanceNode> descendants = rootToProcess.collectDescendants();
for (final FeatureInstanceNode descendant : descendants)
{
//System.out.println("before removal: " + descendant.featureInstance);
descendant.featureInstance.removeTests(rootToProcess.featureInstance);
//System.out.println("after removal: " + descendant.featureInstance);
}
}
// all children of current ''root'' become new ''roots''
rootsToProcess.addAll(rootToProcess.children);
}
// and now collapse long sequences of no-test-instances
final List<FeatureInstanceNode> allNodes = root.collectDescendants();
for (final FeatureInstanceNode node : allNodes)
{
FeatureInstanceNode ancestor = node.parent;
// find first ancestor with meaningful tests
while (ancestor.featureInstance.hasNoTests())
{
if (ancestor == root)
{
// can't go further up
break;
}
else
{
//System.out.println(node.featureInstance + " skipping ancestor: " + ancestor.featureInstance);
ancestor = ancestor.parent;
}
}
if (ancestor != node.parent)
{
// need to change parent
//System.out.println(node.featureInstance + " swapping parent to " + ancestor.featureInstance);
// first remove ourselves from the current parent's
// list of children
node.parent.children.remove(node);
// now add ourselves to the new ancestor's list
// of children
ancestor.children.add(node);
// and change our parent reference
node.parent = ancestor;
}
}
}
}
// System.out.println("---");
// proactiveInstancesWIP.get(new ProactiveFeaturesKey(1, 3, 0)).get(0).print(0);
// System.out.println("---");
// System.out.println("---");
// reactiveInstancesWIP.get(new ReactiveFeaturesKey(1, -1, 45, 3, 0)).get(0).print(0);
// System.out.println("---");
}
//-------------------------------------------------------------------------
/**
* Inserts the given Feature Instance into a forest defined by a list
* of root nodes. May modify existing instances if the new instance
* becomes an ancestor of them.
*
* @param instance
* @param instanceNodes
*/
private static void insertInstanceInForest
(
final FeatureInstance instance,
final List<FeatureInstanceNode> instanceNodes
)
{
final FeatureInstanceNode parentNode = findDeepestParent(instance, instanceNodes);
if (parentNode == null)
{
// need to add a new root for this feature instance
instanceNodes.add(new FeatureInstanceNode(instance, null));
}
else
{
// this instance will become a new child of parentNode
final FeatureInstanceNode newNode = new FeatureInstanceNode(instance, parentNode);
// see if our new instance generalises any instances that were
// previously children of the parent we found; if so, our new
// node becomes their parent instead
for (int i = 0; i < parentNode.children.size(); /**/)
{
final FeatureInstanceNode child = parentNode.children.get(i);
if (instance.generalises(child.featureInstance))
{
// we generalise this child and should become its parent
parentNode.children.remove(i);
newNode.children.add(child);
child.parent = newNode;
}
else
{
// didn't remove entry from list, so increment index
++i;
}
}
// finally, add the new node to the parent's list of children
parentNode.children.add(newNode);
parentNode.children.trimToSize();
}
}
/**
* Finds the deepest node in the forest defined by the given list of
* root nodes which would be a valid parent for the given new instance.
*
* @param instance
* @param instanceNodes
* @return Deepest parent node for given new instance
*/
private static FeatureInstanceNode findDeepestParent
(
final FeatureInstance instance,
final List<FeatureInstanceNode> instanceNodes
)
{
FeatureInstanceNode deepestParent = null;
int deepestParentDepthLevel = -1;
int currDepthLevel = 0;
List<FeatureInstanceNode> currDepthNodes = instanceNodes;
List<FeatureInstanceNode> nextDepthNodes =
new ArrayList<FeatureInstanceNode>();
while (!currDepthNodes.isEmpty())
{
for (final FeatureInstanceNode node : currDepthNodes)
{
if (node.featureInstance.generalises(instance))
{
// this node could be a parent
if (currDepthLevel > deepestParentDepthLevel)
{
// don't have a parent at this depth level yet,
// so pick this one for now
deepestParent = node;
deepestParentDepthLevel = currDepthLevel;
}
// see if any of our children still could lead to a deeper
// parent
nextDepthNodes.addAll(node.children);
}
}
currDepthNodes = nextDepthNodes;
nextDepthNodes = new ArrayList<FeatureInstanceNode>();
++currDepthLevel;
}
return deepestParent;
}
//-------------------------------------------------------------------------
/**
* Prints complete tree of tests for proactive features. Useful for debugging
* @param player
* @param from
* @param to
*/
public void printProactiveFeaturesTree(final int player, final int from, final int to)
{
System.out.println("---");
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
key.resetData(player, from, to);
proactiveFeatures.get(key)[0].print(0);
System.out.println("---");
}
//-------------------------------------------------------------------------
/**
* Wrapper class for a pair of feature instances
*
* @author Dennis Soemers
*/
private static class FeatureInstancePair
{
//--------------------------------------------------------------------
/** First instance */
protected final FeatureInstance a;
/** Second instance */
protected final FeatureInstance b;
//---------------------------------------------------------------------
/**
* Constructor
* @param a
* @param b
*/
protected FeatureInstancePair
(
final FeatureInstance a,
final FeatureInstance b
)
{
this.a = a;
this.b = b;
}
//---------------------------------------------------------------------
}
//-------------------------------------------------------------------------
/**
* A node in a tree of related Feature Instances. Feature Instances
* in a node of this type will no longer contain checks that are also
* already performed by Feature Instances in ancestor nodes (parent,
* grandparent, etc.)
*
* This class includes a reference to parent node, and stores children
* in a resizable ArrayList, which makes it convenient for usage during
* the feature instantiating process (when we're still building the tree)
*
* @author Dennis Soemers
*/
private static class FeatureInstanceNode
{
//--------------------------------------------------------------------
/** Our feature instance */
protected final FeatureInstance featureInstance;
/** Child nodes */
protected final ArrayList<FeatureInstanceNode> children = new ArrayList<FeatureInstanceNode>(2);
/** Parent node */
protected FeatureInstanceNode parent;
//--------------------------------------------------------------------
/**
* Constructor
* @param featureInstance
* @param parent
*/
public FeatureInstanceNode
(
final FeatureInstance featureInstance,
final FeatureInstanceNode parent
)
{
this.featureInstance = featureInstance;
this.parent = parent;
}
//--------------------------------------------------------------------
/**
* @return All descendants of this node (the entire subtree below it)
*/
public List<FeatureInstanceNode> collectDescendants()
{
final List<FeatureInstanceNode> result = new ArrayList<FeatureInstanceNode>();
final List<FeatureInstanceNode> nodesToCheck = new ArrayList<FeatureInstanceNode>();
nodesToCheck.addAll(children);
while (!nodesToCheck.isEmpty())
{
final FeatureInstanceNode node = nodesToCheck.remove(nodesToCheck.size() - 1);
result.add(node);
nodesToCheck.addAll(node.children);
}
return result;
}
//--------------------------------------------------------------------
/**
* Prints the entire subtree rooted at this node. Useful for debugging.
* @param depthLevel
*/
@SuppressWarnings("unused") // Please do NOT remove; frequently used for debugging!
public void print(final int depthLevel)
{
for (int i = 0; i < depthLevel; ++i)
{
System.out.print("\t");
}
System.out.println(featureInstance);
for (final FeatureInstanceNode child : children)
{
child.print(depthLevel + 1);
}
}
//--------------------------------------------------------------------
}
//-------------------------------------------------------------------------
/**
* A very similar kind of node to the class above. This node class is
* heavily optimised for speed, and should only be used after a tree
* of Feature Instances has been completely built.
*
* It no longer contains a reference to the parent node, and stores
* children in a fixed-size array.
*
* @author Dennis Soemers
*/
private static class FastFeatureInstanceNode
{
//--------------------------------------------------------------------
/** Our feature instance */
protected final FeatureInstance featureInstance;
/** Child nodes */
protected final FastFeatureInstanceNode[] children;
//--------------------------------------------------------------------
/**
* Constructor
* @param slowNode
*/
public FastFeatureInstanceNode(final FeatureInstanceNode slowNode)
{
this.featureInstance = slowNode.featureInstance;
this.children = new FastFeatureInstanceNode[slowNode.children.size()];
for (int i = 0; i < children.length; ++i)
{
children[i] = new FastFeatureInstanceNode(slowNode.children.get(i));
}
}
//--------------------------------------------------------------------
}
//-------------------------------------------------------------------------
/**
* Again a similar node to the above node types, but this time even more
* optimised by only keeping track of lists of features that are active
* if certain tests (still contained in Feature Instances) succeed.
*
* This node type allows for complete removal of zero-test instances,
* instead letting their parent nodes immediately return multiple active
* features.
*
* @author Dennis Soemers
*/
private static class FastFeaturesNode
{
//--------------------------------------------------------------------
/** Our bitwise test(s) to execute */
protected BitwiseTest test;
/** Child nodes */
protected final FastFeaturesNode[] children;
/**
* Indices of features that are active if the tests of this
* node's instance succeed.
*/
protected final int[] activeFeatureIndices;
//--------------------------------------------------------------------
/**
* Constructor
* @param instanceNode
*/
public FastFeaturesNode(final FastFeatureInstanceNode instanceNode)
{
this.test = instanceNode.featureInstance;
final FastFeatureInstanceNode[] instanceChildren = instanceNode.children;
final List<FastFeaturesNode> childrenList = new ArrayList<FastFeaturesNode>(instanceChildren.length);
final TIntArrayList featureIndicesList = new TIntArrayList();
// we'll definitely need the index of the instance contained
// in the node
featureIndicesList.add(instanceNode.featureInstance.feature().spatialFeatureSetIndex());
for (final FastFeatureInstanceNode instanceChild : instanceChildren)
{
final FeatureInstance instance = instanceChild.featureInstance;
if (instance.hasNoTests())
{
// this child does not need to exist anymore, just absorb
// its feature index
final int featureIdx = instance.feature().spatialFeatureSetIndex();
if (!featureIndicesList.contains(featureIdx))
{
featureIndicesList.add(featureIdx);
}
}
else
{
// the child has meaningful tests, so it should still exist
childrenList.add(new FastFeaturesNode(instanceChild));
}
}
// this sorting is useful for the optimisation implemented in the
// following lines of code for our parent node
featureIndicesList.sort();
// try to merge children which all have the same list of active
// features into a single child that performs multiple tests at
// once
final int numChildren = childrenList.size();
final boolean[] skipIndices = new boolean[numChildren];
for (int i = 0; i < numChildren; ++i)
{
if (skipIndices[i])
{
continue;
}
final FastFeaturesNode child = childrenList.get(i);
if (child.children.length == 0)
{
for (int j = i + 1; j < numChildren; ++j)
{
if (skipIndices[j])
continue;
final FastFeaturesNode otherChild = childrenList.get(j);
if (otherChild.children.length == 0)
{
if
(
Arrays.equals
(
child.activeFeatureIndices,
otherChild.activeFeatureIndices
)
)
{
final BitwiseTest testA = child.test;
final BitwiseTest testB = otherChild.test;
assert (testA.graphElementType() == testB.graphElementType());
if
(
testA.onlyRequiresSingleMustEmpty() &&
testB.onlyRequiresSingleMustEmpty()
)
{
// merge B's test into A's test
if (testA instanceof FeatureInstance)
{
final FeatureInstance instanceA = (FeatureInstance) testA;
final FeatureInstance instanceB = (FeatureInstance) testB;
final ChunkSet combinedTest = instanceA.mustEmpty().clone();
combinedTest.or(instanceB.mustEmpty());
child.test = new OneOfMustEmpty(combinedTest, testA.graphElementType());
}
else
{
final OneOfMustEmpty A = (OneOfMustEmpty) testA;
if (testB instanceof FeatureInstance)
{
final FeatureInstance instanceB = (FeatureInstance) testB;
A.mustEmpties().or(instanceB.mustEmpty());
child.test = new OneOfMustEmpty(A.mustEmpties(), testA.graphElementType());
}
else
{
final OneOfMustEmpty B = (OneOfMustEmpty) testB;
A.mustEmpties().or(B.mustEmpties());
child.test = new OneOfMustEmpty(A.mustEmpties(), testA.graphElementType());
}
}
skipIndices[j] = true;
}
else if
(
testA.onlyRequiresSingleMustWho() &&
testB.onlyRequiresSingleMustWho()
)
{
// merge B's test into A's test
if (testA instanceof FeatureInstance)
{
final FeatureInstance instanceA = (FeatureInstance) testA;
final FeatureInstance instanceB = (FeatureInstance) testB;
final ChunkSet whoA = instanceA.mustWho();
final ChunkSet whoMaskA = instanceA.mustWhoMask();
final ChunkSet whoB = instanceB.mustWho();
final ChunkSet whoMaskB = instanceB.mustWhoMask();
final ChunkSet combinedMask = whoMaskA.clone();
combinedMask.or(whoMaskB);
if (whoMaskA.intersects(whoMaskB))
{
final ChunkSet cloneB = whoB.clone();
cloneB.and(whoMaskB);
if (!whoA.matches(combinedMask, cloneB))
{
// conflicting tests, can't
// merge these
continue;
}
}
final ChunkSet combinedWhos = whoA.clone();
combinedWhos.or(whoB);
child.test = new OneOfMustWho(combinedWhos, combinedMask, testA.graphElementType());
}
else
{
final OneOfMustWho A = (OneOfMustWho) testA;
final ChunkSet whosA = A.mustWhos();
final ChunkSet whosMaskA = A.mustWhosMask();
if (testB instanceof FeatureInstance)
{
final FeatureInstance instanceB = (FeatureInstance) testB;
final ChunkSet whoB = instanceB.mustWho();
final ChunkSet whoMaskB = instanceB.mustWhoMask();
if (whosMaskA.intersects(whoMaskB))
{
if (!whosA.matches(whoMaskB, whoB))
{
// conflicting tests, can't
// merge these
continue;
}
}
whosA.or(whoB);
whosMaskA.or(whoMaskB);
child.test = new OneOfMustWho(whosA, whosMaskA, testA.graphElementType());
}
else
{
final OneOfMustWho B = (OneOfMustWho) testB;
final ChunkSet whosB = B.mustWhos();
final ChunkSet whosMaskB = B.mustWhosMask();
if (whosMaskA.intersects(whosMaskB))
{
if (!whosA.matches(whosMaskB, whosB))
{
// conflicting tests, can't
// merge these
continue;
}
if (!whosB.matches(whosMaskA, whosA))
{
// conflicting tests, can't
// merge these
continue;
}
}
whosA.or(whosB);
whosMaskA.or(whosMaskB);
child.test = new OneOfMustWho(whosA, whosMaskA, testA.graphElementType());
}
}
skipIndices[j] = true;
}
else if
(
testA.onlyRequiresSingleMustWhat() &&
testB.onlyRequiresSingleMustWhat()
)
{
// merge B's test into A's test
if (testA instanceof FeatureInstance)
{
final FeatureInstance instanceA = (FeatureInstance) testA;
final FeatureInstance instanceB = (FeatureInstance) testB;
final ChunkSet whatA = instanceA.mustWhat();
final ChunkSet whatMaskA = instanceA.mustWhatMask();
final ChunkSet whatB = instanceB.mustWhat();
final ChunkSet whatMaskB = instanceB.mustWhatMask();
final ChunkSet combinedMask = whatMaskA.clone();
combinedMask.or(whatMaskB);
if (whatMaskA.intersects(whatMaskB))
{
final ChunkSet cloneB = whatB.clone();
cloneB.and(whatMaskB);
if (!whatA.matches(combinedMask, cloneB))
{
// conflicting tests, can't
// merge these
continue;
}
}
final ChunkSet combinedWhats = whatA.clone();
combinedWhats.or(whatB);
child.test = new OneOfMustWhat(combinedWhats, combinedMask, testA.graphElementType());
}
else
{
final OneOfMustWhat A = (OneOfMustWhat) testA;
final ChunkSet whatsA = A.mustWhats();
final ChunkSet whatsMaskA = A.mustWhatsMask();
if (testB instanceof FeatureInstance)
{
final FeatureInstance instanceB = (FeatureInstance) testB;
final ChunkSet whatB = instanceB.mustWhat();
final ChunkSet whatMaskB = instanceB.mustWhatMask();
if (whatsMaskA.intersects(whatMaskB))
{
if (!whatsA.matches(whatMaskB, whatB))
{
// conflicting tests, can't
// merge these
continue;
}
}
whatsA.or(whatB);
whatsMaskA.or(whatMaskB);
child.test = new OneOfMustWhat(whatsA, whatsMaskA, testA.graphElementType());
}
else
{
final OneOfMustWhat B = (OneOfMustWhat) testB;
final ChunkSet whatsB = B.mustWhats();
final ChunkSet whatsMaskB = B.mustWhatsMask();
if (whatsMaskA.intersects(whatsMaskB))
{
if (!whatsA.matches(whatsMaskB, whatsB))
{
// conflicting tests, can't
// merge these
continue;
}
if (!whatsB.matches(whatsMaskA, whatsA))
{
// conflicting tests, can't
// merge these
continue;
}
}
whatsA.or(whatsB);
whatsMaskA.or(whatsMaskB);
child.test = new OneOfMustWhat(whatsA, whatsMaskA, testA.graphElementType());
}
}
skipIndices[j] = true;
}
}
}
}
}
}
// create replacement list only containing children that haven't
// been merged into another child
final List<FastFeaturesNode> remainingChildren = new ArrayList<FastFeaturesNode>();
for (int i = 0; i < numChildren; ++i)
{
if (!skipIndices[i])
{
remainingChildren.add(childrenList.get(i));
}
}
// convert lists to arrays
children = new FastFeaturesNode[remainingChildren.size()];
remainingChildren.toArray(children);
activeFeatureIndices = featureIndicesList.toArray();
}
/**
* Constructor
* @param test
* @param children
* @param activeFeatureIndices
*/
private FastFeaturesNode
(
final BitwiseTest test,
final FastFeaturesNode[] children,
final int[] activeFeatureIndices
)
{
this.test = test;
this.children = children;
this.activeFeatureIndices = activeFeatureIndices;
}
//--------------------------------------------------------------------
/**
* Creates a copy of the given other subtree, with
* features removed if their absolute weights in the
* given weight vector do not exceed our threshold.
*
* @param other
* @param weights null if we want to ignore thresholding
* @return Constructed node, or null if no longer relevant after thresholding
*/
public static FastFeaturesNode thresholdedNode(final FastFeaturesNode other, final FVector weights)
{
final List<FastFeaturesNode> thresholdedChildren = new ArrayList<FastFeaturesNode>(other.children.length);
for (final FastFeaturesNode child : other.children)
{
final FastFeaturesNode thresholdedChild = thresholdedNode(child, weights);
if (thresholdedChild != null)
thresholdedChildren.add(thresholdedChild);
}
final TIntArrayList thresholdedFeatures = new TIntArrayList(other.activeFeatureIndices.length);
for (final int activeFeature : other.activeFeatureIndices)
{
if (weights == null || Math.abs(weights.get(activeFeature)) >= SPATIAL_FEATURE_WEIGHT_THRESHOLD)
thresholdedFeatures.add(activeFeature);
}
if (thresholdedChildren.isEmpty() && thresholdedFeatures.isEmpty())
return null;
return new FastFeaturesNode
(
other.test,
thresholdedChildren.toArray(new FastFeaturesNode[0]),
thresholdedFeatures.toArray()
);
}
//--------------------------------------------------------------------
/**
* Prints the entire subtree rooted at this node. Useful
* for debugging.
* @param depthLevel
*/
public void print(final int depthLevel)
{
for (int i = 0; i < depthLevel; ++i)
{
System.out.print("\t");
}
System.out.println(this);
for (final FastFeaturesNode child : children)
{
child.print(depthLevel + 1);
}
}
@Override
public String toString()
{
return String.format(
"%s %s",
test,
Arrays.toString(activeFeatureIndices));
}
//--------------------------------------------------------------------
}
//-------------------------------------------------------------------------
}
| 63,214 | 27.721036 | 117 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/NaiveFeatureSet.java | package features.feature_sets;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Paths;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.List;
import java.util.Map.Entry;
import java.util.stream.Stream;
import features.Feature;
import features.aspatial.AspatialFeature;
import features.spatial.SpatialFeature;
import features.spatial.Walk;
import features.spatial.cache.ActiveFeaturesCache;
import features.spatial.cache.footprints.BaseFootprint;
import features.spatial.cache.footprints.FullFootprint;
import features.spatial.instances.FeatureInstance;
import game.Game;
import gnu.trove.iterator.TIntIterator;
import gnu.trove.list.array.TFloatArrayList;
import gnu.trove.list.array.TIntArrayList;
import main.collections.ChunkSet;
import main.collections.FVector;
import other.context.Context;
import other.state.State;
import other.state.container.ContainerState;
import other.trial.Trial;
/**
* A naive implementation of a feature set, which does instantiate features,
* but simply evaluates all of them for every move.
*
* @author Dennis Soemers
*/
public class NaiveFeatureSet extends BaseFeatureSet
{
//-------------------------------------------------------------------------
/**
* Reactive instances, indexed by:
* player index,
* last-from-pos
* last-to-pos,
* from-pos
* to-pos
*/
protected HashMap<ReactiveFeaturesKey, List<FeatureInstance>> reactiveInstances;
/**
* Proactive instances, indexed by:
* player index,
* from-pos
* to-pos
*/
protected HashMap<ProactiveFeaturesKey, List<FeatureInstance>> proactiveInstances;
/**
* Reactive Features, indexed by:
* player index,
* last-from-pos
* last-to-pos,
* from-pos
* to-pos
*/
protected HashMap<ReactiveFeaturesKey, List<FeatureInstance>[]> reactiveFeatures;
/**
* Proactive Features, indexed by:
* player index,
* from-pos
* to-pos
*/
protected HashMap<ProactiveFeaturesKey, List<FeatureInstance>[]> proactiveFeatures;
/**
* Same as above, but only includes features with absolute weights that exceed the above
* threshold.
*/
protected HashMap<ReactiveFeaturesKey, List<FeatureInstance>[]> reactiveFeaturesThresholded;
/**
* Same as above, but only includes features with absolute weights that exceed the above
* threshold.
*/
protected HashMap<ProactiveFeaturesKey, List<FeatureInstance>[]> proactiveFeaturesThresholded;
/** Cache with indices of active proactive features previously computed */
protected ActiveFeaturesCache activeProactiveFeaturesCache;
//-------------------------------------------------------------------------
/**
* Construct feature set from lists of features
* @param aspatialFeatures
* @param spatialFeatures
*/
public NaiveFeatureSet(final List<AspatialFeature> aspatialFeatures, final List<SpatialFeature> spatialFeatures)
{
this.spatialFeatures = new SpatialFeature[spatialFeatures.size()];
for (int i = 0; i < this.spatialFeatures.length; ++i)
{
this.spatialFeatures[i] = spatialFeatures.get(i);
this.spatialFeatures[i].setSpatialFeatureSetIndex(i);
}
this.aspatialFeatures = aspatialFeatures.toArray(new AspatialFeature[aspatialFeatures.size()]);
reactiveInstances = null;
proactiveInstances = null;
reactiveFeatures = null;
proactiveFeatures = null;
reactiveFeaturesThresholded = null;
proactiveFeaturesThresholded = null;
}
/**
* Loads a feature set from a given filename
* @param filename
*/
public NaiveFeatureSet(final String filename)
{
Feature[] tempFeatures;
//System.out.println("loading feature set from " + filename);
try (Stream<String> stream = Files.lines(Paths.get(filename)))
{
tempFeatures = stream.map(s -> Feature.fromString(s)).toArray(Feature[]::new);
}
catch (final IOException exception)
{
tempFeatures = null;
exception.printStackTrace();
}
final List<AspatialFeature> aspatialFeaturesList = new ArrayList<AspatialFeature>();
final List<SpatialFeature> spatialFeaturesList = new ArrayList<SpatialFeature>();
for (final Feature feature : tempFeatures)
{
if (feature instanceof AspatialFeature)
{
aspatialFeaturesList.add((AspatialFeature)feature);
}
else
{
((SpatialFeature)feature).setSpatialFeatureSetIndex(spatialFeaturesList.size());
spatialFeaturesList.add((SpatialFeature)feature);
}
}
this.aspatialFeatures = aspatialFeaturesList.toArray(new AspatialFeature[aspatialFeaturesList.size()]);
this.spatialFeatures = spatialFeaturesList.toArray(new SpatialFeature[spatialFeaturesList.size()]);
}
//-------------------------------------------------------------------------
@SuppressWarnings("unchecked")
@Override
protected void instantiateFeatures(final int[] supportedPlayers)
{
activeProactiveFeaturesCache = new ActiveFeaturesCache();
reactiveInstances = new HashMap<ReactiveFeaturesKey, List<FeatureInstance>>();
proactiveInstances = new HashMap<ProactiveFeaturesKey, List<FeatureInstance>>();
// Create a dummy context because we need some context for
// feature generation
final Context featureGenContext = new Context(game.get(), new Trial(game.get()));
final ProactiveFeaturesKey proactiveKey = new ProactiveFeaturesKey();
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
for (int i = 0; i < supportedPlayers.length; ++i)
{
final int player = supportedPlayers[i];
for (final SpatialFeature feature : spatialFeatures)
{
final List<FeatureInstance> newInstances =
feature.instantiateFeature
(
game.get(),
featureGenContext.state().containerStates()[0],
player,
-1,
-1,
-1,
-1,
-1
);
for (final FeatureInstance instance : newInstances)
{
final int lastFrom = instance.lastFrom();
final int lastTo = instance.lastTo();
final int from = instance.from();
final int to = instance.to();
if (lastFrom >= 0 || lastTo >= 0) // reactive feature
{
reactiveKey.resetData(player, lastFrom, lastTo, from, to);
List<FeatureInstance> instances = reactiveInstances.get(reactiveKey);
if (instances == null)
{
instances = new ArrayList<FeatureInstance>(1);
reactiveInstances.put(new ReactiveFeaturesKey(reactiveKey), instances);
}
instances.add(instance);
}
else // proactive feature
{
proactiveKey.resetData(player, from, to);
List<FeatureInstance> instances = proactiveInstances.get(proactiveKey);
if (instances == null)
{
instances = new ArrayList<FeatureInstance>(1);
proactiveInstances.put(new ProactiveFeaturesKey(proactiveKey), instances);
}
instances.add(instance);
}
}
}
}
reactiveFeatures = new HashMap<ReactiveFeaturesKey, List<FeatureInstance>[]>();
reactiveFeaturesThresholded = new HashMap<ReactiveFeaturesKey, List<FeatureInstance>[]>();
for (final Entry<ReactiveFeaturesKey, List<FeatureInstance>> entry : reactiveInstances.entrySet())
{
final List<FeatureInstance>[] unthresholdedInstanceLists = new List[spatialFeatures.length];
for (int i = 0; i < unthresholdedInstanceLists.length; ++i)
{
unthresholdedInstanceLists[i] = new ArrayList<FeatureInstance>();
}
for (final FeatureInstance instance : entry.getValue())
{
unthresholdedInstanceLists[instance.feature().spatialFeatureSetIndex()].add(instance);
}
reactiveFeatures.put(entry.getKey(), unthresholdedInstanceLists);
final List<FeatureInstance>[] thresholdedInstanceLists = new List[spatialFeatures.length];
for (int i = 0; i < thresholdedInstanceLists.length; ++i)
{
thresholdedInstanceLists[i] = new ArrayList<FeatureInstance>();
}
for (final FeatureInstance instance : entry.getValue())
{
final int featureIdx = instance.feature().spatialFeatureSetIndex();
if (spatialFeatureInitWeights == null || Math.abs(spatialFeatureInitWeights.get(featureIdx)) >= SPATIAL_FEATURE_WEIGHT_THRESHOLD)
{
thresholdedInstanceLists[featureIdx].add(instance);
}
}
reactiveFeaturesThresholded.put(entry.getKey(), thresholdedInstanceLists);
}
proactiveFeatures = new HashMap<ProactiveFeaturesKey, List<FeatureInstance>[]>();
proactiveFeaturesThresholded = new HashMap<ProactiveFeaturesKey, List<FeatureInstance>[]>();
for (final Entry<ProactiveFeaturesKey, List<FeatureInstance>> entry : proactiveInstances.entrySet())
{
final List<FeatureInstance>[] unthresholdedInstanceLists = new List[spatialFeatures.length];
for (int i = 0; i < unthresholdedInstanceLists.length; ++i)
{
unthresholdedInstanceLists[i] = new ArrayList<FeatureInstance>();
}
for (final FeatureInstance instance : entry.getValue())
{
unthresholdedInstanceLists[instance.feature().spatialFeatureSetIndex()].add(instance);
}
proactiveFeatures.put(entry.getKey(), unthresholdedInstanceLists);
final List<FeatureInstance>[] thresholdedInstanceLists = new List[spatialFeatures.length];
for (int i = 0; i < thresholdedInstanceLists.length; ++i)
{
thresholdedInstanceLists[i] = new ArrayList<FeatureInstance>();
}
for (final FeatureInstance instance : entry.getValue())
{
final int featureIdx = instance.feature().spatialFeatureSetIndex();
if (spatialFeatureInitWeights == null || Math.abs(spatialFeatureInitWeights.get(featureIdx)) >= SPATIAL_FEATURE_WEIGHT_THRESHOLD)
{
thresholdedInstanceLists[featureIdx].add(instance);
}
}
proactiveFeaturesThresholded.put(entry.getKey(), thresholdedInstanceLists);
}
}
@Override
public void closeCache()
{
activeProactiveFeaturesCache.close();
}
//-------------------------------------------------------------------------
@Override
public TIntArrayList getActiveSpatialFeatureIndices
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player,
final boolean thresholded
)
{
final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
final int[] lastFroms = lastFrom >= 0 ? new int[]{-1, lastFrom} : new int[]{-1};
final int[] lastTos = lastTo >= 0 ? new int[]{-1, lastTo} : new int[]{-1};
final TIntArrayList activeFeatureIndices;
if (proactiveFeatures.size() > 0)
{
final int[] cachedActiveFeatureIndices;
if (thresholded)
cachedActiveFeatureIndices = activeProactiveFeaturesCache.getCachedActiveFeatures(this, state, from, to, player);
else
cachedActiveFeatureIndices = null;
if (cachedActiveFeatureIndices != null)
{
// successfully retrieved from cache
activeFeatureIndices = new TIntArrayList(cachedActiveFeatureIndices);
//System.out.println("cache hit!");
}
else
{
// Did not retrieve from cache, so need to compute the proactive features first
activeFeatureIndices = new TIntArrayList();
//System.out.println("cache miss!");
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Proactive instances
key.resetData(player, fromPos, toPos);
final List<FeatureInstance>[] instanceLists;
if (thresholded)
instanceLists = proactiveFeaturesThresholded.get(key);
else
instanceLists = proactiveFeatures.get(key);
if (instanceLists != null)
{
for (int i = 0; i < instanceLists.length; ++i)
{
for (final FeatureInstance instance : instanceLists[i])
{
if (instance.matches(state))
{
activeFeatureIndices.add(i);
break;
}
}
}
}
}
}
}
if (thresholded)
activeProactiveFeaturesCache.cache(state, from, to, activeFeatureIndices.toArray(), player);
}
}
else
{
activeFeatureIndices = new TIntArrayList();
}
// Now still need to compute the reactive features, which aren't cached
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
if (lastFrom >= 0 || lastTo >= 0)
{
for (int i = 0; i < lastFroms.length; ++i)
{
final int lastFromPos = lastFroms[i];
for (int j = 0; j < lastTos.length; ++j)
{
final int lastToPos = lastTos[j];
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (lastToPos >= 0 || lastFromPos >= 0)
{
// Reactive instances
final List<FeatureInstance>[] instanceLists;
reactiveKey.resetData(player, lastFromPos, lastToPos, fromPos, toPos);
if (thresholded)
instanceLists = reactiveFeaturesThresholded.get(reactiveKey);
else
instanceLists = reactiveFeatures.get(reactiveKey);
if (instanceLists != null)
{
for (int f = 0; f < instanceLists.length; ++f)
{
for (final FeatureInstance instance : instanceLists[f])
{
if (instance.matches(state))
{
activeFeatureIndices.add(f);
break;
}
}
}
}
}
}
}
}
}
}
return activeFeatureIndices;
}
@Override
public List<FeatureInstance> getActiveSpatialFeatureInstances
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player
)
{
final List<FeatureInstance> activeInstances = new ArrayList<FeatureInstance>();
final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
final int[] lastFroms = lastFrom >= 0 ? new int[]{-1, lastFrom} : new int[]{-1};
final int[] lastTos = lastTo >= 0 ? new int[]{-1, lastTo} : new int[]{-1};
final ProactiveFeaturesKey proactiveKey = new ProactiveFeaturesKey();
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Proactive instances
proactiveKey.resetData(player, fromPos, toPos);
final List<FeatureInstance>[] instanceLists = proactiveFeatures.get(proactiveKey);
for (int i = 0; i < instanceLists.length; ++i)
{
for (final FeatureInstance instance : instanceLists[i])
{
if (instance.matches(state))
{
activeInstances.add(instance);
}
}
}
}
}
}
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
if (lastFrom >= 0 || lastTo >= 0)
{
for (int i = 0; i < lastFroms.length; ++i)
{
final int lastFromPos = lastFroms[i];
for (int j = 0; j < lastTos.length; ++j)
{
final int lastToPos = lastTos[j];
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (lastToPos >= 0 || lastFromPos >= 0)
{
// Reactive instances
reactiveKey.resetData(player, lastFromPos, lastToPos, fromPos, toPos);
final List<FeatureInstance>[] instanceLists = reactiveFeatures.get(reactiveKey);
if (instanceLists != null)
{
for (int f = 0; f < instanceLists.length; ++f)
{
for (final FeatureInstance instance : instanceLists[f])
{
if (instance.matches(state))
{
activeInstances.add(instance);
}
}
}
}
}
}
}
}
}
}
// if (activeInstances.size() == 0)
// {
// System.out.println("lastFrom = " + lastFrom);
// System.out.println("lastTo = " + lastTo);
// System.out.println("from = " + from);
// System.out.println("to = " + to);
// System.out.println("player = " + player);
// System.out.println("instanceNodesToCheck.size() = " + instanceNodesToCheck.size());
// System.out.println("returning num active instances = " + activeInstances.size());
// }
return activeInstances;
}
/**
* @param context
* @param lastFrom
* @param lastTo
* @param from
* @param to
* @param player
* @param thresholded
*
* @return A list of all features that are active for a given state+action
* pair (where action is defined by from and to positions)
*/
public List<SpatialFeature> getActiveFeatures
(
final Context context,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player,
final boolean thresholded
)
{
final TIntArrayList activeFeatureIndices =
getActiveSpatialFeatureIndices(context.state(), lastFrom, lastTo, from, to, player, thresholded);
final List<SpatialFeature> activeFeatures = new ArrayList<SpatialFeature>(activeFeatureIndices.size());
final TIntIterator it = activeFeatureIndices.iterator();
while (it.hasNext())
{
activeFeatures.add(spatialFeatures[it.next()]);
}
return activeFeatures;
}
//-------------------------------------------------------------------------
@Override
public BaseFootprint generateFootprint
(
final State state,
final int from,
final int to,
final int player
)
{
final ContainerState container = state.containerStates()[0];
final ChunkSet footprintEmptyCells =
container.emptyChunkSetCell() != null ?
new ChunkSet(container.emptyChunkSetCell().chunkSize(), 1) :
null;
final ChunkSet footprintEmptyVertices =
container.emptyChunkSetVertex() != null ?
new ChunkSet(container.emptyChunkSetVertex().chunkSize(), 1) :
null;
final ChunkSet footprintEmptyEdges =
container.emptyChunkSetEdge() != null ?
new ChunkSet(container.emptyChunkSetEdge().chunkSize(), 1) :
null;
final ChunkSet footprintWhoCells =
container.chunkSizeWhoCell() > 0 ?
new ChunkSet(container.chunkSizeWhoCell(), 1) :
null;
final ChunkSet footprintWhoVertices =
container.chunkSizeWhoVertex() > 0 ?
new ChunkSet(container.chunkSizeWhoVertex(), 1) :
null;
final ChunkSet footprintWhoEdges =
container.chunkSizeWhoEdge() > 0 ?
new ChunkSet(container.chunkSizeWhoEdge(), 1) :
null;
final ChunkSet footprintWhatCells =
container.chunkSizeWhatCell() > 0 ?
new ChunkSet(container.chunkSizeWhatCell(), 1) :
null;
final ChunkSet footprintWhatVertices =
container.chunkSizeWhatVertex() > 0 ?
new ChunkSet(container.chunkSizeWhatVertex(), 1) :
null;
final ChunkSet footprintWhatEdges =
container.chunkSizeWhatEdge() > 0 ?
new ChunkSet(container.chunkSizeWhatEdge(), 1) :
null;
final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
// Loop through all instances, OR all the tests
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Proactive instances
key.resetData(player, fromPos, toPos);
final List<FeatureInstance>[] instanceLists = proactiveFeatures.get(key);
if (instanceLists != null)
{
for (int i = 0; i < instanceLists.length; ++i)
{
for (final FeatureInstance instance : instanceLists[i])
{
if (instance.mustEmpty() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintEmptyCells.or(instance.mustEmpty());
break;
case Vertex:
footprintEmptyVertices.or(instance.mustEmpty());
break;
case Edge:
footprintEmptyEdges.or(instance.mustEmpty());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
if (instance.mustNotEmpty() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintEmptyCells.or(instance.mustNotEmpty());
break;
case Vertex:
footprintEmptyVertices.or(instance.mustNotEmpty());
break;
case Edge:
footprintEmptyEdges.or(instance.mustNotEmpty());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
if (instance.mustWhoMask() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintWhoCells.or(instance.mustWhoMask());
break;
case Vertex:
footprintWhoVertices.or(instance.mustWhoMask());
break;
case Edge:
footprintWhoEdges.or(instance.mustWhoMask());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
if (instance.mustNotWhoMask() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintWhoCells.or(instance.mustNotWhoMask());
break;
case Vertex:
footprintWhoVertices.or(instance.mustNotWhoMask());
break;
case Edge:
footprintWhoEdges.or(instance.mustNotWhoMask());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
if (instance.mustWhatMask() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintWhatCells.or(instance.mustWhatMask());
break;
case Vertex:
footprintWhatVertices.or(instance.mustWhatMask());
break;
case Edge:
footprintWhatEdges.or(instance.mustWhatMask());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
if (instance.mustNotWhatMask() != null)
{
switch (instance.graphElementType())
{
case Cell:
footprintWhatCells.or(instance.mustNotWhatMask());
break;
case Vertex:
footprintWhatVertices.or(instance.mustNotWhatMask());
break;
case Edge:
footprintWhatEdges.or(instance.mustNotWhatMask());
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
}
}
}
}
}
}
return new FullFootprint
(
footprintEmptyCells,
footprintEmptyVertices,
footprintEmptyEdges,
footprintWhoCells,
footprintWhoVertices,
footprintWhoEdges,
footprintWhatCells,
footprintWhatVertices,
footprintWhatEdges
);
}
//-------------------------------------------------------------------------
/**
* Attempts to create an expanded feature set which contains all of the current features,
* plus one new feature by combining a pair of features from the given list of active instances
* into a new feature. Will return null if no such pair can be found such that it results in a
* really new feature. We only allow pairs of instances that have a shared anchor.
*
* @param activeFeatureInstances
* @param combineMaxWeightedFeatures
* If true, we will prioritise creating new pairs of features such that at least one
* of them has the highest possible absolute weight in our linear function approximator
* (i.e. we try to extend features that are already highly informative with additional
* elements). If false, we'll select pairs of features randomly.
* @param featureWeights
* @return New Feature Set with one extra feature, or null if cannot be expanded
*/
public NaiveFeatureSet createExpandedFeatureSet
(
final List<FeatureInstance> activeFeatureInstances,
final boolean combineMaxWeightedFeatures,
final FVector featureWeights
)
{
// generate all possible pairs of two different features (order does not matter)
final int numActiveInstances = activeFeatureInstances.size();
final List<FeatureInstancePair> allPairs = new ArrayList<FeatureInstancePair>();
for (int i = 0; i < numActiveInstances; ++i)
{
final FeatureInstance firstInstance = activeFeatureInstances.get(i);
for (int j = i + 1; j < numActiveInstances; ++j)
{
final FeatureInstance secondInstance = activeFeatureInstances.get(j);
if (firstInstance.anchorSite() == secondInstance.anchorSite())
{
allPairs.add(new FeatureInstancePair(firstInstance, secondInstance));
}
}
}
if (combineMaxWeightedFeatures)
{
// sort feature pairs in increasing order of max(abs(weight(a), abs(weight(b))))
final FVector absWeights = featureWeights.copy();
absWeights.abs();
allPairs.sort(new Comparator<FeatureInstancePair>() {
@Override
public int compare(FeatureInstancePair o1, FeatureInstancePair o2) {
final float score1 = Math.max(
absWeights.get(o1.a.feature().spatialFeatureSetIndex()),
absWeights.get(o1.b.feature().spatialFeatureSetIndex()));
final float score2 = Math.max(
absWeights.get(o2.a.feature().spatialFeatureSetIndex()),
absWeights.get(o2.b.feature().spatialFeatureSetIndex()));
if (score1 == score2)
{
return 0;
}
else if (score1 < score2)
{
return -1;
}
else
{
return 1;
}
}
});
}
else
{
// just shuffle them for random combining
Collections.shuffle(allPairs);
}
// keep trying to combine pairs of features, until we find a new one or
// until we have tried them all
while (!allPairs.isEmpty())
{
final FeatureInstancePair pair = allPairs.remove(allPairs.size() - 1);
final NaiveFeatureSet newFeatureSet = createExpandedFeatureSet
(
game.get(),
SpatialFeature.combineFeatures
(
game.get(),
pair.a,
pair.b
)
);
if (newFeatureSet != null)
{
return newFeatureSet;
}
}
// failed to construct a new feature set with a new feature
return null;
}
@Override
public NaiveFeatureSet createExpandedFeatureSet
(
final Game targetGame,
final SpatialFeature newFeature
)
{
boolean featureAlreadyExists = false;
for (final SpatialFeature oldFeature : spatialFeatures)
{
if (newFeature.equals(oldFeature))
{
featureAlreadyExists = true;
break;
}
// also try all legal rotations of the generated feature, see
// if any of those turn out to be equal to an old feature
TFloatArrayList allowedRotations = newFeature.pattern().allowedRotations();
if (allowedRotations == null)
{
allowedRotations = new TFloatArrayList(Walk.allGameRotations(game.get()));
}
for (int i = 0; i < allowedRotations.size(); ++i)
{
final SpatialFeature rotatedCopy = newFeature.rotatedCopy(allowedRotations.getQuick(i));
if (rotatedCopy.equals(oldFeature))
{
// TODO only break if for every possible anchor this works?
featureAlreadyExists = true;
break;
}
}
}
if (!featureAlreadyExists)
{
// create new feature set with this feature, and return it
final List<SpatialFeature> newFeatureList = new ArrayList<SpatialFeature>(spatialFeatures.length + 1);
// all old features...
for (final SpatialFeature feature : spatialFeatures)
{
newFeatureList.add(feature);
}
// and our new feature
newFeatureList.add(newFeature);
return new NaiveFeatureSet(Arrays.asList(aspatialFeatures), newFeatureList);
}
return null;
}
//-------------------------------------------------------------------------
/**
* Wrapper class for a pair of feature instances
*
* @author Dennis Soemers
*/
private static class FeatureInstancePair
{
//--------------------------------------------------------------------
/** First instance */
protected final FeatureInstance a;
/** Second instance */
protected final FeatureInstance b;
//---------------------------------------------------------------------
/**
* Constructor
* @param a
* @param b
*/
protected FeatureInstancePair
(
final FeatureInstance a,
final FeatureInstance b
)
{
this.a = a;
this.b = b;
}
//---------------------------------------------------------------------
}
//-------------------------------------------------------------------------
}
| 28,940 | 27.597826 | 133 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/network/BipartiteGraphFeatureInstanceSet.java | package features.feature_sets.network;
import java.util.ArrayList;
import java.util.BitSet;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.concurrent.ThreadLocalRandom;
import features.spatial.instances.AtomicProposition;
import features.spatial.instances.AtomicProposition.StateVectorTypes;
import features.spatial.instances.FeatureInstance;
import game.Game;
import gnu.trove.list.array.TIntArrayList;
/**
* A bipartite graph representation of a feature instance set. We have one
* group of nodes representing atomic propositions, and one group of nodes
* representing all feature instances.
*
* @author Dennis Soemers
*/
public class BipartiteGraphFeatureInstanceSet
{
//-------------------------------------------------------------------------
/** Proposition nodes stored as map, so we can easily avoid adding duplicates for same proposition */
protected final Map<AtomicProposition, PropositionNode> propositionNodes;
/** Also need the same propositions stored in a list */
protected final List<PropositionNode> propositionNodesList;
/** List of all feature instance nodes */
protected final List<FeatureInstanceNode> instanceNodes;
//-------------------------------------------------------------------------
/**
* Constructor
*/
public BipartiteGraphFeatureInstanceSet()
{
propositionNodes = new HashMap<AtomicProposition, PropositionNode>();
propositionNodesList = new ArrayList<PropositionNode>();
instanceNodes = new ArrayList<FeatureInstanceNode>();
}
//-------------------------------------------------------------------------
/**
* Inserts given instance into this set
* @param instance
*/
public void insertInstance(final FeatureInstance instance)
{
final List<AtomicProposition> atomicPropositions = instance.generateAtomicPropositions();
final FeatureInstanceNode instanceNode = new FeatureInstanceNode(instanceNodes.size(), instance);
instanceNodes.add(instanceNode);
for (final AtomicProposition proposition : atomicPropositions)
{
PropositionNode propNode = propositionNodes.get(proposition);
if (propNode == null)
{
propNode = new PropositionNode(propositionNodesList.size(), proposition);
propositionNodesList.add(propNode);
propositionNodes.put(proposition, propNode);
}
propNode.instances.add(instanceNode);
instanceNode.propositions.add(propNode);
}
}
//-------------------------------------------------------------------------
/**
* @return A PropFeatureInstanceSet representation of this feature set
*/
public PropFeatureInstanceSet toPropFeatureInstanceSet()
{
// The list of nodes we want to build up
final List<PropNode> nodes = new ArrayList<PropNode>();
// Compute conjunctive clauses
final BitSet[] conjunctiveClauses = computeConjunctiveClauses();
// Split clauses into Ungeneralised and Generalised sets
// - Ungeneralised clauses are not generalised by any others, so they must for sure get at
// least one of their propositions checked
// - Generalised clauses are generalised by at least one other, so maybe it doesn't need to
// get anything checked (if one of its generalisers already ends up getting disproven)
List<BitSet> ungeneralised = new ArrayList<BitSet>();
List<BitSet> generalised = new ArrayList<BitSet>();
for (int i = 0; i < conjunctiveClauses.length; ++i)
{
final BitSet iProps = conjunctiveClauses[i];
if (iProps.isEmpty())
continue; // Skip this, don't need it in either set
boolean isGeneralised = false;
for (int j = 0; j < conjunctiveClauses.length; ++j)
{
if (i == j)
continue;
final BitSet jProps = conjunctiveClauses[j];
if (jProps.isEmpty())
continue; // Skip this, don't need it in either set
if (iProps.equals(jProps))
continue; // If they're equal, don't count as generalised either way, just preserve both
final BitSet jPropsCopy = ((BitSet)jProps.clone());
jPropsCopy.andNot(iProps);
if (jPropsCopy.isEmpty())
{
// j has no propositions that i doesn't, so j generalises i
isGeneralised = true;
break;
}
}
if (isGeneralised)
generalised.add(iProps);
else
ungeneralised.add(iProps);
}
// Loop until ungeneralised is depleted (which must mean that generalised is also depleted)
while (!ungeneralised.isEmpty())
{
// Generate bins of instances in ungeneralised based on the cardinalities of their clauses
final List<List<BitSet>> ungeneralisedBins = new ArrayList<List<BitSet>>();
ungeneralisedBins.add(null);
for (final BitSet clause : ungeneralised)
{
final int clauseLength = clause.cardinality();
while (ungeneralisedBins.size() <= clauseLength)
{
ungeneralisedBins.add(new ArrayList<BitSet>());
}
ungeneralisedBins.get(clauseLength).add(clause);
}
// For every proposition, we want to know how often it shows up in generalised (as tie-breaker)
final int[] generalisedPropCounts = new int[propositionNodesList.size()];
for (final BitSet props : generalised)
{
for (int i = props.nextSetBit(0); i >= 0; i = props.nextSetBit(i + 1))
{
generalisedPropCounts[i]++;
}
}
// Figure out which propositions to add in this round
// We'll track this as both a list and a BitSet
// List is used because order is important,
// BitSet is used for efficient testing of already-covered clauses
final TIntArrayList propsToAdd = new TIntArrayList();
final BitSet selectedProps = new BitSet();
// All propositions of clause length 1 must for sure be added
for (final BitSet clause : ungeneralisedBins.get(1))
{
final int propID = clause.nextSetBit(0);
propsToAdd.add(propID);
selectedProps.set(propID);
}
// From every other bin, select the proposition that:
// - is not already selected
// - occurs maximally often in uncovered clauses of that bin
// - as tie-breaker, occurs maximally often in ungeneralised
for (int l = 2; l < ungeneralisedBins.size(); ++l)
{
final BitSet candidateProps = new BitSet();
final int[] propOccurrences = new int[propositionNodesList.size()];
for (final BitSet clause : ungeneralisedBins.get(l))
{
if (clause.intersects(selectedProps))
continue; // Already covered
for (int i = clause.nextSetBit(0); i >= 0; i = clause.nextSetBit(i + 1))
{
candidateProps.set(i);
propOccurrences[i]++;
}
}
if (!candidateProps.isEmpty())
{
final TIntArrayList bestCandidates = new TIntArrayList();
int maxOccurrence = 0;
for (int i = candidateProps.nextSetBit(0); i >= 0; i = candidateProps.nextSetBit(i + 1))
{
if (propOccurrences[i] > maxOccurrence)
{
maxOccurrence = propOccurrences[i];
bestCandidates.clear();
bestCandidates.add(i);
}
else if (propOccurrences[i] == maxOccurrence)
{
bestCandidates.add(i);
}
}
// Tie-breaker: most occurrences in generalised set
int propToAdd = bestCandidates.getQuick(0);
int maxGeneralisedOccurrences = generalisedPropCounts[propToAdd];
for (int i = 1; i < bestCandidates.size(); ++i)
{
final int propID = bestCandidates.getQuick(i);
final int generalisedOccurrences = generalisedPropCounts[propID];
if (generalisedOccurrences > maxGeneralisedOccurrences)
{
maxGeneralisedOccurrences = generalisedOccurrences;
propToAdd = propID;
}
}
// Select proposition
propsToAdd.add(propToAdd);
selectedProps.set(propToAdd);
}
}
// Add all the propositions we want to add.
// IMPORTANT: do so in the order in which we selected them
for (int i = 0; i < propsToAdd.size(); ++i)
{
final int propID = propsToAdd.getQuick(i);
nodes.add(new PropNode(nodes.size(), propositionNodesList.get(propID).proposition));
}
// Update clauses in ungeneralised set
for (int i = ungeneralised.size() - 1; i >= 0; --i)
{
final BitSet clause = ungeneralised.get(i);
clause.andNot(selectedProps);
if (clause.isEmpty())
ungeneralised.remove(i);
}
// Update clauses in generalised set
for (int i = generalised.size() - 1; i >= 0; --i)
{
final BitSet clause = generalised.get(i);
clause.andNot(selectedProps);
if (clause.isEmpty())
generalised.remove(i);
}
// Re-compute ungeneralised and generalised sets
final List<BitSet> newUngeneralised = new ArrayList<BitSet>();
final List<BitSet> newGeneralised = new ArrayList<BitSet>();
// Gather all remaining clauses in a set first, to remove duplicates
final Set<BitSet> allClausesSet = new HashSet<BitSet>();
allClausesSet.addAll(generalised);
allClausesSet.addAll(ungeneralised);
final BitSet[] allClauses = allClausesSet.toArray(new BitSet[allClausesSet.size()]);
for (int i = 0; i < allClauses.length; ++i)
{
final BitSet iProps = allClauses[i];
if (iProps.isEmpty())
continue; // Skip this, don't need it in either set
boolean isGeneralised = false;
for (int j = 0; j < allClauses.length; ++j)
{
if (i == j)
continue;
final BitSet jProps = allClauses[j];
if (jProps.isEmpty())
continue; // Skip this, don't need it in either set
final BitSet jPropsCopy = ((BitSet)jProps.clone());
jPropsCopy.andNot(iProps);
if (jPropsCopy.isEmpty())
{
// j has no propositions that i doesn't, so j generalises i
isGeneralised = true;
break;
}
}
if (isGeneralised)
newGeneralised.add(iProps);
else
newUngeneralised.add(iProps);
}
generalised = newGeneralised;
ungeneralised = newUngeneralised;
}
// Tell every propnode which feature instances it should deactivate if false
for (final PropNode propNode : nodes)
{
final List<FeatureInstanceNode> instances = propositionNodes.get(propNode.proposition()).instances;
for (int i = instances.size() - 1; i >= 0; --i)
{
// Doing this in reverse order leads to better memory usage because we start with
// the biggest index, which usually causes the dependentInstances bitset in the propNode
// to get sized to precisely the correct size, rather than getting doubled several times
// and overshooting
propNode.setDependentInstance(instances.get(i).id);
}
}
// Generate our array of feature instances
final FeatureInstance[] featureInstances = new FeatureInstance[instanceNodes.size()];
for (int i = 0; i < instanceNodes.size(); ++i)
{
featureInstances[i] = instanceNodes.get(i).instance;
}
// And array of propnodes
final PropNode[] propNodes = nodes.toArray(new PropNode[nodes.size()]);
return new PropFeatureInstanceSet(featureInstances, propNodes);
}
//-------------------------------------------------------------------------
/**
* @param numFeatures
* @param thresholdedFeatures Features that should be ignored because their abs weights are too low
* @param game
* @param perspectivePlayer
* @return A SPatterNet representation of this feature set
*/
public SPatterNet toSPatterNet
(
final int numFeatures, final BitSet thresholdedFeatures, final Game game, final int perspectivePlayer
)
{
// Our final, correctly-sorted list of atomic propositions in the order in which they
// should be evaluated
final List<AtomicProposition> propositions = new ArrayList<AtomicProposition>();
// Compute our conjunctions (one per feature instance)
final List<BitSet> conjunctiveClauses = new ArrayList<BitSet>();
for (final BitSet bitset : computeConjunctiveClauses())
{
conjunctiveClauses.add(bitset);
}
// Remember which features should auto-activate (due to 0-requirement instances)
final BitSet autoActiveFeatures = new BitSet();
// Create list of instance nodes where we already filter some unnecessary ones out
final List<FeatureInstanceNode> filteredInstanceNodes = new ArrayList<FeatureInstanceNode>(instanceNodes.size());
// First we add everything, afterwards we remove, because we need to synchronise also removing bitsets from
// conjunctiveClauses
filteredInstanceNodes.addAll(instanceNodes);
for (int i = filteredInstanceNodes.size() - 1; i >= 0; --i)
{
final FeatureInstanceNode node = filteredInstanceNodes.get(i);
final int featureIdx = node.instance.feature().spatialFeatureSetIndex();
if (thresholdedFeatures.get(featureIdx))
{
// Should remove this instance because its feature is thresholded
filteredInstanceNodes.remove(i);
conjunctiveClauses.remove(i);
}
else if (conjunctiveClauses.get(i).isEmpty())
{
// Should remove this instance because it has no requirements, and remember that feature
// should auto-activate
filteredInstanceNodes.remove(i);
conjunctiveClauses.remove(i);
autoActiveFeatures.set(featureIdx);
}
}
// A second pass to remove any instance of auto-active features
for (int i = filteredInstanceNodes.size() - 1; i >= 0; --i)
{
final FeatureInstanceNode node = filteredInstanceNodes.get(i);
final int featureIdx = node.instance.feature().spatialFeatureSetIndex();
if (autoActiveFeatures.get(featureIdx))
{
filteredInstanceNodes.remove(i);
conjunctiveClauses.remove(i);
}
}
// Also get rid of any feature instances that are generalised by other instances for the same feature
for (int i = filteredInstanceNodes.size() - 1; i >= 0; --i)
{
final FeatureInstanceNode instanceNode = filteredInstanceNodes.get(i);
final int featureIdx = instanceNode.instance.feature().spatialFeatureSetIndex();
for (int k = 0; k < filteredInstanceNodes.size(); ++k)
{
if (i != k)
{
final FeatureInstanceNode other = filteredInstanceNodes.get(k);
if (other.instance.feature().spatialFeatureSetIndex() == featureIdx)
{
if (other.instance.generalises(instanceNode.instance))
{
filteredInstanceNodes.remove(i);
conjunctiveClauses.remove(i);
break;
}
}
}
}
}
// First keep instances unsorted, but gather data here that we can use to sort afterwards
final List<SortableFeatureInstance> sortableFeatureInstances = new ArrayList<SortableFeatureInstance>();
for (final FeatureInstanceNode node : filteredInstanceNodes)
{
sortableFeatureInstances.add(new SortableFeatureInstance(node.instance));
}
// Compute our disjunctions (one per feature)
final DisjunctiveClause[] disjunctions = new DisjunctiveClause[numFeatures];
for (int i = 0; i < numFeatures; ++i)
{
disjunctions[i] = new DisjunctiveClause();
}
for (int i = 0; i < filteredInstanceNodes.size(); ++i)
{
final int featureIdx = filteredInstanceNodes.get(i).instance.feature().spatialFeatureSetIndex();
disjunctions[featureIdx].addConjunction(new Conjunction(conjunctiveClauses.get(i)));
}
// Compute which propositions are still relevant (maybe not all of them due to removals of feature instances)
final BitSet relevantProps = new BitSet(propositionNodesList.size());
for (final DisjunctiveClause disjunction : disjunctions)
{
relevantProps.or(disjunction.usedPropositions());
}
// For every proposition, compute which other propositions it should (dis)prove if found to be
// true or false
final BitSet[] proveIfTrue = new BitSet[propositionNodesList.size()];
final BitSet[] disproveIfTrue = new BitSet[propositionNodesList.size()];
final BitSet[] proveIfFalse = new BitSet[propositionNodesList.size()];
final BitSet[] disproveIfFalse = new BitSet[propositionNodesList.size()];
for (int i = 0; i < propositionNodesList.size(); ++i)
{
proveIfTrue[i] = new BitSet();
disproveIfTrue[i] = new BitSet();
proveIfFalse[i] = new BitSet();
disproveIfFalse[i] = new BitSet();
final AtomicProposition propI = propositionNodesList.get(i).proposition;
for (int j = 0; j < propositionNodesList.size(); ++j)
{
if (i == j)
continue;
final AtomicProposition propJ = propositionNodesList.get(j).proposition;
if (propI.provesIfTrue(propJ, game))
proveIfTrue[i].set(j);
else if (propI.disprovesIfTrue(propJ, game))
disproveIfTrue[i].set(j);
if (propI.provesIfFalse(propJ, game))
proveIfFalse[i].set(j);
else if (propI.disprovesIfFalse(propJ, game))
disproveIfFalse[i].set(j);
}
}
// Each of these lists should contain, at index i, all disjunctions with i assumed-proven conjunctions
List<List<DisjunctiveClause>> ungeneralisedDisjunctions = new ArrayList<List<DisjunctiveClause>>();
List<List<DisjunctiveClause>> generalisedDisjunctions = new ArrayList<List<DisjunctiveClause>>();
// Start out putting everything in Generalised, and not yet assuming anything proven
final List<DisjunctiveClause> zeroProvenDisjunctions = new ArrayList<DisjunctiveClause>();
for (final DisjunctiveClause clause : disjunctions)
{
// Remove conjunctions from the disjunction that are generalised by other conjunctions within the same disjunction
clause.eliminateGeneralisedConjunctions();
// Only include clause if it's non-empty
if (clause.length() > 0)
zeroProvenDisjunctions.add(clause);
}
// Sort the disjunctions in increasing order of number of conjunctions; this will generally
// let us more quickly fill up the ungeneralised set and hence discover generalisers more quickly
zeroProvenDisjunctions.sort(new Comparator<DisjunctiveClause>()
{
@Override
public int compare(final DisjunctiveClause o1, final DisjunctiveClause o2)
{
return o1.length() - o2.length();
}
});
generalisedDisjunctions.add(zeroProvenDisjunctions);
// Now compute which ones are ungeneralised for real
UngeneralisedGeneralisedWrapper ungenGenWrapper = updateUngeneralisedGeneralised(ungeneralisedDisjunctions, generalisedDisjunctions);
ungeneralisedDisjunctions = ungenGenWrapper.ungeneralisedDisjunctions;
generalisedDisjunctions = ungenGenWrapper.generalisedDisjunctions;
// We track picked propositions in both a list and a bitset.
// List because order of picking is relevant, bitset for faster coverage tests
final TIntArrayList pickedPropsList = new TIntArrayList();
final BitSet pickedPropsBitset = new BitSet();
// Mark any propositions that are irrelevant as "already picked", so we don't prioritise and pick them
// anyway if they test for empty positions
final BitSet irrelevantProps = (BitSet) relevantProps.clone();
irrelevantProps.flip(0, propositionNodesList.size());
pickedPropsBitset.or(irrelevantProps);
// Keep going until every Ungeneralised_i list is empty (which must mean that all Generalised_X lists are also empty)
int i = -1;
while ((i = firstNonEmptyListIndex(ungeneralisedDisjunctions)) >= 0)
{
final List<DisjunctiveClause> ungeneralised_i = ungeneralisedDisjunctions.get(i);
// Need to clear list of picked props, but bitset doesn't need to be cleared
pickedPropsList.clear();
// For every disjunction in this ungeneralised_i set, we have to pick at least one conjunction
// to cover by at least one proposition
//
// Finding the minimum set of propositions such that at least one conjunction from every
// disjunction is covered is the Hitting Set problem: NP-hard
//
// A simple heuristic for simple greedy approaches for Set Cover is to pick whichever proposition
// covers the largest number of disjunctions first. This is also similar to the "Max occurrences"
// idea in the MOMS heuristic for SAT.
// (and splitting in generalised/ungeneralised may be similar to eliminating dominated columns in
// set cover?)
// Create bins of disjunctions based on their length (= number of conjunctions)
final List<List<DisjunctiveClause>> disjunctionBins = new ArrayList<List<DisjunctiveClause>>();
for (final DisjunctiveClause clause : ungeneralised_i)
{
final int clauseLength = clause.length();
while (disjunctionBins.size() <= clauseLength)
{
disjunctionBins.add(new ArrayList<DisjunctiveClause>());
}
disjunctionBins.get(clauseLength).add(clause);
}
// We will start looking at disjunctions that have only a single conjunction; from each of these
// we will for sure have to pick at least one proposition
final List<DisjunctiveClause> singleConjList = disjunctionBins.get(1);
// As an additional heuristic, we want to look at is-empty tests first
// Sort in reverse order, since after this sorting we loop through it in reverse order
// StringBuilder sb = new StringBuilder();
// for (final DisjunctiveClause dis : singleConjList)
// {
// sb.append(propositionNodesList.get(dis.conjunctions().get(0).toProve().nextSetBit(0)) + ", ");
// }
// System.out.println("before sort: " + sb.toString());
singleConjList.sort(new Comparator<DisjunctiveClause>()
{
@Override
public int compare(final DisjunctiveClause o1, final DisjunctiveClause o2)
{
// We should only have a single conjunction per disjunction here
final BitSet conj1BitSet = o1.conjunctions().get(0).toProve();
final BitSet conj2BitSet = o2.conjunctions().get(0).toProve();
int numEmptyChecks1 = 0;
for (int j = conj1BitSet.nextSetBit(0); j >= 0; j = conj1BitSet.nextSetBit(j + 1))
{
if (propositionNodesList.get(j).proposition.stateVectorType() == StateVectorTypes.Empty)
++numEmptyChecks1;
}
int numEmptyChecks2 = 0;
for (int j = conj2BitSet.nextSetBit(0); j >= 0; j = conj2BitSet.nextSetBit(j + 1))
{
if (propositionNodesList.get(j).proposition.stateVectorType() == StateVectorTypes.Empty)
++numEmptyChecks2;
}
return numEmptyChecks2 - numEmptyChecks1;
}
});
// sb = new StringBuilder();
// for (final DisjunctiveClause dis : singleConjList)
// {
// sb.append(propositionNodesList.get(dis.conjunctions().get(0).toProve().nextSetBit(0)) + ", ");
// }
// System.out.println("after sort: " + sb.toString());
// System.out.println();
// Within this bin of single-conjunction disjunctions, first add all the propositions of length-1
// conjunctions; these have to be picked for sure
for (int j = singleConjList.size() - 1; j >= 0; --j)
{
final DisjunctiveClause disj = singleConjList.get(j);
if (disj.usedPropositions().cardinality() == 1)
{
// Entire disjunction uses only a single proposition
final int propID = disj.usedPropositions().nextSetBit(0);
if (!pickedPropsBitset.get(propID))
{
// Proposition not already picked, so pick it now
pickProp(propID, pickedPropsList, pickedPropsBitset);
}
// Remove this disjunction, already handled it
singleConjList.remove(j);
}
}
// Any remaining disjunctions still have only 1 conjunction, but a conjunction with more than 1 prop
// For any that are not already covered, we pick 1 proposition to add; as a heuristic, always pick
// whichever proposition has the max occurrences
for (int j = 0; j < singleConjList.size(); ++j)
{
final DisjunctiveClause disj = singleConjList.get(j);
pickCoveringPropositions
(
disj, pickedPropsList, pickedPropsBitset,
singleConjList, j + 1, // First tie-breaker layer
disjunctionBins, 2, // Second tie-breaker layer
ungeneralisedDisjunctions, i + 1, // Third tie-breaker layer
generalisedDisjunctions, 0, // Fourth tie-breaker layer
proveIfTrue,
disproveIfTrue,
proveIfFalse,
disproveIfFalse
);
}
// Now we need to go through bins of disjunctions that have 2 or more conjunctions each
for (int j = 2; j < disjunctionBins.size(); ++j)
{
final List<DisjunctiveClause> bin = disjunctionBins.get(j);
for (int k = 0; k < bin.size(); ++k)
{
final DisjunctiveClause disj = bin.get(k);
pickCoveringPropositions
(
disj, pickedPropsList, pickedPropsBitset,
bin, k + 1, // First tie-breaker layer
disjunctionBins, j + 1, // Second tie-breaker layer
ungeneralisedDisjunctions, i + 1, // Third tie-breaker layer
generalisedDisjunctions, 0, // Fourth tie-breaker layer
proveIfTrue,
disproveIfTrue,
proveIfFalse,
disproveIfFalse
);
}
}
// Add all the propositions that we've decided need adding
for (int j = 0; j < pickedPropsList.size(); ++j)
{
final int propID = pickedPropsList.getQuick(j);
final AtomicProposition prop = propositionNodesList.get(propID).proposition;
propositions.add(prop);
}
// Inform all disjunctions about propositions that are now assumed to be true
for (int j = 0; j < ungeneralisedDisjunctions.size(); ++j)
{
final List<DisjunctiveClause> list = ungeneralisedDisjunctions.get(j);
for (int k = 0; k < list.size(); ++k)
{
list.get(k).assumeTrue(pickedPropsBitset);
}
}
for (int j = 0; j < generalisedDisjunctions.size(); ++j)
{
final List<DisjunctiveClause> list = generalisedDisjunctions.get(j);
for (int k = 0; k < list.size(); ++k)
{
list.get(k).assumeTrue(pickedPropsBitset);
}
}
// Update the Ungeneralised/Generalised split again
ungenGenWrapper = updateUngeneralisedGeneralised(ungeneralisedDisjunctions, generalisedDisjunctions);
ungeneralisedDisjunctions = ungenGenWrapper.ungeneralisedDisjunctions;
generalisedDisjunctions = ungenGenWrapper.generalisedDisjunctions;
}
// Tell all the sortable feature instances which post-sorting propositions they use
// We did not yet sort the sortable feature instances, so for now they're in the same
// order as the filtered feature instance nodes
for (int j = 0; j < filteredInstanceNodes.size(); ++j)
{
final FeatureInstanceNode instanceNode = filteredInstanceNodes.get(j);
for (final PropositionNode propNode : instanceNode.propositions)
{
final int newPropID = propositions.indexOf(propNode.proposition);
if (newPropID >= 0)
sortableFeatureInstances.get(j).propIDs.set(newPropID);
}
}
// Thresholded features should not auto-activate
autoActiveFeatures.andNot(thresholdedFeatures);
// Sort our sortable feature instances
sortableFeatureInstances.sort(null);
// Generate all the final arrays we need
final FeatureInstance[] sortedFeatureInstances = new FeatureInstance[sortableFeatureInstances.size()];
final BitSet[] instancesPerProp = new BitSet[propositions.size()];
final BitSet[] instancesPerFeature = new BitSet[numFeatures];
final BitSet[] propsPerInstance = new BitSet[sortableFeatureInstances.size()];
for (int j = 0; j < propositions.size(); ++j)
{
instancesPerProp[j] = new BitSet();
}
// Reverse loop for better memory usage in bitsets
for (int j = sortableFeatureInstances.size() - 1; j >= 0; --j)
{
sortedFeatureInstances[j] = sortableFeatureInstances.get(j).featureInstance;
final BitSet instanceProps = sortableFeatureInstances.get(j).propIDs;
propsPerInstance[j] = (BitSet) instanceProps.clone();
for (int k = instanceProps.nextSetBit(0); k >= 0; k = instanceProps.nextSetBit(k + 1))
{
instancesPerProp[k].set(j);
}
final int featureIdx = sortedFeatureInstances[j].feature().spatialFeatureSetIndex();
if (instancesPerFeature[featureIdx] == null)
instancesPerFeature[featureIdx] = new BitSet();
instancesPerFeature[featureIdx].set(j);
}
final TIntArrayList autoActiveFeaturesList = new TIntArrayList();
for (int j = autoActiveFeatures.nextSetBit(0); j >= 0; j = autoActiveFeatures.nextSetBit(j + 1))
{
autoActiveFeaturesList.add(j);
}
// Recompute all the proves/disproves if true/false relations, but now for the sorted
// propositions, and only in the "forwards" direction
final BitSet[] provesIfTruePerProp = new BitSet[propositions.size()];
final BitSet[] disprovesIfTruePerProp = new BitSet[propositions.size()];
final BitSet[] provesIfFalsePerProp = new BitSet[propositions.size()];
final BitSet[] disprovesIfFalsePerProp = new BitSet[propositions.size()];
for (int j = 0; j < propositions.size(); ++j)
{
provesIfTruePerProp[j] = new BitSet();
disprovesIfTruePerProp[j] = new BitSet();
provesIfFalsePerProp[j] = new BitSet();
disprovesIfFalsePerProp[j] = new BitSet();
final AtomicProposition propJ = propositions.get(j);
for (int k = j + 1; k < propositions.size(); ++k)
{
final AtomicProposition propK = propositions.get(k);
if (propJ.provesIfTrue(propK, game))
provesIfTruePerProp[j].set(k);
else if (propJ.disprovesIfTrue(propK, game))
disprovesIfTruePerProp[j].set(k);
if (propJ.provesIfFalse(propK, game))
provesIfFalsePerProp[j].set(k);
else if (propJ.disprovesIfFalse(propK, game))
disprovesIfFalsePerProp[j].set(k);
}
}
final int[] featureIndices = new int[sortedFeatureInstances.length];
for (int instanceIdx = 0; instanceIdx < featureIndices.length; ++instanceIdx)
{
featureIndices[instanceIdx] = sortedFeatureInstances[instanceIdx].feature().spatialFeatureSetIndex();
}
return new SPatterNet
(
featureIndices,
propositions.toArray(new AtomicProposition[propositions.size()]),
instancesPerProp,
instancesPerFeature,
propsPerInstance,
autoActiveFeaturesList.toArray(),
thresholdedFeatures,
provesIfTruePerProp,
disprovesIfTruePerProp,
provesIfFalsePerProp,
disprovesIfFalsePerProp
);
}
//-------------------------------------------------------------------------
/**
* Returns updated sets of ungeneralised and generalised disjunctions
* @param ungeneralisedDisjunctions
* @param generalisedDisjunctions
* @return Updated sets
*/
private static UngeneralisedGeneralisedWrapper updateUngeneralisedGeneralised
(
final List<List<DisjunctiveClause>> ungeneralisedDisjunctions,
final List<List<DisjunctiveClause>> generalisedDisjunctions
)
{
final List<List<DisjunctiveClause>> newUngeneralisedDisjunctions = new ArrayList<List<DisjunctiveClause>>();
final List<List<DisjunctiveClause>> newGeneralisedDisjunctions = new ArrayList<List<DisjunctiveClause>>();
@SuppressWarnings("unchecked")
final List<List<DisjunctiveClause>>[] lists = new List[]{ungeneralisedDisjunctions, generalisedDisjunctions};
// Loop through all disjunctions and put them in the correct place
for (final List<List<DisjunctiveClause>> list : lists)
{
for (int i = 0; i < list.size(); ++i)
{
final List<DisjunctiveClause> list_i = list.get(i);
// Do next loop in reverse order, more efficient due to removals
for (int j = list_i.size() - 1; j >= 0; --j)
{
// Make sure index is still safe, because we may have multiple removals during search for generalisers
if (j >= list_i.size())
{
j = list_i.size();
continue;
}
final DisjunctiveClause disjunction = list_i.get(j);
if (disjunction.length() > 0) // Can't discard this entirely
{
// Search for a generaliser of this disjunction
final boolean hasGeneraliser = searchGeneraliser(disjunction, ungeneralisedDisjunctions, generalisedDisjunctions);
// Insert in correct position based on whether or not we are generalised
final int numAssumedTrue = disjunction.numAssumedTrue();
if (hasGeneraliser)
{
// Make sure list we want to go to actually exists
while (newGeneralisedDisjunctions.size() <= numAssumedTrue)
{
newGeneralisedDisjunctions.add(new ArrayList<DisjunctiveClause>());
}
newGeneralisedDisjunctions.get(numAssumedTrue).add(disjunction);
}
else
{
// Make sure list we want to go to actually exists
while (newUngeneralisedDisjunctions.size() <= numAssumedTrue)
{
newUngeneralisedDisjunctions.add(new ArrayList<DisjunctiveClause>());
}
newUngeneralisedDisjunctions.get(numAssumedTrue).add(disjunction);
}
}
}
}
}
return new UngeneralisedGeneralisedWrapper(newUngeneralisedDisjunctions, newGeneralisedDisjunctions);
}
/**
* Searches for a disjunctive clause, among all the given clauses, that generalises the given clause.
*
* NOTE: this method may also decide to remove various duplicates as it detects them.
*
* @param clause
* @param ungeneralisedDisjunctions
* @param generalisedDisjunctions
* @return True if we are generalised (by a non-equal clause)
*/
private static boolean searchGeneraliser
(
final DisjunctiveClause clause,
final List<List<DisjunctiveClause>> ungeneralisedDisjunctions,
final List<List<DisjunctiveClause>> generalisedDisjunctions
)
{
@SuppressWarnings("unchecked")
final List<List<DisjunctiveClause>>[] lists = new List[]{ungeneralisedDisjunctions, generalisedDisjunctions};
for (int i = 0; i < lists.length; ++i)
{
final List<List<DisjunctiveClause>> list_i = lists[i];
for (int j = 0; j < list_i.size(); ++j)
{
final List<DisjunctiveClause> list_j = list_i.get(j);
for (int k = 0; k < list_j.size(); /**/)
{
final DisjunctiveClause other = list_j.get(k);
if (other.generalises(clause))
{
if (clause.generalises(other))
{
// Generalise both ways around, so we're equal!
if (clause.numAssumedTrue() > other.numAssumedTrue())
{
// "steal" the num assumed true, such that we can keep clause
clause.setNumAssumedTrue(other.numAssumedTrue());
}
// Remove other, and continue loop without incrementing k
list_j.remove(k);
continue;
}
else
{
// Found a generaliser
//System.out.println(other + " generalises " + clause);
return true;
}
}
// Need to increment index
++k;
}
}
}
return false;
}
/**
* Picks a covering proposition from the given disjunction
*
* @param disjunction
* @param pickedPropsList
* @param pickedPropsBitset
* @param firstTiebreakerList
* @param firstTiebreakerIndex
* @param secondTiebreakerLists
* @param secondTiebreakerIndex
* @param thirdTiebreakerLists
* @param thirdTiebreakerIndex
* @param fourthTiebreakerLists
* @param fourthTiebreakerIndex
* @param proveIfTrue
* @param disproveIfTrue
* @param proveIfFalse
* @param disproveIfFalse
*/
private void pickCoveringPropositions
(
final DisjunctiveClause disjunction,
final TIntArrayList pickedPropsList,
final BitSet pickedPropsBitset,
final List<DisjunctiveClause> firstTiebreakerList,
final int firstTiebreakerIndex,
final List<List<DisjunctiveClause>> secondTiebreakerLists,
final int secondTiebreakerIndex,
final List<List<DisjunctiveClause>> thirdTiebreakerLists,
final int thirdTiebreakerIndex,
final List<List<DisjunctiveClause>> fourthTiebreakerLists,
final int fourthTiebreakerIndex,
final BitSet[] proveIfTrue,
final BitSet[] disproveIfTrue,
final BitSet[] proveIfFalse,
final BitSet[] disproveIfFalse
)
{
final BitSet candidateProps = (BitSet) disjunction.usedPropositions().clone();
if (candidateProps.intersects(pickedPropsBitset))
return; // Already covered
TIntArrayList maxIndices = maxScorePropIndices(
candidateProps, disjunction, firstTiebreakerList, firstTiebreakerIndex, pickedPropsBitset, proveIfTrue,
disproveIfTrue, proveIfFalse, disproveIfFalse);
if (maxIndices.size() == 1)
{
// No more tie-breakers, pick the max
pickProp(maxIndices.getQuick(0), pickedPropsList, pickedPropsBitset);
return;
}
// Need to continue to second tie-breaker
// But first, eliminate non-max candidates
candidateProps.clear();
for (int i = 0; i < maxIndices.size(); ++i)
{
candidateProps.set(maxIndices.getQuick(i));
}
// Same story as before, but with next list of clauses for tie-breaking
for (int i = secondTiebreakerIndex; i < secondTiebreakerLists.size(); ++i)
{
maxIndices = maxScorePropIndices(
candidateProps, null, secondTiebreakerLists.get(i), 0, pickedPropsBitset,
proveIfTrue, disproveIfTrue, proveIfFalse, disproveIfFalse);
if (maxIndices.size() == 1)
{
// No more tie-breakers, pick the max
pickProp(maxIndices.getQuick(0), pickedPropsList, pickedPropsBitset);
return;
}
// Eliminate non-max candidates and move on to next tie-breaker
candidateProps.clear();
for (int j = 0; j < maxIndices.size(); ++j)
{
candidateProps.set(maxIndices.getQuick(j));
}
}
// Same story as before, but with next list of clauses for tie-breaking
for (int i = thirdTiebreakerIndex; i < thirdTiebreakerLists.size(); ++i)
{
maxIndices = maxScorePropIndices(
candidateProps, null, thirdTiebreakerLists.get(i), 0, pickedPropsBitset,
proveIfTrue, disproveIfTrue, proveIfFalse, disproveIfFalse);
if (maxIndices.size() == 1)
{
// No more tie-breakers, pick the max
pickProp(maxIndices.getQuick(0), pickedPropsList, pickedPropsBitset);
return;
}
// Eliminate non-max candidates and move on to next tie-breaker
candidateProps.clear();
for (int j = 0; j < maxIndices.size(); ++j)
{
candidateProps.set(maxIndices.getQuick(j));
}
}
// Same story as before, but with next list of clauses for tie-breaking
for (int i = fourthTiebreakerIndex; i < fourthTiebreakerLists.size(); ++i)
{
maxIndices = maxScorePropIndices(
candidateProps, null, fourthTiebreakerLists.get(i), 0, pickedPropsBitset,
proveIfTrue, disproveIfTrue, proveIfFalse, disproveIfFalse);
if (maxIndices.size() == 1)
{
// No more tie-breakers, pick the max
pickProp(maxIndices.getQuick(0), pickedPropsList, pickedPropsBitset);
return;
}
// Eliminate non-max candidates and move on to next tie-breaker
candidateProps.clear();
for (int j = 0; j < maxIndices.size(); ++j)
{
candidateProps.set(maxIndices.getQuick(j));
}
}
// No more tie-breakers, so let's just randomly pick one max index
pickProp(maxIndices.getQuick(ThreadLocalRandom.current().nextInt(maxIndices.size())), pickedPropsList, pickedPropsBitset);
}
/**
* Helper method to pick a proposition of a given ID: may additionally first
* pick proposition with empty tests to prioritise them before other types of tests.
*
* @param propID
* @param pickedPropsList
* @param pickedPropsBitset
*/
private void pickProp(final int propID, final TIntArrayList pickedPropsList, final BitSet pickedPropsBitset)
{
pickedPropsBitset.set(propID);
final AtomicProposition pickedProp = propositionNodesList.get(propID).proposition;
if (pickedProp.stateVectorType() != StateVectorTypes.Empty)
{
// See if we have any empty tests for the same site that are not yet picked; if so, prioritise them
final int site = pickedProp.testedSite();
for (int i = pickedPropsBitset.nextClearBit(0); i < propositionNodesList.size(); i = pickedPropsBitset.nextClearBit(i + 1))
{
final AtomicProposition unpickedProp = propositionNodesList.get(i).proposition;
if (unpickedProp.testedSite() == site && unpickedProp.stateVectorType() == StateVectorTypes.Empty)
{
// We want to pick this prop first
pickedPropsBitset.set(i);
pickedPropsList.add(i);
}
}
}
pickedPropsList.add(propID);
}
/**
* @param candidateProps Candidate props
* @param disjunction The disjunction from which we obtained candidate props (or null for tie-breaking)
* @param clauses List of clauses from which to compute scores
* @param startIdx Index in list to start at
* @param coveredProps Propositions that are already covered
* @param proveIfTrue
* @param disproveIfTrue
* @param proveIfFalse
* @param disproveIfFalse
* @return List of indices of all candidate props that obtain the max score
*/
private TIntArrayList maxScorePropIndices
(
final BitSet candidateProps,
final DisjunctiveClause disjunction,
final List<DisjunctiveClause> clauses,
final int startIdx,
final BitSet coveredProps,
final BitSet[] proveIfTrue,
final BitSet[] disproveIfTrue,
final BitSet[] proveIfFalse,
final BitSet[] disproveIfFalse
)
{
final double[] propScores = new double[propositionNodesList.size()];
if (disjunction != null)
{
for (int candidateProp = candidateProps.nextSetBit(0); candidateProp >= 0; candidateProp = candidateProps.nextSetBit(candidateProp + 1))
{
propScores[candidateProp] += propScoreForDisjunction(disjunction, candidateProp, proveIfTrue, disproveIfTrue, proveIfFalse, disproveIfFalse);
}
}
for (int i = startIdx; i < clauses.size(); ++i)
{
final DisjunctiveClause dis = clauses.get(i);
final BitSet disProps = dis.usedPropositions();
if (disProps.intersects(coveredProps))
continue; // Already covered, so skip it
for (int candidateProp = candidateProps.nextSetBit(0); candidateProp >= 0; candidateProp = candidateProps.nextSetBit(candidateProp + 1))
{
if (disProps.get(candidateProp))
{
// This candidate proposition shows up in this disjunction, so add its score
propScores[candidateProp] += propScoreForDisjunction(dis, candidateProp, proveIfTrue, disproveIfTrue, proveIfFalse, disproveIfFalse);
}
}
}
final TIntArrayList maxIndices = new TIntArrayList();
double maxScore = -1.0;
for (int candidateProp = candidateProps.nextSetBit(0); candidateProp >= 0; candidateProp = candidateProps.nextSetBit(candidateProp + 1))
{
//System.out.println("Prop = " + this.propositionNodesList.get(candidateProp).proposition);
//System.out.println("Score = " + propScores[candidateProp]);
if (propScores[candidateProp] > maxScore)
{
maxIndices.clear();
maxIndices.add(candidateProp);
maxScore = propScores[candidateProp];
}
else if (propScores[candidateProp] == maxScore)
{
maxIndices.add(candidateProp);
}
}
//System.out.println();
return maxIndices;
}
/**
* Implements the Jeroslow-Wang method for SAT (+ extra terms based on inferences between props)
*
* @param disjunction
* @param prop
* @param proveIfTrue
* @param disproveIfTrue
* @param proveIfFalse
* @param disproveIfFalse
* @return Heuristic score for proposition in given disjunction
*/
private static double propScoreForDisjunction
(
final DisjunctiveClause disjunction,
final int prop,
final BitSet[] proveIfTrue,
final BitSet[] disproveIfTrue,
final BitSet[] proveIfFalse,
final BitSet[] disproveIfFalse
)
{
double score = 0.0;
for (final Conjunction conj : disjunction.conjunctions())
{
final BitSet conjProps = conj.toProve();
if (conjProps.get(prop))
{
score += Math.pow(2.0, -conj.length());
}
else
{
final BitSet ifTrueOverlap = (BitSet) proveIfTrue[prop].clone();
ifTrueOverlap.or(disproveIfTrue[prop]);
ifTrueOverlap.and(conjProps);
final BitSet ifFalseOverlap = (BitSet) proveIfFalse[prop].clone();
ifFalseOverlap.or(disproveIfFalse[prop]);
ifFalseOverlap.and(conjProps);
score += (0.5 * ifTrueOverlap.cardinality() + 0.5 * ifFalseOverlap.cardinality()) * Math.pow(2.0, -conj.length());
}
}
return score;
}
//-------------------------------------------------------------------------
/**
* @return Computes array of conjunctive clauses, each represented as a bitset
* with bits on for propositions included in clause; one clause per instance node.
*/
private BitSet[] computeConjunctiveClauses()
{
final BitSet[] conjunctiveClauses = new BitSet[instanceNodes.size()];
// For every feature instance, compute its conjunctive clause as a BitSet
for (int i = 0; i < instanceNodes.size(); ++i)
{
final FeatureInstanceNode instanceNode = instanceNodes.get(i);
final BitSet propIDs = new BitSet(this.propositionNodes.size());
for (final PropositionNode propNode : instanceNode.propositions)
{
propIDs.set(propNode.id);
}
conjunctiveClauses[i] = propIDs;
}
// Convert to array
return conjunctiveClauses;
}
/**
* @param lists
* @return Index of first non-empty list in given list of lists, or -1 if all empty
*/
private static int firstNonEmptyListIndex(final List<List<DisjunctiveClause>> lists)
{
for (int i = 0; i < lists.size(); ++i)
{
if (!lists.get(i).isEmpty())
return i;
}
return -1;
}
//-------------------------------------------------------------------------
/**
* @param bitset
* @return A nice string representation of the propositions described by given bitset.
*/
private String toPropsString(final BitSet bitset)
{
final StringBuilder sb = new StringBuilder();
sb.append("{");
for (int i = bitset.nextSetBit(0); i >= 0; i = bitset.nextSetBit(i + 1))
{
if (sb.length() > 1)
sb.append(", ");
sb.append(this.propositionNodesList.get(i).proposition.toString());
}
sb.append("}");
return sb.toString();
}
/**
* @param bitset
* @return A nice string representation of the propositions used by a disjunction.
*/
@SuppressWarnings("unused") // Do NOT remove SuppressWarning: sometimes use this for debugging!
private String toPropsString(final DisjunctiveClause disjunction)
{
final StringBuilder sb = new StringBuilder();
for (int i = 0; i < disjunction.conjunctions().size(); ++i)
{
sb.append("(");
sb.append(toPropsString(disjunction.conjunctions().get(i).toProve()));
sb.append(")");
if (i < disjunction.conjunctions().size() - 1)
sb.append(" OR ");
}
return sb.toString();
}
//-------------------------------------------------------------------------
/**
* Node for an atomic proposition
*
* @author Dennis Soemers
*/
public static class PropositionNode
{
/** Unique ID for this node */
protected final int id;
/** The atomic proposition */
protected final AtomicProposition proposition;
/** Nodes for feature instances that use this proposition */
protected final List<FeatureInstanceNode> instances = new ArrayList<FeatureInstanceNode>();
/**
* Constructor
* @param id
* @param proposition
*/
public PropositionNode(final int id, final AtomicProposition proposition)
{
this.id = id;
this.proposition = proposition;
}
@Override
public String toString()
{
return "[PropNode " + id + ": " + proposition + "]";
}
}
/**
* Node for a feature instance
*
* @author Dennis Soemers
*/
protected static class FeatureInstanceNode
{
/** Unique ID for this node */
protected final int id;
/** The feature instance */
protected final FeatureInstance instance;
/** Nodes for propositions used by this feature */
protected final List<PropositionNode> propositions = new ArrayList<PropositionNode>();
/**
* Constructor
* @param id
* @param instance
*/
public FeatureInstanceNode(final int id, final FeatureInstance instance)
{
this.id = id;
this.instance = instance;
}
}
//-------------------------------------------------------------------------
/**
* Small wrapper around a split of disjunctive clauses into ungeneralised
* and generalised (such that we can return them together from a single method)
*
* @author Dennis Soemers
*/
private static class UngeneralisedGeneralisedWrapper
{
public final List<List<DisjunctiveClause>> ungeneralisedDisjunctions;
public final List<List<DisjunctiveClause>> generalisedDisjunctions;
/**
* Constructor
* @param ungeneralisedDisjunctions
* @param generalisedDisjunctions
*/
public UngeneralisedGeneralisedWrapper
(
final List<List<DisjunctiveClause>> ungeneralisedDisjunctions,
final List<List<DisjunctiveClause>> generalisedDisjunctions
)
{
this.ungeneralisedDisjunctions = ungeneralisedDisjunctions;
this.generalisedDisjunctions = generalisedDisjunctions;
}
}
//-------------------------------------------------------------------------
/**
* A wrapper around a feature instance with some data about propositions
* that it requires, and the ability to sort a list of wrappers based
* on that data.
*
* @author Dennis Soemers
*/
private static class SortableFeatureInstance implements Comparable<SortableFeatureInstance>
{
/** The feature instance */
public final FeatureInstance featureInstance;
/** IDs of propositions (after sorting) that are required by this instance */
public final BitSet propIDs = new BitSet();
/**
* Constructor
* @param featureInstance
*/
public SortableFeatureInstance(final FeatureInstance featureInstance)
{
this.featureInstance = featureInstance;
}
@Override
public int compareTo(final SortableFeatureInstance o)
{
int myRightmost = propIDs.length() - 1;
int otherRightmost = o.propIDs.length() - 1;
while (myRightmost == otherRightmost && myRightmost >= 0)
{
myRightmost = propIDs.previousSetBit(myRightmost - 1);
otherRightmost = o.propIDs.previousSetBit(otherRightmost - 1);
}
if (myRightmost > otherRightmost)
{
// We should go after other
return 1;
}
else if (myRightmost < otherRightmost)
{
// We should go before other
return -1;
}
return 0;
}
}
//-------------------------------------------------------------------------
}
| 49,733 | 32.558704 | 145 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/network/Conjunction.java | package features.feature_sets.network;
import java.util.BitSet;
/**
* Represents a conjunction of atomic propositions. Is mutable: we can modify
* it by giving it propositions that we "assume to have been proven", which will
* then be removed from the requirements
*
* @author Dennis Soemers
*/
public class Conjunction
{
//-------------------------------------------------------------------------
/** IDs of atomic propositions that must be true */
private final BitSet mustTrue;
/** Number of propositions that are to be proven */
private int length;
//-------------------------------------------------------------------------
/**
* Constructor
* @param mustTrue
*/
public Conjunction(final BitSet mustTrue)
{
this.mustTrue = mustTrue;
length = mustTrue.cardinality();
}
//-------------------------------------------------------------------------
/**
* Tells this conjunction to assume that proposition of given ID is true
* (safe to also call on conjunctions that do not require this proposition at all)
* @param id
* @return True if and only if the given proposition was a requirement of this conjunction
*/
public boolean assumeTrue(final int id)
{
if (mustTrue.get(id))
{
mustTrue.clear(id);
--length;
return true;
}
return false;
}
/**
* @param other
* @return True if, ignoring propositions that are already assumed to have been proven,
* this conjunction generalises the given other conjunction.
*/
public boolean generalises(final Conjunction other)
{
if (length > other.length)
return false;
final BitSet otherToProve = other.toProve();
final BitSet toProve = (BitSet) mustTrue.clone();
toProve.andNot(otherToProve);
return toProve.isEmpty();
}
/**
* @return Length of this conjunction: number of propositions remaining to be proven
*/
public int length()
{
return length;
}
/**
* @return BitSet of IDs that must still be proven
*/
public BitSet toProve()
{
return mustTrue;
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + ((mustTrue == null) ? 0 : mustTrue.hashCode());
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof Conjunction))
return false;
final Conjunction other = (Conjunction) obj;
return mustTrue.equals(other.mustTrue);
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
return "[Conjunction: " + mustTrue + "]";
}
//-------------------------------------------------------------------------
}
| 2,765 | 21.672131 | 91 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/network/DisjunctiveClause.java | package features.feature_sets.network;
import java.util.ArrayList;
import java.util.BitSet;
import java.util.List;
/**
* A disjunctive clause: a disjunction of one or more conjunctions. Is mutable:
* we can modify it by giving it propositions that are assumed to have already
* been proven, which will then be removed from conjunctions they appear in,
* and fully-proven conjunctions will also be removed entirely from the
* disjunctive clause!
*
* @author Dennis Soemers
*/
public class DisjunctiveClause
{
//-------------------------------------------------------------------------
/** List of conjunctions, one of which must be true for this disjunction to be true */
private final List<Conjunction> conjunctions;
/** Number of conjunctions that we assume to have already been proven */
private int numAssumedTrue = 0; // NOTE: field ignored in hashCode() and equals()
/** BitSet of all propositions that show up anywhere in any of the conjunctions of this disjunction */
private final BitSet usedPropositions = new BitSet();
//-------------------------------------------------------------------------
/**
* Constructor
*/
public DisjunctiveClause()
{
this.conjunctions = new ArrayList<Conjunction>();
}
//-------------------------------------------------------------------------
/**
* Adds the given conjunction to list of conjunctions that can prove this disjunction
* @param conjunction
*/
public void addConjunction(final Conjunction conjunction)
{
conjunctions.add(conjunction);
usedPropositions.or(conjunction.toProve());
}
/**
* Tells this disjunction to assume that proposition of given ID is true. Will propagate
* to all conjunctions, and remove fully-proven conjunctions.
*
* @param id
*/
public void assumeTrue(final int id)
{
if (usedPropositions.get(id))
{
for (final Conjunction conjunction : conjunctions)
{
if (conjunction.assumeTrue(id))
{
if (conjunction.length() == 0)
{
conjunctions.remove(conjunction);
++numAssumedTrue;
}
}
}
usedPropositions.clear(id);
}
}
/**
* Tells this disjunction to assume that all propositions in given
* BitSet are true. Will propagate to all conjunctions, and remove
* fully-proven conjunctions.
*
* @param propositions
*/
public void assumeTrue(final BitSet propositions)
{
final BitSet intersection = (BitSet) propositions.clone();
intersection.and(usedPropositions);
for (int id = intersection.nextSetBit(0); id >= 0; id = intersection.nextSetBit(id + 1))
{
for (int i = conjunctions.size() - 1; i >= 0; --i)
{
final Conjunction conjunction = conjunctions.get(i);
if (conjunction.assumeTrue(id))
{
if (conjunction.length() == 0)
{
conjunctions.remove(i);
++numAssumedTrue;
}
}
}
}
usedPropositions.andNot(intersection);
}
/**
* @return Our list of conjunctions
*/
public List<Conjunction> conjunctions()
{
return conjunctions;
}
/**
* Removes any conjunctions that are generalised by any other conjunctions
* that are also in this disjunction.
*/
public void eliminateGeneralisedConjunctions()
{
final int oldSize = conjunctions.size();
for (int i = 0; i < conjunctions.size(); ++i)
{
final Conjunction iConj = conjunctions.get(i);
for (int j = conjunctions.size() - 1; j > i; --j)
{
final Conjunction jConj = conjunctions.get(j);
if (iConj.generalises(jConj))
conjunctions.remove(j);
}
}
if (conjunctions.size() != oldSize)
{
// We've removed some conjunctions, should recompute usedPropositions to be safe
usedPropositions.clear();
for (final Conjunction conj : conjunctions)
{
usedPropositions.or(conj.toProve());
}
}
}
/**
* @param other
* @return True if and only if this disjunctive clause generalises the given
* other disjunctive clause.
*/
public boolean generalises(final DisjunctiveClause other)
{
outer:
for (final Conjunction otherConj : other.conjunctions)
{
for (final Conjunction myConj : conjunctions)
{
if (myConj.generalises(otherConj))
continue outer;
}
return false;
}
return !other.conjunctions.isEmpty();
}
/**
* @return Number of conjunctions (excluding ones already assumed to be true)
*/
public int length()
{
return conjunctions.size();
}
/**
* @return Number of conjunctions that we assume to have been fully proven
*/
public int numAssumedTrue()
{
return numAssumedTrue;
}
/**
* Sets the number of conjunctions that are assumed to have already been fully proven.
* Can be used when "merging" disjunctions that have become "equal" after making some
* assumptions of proven conjunctions.
* @param num
*/
public void setNumAssumedTrue(final int num)
{
this.numAssumedTrue = num;
}
/**
* @return Bitset of all propositions that show up in any conjunctions in this disjunction
*/
public BitSet usedPropositions()
{
return usedPropositions;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
return "[Disjunction: " + conjunctions + "]";
}
//-------------------------------------------------------------------------
}
| 5,303 | 23.555556 | 103 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/network/FeaturePropNode.java | package features.feature_sets.network;
import java.util.BitSet;
import features.spatial.instances.AtomicProposition;
import other.state.State;
/**
* A feature prop node in the FeaturePropSet representation
*
* @author Dennis Soemers
*/
public class FeaturePropNode
{
//-------------------------------------------------------------------------
/** Unique index of this node in array */
protected final int index;
/** Atomic proposition which must be true for this node to be true */
protected final AtomicProposition proposition;
/** Bitset of feature indices to deactivate if this node is false */
protected final BitSet dependentFeatures = new BitSet();
//-------------------------------------------------------------------------
/**
* Constructor
* @param index
* @param proposition
*/
public FeaturePropNode(final int index, final AtomicProposition proposition)
{
this.index = index;
this.proposition = proposition;
}
//-------------------------------------------------------------------------
/**
* Evaluate the given state.
* @param state
* @param activeNodes Bitset of nodes that are still active.
* @param activeFeatures Bitset of feature indices that are active.
*/
public void eval(final State state, final BitSet activeNodes, final BitSet activeFeatures)
{
if (activeFeatures.intersects(dependentFeatures)) // if false, might as well not check anything
{
if (!proposition.matches(state)) // Requirement not satisfied
activeFeatures.andNot(dependentFeatures);
}
}
//-------------------------------------------------------------------------
/**
* Mark a feature ID that we should set to false if our proposition is false
* @param featureID
*/
public void setDependentFeature(final int featureID)
{
dependentFeatures.set(featureID);
}
/**
* @return Our proposition
*/
public AtomicProposition proposition()
{
return proposition;
}
//-------------------------------------------------------------------------
}
| 2,026 | 24.658228 | 98 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/network/JITSPatterNetFeatureSet.java | package features.feature_sets.network;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Paths;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.BitSet;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.Objects;
import java.util.concurrent.ConcurrentHashMap;
import java.util.stream.Stream;
import features.Feature;
import features.aspatial.AspatialFeature;
import features.feature_sets.BaseFeatureSet;
import features.spatial.RelativeFeature;
import features.spatial.SpatialFeature;
import features.spatial.Walk;
import features.spatial.cache.ActiveFeaturesCache;
import features.spatial.cache.footprints.BaseFootprint;
import features.spatial.instances.AtomicProposition;
import features.spatial.instances.FeatureInstance;
import game.Game;
import gnu.trove.list.array.TFloatArrayList;
import gnu.trove.list.array.TIntArrayList;
import main.collections.ArrayUtils;
import main.collections.FastTIntArrayList;
import other.context.Context;
import other.move.Move;
import other.state.State;
import other.state.container.ContainerState;
import other.trial.Trial;
/**
* Implementation of Feature Set based on SPatterNets, with JIT (Just-In-Time)
* construction of the SPatterNets
*
* NOTE: for better JIT behaviour, we assume that every feature has either
* the to or the from position as anchor
*
* @author Dennis Soemers
*/
public class JITSPatterNetFeatureSet extends BaseFeatureSet
{
//-------------------------------------------------------------------------
/**
* If this is set to true, we allow for the use of a Feature Set cache that
* recognises when we try to load exactly the same feature set and returns
* the same object instead of constructing a new one.
*
* Note that it is not necessarily always safe to do this, for instance because
* we call instantiateFeatures() on a feature set whenever an AI that uses it
* gets initialised, and we do not want this to happen while (e.g., in a different
* thread) the feature set is being actively used by a different AI.
*
* In cases where we can be sure that it is safe (like some highly controlled
* experiments / training runs), this can save us a lot of memory (and maybe
* even slightly improve performance due to more re-usable JIT behaviour).
*/
public static boolean ALLOW_FEATURE_SET_CACHE = false;
/** Cache of feature set objects */
protected static final Map<FeatureLists, JITSPatterNetFeatureSet> featureSetsCache =
new ConcurrentHashMap<FeatureLists, JITSPatterNetFeatureSet>();
//-------------------------------------------------------------------------
/** JIT map (mix of proactive and reactive keys) */
protected JITMap jitMap;
/** Cache with indices of active proactive features previously computed */
protected ActiveFeaturesCache activeProactiveFeaturesCache;
/** Bitset of features that should be thresholded based on their absolute weights */
protected BitSet thresholdedFeatures = null;
//-------------------------------------------------------------------------
/**
* Clear the entire cache of feature set objects.
*/
public static void clearFeatureSetCache()
{
featureSetsCache.clear();
}
/**
* Construct feature set from list of features
* @param features
*/
public static JITSPatterNetFeatureSet construct(final List<Feature> features)
{
final List<AspatialFeature> aspatials = new ArrayList<AspatialFeature>();
final List<SpatialFeature> spatials = new ArrayList<SpatialFeature>();
for (final Feature f : features)
{
if (f instanceof AspatialFeature)
aspatials.add((AspatialFeature) f);
else
spatials.add((SpatialFeature) f);
}
return construct(aspatials, spatials);
}
/**
* Construct feature set from lists of features
* @param aspatialFeatures
* @param spatialFeatures
*/
public static JITSPatterNetFeatureSet construct(final List<AspatialFeature> aspatialFeatures, final List<SpatialFeature> spatialFeatures)
{
if (ALLOW_FEATURE_SET_CACHE)
{
final FeatureLists key = new FeatureLists(aspatialFeatures, spatialFeatures);
final JITSPatterNetFeatureSet cached = featureSetsCache.get(key);
if (cached != null)
return cached;
final JITSPatterNetFeatureSet newSet = new JITSPatterNetFeatureSet(aspatialFeatures, spatialFeatures);
featureSetsCache.put(key, newSet);
return newSet;
}
return new JITSPatterNetFeatureSet(aspatialFeatures, spatialFeatures);
}
/**
* Loads a feature set from a given filename
* @param filename
*/
public static JITSPatterNetFeatureSet construct(final String filename)
{
Feature[] tempFeatures;
//System.out.println("loading feature set from " + filename);
try (Stream<String> stream = Files.lines(Paths.get(filename)))
{
tempFeatures = stream.map(s -> Feature.fromString(s)).toArray(Feature[]::new);
}
catch (final IOException exception)
{
tempFeatures = null;
exception.printStackTrace();
}
final List<AspatialFeature> aspatialFeaturesList = new ArrayList<AspatialFeature>();
final List<SpatialFeature> spatialFeaturesList = new ArrayList<SpatialFeature>();
for (final Feature feature : tempFeatures)
{
if (feature instanceof AspatialFeature)
{
aspatialFeaturesList.add((AspatialFeature)feature);
}
else
{
((SpatialFeature)feature).setSpatialFeatureSetIndex(spatialFeaturesList.size());
spatialFeaturesList.add((SpatialFeature)feature);
}
}
return construct(aspatialFeaturesList, spatialFeaturesList);
}
/**
* Construct feature set from lists of features
* @param aspatialFeatures
* @param spatialFeatures
*/
private JITSPatterNetFeatureSet(final List<AspatialFeature> aspatialFeatures, final List<SpatialFeature> spatialFeatures)
{
this.spatialFeatures = new SpatialFeature[spatialFeatures.size()];
for (int i = 0; i < this.spatialFeatures.length; ++i)
{
this.spatialFeatures[i] = spatialFeatures.get(i);
this.spatialFeatures[i].setSpatialFeatureSetIndex(i);
}
this.aspatialFeatures = aspatialFeatures.toArray(new AspatialFeature[aspatialFeatures.size()]);
jitMap = null;
}
//-------------------------------------------------------------------------
@Override
protected void instantiateFeatures(final int[] supportedPlayers)
{
activeProactiveFeaturesCache = new ActiveFeaturesCache();
// Collect features that should be ignored when running in thresholded mode
thresholdedFeatures = new BitSet();
if (spatialFeatureInitWeights != null)
{
// Doing following loop in reverse order ensures that thresholdedFeatures bitset size
// does not grow larger than necessary
for (int i = spatialFeatures.length - 1; i >= 0; --i)
{
if (Math.abs(spatialFeatureInitWeights.get(i)) < SPATIAL_FEATURE_WEIGHT_THRESHOLD)
thresholdedFeatures.set(i);
}
}
jitMap = new JITMap();
// We'll use a dummy context to kickstart our JIT compilation on some real moves
final Context jitContext = new Context(game.get(), new Trial(game.get()));
// We'll do 3 random (partial, very short) trials
for (int i = 0; i < 3; ++i)
{
game.get().start(jitContext);
// We'll do 5 moves max per trial
for (int j = 0; j < 10; ++j)
{
if (jitContext.trial().over())
break;
for (final Move move : game.get().moves(jitContext).moves())
{
final int mover = move.mover();
if (ArrayUtils.contains(supportedPlayers, mover))
{
final boolean thresholding = (spatialFeatureInitWeights != null);
this.computeFeatureVector(jitContext, move, thresholding); // This lets us do JIT instantiation
}
}
jitContext.model().startNewStep(jitContext, null, 0.1);
}
}
}
@Override
public void closeCache()
{
activeProactiveFeaturesCache.close();
}
//-------------------------------------------------------------------------
@Override
public TIntArrayList getActiveSpatialFeatureIndices
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player,
final boolean thresholded
)
{
final FastTIntArrayList featureIndices = new FastTIntArrayList(this.getNumSpatialFeatures());
// System.out.println("lastFrom = " + lastFrom);
// System.out.println("lastTo = " + lastTo);
// System.out.println("from = " + from);
// System.out.println("to = " + to);
// System.out.println("player = " + player);
// final List<FeatureInstance> instances = getActiveFeatureInstances(state, lastFrom, lastTo, from, to, player);
// for (final FeatureInstance instance : instances)
// {
// if (!featureIndices.contains(instance.feature().featureSetIndex()))
// featureIndices.add(instance.feature().featureSetIndex());
// }
final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
final int[] lastFroms = lastFrom >= 0 ? new int[]{-1, lastFrom} : new int[]{-1};
final int[] lastTos = lastTo >= 0 ? new int[]{-1, lastTo} : new int[]{-1};
final int[] cachedActiveFeatureIndices;
if (thresholded)
cachedActiveFeatureIndices = activeProactiveFeaturesCache.getCachedActiveFeatures(this, state, from, to, player);
else
cachedActiveFeatureIndices = null;
if (cachedActiveFeatureIndices != null)
{
// Successfully retrieved from cache
featureIndices.add(cachedActiveFeatureIndices);
//System.out.println("cache hit!");
}
else
{
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Proactive instances
key.resetData(player, fromPos, toPos);
final SPatterNet set = thresholded ? jitMap.spatterNetThresholded(key, state) : jitMap.spatterNet(key, state);
if (set != null)
featureIndices.addAll(set.getActiveFeatures(state));
}
}
}
if (thresholded && !featureIndices.isEmpty())
activeProactiveFeaturesCache.cache(state, from, to, featureIndices.toArray(), player);
}
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
for (int i = 0; i < lastFroms.length; ++i)
{
final int lastFromPos = lastFroms[i];
for (int j = 0; j < lastTos.length; ++j)
{
final int lastToPos = lastTos[j];
if (lastToPos >= 0 || lastFromPos >= 0)
{
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Reactive instances
reactiveKey.resetData(player, lastFromPos, lastToPos, fromPos, toPos);
final SPatterNet set = jitMap.spatterNet(reactiveKey, state);
if (set != null)
featureIndices.addAll(set.getActiveFeatures(state));
}
}
}
}
}
}
return featureIndices;
}
@Override
public List<FeatureInstance> getActiveSpatialFeatureInstances
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player
)
{
final List<FeatureInstance> instances = new ArrayList<FeatureInstance>();
final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
final int[] lastFroms = lastFrom >= 0 ? new int[]{-1, lastFrom} : new int[]{-1};
final int[] lastTos = lastTo >= 0 ? new int[]{-1, lastTo} : new int[]{-1};
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Proactive instances
key.resetData(player, fromPos, toPos);
final PropFeatureInstanceSet set = jitMap.propFeatureInstanceSet(key, state);
if (set != null)
instances.addAll(set.getActiveInstances(state));
}
}
}
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
for (int i = 0; i < lastFroms.length; ++i)
{
final int lastFromPos = lastFroms[i];
for (int j = 0; j < lastTos.length; ++j)
{
final int lastToPos = lastTos[j];
if (lastToPos >= 0 || lastFromPos >= 0)
{
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Reactive instances
reactiveKey.resetData(player, lastFromPos, lastToPos, fromPos, toPos);
final PropFeatureInstanceSet set = jitMap.propFeatureInstanceSet(reactiveKey, state);
if (set != null)
instances.addAll(set.getActiveInstances(state));
}
}
}
}
}
}
return instances;
}
//-------------------------------------------------------------------------
@Override
public BaseFootprint generateFootprint
(
final State state,
final int from,
final int to,
final int player
)
{
final ContainerState container = state.containerStates()[0];
// NOTE: only using caching with thresholding
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
key.resetData(player, from, to);
SPatterNet set = jitMap.spatterNetThresholded(key, state);
if (set == null)
{
set =
new SPatterNet
(
new int[0],
new AtomicProposition[0],
new BitSet[0],
new BitSet[0],
new BitSet[0],
new int[0],
new BitSet(),
new BitSet[0],
new BitSet[0],
new BitSet[0],
new BitSet[0]
);
}
final BaseFootprint footprint = set.generateFootprint(container);
if (from >= 0)
{
// Also add footprints for from alone, and for to alone
key.resetData(player, from, -1);
set = jitMap.spatterNetThresholded(key, state);
if (set != null)
footprint.union(set.generateFootprint(container));
key.resetData(player, -1, to);
set = jitMap.spatterNetThresholded(key, state);
if (set != null)
footprint.union(set.generateFootprint(container));
}
return footprint;
}
//-------------------------------------------------------------------------
@Override
public JITSPatterNetFeatureSet createExpandedFeatureSet
(
final Game targetGame,
final SpatialFeature newFeature
)
{
boolean featureAlreadyExists = false;
for (final SpatialFeature oldFeature : spatialFeatures)
{
if (newFeature.equals(oldFeature))
{
featureAlreadyExists = true;
break;
}
// also try all legal rotations of the generated feature, see
// if any of those turn out to be equal to an old feature
TFloatArrayList allowedRotations = newFeature.pattern().allowedRotations();
if (allowedRotations == null)
{
allowedRotations = new TFloatArrayList(Walk.allGameRotations(targetGame));
}
for (int i = 0; i < allowedRotations.size(); ++i)
{
final SpatialFeature rotatedCopy =
newFeature.rotatedCopy(allowedRotations.getQuick(i));
if (rotatedCopy.equals(oldFeature))
{
// TODO only break if for every possible anchor this works?
featureAlreadyExists = true;
break;
}
}
}
if (!featureAlreadyExists)
{
// create new feature set with this feature, and return it
final List<SpatialFeature> newFeatureList = new ArrayList<SpatialFeature>(spatialFeatures.length + 1);
// all old features...
for (final SpatialFeature feature : spatialFeatures)
{
newFeatureList.add(feature);
}
// and our new feature
newFeatureList.add(newFeature);
return new JITSPatterNetFeatureSet(Arrays.asList(aspatialFeatures), newFeatureList);
}
return null;
}
//-------------------------------------------------------------------------
/**
* Wrapper around a collection of maps from keys (reactive or proactive) to SPatterNets
* or PropFeatureInstanceSets.
*
* @author Dennis Soemers
*/
private class JITMap
{
/** Map to prop-feature-instance-set representation */
private final Map<MoveFeaturesKey, PropFeatureInstanceSet> propInstanceSetMap;
/** Map to SPatterNet representation (without thresholding) */
private final Map<MoveFeaturesKey, SPatterNet> spatterNetMap;
/** Map to SPatterNet representation (thresholded) */
private final Map<MoveFeaturesKey, SPatterNet> spatterNetMapThresholded;
/**
* Constructor
*/
public JITMap()
{
this.propInstanceSetMap = new ConcurrentHashMap<MoveFeaturesKey, PropFeatureInstanceSet>();
this.spatterNetMap = new ConcurrentHashMap<MoveFeaturesKey, SPatterNet>();
this.spatterNetMapThresholded = new ConcurrentHashMap<MoveFeaturesKey, SPatterNet>();
}
/**
* @param key
* @param state
* @return PropFeatureInstanceSet for given key
*/
public PropFeatureInstanceSet propFeatureInstanceSet(final MoveFeaturesKey key, final State state)
{
PropFeatureInstanceSet set = propInstanceSetMap.get(key);
final boolean isKeyReactive = (key.lastFrom() >= 0 || key.lastTo() >= 0);
if (set == null && !isKeyReactive) // NOTE: we assume that proactive features are always computed before reactive ones
{
// JIT: instantiate net for this key
final BipartiteGraphFeatureInstanceSet proactiveBipartiteGraph = new BipartiteGraphFeatureInstanceSet();
final Map<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> reactiveGraphs =
new HashMap<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet>();
for (final SpatialFeature feature : JITSPatterNetFeatureSet.this.spatialFeatures())
{
final RelativeFeature relFeature = (RelativeFeature)feature;
final List<FeatureInstance> newInstances = new ArrayList<FeatureInstance>();
if
(
key.from() >= 0
&&
relFeature.fromPosition() != null
&&
((key.to() >= 0) == (relFeature.toPosition() != null))
)
{
// Try instantiating with from as anchor
newInstances.addAll
(
feature.instantiateFeature
(
JITSPatterNetFeatureSet.this.gameRef().get(),
state.containerStates()[0],
state.mover(),
key.from(),
key.from(),
key.to(),
-1,
-1
)
);
}
if
(
key.to() >= 0
&&
relFeature.toPosition() != null
&&
((key.from() >= 0) == (relFeature.fromPosition() != null))
)
{
// Try instantiating with to as anchor
newInstances.addAll
(
feature.instantiateFeature
(
JITSPatterNetFeatureSet.this.gameRef().get(),
state.containerStates()[0],
state.mover(),
key.to(),
key.from(),
key.to(),
-1,
-1
)
);
}
if (feature.isReactive())
{
// Can have different instances for different reactive keys
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
for (final FeatureInstance instance : newInstances)
{
reactiveKey.resetData(key.playerIdx(), instance.lastFrom(), instance.lastTo(), key.from(), key.to());
BipartiteGraphFeatureInstanceSet bipartite = reactiveGraphs.get(reactiveKey);
if (bipartite == null)
{
bipartite = new BipartiteGraphFeatureInstanceSet();
reactiveGraphs.put(new ReactiveFeaturesKey(reactiveKey), bipartite);
}
bipartite.insertInstance(instance);
}
}
else
{
// Just collect them all in the bipartite graph for proactive features
for (final FeatureInstance instance : newInstances)
{
proactiveBipartiteGraph.insertInstance(instance);
}
}
}
for (final Entry<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> entry : reactiveGraphs.entrySet())
{
propInstanceSetMap.put
(
entry.getKey(),
entry.getValue().toPropFeatureInstanceSet()
);
}
set = proactiveBipartiteGraph.toPropFeatureInstanceSet();
propInstanceSetMap.put(new ProactiveFeaturesKey((ProactiveFeaturesKey)key), set);
}
return set;
}
/**
* @param key
* @param state
* @return SPatterNet for given key
*/
public SPatterNet spatterNet(final MoveFeaturesKey key, final State state)
{
SPatterNet net = spatterNetMap.get(key);
final boolean isKeyReactive = (key.lastFrom() >= 0 || key.lastTo() >= 0);
if (net == null && !isKeyReactive) // NOTE: we assume that proactive features are always computed before reactive ones
{
// JIT: instantiate net for this key
final BipartiteGraphFeatureInstanceSet proactiveBipartiteGraph = new BipartiteGraphFeatureInstanceSet();
final Map<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> reactiveGraphs =
new HashMap<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet>();
for (final SpatialFeature feature : JITSPatterNetFeatureSet.this.spatialFeatures())
{
final RelativeFeature relFeature = (RelativeFeature)feature;
final List<FeatureInstance> newInstances = new ArrayList<FeatureInstance>();
if
(
key.from() >= 0
&&
relFeature.fromPosition() != null
&&
((key.to() >= 0) == (relFeature.toPosition() != null))
)
{
// Try instantiating with from as anchor
newInstances.addAll
(
feature.instantiateFeature
(
JITSPatterNetFeatureSet.this.gameRef().get(),
state.containerStates()[0],
state.mover(),
key.from(),
key.from(),
key.to(),
-1,
-1
)
);
}
if
(
key.to() >= 0
&&
relFeature.toPosition() != null
&&
((key.from() >= 0) == (relFeature.fromPosition() != null))
)
{
// Try instantiating with to as anchor
newInstances.addAll
(
feature.instantiateFeature
(
JITSPatterNetFeatureSet.this.gameRef().get(),
state.containerStates()[0],
state.mover(),
key.to(),
key.from(),
key.to(),
-1,
-1
)
);
}
if (feature.isReactive())
{
// Can have different instances for different reactive keys
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
for (final FeatureInstance instance : newInstances)
{
reactiveKey.resetData(key.playerIdx(), instance.lastFrom(), instance.lastTo(), key.from(), key.to());
BipartiteGraphFeatureInstanceSet bipartite = reactiveGraphs.get(reactiveKey);
if (bipartite == null)
{
bipartite = new BipartiteGraphFeatureInstanceSet();
reactiveGraphs.put(new ReactiveFeaturesKey(reactiveKey), bipartite);
}
bipartite.insertInstance(instance);
}
}
else
{
// Just collect them all in the bipartite graph for proactive features
for (final FeatureInstance instance : newInstances)
{
proactiveBipartiteGraph.insertInstance(instance);
}
}
}
for (final Entry<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> entry : reactiveGraphs.entrySet())
{
spatterNetMap.put
(
entry.getKey(),
entry.getValue().toSPatterNet(getNumSpatialFeatures(), new BitSet(), gameRef().get(), key.playerIdx())
);
}
if (isKeyReactive)
{
net = spatterNetMap.get(key);
}
else
{
net = proactiveBipartiteGraph.toSPatterNet(getNumSpatialFeatures(), new BitSet(), gameRef().get(), key.playerIdx());
spatterNetMap.put(new ProactiveFeaturesKey((ProactiveFeaturesKey)key), net);
}
}
return net;
}
/**
* @param key
* @param state
* @return SPatterNet (with thresholding) for given key
*/
public SPatterNet spatterNetThresholded(final MoveFeaturesKey key, final State state)
{
SPatterNet net = spatterNetMapThresholded.get(key);
final boolean isKeyReactive = (key.lastFrom() >= 0 || key.lastTo() >= 0);
if (net == null && !isKeyReactive) // NOTE: we assume that proactive features are always computed before reactive ones
{
// JIT: instantiate net for this key
final BipartiteGraphFeatureInstanceSet proactiveBipartiteGraph = new BipartiteGraphFeatureInstanceSet();
final Map<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> reactiveGraphs =
new HashMap<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet>();
for (final SpatialFeature feature : JITSPatterNetFeatureSet.this.spatialFeatures())
{
final RelativeFeature relFeature = (RelativeFeature)feature;
final List<FeatureInstance> newInstances = new ArrayList<FeatureInstance>();
if
(
key.from() >= 0
&&
relFeature.fromPosition() != null
&&
((key.to() >= 0) == (relFeature.toPosition() != null))
)
{
// Try instantiating with from as anchor
newInstances.addAll
(
feature.instantiateFeature
(
JITSPatterNetFeatureSet.this.gameRef().get(),
state.containerStates()[0],
state.mover(),
key.from(),
key.from(),
key.to(),
-1,
-1
)
);
}
if
(
key.to() >= 0
&&
relFeature.toPosition() != null
&&
((key.from() >= 0) == (relFeature.fromPosition() != null))
)
{
// Try instantiating with to as anchor
newInstances.addAll
(
feature.instantiateFeature
(
JITSPatterNetFeatureSet.this.gameRef().get(),
state.containerStates()[0],
state.mover(),
key.to(),
key.from(),
key.to(),
-1,
-1
)
);
}
if (feature.isReactive())
{
// Can have different instances for different reactive keys
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
for (final FeatureInstance instance : newInstances)
{
reactiveKey.resetData(key.playerIdx(), instance.lastFrom(), instance.lastTo(), key.from(), key.to());
BipartiteGraphFeatureInstanceSet bipartite = reactiveGraphs.get(reactiveKey);
if (bipartite == null)
{
bipartite = new BipartiteGraphFeatureInstanceSet();
reactiveGraphs.put(new ReactiveFeaturesKey(reactiveKey), bipartite);
}
bipartite.insertInstance(instance);
}
}
else
{
// Just collect them all in the bipartite graph for proactive features
for (final FeatureInstance instance : newInstances)
{
proactiveBipartiteGraph.insertInstance(instance);
}
}
}
for (final Entry<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> entry : reactiveGraphs.entrySet())
{
spatterNetMap.put
(
entry.getKey(),
entry.getValue().toSPatterNet(getNumSpatialFeatures(), new BitSet(), gameRef().get(), key.playerIdx())
);
}
if (isKeyReactive)
{
net = spatterNetMapThresholded.get(key);
}
else
{
net = proactiveBipartiteGraph.toSPatterNet(getNumSpatialFeatures(), thresholdedFeatures, gameRef().get(), key.playerIdx());
spatterNetMapThresholded.put(new ProactiveFeaturesKey((ProactiveFeaturesKey)key), net);
}
}
return net;
}
/**
* @return Map of SPatterNets
*/
public Map<MoveFeaturesKey, SPatterNet> spatterNetMap()
{
return spatterNetMap;
}
/**
* @return Map of SPatterNets (thresholded)
*/
public Map<MoveFeaturesKey, SPatterNet> spatterNetMapThresholded()
{
return spatterNetMapThresholded;
}
}
//-------------------------------------------------------------------------
/**
* @return Map of SPatterNets for reactive as well as proactive features
*/
public Map<MoveFeaturesKey, SPatterNet> spatterNetMap()
{
return jitMap.spatterNetMap();
}
/**
* @return Map of SPatterNets for reactive as well as proactive features (thresholded)
*/
public Map<MoveFeaturesKey, SPatterNet> spatterNetMapThresholded()
{
return jitMap.spatterNetMapThresholded();
}
//-------------------------------------------------------------------------
/**
* Wrapper around a list of aspatial features and a list of spatial features.
*
* @author Dennis Soemers
*/
private static class FeatureLists
{
/** List of aspatial features */
protected final List<AspatialFeature> aspatialFeatures;
/** List of spatial features */
protected final List<SpatialFeature> spatialFeatures;
/**
* Constructor
* @param aspatialFeatures
* @param spatialFeatures
*/
public FeatureLists(final List<AspatialFeature> aspatialFeatures, final List<SpatialFeature> spatialFeatures)
{
this.aspatialFeatures = aspatialFeatures;
this.spatialFeatures = spatialFeatures;
}
@Override
public int hashCode()
{
return Objects.hash(aspatialFeatures, spatialFeatures);
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof FeatureLists))
return false;
final FeatureLists other = (FeatureLists) obj;
return Objects.equals(aspatialFeatures, other.aspatialFeatures)
&& Objects.equals(spatialFeatures, other.spatialFeatures);
}
}
//-------------------------------------------------------------------------
}
| 29,758 | 27.450287 | 138 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/network/PropFeatureInstanceSet.java | package features.feature_sets.network;
import java.util.ArrayList;
import java.util.BitSet;
import java.util.List;
import features.spatial.instances.FeatureInstance;
import other.state.State;
/**
* A set of propositions and feature instances.
*
* @author Dennis Soemers
*/
public class PropFeatureInstanceSet
{
//-------------------------------------------------------------------------
/** Array of feature instances */
protected final FeatureInstance[] featureInstances;
/** Array of PropNodes */
protected final PropNode[] propNodes;
//-------------------------------------------------------------------------
/**
* Constructor
* @param featureInstances
* @param propNodes
*/
public PropFeatureInstanceSet(final FeatureInstance[] featureInstances, final PropNode[] propNodes)
{
this.featureInstances = featureInstances;
this.propNodes = propNodes;
}
//-------------------------------------------------------------------------
/**
* @param state
* @return List of active instances for given state
*/
public List<FeatureInstance> getActiveInstances(final State state)
{
final List<FeatureInstance> active = new ArrayList<FeatureInstance>();
final BitSet activeNodes = new BitSet(propNodes.length);
activeNodes.set(0, propNodes.length);
final BitSet activeInstances = new BitSet(featureInstances.length);
activeInstances.set(0, featureInstances.length);
for (int i = activeNodes.nextSetBit(0); i >= 0; i = activeNodes.nextSetBit(i + 1))
{
propNodes[i].eval(state, activeNodes, activeInstances);
}
for (int i = activeInstances.nextSetBit(0); i >= 0; i = activeInstances.nextSetBit(i + 1))
{
active.add(featureInstances[i]);
}
return active;
}
//-------------------------------------------------------------------------
}
| 1,823 | 24.690141 | 100 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/network/PropNode.java | package features.feature_sets.network;
import java.util.BitSet;
import features.spatial.instances.AtomicProposition;
import other.state.State;
/**
* A prop node in the PropFeatureInstanceSet representation.
*
* @author Dennis Soemers
*/
public class PropNode
{
//-------------------------------------------------------------------------
/** Unique index of this node in array */
protected final int index;
/** Atomic proposition which must be true for this node to be true */
protected final AtomicProposition proposition;
/** Bitset of instances to deactivate if this node is false */
protected final BitSet dependentInstances = new BitSet();
//-------------------------------------------------------------------------
/**
* Constructor
* @param index
* @param proposition
*/
public PropNode(final int index, final AtomicProposition proposition)
{
this.index = index;
this.proposition = proposition;
}
//-------------------------------------------------------------------------
/**
* Evaluate the given state.
* @param state
* @param activeNodes Bitset of nodes that are still active.
* @param activeInstances Bitset of feature instances that are active.
*/
public void eval(final State state, final BitSet activeNodes, final BitSet activeInstances)
{
if (activeInstances.intersects(dependentInstances)) // if false, might as well not check anything
{
if (!proposition.matches(state)) // Requirement not satisfied
activeInstances.andNot(dependentInstances);
}
}
//-------------------------------------------------------------------------
/**
* Mark an instance ID that we should set to false if our proposition is false
* @param instanceID
*/
public void setDependentInstance(final int instanceID)
{
dependentInstances.set(instanceID);
}
/**
* @return Our proposition
*/
public AtomicProposition proposition()
{
return proposition;
}
//-------------------------------------------------------------------------
}
| 2,024 | 24.632911 | 100 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/network/SPatterNet.java | package features.feature_sets.network;
import java.util.Arrays;
import java.util.BitSet;
import features.spatial.cache.footprints.BaseFootprint;
import features.spatial.cache.footprints.FullFootprint;
import features.spatial.instances.AtomicProposition;
import main.collections.ChunkSet;
import main.collections.FastTIntArrayList;
import other.state.State;
import other.state.container.ContainerState;
/**
* A set of propositions which can (dis)prove feature instances, which
* in turn can prove features, with propositions and instances implicitly
* arranged in a network (but using flat arrays for improved cache locality)
*
* @author Dennis Soemers
*/
public class SPatterNet
{
//-------------------------------------------------------------------------
/** Array of feature indices, appropriately sorted, such that we can index it by feature instance indices */
protected final int[] featureIndices;
/** Array of propositions to test */
protected final AtomicProposition[] propositions;
/** For every proposition, a bitset of feature instances that depend on that proposition */
protected final BitSet[] instancesPerProp;
/**
* For every feature, a bitset containing the instances for that feature.
* NOTE: subtract featureOffset for correct indexing
*/
protected final BitSet[] instancesPerFeature;
/** Minimum feature index for which we have more than 0 instances */
protected final int featureOffset;
/** For every feature instance, an array of the propositions required for that feature instance */
protected final int[][] propsPerInstance;
/** Array of feature indices that are always active */
protected final int[] autoActiveFeatures;
/** For every proposition, if it's true, an array of other propositions that are then proven */
protected final int[][] provesPropsIfTruePerProp;
/** For every proposition, if it's true, a bitset of instances that are then deactivated (either disproven, or features already proven) */
protected final BitSet[] deactivateInstancesIfTrue;
/** For every proposition, if it's false, an array of other propositions that are then proven */
protected final int[][] provesPropsIfFalsePerProp;
/** For every proposition, if it's false, a bitset of instances that are then deactivated (either disproven, or features already proven) */
protected final BitSet[] deactivateInstancesIfFalse;
/** Bitset with a 1 entry for every single proposition */
protected final boolean[] ALL_PROPS_ACTIVE;
/** Bitset with a 1 entry for every single instance, except those for features that are always active */
protected final BitSet INIT_INSTANCES_ACTIVE;
//-------------------------------------------------------------------------
/**
* Constructor
* @param featureIndices
* @param propositions
* @param dependentFeatureInstances
* @param instancesPerFeature
* @param propsPerInstance
* @param autoActiveFeatures
* @param thresholdedFeatures
* @param provesPropsIfTruePerProp
* @param disprovesPropsIfTruePerProp
* @param provesPropsIfFalsePerProp
* @param disprovesPropsIfFalsePerProp
*/
public SPatterNet
(
final int[] featureIndices,
final AtomicProposition[] propositions,
final BitSet[] dependentFeatureInstances,
final BitSet[] instancesPerFeature,
final BitSet[] propsPerInstance,
final int[] autoActiveFeatures,
final BitSet thresholdedFeatures,
final BitSet[] provesPropsIfTruePerProp,
final BitSet[] disprovesPropsIfTruePerProp,
final BitSet[] provesPropsIfFalsePerProp,
final BitSet[] disprovesPropsIfFalsePerProp
)
{
// System.out.println();
// for (int i = 0; i < propositions.length; ++i)
// {
// System.out.println("Prop " + i + " = " + propositions[i]);
// }
// System.out.println();
this.featureIndices = featureIndices;
int firstValidFeatureIdx = -1;
for (int i = 0; i < instancesPerFeature.length; ++i)
{
if (instancesPerFeature[i] != null)
{
firstValidFeatureIdx = i;
break;
}
}
if (firstValidFeatureIdx < 0)
{
this.featureOffset = 0;
this.instancesPerFeature = new BitSet[0];
}
else
{
this.featureOffset = firstValidFeatureIdx;
int lastValidFeatureIdx = -1;
for (int i = instancesPerFeature.length - 1; i >= firstValidFeatureIdx; --i)
{
if (instancesPerFeature[i] != null)
{
lastValidFeatureIdx = i;
break;
}
}
this.instancesPerFeature = new BitSet[lastValidFeatureIdx - firstValidFeatureIdx + 1];
for (int i = 0; i < this.instancesPerFeature.length; ++i)
{
this.instancesPerFeature[i] = instancesPerFeature[i + featureOffset];
}
}
this.propositions = propositions;
this.instancesPerProp = dependentFeatureInstances;
this.autoActiveFeatures = autoActiveFeatures;
this.provesPropsIfTruePerProp = new int[provesPropsIfTruePerProp.length][];
for (int i = 0; i < provesPropsIfTruePerProp.length; ++i)
{
this.provesPropsIfTruePerProp[i] = new int[provesPropsIfTruePerProp[i].cardinality()];
int k = 0;
for (int j = provesPropsIfTruePerProp[i].nextSetBit(0); j >= 0; j = provesPropsIfTruePerProp[i].nextSetBit(j + 1))
{
this.provesPropsIfTruePerProp[i][k++] = j;
}
}
this.provesPropsIfFalsePerProp = new int[provesPropsIfFalsePerProp.length][];
for (int i = 0; i < provesPropsIfFalsePerProp.length; ++i)
{
this.provesPropsIfFalsePerProp[i] = new int[provesPropsIfFalsePerProp[i].cardinality()];
int k = 0;
for (int j = provesPropsIfFalsePerProp[i].nextSetBit(0); j >= 0; j = provesPropsIfFalsePerProp[i].nextSetBit(j + 1))
{
this.provesPropsIfFalsePerProp[i][k++] = j;
}
}
this.deactivateInstancesIfTrue = new BitSet[disprovesPropsIfTruePerProp.length];
for (int i = 0; i < deactivateInstancesIfTrue.length; ++i)
{
final BitSet deactivate = new BitSet();
for (int j = disprovesPropsIfTruePerProp[i].nextSetBit(0); j >= 0; j = disprovesPropsIfTruePerProp[i].nextSetBit(j + 1))
{
deactivate.or(instancesPerProp[j]);
}
// Useless clone, but it also trims to size which is nice to reduce memory usage
deactivateInstancesIfTrue[i] = (BitSet) deactivate.clone();
}
this.deactivateInstancesIfFalse = new BitSet[disprovesPropsIfFalsePerProp.length];
for (int i = 0; i < deactivateInstancesIfFalse.length; ++i)
{
final BitSet deactivate = new BitSet();
for (int j = disprovesPropsIfFalsePerProp[i].nextSetBit(0); j >= 0; j = disprovesPropsIfFalsePerProp[i].nextSetBit(j + 1))
{
deactivate.or(instancesPerProp[j]);
}
// Also incorporate any instances that require the proposition itself as disprove-if-false instances
deactivate.or(instancesPerProp[i]);
// Useless clone, but it also trims to size which is nice to reduce memory usage
deactivateInstancesIfFalse[i] = (BitSet) deactivate.clone();
}
ALL_PROPS_ACTIVE = new boolean[propositions.length];
Arrays.fill(ALL_PROPS_ACTIVE, true);
INIT_INSTANCES_ACTIVE = new BitSet(featureIndices.length);
INIT_INSTANCES_ACTIVE.set(0, featureIndices.length);
// TODO following two little loops should be unnecessary, all those instances should already be gone
for (final int feature : autoActiveFeatures)
{
assert (instancesPerFeature[feature] == null || instancesPerFeature[feature].isEmpty());
//INIT_INSTANCES_ACTIVE.andNot(instancesPerFeature[feature]);
}
for (int i = thresholdedFeatures.nextSetBit(0); i >= 0; i = thresholdedFeatures.nextSetBit(i + 1))
{
assert (instancesPerFeature[i] == null || instancesPerFeature[i].isEmpty());
//INIT_INSTANCES_ACTIVE.andNot(instancesPerFeature[i]);
}
// Remove propositions for instances if those propositions also appear in earlier propositions,
// and those other instances are guaranteed to get checked before the later instances.
//
// An earlier instance is guaranteed to get checked before a later instance if the earlier instance
// is the first instance of its feature
//
// The tracking of active props already would avoid re-evaluating these props, but this optimisation
// step removes even more overhead by removing the bits altogether
final BitSet firstInstancesOfFeature = new BitSet(featureIndices.length);
final boolean[] featuresObserved = new boolean[instancesPerFeature.length];
for (int i = 0; i < featureIndices.length; ++i)
{
final int featureIdx = featureIndices[i];
if (!featuresObserved[featureIdx])
{
firstInstancesOfFeature.set(i);
featuresObserved[featureIdx] = true;
final BitSet instanceProps = propsPerInstance[i];
for (int j = i + 1; j < featureIndices.length; ++j)
{
if (featureIndices[j] == featureIdx)
propsPerInstance[j].andNot(instanceProps);
}
}
}
this.propsPerInstance = new int[propsPerInstance.length][];
for (int i = 0; i < propsPerInstance.length; ++i)
{
this.propsPerInstance[i] = new int[propsPerInstance[i].cardinality()];
int k = 0;
for (int j = propsPerInstance[i].nextSetBit(0); j >= 0; j = propsPerInstance[i].nextSetBit(j + 1))
{
this.propsPerInstance[i][k++] = j;
}
}
// TODO keeping the following "optimisation" in, but it never actually seems to trigger
// maybe this is provably unnecessary???
//
// For every proposition i, collect all propositions that we know for sure must be true
// if that proposition gets evaluated as true (resp. false), i.e.:
//
// 1) earlier propositions that cannot themselves be deactivated and, if they were false,
// would deactivate all instances that check proposition i, and
// 2) later propositions that get directly proven by i being true (resp. false)
//
// Any instances that are fully covered by that collection of propositions (+ i if true)
// will for sure also be true, which means their features must for sure be true and we can
// skip their other instances, i.e. deactivate them.
//
// The instance(s) that can potentially get proven by a proposition i through this mechanism
// will be marked "immune" and cannot get deactivated again through the same mechanism (proving
// a different instance of the same feature) by a later proposition j > i. This is because
// we want to avoid having to track which features are already "proven" (but not yet included
// because their single remaining instance still needs to be visited), and also want to avoid
// explicitly checking for duplicate features
final BitSet immuneInstances = new BitSet(featureIndices.length);
// A prop is undeactivatable if at least one of its instances is undeactivatable,
// so we should track that for instances, and if it's the first instance of its feature
final BitSet undeactivatableInstances = new BitSet(featureIndices.length);
for (final BitSet bitset : deactivateInstancesIfTrue)
{
undeactivatableInstances.or(bitset);
}
for (final BitSet bitset : deactivateInstancesIfFalse)
{
undeactivatableInstances.or(bitset);
}
undeactivatableInstances.flip(0, featureIndices.length);
undeactivatableInstances.and(firstInstancesOfFeature);
for (int i = 0; i < propositions.length; ++i)
{
// Collect propositions that must be true because, if they were false,
// they would deactivate every single instance that uses proposition i
final BitSet mustTrueProps = new BitSet(propositions.length);
for (int j = 0; j < i; ++j)
{
// Can only include prop j if prop j is undeactivatable, i.e. if it has at least one
// undeactivatable instance
final BitSet jInstances = (BitSet) instancesPerProp[j].clone();
jInstances.and(undeactivatableInstances);
if (jInstances.isEmpty())
continue;
final BitSet jDeactivatesIfFalse = deactivateInstancesIfFalse[j];
final BitSet iInstances = (BitSet) instancesPerProp[i].clone();
iInstances.andNot(jDeactivatesIfFalse);
if (iInstances.isEmpty())
{
// i would never get checked if j were false, so j must be true if i gets checked
mustTrueProps.set(j);
}
}
for (int j = 0; j < featureIndices.length; ++j)
{
// First the case where we assume that i evaluates to false
BitSet jProps = (BitSet) propsPerInstance[j].clone();
jProps.andNot(mustTrueProps);
jProps.andNot(provesPropsIfFalsePerProp[i]);
if (jProps.isEmpty())
{
// Instance j must for sure be true if prop i gets checked and evaluates to false
// we'll deactivate all other instances of this feature (except immune ones)
//
// j will become immune
immuneInstances.set(j);
final BitSet deactivateInstances = (BitSet) instancesPerFeature[featureIndices[j]].clone();
deactivateInstances.andNot(immuneInstances);
// deactivateInstances.andNot(deactivateInstancesIfFalse[i]);
// deactivateInstances.andNot(INIT_INSTANCES_ACTIVE);
deactivateInstancesIfFalse[i].or(deactivateInstances);
// for (int k = deactivateInstances.nextSetBit(0); k >= 0; k = deactivateInstances.nextSetBit(k + 1))
// {
// System.out.println(featureInstances[i] + " deactivates " + featureInstances[k] + " if false.");
// }
// More instances have become deactivatable...
undeactivatableInstances.andNot(deactivateInstances);
}
// Now the case where we assume that i evaluates to true
jProps = (BitSet) propsPerInstance[j].clone();
jProps.andNot(mustTrueProps);
jProps.andNot(provesPropsIfTruePerProp[i]);
jProps.clear(i);
if (jProps.isEmpty())
{
// Instance j must for sure be true if prop i gets checked and evaluates to true
// we'll deactivate all other instances of this feature (except immune ones)
//
// j will become immune
immuneInstances.set(j);
final BitSet deactivateInstances = (BitSet) instancesPerFeature[featureIndices[j]].clone();
deactivateInstances.andNot(immuneInstances);
// deactivateInstances.andNot(deactivateInstancesIfTrue[i]);
// deactivateInstances.andNot(INIT_INSTANCES_ACTIVE);
deactivateInstancesIfTrue[i].or(deactivateInstances);
// for (int k = deactivateInstances.nextSetBit(0); k >= 0; k = deactivateInstances.nextSetBit(k + 1))
// {
// System.out.println(featureInstances[i] + " deactivates " + featureInstances[k] + " if true.");
// }
// More instances have become deactivatable...
undeactivatableInstances.andNot(deactivateInstances);
}
}
}
}
//-------------------------------------------------------------------------
/**
* @param state
* @return List of active instances for given state
*/
public FastTIntArrayList getActiveFeatures(final State state)
{
final FastTIntArrayList activeFeatures = new FastTIntArrayList(instancesPerFeature.length + autoActiveFeatures.length);
activeFeatures.add(autoActiveFeatures);
final boolean[] activeProps = ALL_PROPS_ACTIVE.clone();
final BitSet activeInstances = (BitSet) INIT_INSTANCES_ACTIVE.clone();
//System.out.println();
//System.out.println("Auto-active features: " + Arrays.toString(autoActiveFeatures));
outer:
for
(
int instanceToCheck = activeInstances.nextSetBit(0);
instanceToCheck >= 0;
instanceToCheck = activeInstances.nextSetBit(instanceToCheck + 1))
{
final int[] instanceProps = propsPerInstance[instanceToCheck];
//System.out.println("Checking feature instance " + instanceToCheck + ": " + featureInstances[instanceToCheck]);
//System.out.println("instance props = " + Arrays.toString(instanceProps));
// Keep checking props for this instance in order
for (int i = 0; i < instanceProps.length; ++i)
{
final int propID = instanceProps[i];
if (!activeProps[propID])
continue; // Prop already known to be true
// We're checking propID now, so mark it as inactive
activeProps[propID] = false;
//System.out.println("evaluating prop " + propID + ": " + propositions[propID]);
// Check the proposition
if (!propositions[propID].matches(state))
{
// Proposition is false
//System.out.println("evaluated to false!");
// Prove other propositions that get proven by this one being false; simply switch them
// off in the list of active props
for (final int j : provesPropsIfFalsePerProp[propID])
{
activeProps[j] = false;
}
// Disprove propositions that get disproven by this one being false; switch off any instances
// that require them
// And at the same time, also deactivate instances of features that get auto-proven
activeInstances.andNot(deactivateInstancesIfFalse[propID]);
// No point in continuing with props for this instance, instance is false anyway
continue outer;
}
else
{
// Proposition is true
//System.out.println("evaluated to true");
// Prove other propositions that get proven by this one being true; simply switch them
// off in the list of active props
for (final int j : provesPropsIfTruePerProp[propID])
{
activeProps[j] = false;
}
// Disprove propositions that get disproven by this one being true; switch off any
// instances that require them
// And at the same time, also deactivate instances of features that get auto-proven
activeInstances.andNot(deactivateInstancesIfTrue[propID]);
}
}
// If we reach this point, the feature instance (and hence the feature) is active
final int newActiveFeature = featureIndices[instanceToCheck];
activeFeatures.add(newActiveFeature);
// This also means that we can skip any remaining instances for the same feature
activeInstances.andNot(instancesPerFeature[newActiveFeature - featureOffset]);
}
//System.out.println();
return activeFeatures;
}
//-------------------------------------------------------------------------
/**
* @param containerState
* @return Footprint of the state members that may be tested by this set.
*/
public BaseFootprint generateFootprint(final ContainerState containerState)
{
final ChunkSet footprintEmptyCells =
containerState.emptyChunkSetCell() != null ?
new ChunkSet(containerState.emptyChunkSetCell().chunkSize(), 1) :
null;
final ChunkSet footprintEmptyVertices =
containerState.emptyChunkSetVertex() != null ?
new ChunkSet(containerState.emptyChunkSetVertex().chunkSize(), 1) :
null;
final ChunkSet footprintEmptyEdges =
containerState.emptyChunkSetEdge() != null ?
new ChunkSet(containerState.emptyChunkSetEdge().chunkSize(), 1) :
null;
final ChunkSet footprintWhoCells =
containerState.chunkSizeWhoCell() > 0 ?
new ChunkSet(containerState.chunkSizeWhoCell(), 1) :
null;
final ChunkSet footprintWhoVertices =
containerState.chunkSizeWhoVertex() > 0 ?
new ChunkSet(containerState.chunkSizeWhoVertex(), 1) :
null;
final ChunkSet footprintWhoEdges =
containerState.chunkSizeWhoEdge() > 0 ?
new ChunkSet(containerState.chunkSizeWhoEdge(), 1) :
null;
final ChunkSet footprintWhatCells =
containerState.chunkSizeWhatCell() > 0 ?
new ChunkSet(containerState.chunkSizeWhatCell(), 1) :
null;
final ChunkSet footprintWhatVertices =
containerState.chunkSizeWhatVertex() > 0 ?
new ChunkSet(containerState.chunkSizeWhatVertex(), 1) :
null;
final ChunkSet footprintWhatEdges =
containerState.chunkSizeWhatEdge() > 0 ?
new ChunkSet(containerState.chunkSizeWhatEdge(), 1) :
null;
for (final AtomicProposition prop : propositions)
{
switch (prop.graphElementType())
{
case Cell:
switch (prop.stateVectorType())
{
case Empty:
prop.addMaskTo(footprintEmptyCells);
break;
case Who:
prop.addMaskTo(footprintWhoCells);
break;
case What:
prop.addMaskTo(footprintWhatCells);
break;
}
break;
case Edge:
switch (prop.stateVectorType())
{
case Empty:
prop.addMaskTo(footprintEmptyEdges);
break;
case Who:
prop.addMaskTo(footprintWhoEdges);
break;
case What:
prop.addMaskTo(footprintWhatEdges);
break;
}
break;
case Vertex:
switch (prop.stateVectorType())
{
case Empty:
prop.addMaskTo(footprintEmptyVertices);
break;
case Who:
prop.addMaskTo(footprintWhoVertices);
break;
case What:
prop.addMaskTo(footprintWhatVertices);
break;
}
break;
}
}
return new FullFootprint
(
footprintEmptyCells,
footprintEmptyVertices,
footprintEmptyEdges,
footprintWhoCells,
footprintWhoVertices,
footprintWhoEdges,
footprintWhatCells,
footprintWhatVertices,
footprintWhatEdges
);
}
//-------------------------------------------------------------------------
/**
* @return Number of propositions in this SPatterNet
*/
public int numPropositions()
{
return propositions.length;
}
//-------------------------------------------------------------------------
}
| 21,026 | 34.518581 | 140 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/network/SPatterNetFeatureSet.java | package features.feature_sets.network;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Paths;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.BitSet;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.stream.Stream;
import features.Feature;
import features.aspatial.AspatialFeature;
import features.feature_sets.BaseFeatureSet;
import features.spatial.SpatialFeature;
import features.spatial.Walk;
import features.spatial.cache.ActiveFeaturesCache;
import features.spatial.cache.footprints.BaseFootprint;
import features.spatial.instances.AtomicProposition;
import features.spatial.instances.FeatureInstance;
import game.Game;
import gnu.trove.list.array.TFloatArrayList;
import gnu.trove.list.array.TIntArrayList;
import main.collections.FastTIntArrayList;
import other.context.Context;
import other.state.State;
import other.state.container.ContainerState;
import other.trial.Trial;
/**
* Implementation of Feature Set based on SPatterNets
*
* @author Dennis Soemers
*/
public class SPatterNetFeatureSet extends BaseFeatureSet
{
//-------------------------------------------------------------------------
/**
* Reactive instance sets, indexed by:
* player index,
* last-from-pos
* last-to-pos,
* from-pos
* to-pos
*
* When indexed according to all of the above, we're left with a feature instance set.
*/
protected HashMap<ReactiveFeaturesKey, PropFeatureInstanceSet> reactiveInstances;
/**
* Proactive instances, indexed by:
* player index,
* from-pos
* to-pos
*
* When indexed according to all of the above, we're left with a feature instance set.
*/
protected HashMap<ProactiveFeaturesKey, PropFeatureInstanceSet> proactiveInstances;
/**
* Reactive features, indexed by:
* player index,
* last-from-pos
* last-to-pos,
* from-pos
* to-pos
*
* When indexed according to all of the above, we're left with a feature set.
*/
protected HashMap<ReactiveFeaturesKey, SPatterNet> reactiveFeatures;
/**
* Proactive features, indexed by:
* player index,
* from-pos
* to-pos
*
* When indexed according to all of the above, we're left with a feature set.
*/
protected HashMap<ProactiveFeaturesKey, SPatterNet> proactiveFeatures;
/**
* Same as reactive features above, but only retaining features with absolute
* weights that exceed the threshold defined by BaseFeatureSet.
*/
protected HashMap<ReactiveFeaturesKey, SPatterNet> reactiveFeaturesThresholded;
/**
* Same as proactive features above, but only retaining features with absolute
* weights that exceed the threshold defined by BaseFeatureSet.
*/
protected HashMap<ProactiveFeaturesKey, SPatterNet> proactiveFeaturesThresholded;
/** Cache with indices of active proactive features previously computed */
protected ActiveFeaturesCache activeProactiveFeaturesCache;
//-------------------------------------------------------------------------
/**
* Construct feature set from lists of features
* @param aspatialFeatures
* @param spatialFeatures
*/
public SPatterNetFeatureSet(final List<AspatialFeature> aspatialFeatures, final List<SpatialFeature> spatialFeatures)
{
this.spatialFeatures = new SpatialFeature[spatialFeatures.size()];
for (int i = 0; i < this.spatialFeatures.length; ++i)
{
this.spatialFeatures[i] = spatialFeatures.get(i);
this.spatialFeatures[i].setSpatialFeatureSetIndex(i);
}
this.aspatialFeatures = aspatialFeatures.toArray(new AspatialFeature[aspatialFeatures.size()]);
reactiveInstances = null;
proactiveInstances = null;
reactiveFeatures = null;
proactiveFeatures = null;
reactiveFeaturesThresholded = null;
proactiveFeaturesThresholded = null;
}
/**
* Loads a feature set from a given filename
* @param filename
*/
public SPatterNetFeatureSet(final String filename)
{
final List<AspatialFeature> aspatialFeaturesList = new ArrayList<AspatialFeature>();
final List<SpatialFeature> spatialFeaturesList = new ArrayList<SpatialFeature>();
Feature[] tempFeatures;
//System.out.println("loading feature set from " + filename);
try (Stream<String> stream = Files.lines(Paths.get(filename)))
{
tempFeatures = stream.map(s -> Feature.fromString(s)).toArray(Feature[]::new);
for (final Feature feature : tempFeatures)
{
if (feature instanceof AspatialFeature)
{
aspatialFeaturesList.add((AspatialFeature)feature);
}
else
{
((SpatialFeature)feature).setSpatialFeatureSetIndex(spatialFeaturesList.size());
spatialFeaturesList.add((SpatialFeature)feature);
}
}
}
catch (final IOException exception)
{
tempFeatures = null;
exception.printStackTrace();
}
this.aspatialFeatures = aspatialFeaturesList.toArray(new AspatialFeature[aspatialFeaturesList.size()]);
this.spatialFeatures = spatialFeaturesList.toArray(new SpatialFeature[spatialFeaturesList.size()]);
}
//-------------------------------------------------------------------------
@Override
protected void instantiateFeatures(final int[] supportedPlayers)
{
activeProactiveFeaturesCache = new ActiveFeaturesCache();
// Start out creating feature (instance) sets represented as bipartite graphs
Map<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> reactiveInstancesSet =
new HashMap<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet>();
Map<ProactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> proactiveInstancesSet =
new HashMap<ProactiveFeaturesKey, BipartiteGraphFeatureInstanceSet>();
// Create a dummy context because we need some context for
// feature generation
final Context featureGenContext = new Context(game.get(), new Trial(game.get()));
// Collect features that should be ignored when running in thresholded mode
final BitSet thresholdedFeatures = new BitSet();
if (spatialFeatureInitWeights != null)
{
// Doing following loop in reverse order ensures that thresholdedFeatures bitset size
// does not grow larger than necessary
for (int i = spatialFeatures.length - 1; i >= 0; --i)
{
if (Math.abs(spatialFeatureInitWeights.get(i)) < SPATIAL_FEATURE_WEIGHT_THRESHOLD)
thresholdedFeatures.set(i);
}
}
final ProactiveFeaturesKey proactiveKey = new ProactiveFeaturesKey();
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
for (int i = 0; i < supportedPlayers.length; ++i)
{
final int player = supportedPlayers[i];
for (final SpatialFeature feature : spatialFeatures)
{
final List<FeatureInstance> newInstances =
feature.instantiateFeature
(
game.get(),
featureGenContext.state().containerStates()[0],
player,
-1,
-1,
-1,
-1,
-1
);
for (final FeatureInstance instance : newInstances)
{
final int lastFrom = instance.lastFrom();
final int lastTo = instance.lastTo();
final int from = instance.from();
final int to = instance.to();
if (lastFrom >= 0 || lastTo >= 0) // Reactive feature
{
reactiveKey.resetData(player, lastFrom, lastTo, from, to);
BipartiteGraphFeatureInstanceSet instancesSet = reactiveInstancesSet.get(reactiveKey);
if (instancesSet == null)
{
instancesSet = new BipartiteGraphFeatureInstanceSet();
reactiveInstancesSet.put(new ReactiveFeaturesKey(reactiveKey), instancesSet);
}
instancesSet.insertInstance(instance);
}
else // Proactive feature
{
proactiveKey.resetData(player, from, to);
BipartiteGraphFeatureInstanceSet instancesSet = proactiveInstancesSet.get(proactiveKey);
if (instancesSet == null)
{
instancesSet = new BipartiteGraphFeatureInstanceSet();
proactiveInstancesSet.put(new ProactiveFeaturesKey(proactiveKey), instancesSet);
}
instancesSet.insertInstance(instance);
}
}
}
}
reactiveInstances = new HashMap<ReactiveFeaturesKey, PropFeatureInstanceSet>();
reactiveFeatures = new HashMap<ReactiveFeaturesKey, SPatterNet>();
reactiveFeaturesThresholded = new HashMap<ReactiveFeaturesKey, SPatterNet>();
for (final Entry<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> entry : reactiveInstancesSet.entrySet())
{
reactiveInstances.put(entry.getKey(), entry.getValue().toPropFeatureInstanceSet());
reactiveFeatures.put(entry.getKey(), entry.getValue().toSPatterNet(getNumSpatialFeatures(), new BitSet(), game.get(), entry.getKey().playerIdx()));
reactiveFeaturesThresholded.put(entry.getKey(), entry.getValue().toSPatterNet(getNumSpatialFeatures(), thresholdedFeatures, game.get(), entry.getKey().playerIdx()));
}
proactiveInstances = new HashMap<ProactiveFeaturesKey, PropFeatureInstanceSet>();
proactiveFeatures = new HashMap<ProactiveFeaturesKey, SPatterNet>();
proactiveFeaturesThresholded = new HashMap<ProactiveFeaturesKey, SPatterNet>();
for (final Entry<ProactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> entry : proactiveInstancesSet.entrySet())
{
proactiveInstances.put(entry.getKey(), entry.getValue().toPropFeatureInstanceSet());
proactiveFeatures.put(entry.getKey(), entry.getValue().toSPatterNet(getNumSpatialFeatures(), new BitSet(), game.get(), entry.getKey().playerIdx()));
proactiveFeaturesThresholded.put(entry.getKey(), entry.getValue().toSPatterNet(getNumSpatialFeatures(), thresholdedFeatures, game.get(), entry.getKey().playerIdx()));
}
}
@Override
public void closeCache()
{
activeProactiveFeaturesCache.close();
}
//-------------------------------------------------------------------------
@Override
public TIntArrayList getActiveSpatialFeatureIndices
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player,
final boolean thresholded
)
{
final HashMap<ReactiveFeaturesKey, SPatterNet> reactiveFeaturesMap;
final HashMap<ProactiveFeaturesKey, SPatterNet> proactiveFeaturesMap;
if (thresholded)
{
reactiveFeaturesMap = reactiveFeaturesThresholded;
proactiveFeaturesMap = proactiveFeaturesThresholded;
}
else
{
reactiveFeaturesMap = reactiveFeatures;
proactiveFeaturesMap = proactiveFeatures;
}
final FastTIntArrayList featureIndices = new FastTIntArrayList(this.getNumSpatialFeatures());
// System.out.println("lastFrom = " + lastFrom);
// System.out.println("lastTo = " + lastTo);
// System.out.println("from = " + from);
// System.out.println("to = " + to);
// System.out.println("player = " + player);
// final List<FeatureInstance> instances = getActiveFeatureInstances(state, lastFrom, lastTo, from, to, player);
// for (final FeatureInstance instance : instances)
// {
// if (!featureIndices.contains(instance.feature().featureSetIndex()))
// featureIndices.add(instance.feature().featureSetIndex());
// }
final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
final int[] lastFroms = lastFrom >= 0 ? new int[]{-1, lastFrom} : new int[]{-1};
final int[] lastTos = lastTo >= 0 ? new int[]{-1, lastTo} : new int[]{-1};
if (!proactiveFeaturesMap.isEmpty())
{
final int[] cachedActiveFeatureIndices;
if (thresholded)
cachedActiveFeatureIndices = activeProactiveFeaturesCache.getCachedActiveFeatures(this, state, from, to, player);
else
cachedActiveFeatureIndices = null;
if (cachedActiveFeatureIndices != null)
{
// Successfully retrieved from cache
featureIndices.add(cachedActiveFeatureIndices);
//System.out.println("cache hit!");
}
else
{
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Proactive instances
key.resetData(player, fromPos, toPos);
final SPatterNet set = proactiveFeaturesMap.get(key);
if (set != null)
featureIndices.addAll(set.getActiveFeatures(state));
}
}
}
if (thresholded && !featureIndices.isEmpty())
activeProactiveFeaturesCache.cache(state, from, to, featureIndices.toArray(), player);
}
}
if (!reactiveFeatures.isEmpty())
{
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
if (lastFrom >= 0 || lastTo >= 0)
{
for (int i = 0; i < lastFroms.length; ++i)
{
final int lastFromPos = lastFroms[i];
for (int j = 0; j < lastTos.length; ++j)
{
final int lastToPos = lastTos[j];
if (lastToPos >= 0 || lastFromPos >= 0)
{
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Reactive instances
reactiveKey.resetData(player, lastFromPos, lastToPos, fromPos, toPos);
final SPatterNet set = reactiveFeaturesMap.get(reactiveKey);
if (set != null)
featureIndices.addAll(set.getActiveFeatures(state));
}
}
}
}
}
}
}
}
return featureIndices;
}
@Override
public List<FeatureInstance> getActiveSpatialFeatureInstances
(
final State state,
final int lastFrom,
final int lastTo,
final int from,
final int to,
final int player
)
{
final List<FeatureInstance> instances = new ArrayList<FeatureInstance>();
final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
final int[] lastFroms = lastFrom >= 0 ? new int[]{-1, lastFrom} : new int[]{-1};
final int[] lastTos = lastTo >= 0 ? new int[]{-1, lastTo} : new int[]{-1};
final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
for (int i = 0; i < lastFroms.length; ++i)
{
final int lastFromPos = lastFroms[i];
for (int j = 0; j < lastTos.length; ++j)
{
final int lastToPos = lastTos[j];
if (lastToPos >= 0 || lastFromPos >= 0)
{
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Reactive instances
reactiveKey.resetData(player, lastFromPos, lastToPos, fromPos, toPos);
final PropFeatureInstanceSet set = reactiveInstances.get(reactiveKey);
if (set != null)
instances.addAll(set.getActiveInstances(state));
}
}
}
}
}
}
final ProactiveFeaturesKey proactiveKey = new ProactiveFeaturesKey();
for (int k = 0; k < froms.length; ++k)
{
final int fromPos = froms[k];
for (int l = 0; l < tos.length; ++l)
{
final int toPos = tos[l];
if (toPos >= 0 || fromPos >= 0)
{
// Proactive instances
proactiveKey.resetData(player, fromPos, toPos);
final PropFeatureInstanceSet set = proactiveInstances.get(proactiveKey);
if (set != null)
instances.addAll(set.getActiveInstances(state));
}
}
}
return instances;
}
//-------------------------------------------------------------------------
@Override
public BaseFootprint generateFootprint
(
final State state,
final int from,
final int to,
final int player
)
{
final ContainerState container = state.containerStates()[0];
// NOTE: only using caching with thresholding
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
key.resetData(player, from, to);
SPatterNet set = proactiveFeaturesThresholded.get(key);
if (set == null)
{
set =
new SPatterNet
(
new int[0],
new AtomicProposition[0],
new BitSet[0],
new BitSet[0],
new BitSet[0],
new int[0],
new BitSet(),
new BitSet[0],
new BitSet[0],
new BitSet[0],
new BitSet[0]
);
}
final BaseFootprint footprint = set.generateFootprint(container);
if (from >= 0)
{
// Also add footprints for from alone, and for to alone
key.resetData(player, from, -1);
set = proactiveFeaturesThresholded.get(key);
if (set != null)
footprint.union(set.generateFootprint(container));
key.resetData(player, -1, to);
set = proactiveFeaturesThresholded.get(key);
if (set != null)
footprint.union(set.generateFootprint(container));
}
return footprint;
}
//-------------------------------------------------------------------------
@Override
public SPatterNetFeatureSet createExpandedFeatureSet
(
final Game targetGame,
final SpatialFeature newFeature
)
{
boolean featureAlreadyExists = false;
for (final SpatialFeature oldFeature : spatialFeatures)
{
if (newFeature.equals(oldFeature))
{
featureAlreadyExists = true;
break;
}
// also try all legal rotations of the generated feature, see
// if any of those turn out to be equal to an old feature
TFloatArrayList allowedRotations = newFeature.pattern().allowedRotations();
if (allowedRotations == null)
{
allowedRotations = new TFloatArrayList(Walk.allGameRotations(targetGame));
}
for (int i = 0; i < allowedRotations.size(); ++i)
{
final SpatialFeature rotatedCopy =
newFeature.rotatedCopy(allowedRotations.getQuick(i));
if (rotatedCopy.equals(oldFeature))
{
// TODO only break if for every possible anchor this works?
featureAlreadyExists = true;
break;
}
}
}
if (!featureAlreadyExists)
{
// create new feature set with this feature, and return it
final List<SpatialFeature> newFeatureList = new ArrayList<SpatialFeature>(spatialFeatures.length + 1);
// all old features...
for (final SpatialFeature feature : spatialFeatures)
{
newFeatureList.add(feature);
}
// and our new feature
newFeatureList.add(newFeature);
return new SPatterNetFeatureSet(Arrays.asList(aspatialFeatures), newFeatureList);
}
return null;
}
//-------------------------------------------------------------------------
/**
* @return Map of SPatterNets for reactive features
*/
public HashMap<ReactiveFeaturesKey, SPatterNet> reactiveFeatures()
{
return reactiveFeatures;
}
/**
* @return Map of SPatterNets for reactive features (thresholded)
*/
public HashMap<ReactiveFeaturesKey, SPatterNet> reactiveFeaturesThresholded()
{
return reactiveFeaturesThresholded;
}
/**
* @return Map of SPatterNets for proactive features
*/
public HashMap<ProactiveFeaturesKey, SPatterNet> proactiveFeatures()
{
return proactiveFeatures;
}
/**
* @return Map of SPatterNets for proactive features (thresholded)
*/
public HashMap<ProactiveFeaturesKey, SPatterNet> proactiveFeaturesThresholded()
{
return proactiveFeaturesThresholded;
}
//-------------------------------------------------------------------------
}
| 19,315 | 28.762712 | 169 | java |
Ludii | Ludii-master/Features/src/features/feature_sets/network/decision_tree/JITSPatterNetFeatureSetDecisionTree.java | package features.feature_sets.network.decision_tree;
/**
* A Decision-Tree variant of the JIT SPAtterNet Feature Set. Only computes active
* features as necessary when following the branches of a Decision or Regression tree.
*
* @author Dennis Soemers
*/
public class JITSPatterNetFeatureSetDecisionTree
{
// //-------------------------------------------------------------------------
//
// /** Cache of feature set objects */
// protected static final Map<FeatureLists, JITSPatterNetFeatureSetDecisionTree> featureSetsCache =
// new ConcurrentHashMap<FeatureLists, JITSPatterNetFeatureSetDecisionTree>();
//
// //-------------------------------------------------------------------------
//
// /** JIT map (mix of proactive and reactive keys) */
// protected JITMap jitMap;
//
// //-------------------------------------------------------------------------
//
// /**
// * Clear the entire cache of feature set objects.
// */
// public static void clearFeatureSetCache()
// {
// featureSetsCache.clear();
// }
//
// /**
// * Construct feature set from lists of features
// * @param aspatialFeatures
// * @param spatialFeatures
// */
// public static JITSPatterNetFeatureSetDecisionTree construct(final List<AspatialFeature> aspatialFeatures, final List<SpatialFeature> spatialFeatures)
// {
// if (JITSPatterNetFeatureSet.ALLOW_FEATURE_SET_CACHE)
// {
// final FeatureLists key = new FeatureLists(aspatialFeatures, spatialFeatures);
// final JITSPatterNetFeatureSetDecisionTree cached = featureSetsCache.get(key);
//
// if (cached != null)
// return cached;
//
// final JITSPatterNetFeatureSetDecisionTree newSet = new JITSPatterNetFeatureSetDecisionTree(aspatialFeatures, spatialFeatures);
// featureSetsCache.put(key, newSet);
// return newSet;
// }
//
// return new JITSPatterNetFeatureSetDecisionTree(aspatialFeatures, spatialFeatures);
// }
//
//// /**
//// * Loads a feature set from a given filename
//// * @param filename
//// */
//// public static JITSPatterNetFeatureSetDecisionTree construct(final String filename)
//// {
//// Feature[] tempFeatures;
////
//// //System.out.println("loading feature set from " + filename);
//// try (Stream<String> stream = Files.lines(Paths.get(filename)))
//// {
//// tempFeatures = stream.map(s -> Feature.fromString(s)).toArray(Feature[]::new);
//// }
//// catch (final IOException exception)
//// {
//// tempFeatures = null;
//// exception.printStackTrace();
//// }
////
//// final List<AspatialFeature> aspatialFeaturesList = new ArrayList<AspatialFeature>();
//// final List<SpatialFeature> spatialFeaturesList = new ArrayList<SpatialFeature>();
////
//// for (final Feature feature : tempFeatures)
//// {
//// if (feature instanceof AspatialFeature)
//// {
//// aspatialFeaturesList.add((AspatialFeature)feature);
//// }
//// else
//// {
//// ((SpatialFeature)feature).setSpatialFeatureSetIndex(spatialFeaturesList.size());
//// spatialFeaturesList.add((SpatialFeature)feature);
//// }
//// }
////
//// return construct(aspatialFeaturesList, spatialFeaturesList);
//// }
//
// /**
// * Construct feature set from lists of features
// * @param aspatialFeatures
// * @param spatialFeatures
// */
// private JITSPatterNetFeatureSetDecisionTree(final List<AspatialFeature> aspatialFeatures, final List<SpatialFeature> spatialFeatures)
// {
// this.spatialFeatures = new SpatialFeature[spatialFeatures.size()];
//
// for (int i = 0; i < this.spatialFeatures.length; ++i)
// {
// this.spatialFeatures[i] = spatialFeatures.get(i);
// this.spatialFeatures[i].setSpatialFeatureSetIndex(i);
// }
//
// this.aspatialFeatures = aspatialFeatures.toArray(new AspatialFeature[aspatialFeatures.size()]);
//
// jitMap = null;
// }
//
// //-------------------------------------------------------------------------
//
// @Override
// protected void instantiateFeatures(final int[] supportedPlayers)
// {
// activeProactiveFeaturesCache = new ActiveFeaturesCache();
//
// // Collect features that should be ignored when running in thresholded mode
// thresholdedFeatures = new BitSet();
// if (spatialFeatureInitWeights != null)
// {
// // Doing following loop in reverse order ensures that thresholdedFeatures bitset size
// // does not grow larger than necessary
// for (int i = spatialFeatures.length - 1; i >= 0; --i)
// {
// if (Math.abs(spatialFeatureInitWeights.get(i)) < SPATIAL_FEATURE_WEIGHT_THRESHOLD)
// thresholdedFeatures.set(i);
// }
// }
//
// jitMap = new JITMap();
//
// // We'll use a dummy context to kickstart our JIT compilation on some real moves
// final Context jitContext = new Context(game.get(), new Trial(game.get()));
//
// // We'll do 3 random (partial, very short) trials
// for (int i = 0; i < 3; ++i)
// {
// game.get().start(jitContext);
//
// // We'll do 5 moves max per trial
// for (int j = 0; j < 10; ++j)
// {
// if (jitContext.trial().over())
// break;
//
// for (final Move move : game.get().moves(jitContext).moves())
// {
// final int mover = move.mover();
// if (ArrayUtils.contains(supportedPlayers, mover))
// {
// final boolean thresholding = (spatialFeatureInitWeights != null);
// this.computeFeatureVector(jitContext, move, thresholding); // This lets us do JIT instantiation
// }
// }
//
// jitContext.model().startNewStep(jitContext, null, 0.1);
// }
// }
// }
//
// //-------------------------------------------------------------------------
//
// @Override
// public TIntArrayList getActiveSpatialFeatureIndices
// (
// final State state,
// final int lastFrom,
// final int lastTo,
// final int from,
// final int to,
// final int player,
// final boolean thresholded
// )
// {
// final FastTIntArrayList featureIndices = new FastTIntArrayList(this.getNumSpatialFeatures());
//
//// System.out.println("lastFrom = " + lastFrom);
//// System.out.println("lastTo = " + lastTo);
//// System.out.println("from = " + from);
//// System.out.println("to = " + to);
//// System.out.println("player = " + player);
//// final List<FeatureInstance> instances = getActiveFeatureInstances(state, lastFrom, lastTo, from, to, player);
//// for (final FeatureInstance instance : instances)
//// {
//// if (!featureIndices.contains(instance.feature().featureSetIndex()))
//// featureIndices.add(instance.feature().featureSetIndex());
//// }
//
// final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
// final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
// final int[] lastFroms = lastFrom >= 0 ? new int[]{-1, lastFrom} : new int[]{-1};
// final int[] lastTos = lastTo >= 0 ? new int[]{-1, lastTo} : new int[]{-1};
//
// final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
// for (int k = 0; k < froms.length; ++k)
// {
// final int fromPos = froms[k];
//
// for (int l = 0; l < tos.length; ++l)
// {
// final int toPos = tos[l];
//
// if (toPos >= 0 || fromPos >= 0)
// {
// // Proactive instances
// key.resetData(player, fromPos, toPos);
// final SPatterNet set = thresholded ? jitMap.spatterNetThresholded(key, state) : jitMap.spatterNet(key, state);
//
// if (set != null)
// featureIndices.addAll(set.getActiveFeatures(state));
// }
// }
// }
//
// final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
//
// for (int i = 0; i < lastFroms.length; ++i)
// {
// final int lastFromPos = lastFroms[i];
//
// for (int j = 0; j < lastTos.length; ++j)
// {
// final int lastToPos = lastTos[j];
//
// if (lastToPos >= 0 || lastFromPos >= 0)
// {
// for (int k = 0; k < froms.length; ++k)
// {
// final int fromPos = froms[k];
//
// for (int l = 0; l < tos.length; ++l)
// {
// final int toPos = tos[l];
//
// if (toPos >= 0 || fromPos >= 0)
// {
// // Reactive instances
// reactiveKey.resetData(player, lastFromPos, lastToPos, fromPos, toPos);
// final SPatterNet set = jitMap.spatterNet(reactiveKey, state);
//
// if (set != null)
// featureIndices.addAll(set.getActiveFeatures(state));
// }
// }
// }
// }
// }
// }
//
// return featureIndices;
// }
//
// @Override
// public List<FeatureInstance> getActiveSpatialFeatureInstances
// (
// final State state,
// final int lastFrom,
// final int lastTo,
// final int from,
// final int to,
// final int player
// )
// {
// final List<FeatureInstance> instances = new ArrayList<FeatureInstance>();
//
// final int[] froms = from >= 0 ? new int[]{-1, from} : new int[]{-1};
// final int[] tos = to >= 0 ? new int[]{-1, to} : new int[]{-1};
// final int[] lastFroms = lastFrom >= 0 ? new int[]{-1, lastFrom} : new int[]{-1};
// final int[] lastTos = lastTo >= 0 ? new int[]{-1, lastTo} : new int[]{-1};
//
// final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
// for (int k = 0; k < froms.length; ++k)
// {
// final int fromPos = froms[k];
//
// for (int l = 0; l < tos.length; ++l)
// {
// final int toPos = tos[l];
//
// if (toPos >= 0 || fromPos >= 0)
// {
// // Proactive instances
// key.resetData(player, fromPos, toPos);
//
// final PropFeatureInstanceSet set = jitMap.propFeatureInstanceSet(key, state);
//
// if (set != null)
// instances.addAll(set.getActiveInstances(state));
// }
// }
// }
//
// final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
//
// for (int i = 0; i < lastFroms.length; ++i)
// {
// final int lastFromPos = lastFroms[i];
//
// for (int j = 0; j < lastTos.length; ++j)
// {
// final int lastToPos = lastTos[j];
//
// if (lastToPos >= 0 || lastFromPos >= 0)
// {
// for (int k = 0; k < froms.length; ++k)
// {
// final int fromPos = froms[k];
//
// for (int l = 0; l < tos.length; ++l)
// {
// final int toPos = tos[l];
//
// if (toPos >= 0 || fromPos >= 0)
// {
// // Reactive instances
// reactiveKey.resetData(player, lastFromPos, lastToPos, fromPos, toPos);
// final PropFeatureInstanceSet set = jitMap.propFeatureInstanceSet(reactiveKey, state);
//
// if (set != null)
// instances.addAll(set.getActiveInstances(state));
// }
// }
// }
// }
// }
// }
//
// return instances;
// }
//
// //-------------------------------------------------------------------------
//
// /**
// * Wrapper around a collection of maps from keys (reactive or proactive) to SPatterNets
// * or PropFeatureInstanceSets.
// *
// * @author Dennis Soemers
// */
// private class JITMap
// {
//
// /** Map to prop-feature-instance-set representation */
// private final Map<MoveFeaturesKey, PropFeatureInstanceSet> propInstanceSetMap;
//
// /** Map to SPatterNet representation (without thresholding) */
// private final Map<MoveFeaturesKey, SPatterNet> spatterNetMap;
//
// /**
// * Constructor
// */
// public JITMap()
// {
// this.propInstanceSetMap = new ConcurrentHashMap<MoveFeaturesKey, PropFeatureInstanceSet>();
// this.spatterNetMap = new ConcurrentHashMap<MoveFeaturesKey, SPatterNet>();
// }
//
// /**
// * @param key
// * @param state
// * @return PropFeatureInstanceSet for given key
// */
// public PropFeatureInstanceSet propFeatureInstanceSet(final MoveFeaturesKey key, final State state)
// {
// PropFeatureInstanceSet set = propInstanceSetMap.get(key);
//
// final boolean isKeyReactive = (key.lastFrom() >= 0 || key.lastTo() >= 0);
//
// if (set == null && !isKeyReactive) // NOTE: we assume that proactive features are always computed before reactive ones
// {
// // JIT: instantiate net for this key
// final BipartiteGraphFeatureInstanceSet proactiveBipartiteGraph = new BipartiteGraphFeatureInstanceSet();
// final Map<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> reactiveGraphs =
// new HashMap<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet>();
//
// for (final SpatialFeature feature : JITSPatterNetFeatureSetDecisionTree.this.spatialFeatures())
// {
// final RelativeFeature relFeature = (RelativeFeature)feature;
//
// final List<FeatureInstance> newInstances = new ArrayList<FeatureInstance>();
//
// if
// (
// key.from() >= 0
// &&
// relFeature.fromPosition() != null
// &&
// ((key.to() >= 0) == (relFeature.toPosition() != null))
// )
// {
// // Try instantiating with from as anchor
// newInstances.addAll
// (
// feature.instantiateFeature
// (
// JITSPatterNetFeatureSetDecisionTree.this.gameRef().get(),
// state.containerStates()[0],
// state.mover(),
// key.from(),
// key.from(),
// key.to(),
// -1,
// -1
// )
// );
// }
//
// if
// (
// key.to() >= 0
// &&
// relFeature.toPosition() != null
// &&
// ((key.from() >= 0) == (relFeature.fromPosition() != null))
// )
// {
// // Try instantiating with to as anchor
// newInstances.addAll
// (
// feature.instantiateFeature
// (
// JITSPatterNetFeatureSetDecisionTree.this.gameRef().get(),
// state.containerStates()[0],
// state.mover(),
// key.to(),
// key.from(),
// key.to(),
// -1,
// -1
// )
// );
// }
//
// if (feature.isReactive())
// {
// // Can have different instances for different reactive keys
// final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
//
// for (final FeatureInstance instance : newInstances)
// {
// reactiveKey.resetData(key.playerIdx(), instance.lastFrom(), instance.lastTo(), key.from(), key.to());
// BipartiteGraphFeatureInstanceSet bipartite = reactiveGraphs.get(reactiveKey);
//
// if (bipartite == null)
// {
// bipartite = new BipartiteGraphFeatureInstanceSet();
// reactiveGraphs.put(new ReactiveFeaturesKey(reactiveKey), bipartite);
// }
//
// bipartite.insertInstance(instance);
// }
// }
// else
// {
// // Just collect them all in the bipartite graph for proactive features
// for (final FeatureInstance instance : newInstances)
// {
// proactiveBipartiteGraph.insertInstance(instance);
// }
// }
// }
//
// for (final Entry<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> entry : reactiveGraphs.entrySet())
// {
// propInstanceSetMap.put
// (
// entry.getKey(),
// entry.getValue().toPropFeatureInstanceSet()
// );
// }
//
// set = proactiveBipartiteGraph.toPropFeatureInstanceSet();
// propInstanceSetMap.put(new ProactiveFeaturesKey((ProactiveFeaturesKey)key), set);
// }
//
// return set;
// }
//
// /**
// * @param key
// * @param state
// * @return SPatterNet for given key
// */
// public SPatterNet spatterNet(final MoveFeaturesKey key, final State state)
// {
// SPatterNet net = spatterNetMap.get(key);
//
// final boolean isKeyReactive = (key.lastFrom() >= 0 || key.lastTo() >= 0);
//
// if (net == null && !isKeyReactive) // NOTE: we assume that proactive features are always computed before reactive ones
// {
// // JIT: instantiate net for this key
// final BipartiteGraphFeatureInstanceSet proactiveBipartiteGraph = new BipartiteGraphFeatureInstanceSet();
// final Map<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> reactiveGraphs =
// new HashMap<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet>();
//
// for (final SpatialFeature feature : JITSPatterNetFeatureSetDecisionTree.this.spatialFeatures())
// {
// final RelativeFeature relFeature = (RelativeFeature)feature;
//
// final List<FeatureInstance> newInstances = new ArrayList<FeatureInstance>();
//
// if
// (
// key.from() >= 0
// &&
// relFeature.fromPosition() != null
// &&
// ((key.to() >= 0) == (relFeature.toPosition() != null))
// )
// {
// // Try instantiating with from as anchor
// newInstances.addAll
// (
// feature.instantiateFeature
// (
// JITSPatterNetFeatureSetDecisionTree.this.gameRef().get(),
// state.containerStates()[0],
// state.mover(),
// key.from(),
// key.from(),
// key.to(),
// -1,
// -1
// )
// );
// }
//
// if
// (
// key.to() >= 0
// &&
// relFeature.toPosition() != null
// &&
// ((key.from() >= 0) == (relFeature.fromPosition() != null))
// )
// {
// // Try instantiating with to as anchor
// newInstances.addAll
// (
// feature.instantiateFeature
// (
// JITSPatterNetFeatureSetDecisionTree.this.gameRef().get(),
// state.containerStates()[0],
// state.mover(),
// key.to(),
// key.from(),
// key.to(),
// -1,
// -1
// )
// );
// }
//
// if (feature.isReactive())
// {
// // Can have different instances for different reactive keys
// final ReactiveFeaturesKey reactiveKey = new ReactiveFeaturesKey();
//
// for (final FeatureInstance instance : newInstances)
// {
// reactiveKey.resetData(key.playerIdx(), instance.lastFrom(), instance.lastTo(), key.from(), key.to());
// BipartiteGraphFeatureInstanceSet bipartite = reactiveGraphs.get(reactiveKey);
//
// if (bipartite == null)
// {
// bipartite = new BipartiteGraphFeatureInstanceSet();
// reactiveGraphs.put(new ReactiveFeaturesKey(reactiveKey), bipartite);
// }
//
// bipartite.insertInstance(instance);
// }
// }
// else
// {
// // Just collect them all in the bipartite graph for proactive features
// for (final FeatureInstance instance : newInstances)
// {
// proactiveBipartiteGraph.insertInstance(instance);
// }
// }
// }
//
// for (final Entry<ReactiveFeaturesKey, BipartiteGraphFeatureInstanceSet> entry : reactiveGraphs.entrySet())
// {
// spatterNetMap.put
// (
// entry.getKey(),
// entry.getValue().toSPatterNet(getNumSpatialFeatures(), new BitSet(), gameRef().get(), key.playerIdx())
// );
// }
//
// net = proactiveBipartiteGraph.toSPatterNet(getNumSpatialFeatures(), new BitSet(), gameRef().get(), key.playerIdx());
// spatterNetMap.put(new ProactiveFeaturesKey((ProactiveFeaturesKey)key), net);
// }
//
// return net;
// }
// }
//
// //-------------------------------------------------------------------------
//
// /**
// * Wrapper around a list of aspatial features and a list of spatial features.
// *
// * @author Dennis Soemers
// */
// private static class FeatureLists
// {
// /** List of aspatial features */
// protected final List<AspatialFeature> aspatialFeatures;
// /** List of spatial features */
// protected final List<SpatialFeature> spatialFeatures;
//
// /**
// * Constructor
// * @param aspatialFeatures
// * @param spatialFeatures
// */
// public FeatureLists(final List<AspatialFeature> aspatialFeatures, final List<SpatialFeature> spatialFeatures)
// {
// this.aspatialFeatures = aspatialFeatures;
// this.spatialFeatures = spatialFeatures;
// }
//
// @Override
// public int hashCode()
// {
// return Objects.hash(aspatialFeatures, spatialFeatures);
// }
//
// @Override
// public boolean equals(final Object obj)
// {
// if (this == obj)
// return true;
// if (!(obj instanceof FeatureLists))
// return false;
// final FeatureLists other = (FeatureLists) obj;
// return Objects.equals(aspatialFeatures, other.aspatialFeatures)
// && Objects.equals(spatialFeatures, other.spatialFeatures);
// }
// }
//
// //-------------------------------------------------------------------------
}
| 20,113 | 29.897081 | 152 | java |
Ludii | Ludii-master/Features/src/features/generation/AtomicFeatureGenerator.java | package features.generation;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Comparator;
import java.util.EnumSet;
import java.util.HashSet;
import java.util.List;
import java.util.Set;
import features.aspatial.AspatialFeature;
import features.aspatial.InterceptFeature;
import features.aspatial.PassMoveFeature;
import features.aspatial.SwapMoveFeature;
import features.spatial.AbsoluteFeature;
import features.spatial.Pattern;
import features.spatial.RelativeFeature;
import features.spatial.SpatialFeature;
import features.spatial.Walk;
import features.spatial.elements.FeatureElement;
import features.spatial.elements.FeatureElement.ElementType;
import features.spatial.elements.RelativeFeatureElement;
import game.Game;
import game.equipment.component.Component;
import game.equipment.other.Regions;
import game.types.state.GameType;
import gnu.trove.list.array.TFloatArrayList;
import gnu.trove.list.array.TIntArrayList;
/**
* Generates "atomic" features for a game. We say that a spatial feature is atomic if
* and only if it consists of exactly 0 or 1 restrictions (Walk + element type)
*
* The maximum size any Walk is allowed to have can be specified on
* instantiation of the generator
*
* Any relevant aspatial features are also included.
*
* @author Dennis Soemers
*/
public class AtomicFeatureGenerator
{
//-------------------------------------------------------------------------
/** Reference to our game */
protected final Game game;
/** Generated aspatial features */
protected final List<AspatialFeature> aspatialFeatures;
/** Generated spatial features */
protected final List<SpatialFeature> spatialFeatures;
//-------------------------------------------------------------------------
/**
* Constructor
* @param game
* @param maxWalkSize Maximum size of walks generated for atomic features
* @param maxStraightWalkSize Maximum size of straight-line walks for
* atomic features. These straight-line walks may be longer than
* non-straight-line walks, which are subject to the standard maxWalkSize
* restriction.
*/
public AtomicFeatureGenerator
(
final Game game,
final int maxWalkSize,
final int maxStraightWalkSize
)
{
this.game = game;
// First generate spatial features
spatialFeatures = SpatialFeature.simplifySpatialFeaturesList(game, generateFeatures(maxWalkSize, maxStraightWalkSize));
spatialFeatures.sort(new Comparator<SpatialFeature>()
{
@Override
public int compare(final SpatialFeature o1, final SpatialFeature o2)
{
final FeatureElement[] els1 = o1.pattern().featureElements();
final FeatureElement[] els2 = o2.pattern().featureElements();
if (els1.length < els2.length)
{
return -1;
}
else if (els1.length > els2.length)
{
return 1;
}
else
{
int sumWalkLengths1 = 0;
int sumWalkLengths2 = 0;
for (final FeatureElement el : els1)
{
if (el instanceof RelativeFeatureElement)
{
sumWalkLengths1 += ((RelativeFeatureElement) el).walk().steps().size();
}
}
for (final FeatureElement el : els2)
{
if (el instanceof RelativeFeatureElement)
{
sumWalkLengths2 += ((RelativeFeatureElement) el).walk().steps().size();
}
}
return sumWalkLengths1 - sumWalkLengths2;
}
}
});
aspatialFeatures = new ArrayList<AspatialFeature>();
// Intercept feature always considered relevant
aspatialFeatures.add(InterceptFeature.instance());
// Pass feature always considered relevant
aspatialFeatures.add(PassMoveFeature.instance());
// Swap feature only relevant if game uses swap rule
if ((game.gameFlags() & GameType.UsesSwapRule) != 0L)
aspatialFeatures.add(SwapMoveFeature.instance());
}
//-------------------------------------------------------------------------
/**
* @return Generated aspatial features
*/
public List<AspatialFeature> getAspatialFeatures()
{
return aspatialFeatures;
}
/**
* @return Generated spatial features
*/
public List<SpatialFeature> getSpatialFeatures()
{
return spatialFeatures;
}
//-------------------------------------------------------------------------
/**
* Generates new features with additional walks up to the given max size.
*
* @param maxSize
* @param maxStraightWalkSize
* @return
*/
private List<SpatialFeature> generateFeatures(final int maxSize, final int maxStraightWalkSize)
{
//final MoveFeatures moveFeaturesGenerator = new MoveFeatures(game);
//final List<Feature> moveFeatures = moveFeaturesGenerator.features();
//final Set<Feature> generatedFeatures = new HashSet<Feature>(16384);
//generatedFeatures.addAll(moveFeatures);
final List<SpatialFeature> emptyFeatures = new ArrayList<SpatialFeature>();
emptyFeatures.add(new RelativeFeature(new Pattern(), new Walk(), null));
if ((game.gameFlags() & GameType.UsesFromPositions) != 0L)
emptyFeatures.add(new RelativeFeature(new Pattern(), null, new Walk()));
final Set<SpatialFeature> generatedFeatures = new HashSet<SpatialFeature>(16384);
generatedFeatures.addAll(emptyFeatures);
final TIntArrayList connectivities = game.board().topology().trueOrthoConnectivities(game);
final TFloatArrayList allGameRotations = new TFloatArrayList(Walk.allGameRotations(game));
final EnumSet<ElementType> elementTypes = FeatureGenerationUtils.usefulElementTypes(game);
elementTypes.add(ElementType.LastFrom);
elementTypes.add(ElementType.LastTo);
for (int walkSize = 0; walkSize <= maxStraightWalkSize; ++walkSize)
{
final List<Walk> allWalks = generateAllWalks(walkSize, maxSize, allGameRotations);
// for every base feature, create new versions with all possible
// additions of a Walk of length walkSize
for (final SpatialFeature baseFeature : emptyFeatures)
{
final Pattern basePattern = baseFeature.pattern();
// we'll always add exactly one Walk
for (final Walk walk : allWalks)
{
// for every element type...
for (final ElementType elementType : elementTypes)
{
final TIntArrayList itemIndices = new TIntArrayList();
if (elementType == ElementType.Item)
{
final Component[] components = game.equipment().components();
for (int i = 1; i < components.length; ++i)
{
if (components[i] != null)
{
itemIndices.add(i);
}
}
}
else if (elementType == ElementType.IsPos)
{
System.err.println("WARNING: not yet including position indices in AtomicFeatureGenerator.generateFeatures()");
}
else if (elementType == ElementType.Connectivity)
{
itemIndices.addAll(connectivities);
}
else if (elementType == ElementType.RegionProximity)
{
if (walkSize > 0) // RegionProximity test on anchor is useless
{
// Only include regions for which we actually have distance tables
final Regions[] regions = game.equipment().regions();
for (int i = 0; i < regions.length; ++i)
{
if (game.distancesToRegions()[i] != null)
itemIndices.add(i);
}
}
}
else if (elementType == ElementType.LineOfSightOrth || elementType == ElementType.LineOfSightDiag)
{
final Component[] components = game.equipment().components();
for (int i = 1; i < components.length; ++i)
{
if (components[i] != null)
{
itemIndices.add(i);
}
}
}
else
{
itemIndices.add(-1);
}
// normal tests and NOT-tests
for (final boolean not : new boolean[] {false, true})
{
// for every item / position index...
for (int idx = 0; idx < itemIndices.size(); ++idx)
{
// create a new version of the pattern where we add the
// current walk + the current element type
final Pattern newPattern = new Pattern(baseFeature.pattern());
if (elementType != ElementType.LastFrom && elementType != ElementType.LastTo)
{
newPattern.addElement
(
new RelativeFeatureElement(elementType, not, new Walk(walk), itemIndices.getQuick(idx))
);
}
// make sure it's actually a consistent pattern
if (newPattern.isConsistent())
{
// remove elements that appear with same walk multiple times
newPattern.removeRedundancies();
// make sure that we're still meaningfully
// different from base pattern after removing
// redundancies
if
(
!newPattern.equals(basePattern) ||
elementType != ElementType.LastFrom ||
elementType != ElementType.LastTo
)
{
final SpatialFeature newFeature;
if (baseFeature instanceof AbsoluteFeature)
{
final AbsoluteFeature absBase = (AbsoluteFeature) baseFeature;
newFeature =
new AbsoluteFeature
(
newPattern,
absBase.toPosition(),
absBase.fromPosition()
);
}
else
{
final Walk lastTo = (elementType == ElementType.LastTo) ? new Walk(walk) : null;
final Walk lastFrom = (elementType == ElementType.LastFrom) ? new Walk(walk) : null;
final RelativeFeature relBase = (RelativeFeature) baseFeature;
newFeature = new RelativeFeature
(
newPattern,
relBase.toPosition() != null ?
new Walk(relBase.toPosition()) : null,
relBase.fromPosition() != null ?
new Walk(relBase.fromPosition()) : null,
lastTo,
lastFrom
);
}
// try to eliminate duplicates under rotation
// and/or reflection
newFeature.normalise(game);
// remove elements that appear with
// same walk multiple times
newFeature.pattern().removeRedundancies();
generatedFeatures.add(newFeature);
}
}
}
}
}
}
}
}
return new ArrayList<SpatialFeature>(generatedFeatures);
}
/**
* @param walkSize
* @param maxWalkSize
* @param allGameRotations
* @return A list of all possible walks of the given size.
* Returns a list containing just null for walkSize < 0
*/
private static List<Walk> generateAllWalks
(
final int walkSize,
final int maxWalkSize,
final TFloatArrayList allGameRotations
)
{
if (walkSize < 0)
{
final List<Walk> walks = new ArrayList<Walk>(1);
walks.add(null);
return walks;
}
List<Walk> allWalks = Arrays.asList(new Walk());
int currWalkLengths = 0;
while (currWalkLengths < walkSize)
{
final List<Walk> allWalksReplacement = new ArrayList<Walk>(allWalks.size() * 4);
for (final Walk walk : allWalks)
{
for (int i = 0; i < allGameRotations.size(); ++i)
{
final float rot = allGameRotations.getQuick(i);
if (rot == 0.f || currWalkLengths == 0 || walkSize <= maxWalkSize)
{
// only straight-line walks are allowed to exceed maxWalkSize
if (rot != 0.5f || currWalkLengths == 0)
{
// rotating by 0.5 is never useful
// (except as very first step)
final Walk newWalk = new Walk(walk);
newWalk.steps().add(rot);
allWalksReplacement.add(newWalk);
}
}
}
}
++currWalkLengths;
allWalks = allWalksReplacement;
}
return allWalks;
}
//-------------------------------------------------------------------------
}
| 11,767 | 28.717172 | 121 | java |
Ludii | Ludii-master/Features/src/features/generation/FeatureGenerationUtils.java | package features.generation;
import java.util.EnumSet;
import java.util.List;
import features.spatial.elements.FeatureElement.ElementType;
import game.Game;
import game.equipment.component.Component;
import game.equipment.other.Regions;
import game.util.directions.DirectionFacing;
import game.util.directions.RelativeDirection;
import gnu.trove.list.array.TFloatArrayList;
import gnu.trove.list.array.TIntArrayList;
import other.context.Context;
/**
* Utility methods for feature generation
*
* @author Dennis Soemers and cambolbro
*/
public class FeatureGenerationUtils
{
//-------------------------------------------------------------------------
private FeatureGenerationUtils()
{
// should not be used
}
//-------------------------------------------------------------------------
/**
* Generates walks that are likely to correspond to the given direction choice,
* with optional restrictions imposed by Piece facing (if facing != null).
*
* The two "out" lists should be empty, and will be populated by this method.
*
* In possibly ambiguous cases, this method will generate relatively "safe",
* highly general features that will almost surely cover the real legal moves,
* as well as some more specific features that are likely to correspond more
* closely with movement rules, but also may in some games fail to capture
* all legal moves.
*
* @param game
* @param dirnChoice
* @param facing
* @param outAllowedRotations Will be populated with lists of permitted rotations
* (null if no restriction on rotations)
* @param outWalks Will be populated with lists, each of which is a Walk
* (null if we want a feature with unrestricted from-pos)
*/
public static void generateWalksForDirnChoice
(
final Game game,
final RelativeDirection dirnChoice,
final DirectionFacing facing,
final List<TFloatArrayList> outAllowedRotations,
final List<TFloatArrayList> outWalks
)
{
// final Tiling tiling = game.board().tiling();
// final DirectionType[] supportedDirectionTypes = tiling.getSupportedDirectionTypes();
// final DirectionType[] supportedOrthDirectionTypes = tiling.getSupportedOrthogonalDirectionTypes();
//
// final boolean allDirsOrth = Arrays.equals(supportedDirectionTypes, supportedOrthDirectionTypes);
//
// final int[] directionIndices;
// if (facing != null)
// {
// directionIndices = tiling.getChosenDirectionIndices(facing, dirnChoice);
// }
// else
// {
// directionIndices = tiling.getChosenDirectionIndices(facing, dirnChoice);
// }
//
// boolean allDirectionsAllowed = true;
// for (final DirectionType dirType : supportedDirectionTypes)
// {
// boolean foundIt = false;
//
// for (int i = 0; i < directionIndices.length; ++i)
// {
// if (directionIndices[i] == dirType.index())
// {
// foundIt = true;
// break;
// }
// }
//
// if (!foundIt)
// {
// allDirectionsAllowed = false;
// break;
// }
// }
//
// if (allDirsOrth)
// {
// // this means that we're in a situation where all connections are orthogonal
// // for example, this could be a hexagonal tiling
// if (allDirectionsAllowed)
// {
// // easiest case; all we need is a single-step walk, all rotations allowed
// outAllowedRotations.add(null);
// outWalks.add(TFloatArrayList.wrap(0.f));
// }
// else
// {
// // difficult case; for now, we'll just separately generate a walk without any
// // allowed rotations per direction index
// //
// // later on we probably could handle some more special cases with some support
// // for rotations, if that turns out to be useful
// System.err.println(
// "Note: FeatureGenerationutils.generateWalksForDirnChoice() "
// + "returning no-rot walks!");
//
// for (final int directionIndex : directionIndices)
// {
// int orthDirTypeIdx = -1;
//
// for (int i = 0; i < supportedOrthDirectionTypes.length; ++i)
// {
// if (supportedOrthDirectionTypes[i].index() == directionIndex)
// {
// orthDirTypeIdx = i;
// break;
// }
// }
//
// if (orthDirTypeIdx == -1)
// {
// System.err.println(
// "Error in FeatureGenerationutils.generateWalksForDirnChoice(): "
// + "orthDirTypeIdx == -1");
// }
// else
// {
// outAllowedRotations.add(TFloatArrayList.wrap(0.f));
// outWalks.add(TFloatArrayList.wrap(
// (float) orthDirTypeIdx / (float) supportedOrthDirectionTypes.length));
// }
// }
// }
// }
// else
// {
// // this means that we're in a situation where some connections are not orthogonal
// // for example, this could be a square tiling / chessboard, where diagonals exist
// //
// // in this case, we'll have to start out with some a general feature just to
// // make sure we don't miss out on any legal moves in strange boards
// outAllowedRotations.add(null);
// outWalks.add(null);
//
// // try to generate good orthogonal-move features if necessary
// boolean orthDirAllowed = false;
//
// for (int i = 0; i < directionIndices.length; ++i)
// {
// boolean foundIt = false;
//
// for (final DirectionType dirType : supportedOrthDirectionTypes)
// {
// if (dirType.index() == directionIndices[i])
// {
// foundIt = true;
// break;
// }
// }
//
// if (foundIt)
// {
// orthDirAllowed = true;
// break;
// }
// }
//
// if (orthDirAllowed)
// {
// outAllowedRotations.add(null);
// outWalks.add(TFloatArrayList.wrap(0.f));
// }
//
// // try to generate good diagonal-move features if necessary
// boolean nonOrthDirAllowed = false;
//
// for (int i = 0; i < directionIndices.length; ++i)
// {
// boolean foundIt = false;
//
// for (final DirectionType dirType : supportedOrthDirectionTypes)
// {
// if (dirType.index() == directionIndices[i])
// {
// foundIt = true;
// break;
// }
// }
//
// if (!foundIt)
// {
// nonOrthDirAllowed = true;
// break;
// }
// }
//
// // we'll create all-rotations-allowed walks of {0.f, 0.25}.
// // these should specifically cover diagonal movements in many games
// // (e.g. games with square tilings). In some strange boards they may
// // fail, but then we still have the more general walks above as back-up.
// if (nonOrthDirAllowed)
// {
// outAllowedRotations.add(null);
// outWalks.add(TFloatArrayList.wrap(0.f, 0.25f));
// }
// }
}
/**
* @param game
* @param context
* @param elementType
* @param site
* @param itemIndex
* @return Whether or not the given elementType is applicable to the given site in the given context
*/
public static boolean testElementTypeInState
(
final Game game, final Context context, final ElementType elementType,
final int site, final int itemIndex
)
{
// if (site == -1)
// {
// return elementType == ElementType.Off;
// }
// else
// {
// final ContainerState cs = context.trial().state().containerStates()[0];
//
// if (elementType == ElementType.Empty)
// {
// return cs.whoCell(site) == 0;
// }
// else if (elementType == ElementType.Friend)
// {
// return cs.whoCell(site) == context.trial().state().mover();
// }
// else if (elementType == ElementType.Enemy)
// {
// return cs.whoCell(site) != context.trial().state().mover() && cs.whoCell(site) != 0;
// }
// else if (elementType == ElementType.Off)
// {
// return false;
// }
// else if (elementType == ElementType.Any)
// {
// return true;
// }
// else if (elementType == ElementType.P1)
// {
// return cs.whoCell(site) == 1;
// }
// else if (elementType == ElementType.P2)
// {
// return cs.whoCell(site) == 2;
// }
// else if (elementType == ElementType.Item)
// {
// return cs.whatCell(site) == itemIndex;
// }
// else if (elementType == ElementType.IsPos)
// {
// return site == itemIndex;
// }
// else
// {
// System.err.println(
// "FeatureGenerationUtils.testElementTypeInState cannot handle: " + elementType);
// return false;
// }
// }
return false;
}
//-------------------------------------------------------------------------
/**
* @param game
* @return A set of all feature element types that may be useful in the given game
*/
public static EnumSet<ElementType> usefulElementTypes(final Game game)
{
final EnumSet<ElementType> elementTypes = EnumSet.of(ElementType.Empty, ElementType.Friend, ElementType.Off);
if (game.players().count() > 1)
{
elementTypes.add(ElementType.Enemy);
}
final Component[] components = game.equipment().components();
// if (components.length > 1) // >1 instead of >=1 because we have dummy entry of null at index 0
// {
// elementTypes.add(ElementType.LineOfSightOrth);
// elementTypes.add(ElementType.LineOfSightDiag);
// }
final int[] componentsPerPlayer = new int[game.players().count() + 1];
for (final Component component : components)
{
if (component != null && component.owner() <= game.players().count())
{
componentsPerPlayer[component.owner()]++;
}
}
if (componentsPerPlayer[0] > 1)
{
elementTypes.add(ElementType.Item);
}
else
{
for (int i = 1; i < componentsPerPlayer.length; ++i)
{
if (componentsPerPlayer[i] > 1)
{
elementTypes.add(ElementType.Item);
}
}
}
final TIntArrayList connectivities = game.board().topology().trueOrthoConnectivities(game);
if (connectivities.size() > 1)
{
// We have different graph elements with different connectivity numbers
elementTypes.add(ElementType.Connectivity);
}
if (game.distancesToRegions() != null)
{
final Regions[] regions = game.equipment().regions();
if (regions.length > 0)
{
for (int i = 0; i < regions.length; ++i)
{
if (game.distancesToRegions()[i] != null)
{
// We have at least one region with meaningful distances, so RegionProximity is relevant
elementTypes.add(ElementType.RegionProximity);
break;
}
}
}
}
return elementTypes;
}
//-------------------------------------------------------------------------
}
| 10,268 | 26.754054 | 111 | java |
Ludii | Ludii-master/Features/src/features/spatial/AbsoluteFeature.java | package features.spatial;
import java.util.List;
import java.util.Set;
import features.spatial.elements.FeatureElement;
import features.spatial.elements.RelativeFeatureElement;
import game.Game;
import gnu.trove.list.array.TFloatArrayList;
/**
* In an Absolute Feature, the Action-to-play is implied by
* absolute "from" and "to" positions (sometimes only a "to" position)
*
* @author Dennis Soemers
*/
public class AbsoluteFeature extends SpatialFeature
{
//-------------------------------------------------------------------------
/** Position we want to move to */
protected final int toPosition;
/**
* Position we want to move from (-1 in cases where there is no from
* position, or where it's not restricted)
*/
protected final int fromPosition;
/** Position that was moved to last (-1 for proactive features) */
protected final int lastToPosition;
/**
* Position that was last moved from (-1 for proactive features and in
* cases where we don't care about restricting from-positions)
*/
protected final int lastFromPosition;
//-------------------------------------------------------------------------
/**
* Constructor
* @param pattern
* @param toPosition
* @param fromPosition
*/
public AbsoluteFeature
(
final Pattern pattern,
final int toPosition,
final int fromPosition
)
{
this.pattern = pattern;
this.toPosition = toPosition;
this.fromPosition = fromPosition;
this.lastToPosition = -1;
this.lastFromPosition = -1;
}
/**
* Copy constructor
* @param other
*/
public AbsoluteFeature(final AbsoluteFeature other)
{
this.pattern = new Pattern(other.pattern);
this.toPosition = other.toPosition;
this.fromPosition = other.fromPosition;
this.lastToPosition = other.lastToPosition;
this.lastFromPosition = other.lastFromPosition;
// this.comment = new String(other.comment);
}
/**
* Constructor from string
* @param string
*/
public AbsoluteFeature(final String string)
{
final String[] parts = string.split(":");
// need these because we're not allowed to assign value to final
// members inside a loop
int toPos = -1;
int fromPos = -1;
int lastToPos = -1;
int lastFromPos = -1;
for (String part : parts)
{
if (part.startsWith("last_to=<"))
{
part = part.substring(
"last_to=<".length(), part.length() - ">".length());
lastToPos = Integer.parseInt(part);
}
else if (part.startsWith("last_from=<"))
{
part = part.substring(
"last_from=<".length(), part.length() - ">".length());
lastFromPos = Integer.parseInt(part);
}
else if (part.startsWith("to=<"))
{
part = part.substring(
"to=<".length(), part.length() - ">".length());
toPos = Integer.parseInt(part);
}
else if (part.startsWith("from=<"))
{
part = part.substring(
"from=<".length(), part.length() - ">".length());
fromPos = Integer.parseInt(part);
}
else if (part.startsWith("pat=<"))
{
part = part.substring(
"pat=<".length(), part.length() - ">".length());
pattern = new Pattern(part);
}
else if (part.startsWith("comment=\""))
{
part = part.substring(
"comment=\"".length(), part.length() - "\"".length());
// comment = part;
}
}
toPosition = toPos;
fromPosition = fromPos;
lastToPosition = lastToPos;
lastFromPosition = lastFromPos;
}
//-------------------------------------------------------------------------
/**
* @return Absolute to-position
*/
public int toPosition()
{
return toPosition;
}
/**
* @return Absolute from-position
*/
public int fromPosition()
{
return fromPosition;
}
/**
* @return Absolute last-to position
*/
public int lastToPosition()
{
return lastToPosition;
}
/**
* @return Absolute last-from position
*/
public int lastFromPosition()
{
return lastFromPosition;
}
//-------------------------------------------------------------------------
@Override
public SpatialFeature rotatedCopy(final float rotation)
{
final AbsoluteFeature copy = new AbsoluteFeature(this);
for (final FeatureElement element : copy.pattern().featureElements())
{
if (element instanceof RelativeFeatureElement)
{
final RelativeFeatureElement rel =
(RelativeFeatureElement) element;
if (rel.walk().steps().size() > 0)
{
rel.walk().steps().setQuick(
0,
rel.walk().steps().getQuick(0) + rotation);
}
}
}
return copy;
}
@Override
public SpatialFeature reflectedCopy()
{
final AbsoluteFeature copy = new AbsoluteFeature(this);
for (final FeatureElement element : copy.pattern().featureElements())
{
if (element instanceof RelativeFeatureElement)
{
final RelativeFeatureElement rel =
(RelativeFeatureElement) element;
final TFloatArrayList steps = rel.walk().steps();
for (int i = 0; i < steps.size(); ++i)
{
steps.setQuick(i, steps.getQuick(i) * -1);
}
}
}
return copy;
}
@Override
public boolean generalises(final SpatialFeature other)
{
if (!(other instanceof AbsoluteFeature))
{
return false;
}
final AbsoluteFeature otherFeature = (AbsoluteFeature) other;
return (toPosition == otherFeature.toPosition &&
fromPosition == otherFeature.fromPosition &&
lastToPosition == otherFeature.lastToPosition &&
lastFromPosition == otherFeature.lastFromPosition &&
pattern.generalises(otherFeature.pattern));
}
//-------------------------------------------------------------------------
@Override
public List<SpatialFeature> generateGeneralisers(final Game game, final Set<RotRefInvariantFeature> generalisers, final int numRecursions)
{
System.err.println("ERRROR: AbsoluteFeature::generateGeneralisers(Game) not yet implemented!");
return null;
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = super.hashCode();
result = prime * result + fromPosition;
result = prime * result + toPosition;
result = prime * result + lastFromPosition;
result = prime * result + lastToPosition;
return result;
}
@Override
public boolean equals(final Object other)
{
if (! super.equals(other))
return false;
if (!(other instanceof AbsoluteFeature))
return false;
final AbsoluteFeature otherFeature = (AbsoluteFeature) other;
return toPosition == otherFeature.toPosition &&
fromPosition == otherFeature.fromPosition &&
lastToPosition == otherFeature.lastToPosition &&
lastFromPosition == otherFeature.lastFromPosition;
}
@Override
public boolean equalsIgnoreRotRef(final SpatialFeature other)
{
if (! super.equalsIgnoreRotRef(other))
return false;
if (!(other instanceof AbsoluteFeature))
return false;
final AbsoluteFeature otherFeature = (AbsoluteFeature) other;
return toPosition == otherFeature.toPosition &&
fromPosition == otherFeature.fromPosition &&
lastToPosition == otherFeature.lastToPosition &&
lastFromPosition == otherFeature.lastFromPosition;
}
@Override
public int hashCodeIgnoreRotRef()
{
final int prime = 31;
int result = super.hashCodeIgnoreRotRef();
result = prime * result + fromPosition;
result = prime * result + toPosition;
result = prime * result + lastFromPosition;
result = prime * result + lastToPosition;
return result;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
String str = String.format("pat=<%s>", pattern);
if (toPosition != -1)
{
str = String.format("to=<%s>:%s", Integer.valueOf(toPosition), str);
}
if (fromPosition != -1)
{
str = String.format("from=<%s>:%s", Integer.valueOf(fromPosition), str);
}
if (lastToPosition != -1)
{
str = String.format("last_to=<%s>:%s", Integer.valueOf(lastToPosition), str);
}
if (lastFromPosition != -1)
{
str = String.format("last_from=<%s>:%s", Integer.valueOf(lastFromPosition), str);
}
// if (comment.length() > 0)
// {
// str = String.format("%s:comment=\"%s\"", str, comment);
// }
return "abs:" + str;
}
//-------------------------------------------------------------------------
@Override
public String generateTikzCode(final Game game)
{
return "TO DO";
}
//-------------------------------------------------------------------------
}
| 8,482 | 22.963277 | 139 | java |
Ludii | Ludii-master/Features/src/features/spatial/FeatureUtils.java | package features.spatial;
import other.move.Move;
/**
* Some utility methods related to features
*
* @author Dennis Soemers
*/
public class FeatureUtils
{
//-------------------------------------------------------------------------
/**
* Private constructor, should not use
*/
private FeatureUtils()
{
// should not instantiate
}
//-------------------------------------------------------------------------
/**
* @param move
* @return Extracts a from-position from an action
*/
public static int fromPos(final Move move)
{
if (move == null || move.isPass())
{
return -1;
}
int fromPos = move.fromNonDecision();
if (fromPos == move.toNonDecision())
{
fromPos = -1;
}
return fromPos;
}
/**
* @param move
* @return Extracts a to-position from an action
*/
public static int toPos(final Move move)
{
if (move == null || move.isPass())
{
return -1;
}
return move.toNonDecision();
}
//-------------------------------------------------------------------------
}
| 1,045 | 15.603175 | 76 | java |
Ludii | Ludii-master/Features/src/features/spatial/Pattern.java | package features.spatial;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import features.spatial.elements.AbsoluteFeatureElement;
import features.spatial.elements.FeatureElement;
import features.spatial.elements.RelativeFeatureElement;
import features.spatial.graph_search.Path;
import gnu.trove.list.array.TFloatArrayList;
import main.collections.ArrayUtils;
/**
* A local, lightweight Pattern, for Features<br>
*
* @author Dennis Soemers and cambolbro
*/
public class Pattern
{
//-------------------------------------------------------------------------
/** Array of elements (positions + Element Types) that define this pattern. */
protected FeatureElement[] featureElements;
/**
* List of complete Pattern rotations that are allowed
*/
protected TFloatArrayList allowedRotations = null;
/** Whether we allow reflection (true by default) */
protected boolean allowsReflection = true;
/** If set to true, the pattern will automatically be rotated to match the mover's direction */
protected boolean matchMoverDirection = false;
//-------------------------------------------------------------------------
/**
* Constructor
*/
public Pattern()
{
featureElements = new FeatureElement[0];
}
/**
* Constructor
* @param elements
*/
public Pattern(final FeatureElement... elements)
{
featureElements = Arrays.copyOf(elements, elements.length);
}
/**
* Copy constructor
* @param other
*/
public Pattern(final Pattern other)
{
featureElements = new FeatureElement[other.featureElements.length];
for (int i = 0; i < featureElements.length; ++i)
{
featureElements[i] = FeatureElement.copy(other.featureElements[i]);
}
allowedRotations = other.allowedRotations;
}
/**
* Constructs pattern from string
* @param string
*/
public Pattern(final String string)
{
int currIdx = 0; // move through the entire string
// Default enable reflection and rotations if not specified
allowsReflection = true;
allowedRotations = null;
while (currIdx < string.length())
{
if (string.startsWith("refl=true,", currIdx))
{
allowsReflection = true;
currIdx += "refl=true,".length(); // skip ahead
}
else if (string.startsWith("refl=false,", currIdx))
{
allowsReflection = false;
currIdx += "refl=false,".length(); // skip ahead
}
else if (string.startsWith("rots=", currIdx))
{
if (string.startsWith("rots=all,", currIdx))
{
allowedRotations = null;
currIdx += "rots=all,".length(); // skip ahead
}
else // legal rotations are written as an array, got some work to do
{
final int rotsListEnd = string.indexOf("]", currIdx);
// the following substring includes "rots=[" at the beginning, and "]," at the end
String rotsListSubstring = string.substring(currIdx, rotsListEnd + 2);
// already move currIdx ahead based on this substring
currIdx += rotsListSubstring.length();
// get rid of the unnecessary parts in beginning and end
rotsListSubstring = rotsListSubstring.substring("rots=[".length(), rotsListSubstring.length() - "],".length());
// now we can split on ","
final String[] rotElements = rotsListSubstring.split(",");
allowedRotations = new TFloatArrayList(rotElements.length);
for (final String rotElement : rotElements)
{
allowedRotations.add(Float.parseFloat(rotElement));
}
}
}
else if (string.startsWith("els=", currIdx))
{
final int elsListEnd = string.indexOf("]", currIdx);
// the following substring includes "els=[" at the beginning, and "]" at the end
String elsListSubstring = string.substring(currIdx, elsListEnd + 1);
// already move currIdx ahead based on this substring
currIdx += elsListSubstring.length();
// get rid of the unnecessary parts in beginning and end
elsListSubstring = elsListSubstring.substring("els=[".length(), elsListSubstring.length() - "]".length());
// we don't split on commas, because commas are used both for separating elements AND for
// separating steps in a Walk inside the elements
//
// our first element starts immediately at index 0, and ends when we see a closing curly brace: }
// then, we expect a comma and a second element to start after that, etc.
final List<String> elements = new ArrayList<String>();
int elsIdx = 0;
String elementString = "";
while (elsIdx < elsListSubstring.length())
{
final char nextChar = elsListSubstring.charAt(elsIdx);
elementString += Character.toString(nextChar);
if (nextChar == '}') // finished this element
{
elements.add(elementString.trim());
elementString = ""; // start creating a new element string
elsIdx += 2; // increment by 2 because we expect to see an extra comma which can be skipped
}
else
{
elsIdx += 1;
}
}
final List<FeatureElement> list = new ArrayList<FeatureElement>(elements.size());
for (final String element : elements)
{
list.add(FeatureElement.fromString(element));
}
featureElements = list.toArray(new FeatureElement[list.size()]);
}
else
{
System.err.println("Error in Pattern(String) constructor: don't know how to handle: " + string.substring(currIdx));
}
}
}
//-------------------------------------------------------------------------
/**
* @param patterns
* @return A new list of patterns where duplicates from the given list are removed.
* Whenever there are multiple patterns in the list such that one is strictly a generalization
* of the other, the most general pattern will be kept and the more specific one removed.
*/
public static List<Pattern> deduplicate(List<Pattern> patterns)
{
final List<Pattern> newPatterns = new ArrayList<Pattern>(patterns.size());
for (final Pattern pattern : patterns)
{
boolean shouldAdd = true;
for (int i = 0; i < newPatterns.size(); /**/)
{
final Pattern otherPattern = newPatterns.get(i);
if (pattern.equals(otherPattern))
{
shouldAdd = false;
break;
}
else if (pattern.generalises(otherPattern))
{
newPatterns.remove(i); // pattern is more general than otherPattern, so remove otherPattern again
}
else
{
++i;
}
}
if (shouldAdd)
{
newPatterns.add(pattern);
}
}
return newPatterns;
}
/**
* @param p1
* @param p2
* @return The given two patterns merged into a single one
*/
public static Pattern merge(final Pattern p1, final Pattern p2)
{
final FeatureElement[] mergedElements = new FeatureElement[p1.featureElements.length + p2.featureElements.length];
for (int i = 0; i < p1.featureElements.length; ++i)
{
mergedElements[i] = FeatureElement.copy(p1.featureElements[i]);
}
for (int i = 0; i < p2.featureElements.length; ++i)
{
mergedElements[i + p1.featureElements.length] = FeatureElement.copy(p2.featureElements[i]);
}
final Pattern merged = new Pattern(mergedElements);
return merged.allowRotations(p1.allowedRotations).allowRotations(p2.allowedRotations);
}
//------------------------------------------------------------------------
/**
* Adds given new element to this pattern
* @param newElement
*/
public void addElement(final FeatureElement newElement)
{
final FeatureElement[] temp = Arrays.copyOf(featureElements, featureElements.length + 1);
temp[temp.length - 1] = newElement;
featureElements = temp;
}
/**
* Sets array of feature elements
* @param elements
*/
public void setFeatureElements(final FeatureElement... elements)
{
this.featureElements = elements;
}
/**
* @return Array of all feature elements in this pattern
*/
public FeatureElement[] featureElements()
{
return featureElements;
}
/**
* Moves all relative elements currently in the pattern one additional step away from
* the reference point of the pattern. This additional step is prepended, so
* the additional step becomes the first step of every Walk
*
* @param direction
*/
public void prependStep(final int direction)
{
for (final FeatureElement element : featureElements)
{
if (element instanceof RelativeFeatureElement)
{
((RelativeFeatureElement) element).walk().prependStep(direction);
}
else
{
System.err.println("Warning: trying to prepend a step to an Absolute Feature Element!");
}
}
}
/**
* Prepends all steps of the given walk to all relative elements in this pattern
* @param walk
*/
public void prependWalk(final Walk walk)
{
for (final FeatureElement featureElement : featureElements)
{
if (featureElement instanceof RelativeFeatureElement)
{
final RelativeFeatureElement relativeFeatureEl = (RelativeFeatureElement) featureElement;
relativeFeatureEl.walk().prependWalk(walk);
}
}
}
/**
* Prepends all steps of the given walk to all relative elements in this pattern.
* Additionally applies a correction to the first steps of any existing walks,
* to make sure that they still continue moving in the same direction they
* would have without prepending the new walk.
*
* @param walk
* @param path The path we followed when walking the prepended walk
* @param rotToRevert Already-applied rotation which should be reverted
* @param refToRevert Already-applied reflection which should be reverted
*/
public void prependWalkWithCorrection
(
final Walk walk,
final Path path,
final float rotToRevert,
final int refToRevert
)
{
for (final FeatureElement featureElement : featureElements)
{
if (featureElement instanceof RelativeFeatureElement)
{
final RelativeFeatureElement relativeFeatureEl = (RelativeFeatureElement) featureElement;
relativeFeatureEl.walk().prependWalkWithCorrection(walk, path, rotToRevert, refToRevert);
}
}
}
//-------------------------------------------------------------------------
/**
* Set list of allowed rotations. If the list of allowed rotations was already previously specified,
* we will use the intersection of the lists of allowed rotations
*
* @param allowed
* @return this AtomicPattern object
*/
public Pattern allowRotations(final TFloatArrayList allowed)
{
if (this.allowedRotations == null)
{
this.allowedRotations = allowed;
}
else
{
this.allowedRotations.retainAll(allowed);
}
return this;
}
/**
* @param flag Whether or not the Pattern should allow reflection.
* @return this Pattern object
*/
public Pattern allowReflection(final boolean flag)
{
allowsReflection = flag;
return this;
}
/**
* Makes the Pattern auto-rotate to match the mover's direction
* @return this Pattern object
*/
public Pattern matchMoverDirection()
{
matchMoverDirection = true;
return this;
}
//-------------------------------------------------------------------------
/**
* @return List of allowed rotations for this pattern
*/
public TFloatArrayList allowedRotations()
{
return allowedRotations;
}
/**
* @return Whether we allow reflection of this pattern
*/
public boolean allowsReflection()
{
return allowsReflection;
}
/**
* @return Whether the pattern should be rotated to match mover's direction
*/
public boolean matchesMoverDirection()
{
return matchMoverDirection;
}
/**
* Sets the list of allowed rotations to the given new list
* @param allowedRotations
*/
public void setAllowedRotations(final TFloatArrayList allowedRotations)
{
this.allowedRotations = allowedRotations;
}
//-------------------------------------------------------------------------
/**
* Applies the given reflection to the complete Pattern. Note that this
* modifies the pattern itself!
* @param reflection
*/
public void applyReflection(final int reflection)
{
if (reflection == 1)
{
// guess we're doing nothing at all
return;
}
for (final FeatureElement element : featureElements)
{
if (element instanceof RelativeFeatureElement)
{
final RelativeFeatureElement rel = (RelativeFeatureElement) element;
final TFloatArrayList steps = rel.walk().steps();
for (int i = 0; i < steps.size(); ++i)
{
steps.setQuick(i, steps.getQuick(i) * reflection);
}
}
}
}
/**
* Applies the given rotation to the complete Pattern. Note that this
* modifies the pattern itself!
* @param rotation
*/
public void applyRotation(final float rotation)
{
for (final FeatureElement element : featureElements)
{
if (element instanceof RelativeFeatureElement)
{
final RelativeFeatureElement rel = (RelativeFeatureElement) element;
final TFloatArrayList steps = rel.walk().steps();
if (steps.size() > 0)
{
steps.setQuick(0, steps.getQuick(0) + rotation);
}
}
}
}
//-------------------------------------------------------------------------
/**
* We are consistent if, for any pair of feature elements with the same position
* (either equal relative Walk or equal absolute position), the elements are either
* equal or one of them generalizes the other.
*
* @return Whether we are consistent
*/
public boolean isConsistent()
{
final List<AbsoluteFeatureElement> checkedAbsolutes = new ArrayList<AbsoluteFeatureElement>();
final List<RelativeFeatureElement> checkedRelatives = new ArrayList<RelativeFeatureElement>();
for (final FeatureElement element : featureElements)
{
if (element instanceof AbsoluteFeatureElement)
{
final AbsoluteFeatureElement abs = (AbsoluteFeatureElement) element;
for (final AbsoluteFeatureElement other : checkedAbsolutes)
{
if (abs.position() == other.position()) // same positions, so need compatible elements
{
if (!(abs.equals(other) || abs.isCompatibleWith(other) || abs.generalises(other) || other.generalises(abs)))
{
return false;
}
}
}
checkedAbsolutes.add(abs);
}
else
{
final RelativeFeatureElement rel = (RelativeFeatureElement) element;
for (final RelativeFeatureElement other : checkedRelatives)
{
if (rel.walk().equals(other.walk())) // equal Walks, so need compatible elements
{
if (!(rel.equals(other) || rel.isCompatibleWith(other) || rel.generalises(other) || other.generalises(rel)))
{
return false;
}
}
}
checkedRelatives.add(rel);
}
}
return true;
}
//-------------------------------------------------------------------------
/**
* We generalise the other pattern if and only if the following conditions hold: <br>  
* - For every element that we have, there is one in the other pattern that is at least as restrictive <br>  
* - For at least one feature element in the other Pattern, we are strictly less restrictive (otherwise we just equal) <br>  
* <br>
* Our list of allowed rotations can also be viewed as "feature elements" in the list of conditions above
*
* @param other
* @return Whether could generalise.
*/
public boolean generalises(final Pattern other)
{
boolean foundStrictGeneralisation = false;
for (final FeatureElement featureElement : featureElements())
{
boolean foundGeneralisation = false;
for (final FeatureElement otherElement : other.featureElements())
{
if (featureElement.generalises(otherElement)) // found an element that we strictly generalise
{
foundStrictGeneralisation = true;
foundGeneralisation = true;
break;
}
else if (featureElement.equals(otherElement)) // found an element that we equal (non-strict generalisation)
{
foundGeneralisation = true;
break;
}
}
if (!foundGeneralisation)
{
return false;
}
}
if (other.allowedRotations == null) // other allows ALL rotations
{
if (allowedRotations != null) // we don't, so we're more restrictive
{
return false;
}
}
else if (allowedRotations == null) // we allow ALL rotations, and other doesn't, so we have a strict generalisation here
{
foundStrictGeneralisation = true;
}
else
{
for (int i = 0; i < other.allowedRotations().size(); ++i)
{
final float allowedRotation = other.allowedRotations().getQuick(i);
if (!allowedRotations.contains(allowedRotation)) // other allows a rotation that we don't
{
return false;
}
}
// we have strict generalisation if we allow more rotations than other
foundStrictGeneralisation = (allowedRotations.size() > other.allowedRotations().size());
}
return foundStrictGeneralisation;
}
//-------------------------------------------------------------------------
/**
* Whenever we have multiple elements specifying the same place (either relatively using Walks,
* or using absolute positions):
* - If they are equal, we keep just one of them,
* - If one generalises the other, we keep the most specific one
*
* If neither of the two conditions above applies, we probably have an inconsistency,
* which we won't resolve here.
*/
public void removeRedundancies()
{
final List<FeatureElement> newFeatureElements = new ArrayList<FeatureElement>(featureElements.length);
for (final FeatureElement element : featureElements)
{
boolean shouldAdd = true;
if (element instanceof AbsoluteFeatureElement)
{
final AbsoluteFeatureElement abs = (AbsoluteFeatureElement) element;
for (int i = 0; i < newFeatureElements.size(); ++i)
{
final FeatureElement alreadyAdded = newFeatureElements.get(i);
if (alreadyAdded instanceof AbsoluteFeatureElement)
{
final AbsoluteFeatureElement other = (AbsoluteFeatureElement) alreadyAdded;
if (abs.position() == other.position()) // same positions
{
if (abs.equals(other)) // already have this one, no need to add
{
shouldAdd = false;
break;
}
else if (abs.generalises(other)) // have something more specific, so no need to add
{
shouldAdd = false;
break;
}
else if (other.generalises(abs)) // have something more general, so we should replace that
{
newFeatureElements.set(i, abs);
// just already added by replacement, so no need to add again
shouldAdd = false;
break;
}
}
}
}
}
else
{
final RelativeFeatureElement rel = (RelativeFeatureElement) element;
for (int i = 0; i < newFeatureElements.size(); ++i)
{
final FeatureElement alreadyAdded = newFeatureElements.get(i);
if (alreadyAdded instanceof RelativeFeatureElement)
{
final RelativeFeatureElement other = (RelativeFeatureElement) alreadyAdded;
if (rel.walk().equals(other.walk())) // equal walks
{
if (rel.equals(other)) // already have this one, no need to add
{
shouldAdd = false;
break;
}
else if (rel.generalises(other)) // have something more specific, so no need to add
{
shouldAdd = false;
break;
}
else if (other.generalises(rel)) // have something more general, so we should replace that
{
newFeatureElements.set(i, rel);
// just already added by replacement, so no need to add again
shouldAdd = false;
break;
}
}
}
}
}
if (shouldAdd)
{
newFeatureElements.add(element);
}
}
featureElements = newFeatureElements.toArray(new FeatureElement[newFeatureElements.size()]);
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
// NOTE: we have custom equals() implementation which makes the order
// of allowed rotations and featureElements lists not matter. Our
// hashCode() implementation should therefore also be invariant to
// order in those lists
if (allowedRotations == null)
{
result = prime * result;
}
else
{
int allowedRotsHash = 0;
for (int i = 0; i < allowedRotations.size(); ++i)
{
// XORing them all means order does not matter
allowedRotsHash ^= 41 * Float.floatToIntBits(allowedRotations.getQuick(i));
}
// adding prime inside brackets because that would also happen
// in ArrayList.hashCode()
result = prime * result + (prime + allowedRotsHash);
}
result = prime * result + (allowsReflection ? 1231 : 1237);
if (featureElements == null)
{
result = prime * result;
}
else
{
int featureElementsHash = 0;
for (final FeatureElement element : featureElements)
{
// XORing them all means order does not matter
featureElementsHash ^= 37 * element.hashCode();
}
// adding prime inside brackets because that would also happen in
// ArrayList.hashCode()
result = prime * result + (prime + featureElementsHash);
}
result = prime * result + (matchMoverDirection ? 1231 : 1237);
return result;
}
@Override
public boolean equals(final Object other)
{
if (!(other instanceof Pattern))
return false;
final Pattern otherPattern = (Pattern) other;
// For every feature element, we also need it to be present in other,
// and vice versa
if (featureElements.length != otherPattern.featureElements.length)
return false;
for (final FeatureElement element : featureElements)
{
if (!ArrayUtils.contains(otherPattern.featureElements, element))
return false;
}
// for (final FeatureElement element : otherPattern.featureElements())
// {
// if (!featureElements.contains(element))
// {
// return false;
// }
// }
if (otherPattern.allowedRotations == null)
{
return allowedRotations == null;
}
else if (allowedRotations == null)
{
return false;
}
else
{
if (allowedRotations.size() != otherPattern.allowedRotations.size())
return false;
for (int i = 0; i < otherPattern.allowedRotations().size(); ++i)
{
if (!allowedRotations.contains(otherPattern.allowedRotations().getQuick(i)))
return false;
}
}
return allowsReflection == otherPattern.allowsReflection;
}
//-------------------------------------------------------------------------
/**
* equals() method that ignores restrictions on rotation / reflection
*
* @param other
* @return True if, ignoring rotation / reflection, the patterns are equal
*/
public boolean equalsIgnoreRotRef(final Pattern other)
{
// for every feature element, we also need it to be present in other,
// and vice versa
if (featureElements.length != other.featureElements.length)
{
return false;
}
for (final FeatureElement element : featureElements)
{
if (!ArrayUtils.contains(other.featureElements, element))
{
return false;
}
}
for (final FeatureElement element : other.featureElements())
{
if (!ArrayUtils.contains(featureElements, element))
{
return false;
}
}
return allowsReflection == other.allowsReflection;
}
/**
* hashCode() method that ignores restrictions on rotation / reflection
*
* @return Hash code.
*/
public int hashCodeIgnoreRotRef()
{
final int prime = 31;
int result = 1;
if (featureElements == null)
{
result = prime * result;
}
else
{
int featureElementsHash = 0;
for (final FeatureElement element : featureElements)
{
// XORing them all means order does not matter
featureElementsHash ^= element.hashCode();
}
// adding prime inside brackets because that would also happen in
// ArrayList.hashCode()
result = prime * result + (prime + featureElementsHash);
}
result = prime * result + (matchMoverDirection ? 1231 : 1237);
return result;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
String str = "";
if (!allowsReflection)
str += "refl=false,";
String rotsStr;
if (allowedRotations != null)
{
rotsStr = "[";
for (int i = 0; i < allowedRotations.size(); ++i)
{
rotsStr += allowedRotations.getQuick(i);
if (i < allowedRotations.size() - 1)
{
rotsStr += ",";
}
}
rotsStr += "]";
}
else
{
rotsStr = "all";
}
if (allowedRotations != null)
str += String.format("rots=%s,", rotsStr);
str += String.format("els=%s", Arrays.toString(featureElements));
return str;
}
//-------------------------------------------------------------------------
}
| 24,735 | 26.0931 | 133 | java |
Ludii | Ludii-master/Features/src/features/spatial/RelativeFeature.java | package features.spatial;
import java.text.DecimalFormat;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.Set;
import features.spatial.elements.FeatureElement;
import features.spatial.elements.RelativeFeatureElement;
import game.Game;
import gnu.trove.list.array.TFloatArrayList;
import main.Constants;
import main.math.Point2D;
/**
* In a Relative Feature, the Action-to-play is implied by
* relative "from" and "to" Walks (sometimes only a "to" Walk)
*
* @author Dennis Soemers
*/
public class RelativeFeature extends SpatialFeature
{
//-------------------------------------------------------------------------
/** Relative position that we want to move to */
protected final Walk toPosition;
/**
* Relative position that we want to move from (null in cases where
* there is no from position, or where it's not restricted)
*/
protected final Walk fromPosition;
/**
* Relative position that was moved to last
* (null for proactive features)
*/
protected final Walk lastToPosition;
/**
* Relative position that was last moved from (null for proactive features
* and in cases where we don't care about restricting from-positions)
*/
protected final Walk lastFromPosition;
//-------------------------------------------------------------------------
/**
* Constructor
* @param pattern
* @param toPosition
* @param fromPosition
*/
public RelativeFeature
(
final Pattern pattern,
final Walk toPosition,
final Walk fromPosition
)
{
this.pattern = pattern;
this.toPosition = toPosition;
this.fromPosition = fromPosition;
this.lastToPosition = null;
this.lastFromPosition = null;
}
/**
* Constructor
* @param pattern
* @param toPosition
* @param fromPosition
* @param lastToPosition
* @param lastFromPosition
*/
public RelativeFeature
(
final Pattern pattern,
final Walk toPosition,
final Walk fromPosition,
final Walk lastToPosition,
final Walk lastFromPosition
)
{
this.pattern = pattern;
this.toPosition = toPosition;
this.fromPosition = fromPosition;
this.lastToPosition = lastToPosition;
this.lastFromPosition = lastFromPosition;
}
/**
* Copy constructor
* @param other
*/
public RelativeFeature(final RelativeFeature other)
{
this.pattern = new Pattern(other.pattern);
this.toPosition =
other.toPosition == null ? null :
new Walk(other.toPosition);
this.fromPosition =
other.fromPosition == null ? null :
new Walk(other.fromPosition);
this.lastToPosition =
other.lastToPosition == null ? null :
new Walk(other.lastToPosition);
this.lastFromPosition =
other.lastFromPosition == null ? null :
new Walk(other.lastFromPosition);
// this.comment = new String(other.comment);
}
/**
* Constructor from string
* @param string
*/
public RelativeFeature(final String string)
{
final String[] parts = string.split(":");
// need these because we're not allowed to assign value to
// final members inside a loop
Walk toPos = null;
Walk fromPos = null;
Walk lastToPos = null;
Walk lastFromPos = null;
for (String part : parts)
{
if (part.startsWith("last_to=<"))
{
part = part.substring(
"last_to=<".length(), part.length() - ">".length());
lastToPos = new Walk(part);
}
else if (part.startsWith("last_from=<"))
{
part = part.substring(
"last_from=<".length(), part.length() - ">".length());
lastFromPos = new Walk(part);
}
else if (part.startsWith("to=<"))
{
part = part.substring(
"to=<".length(), part.length() - ">".length());
toPos = new Walk(part);
}
else if (part.startsWith("from=<"))
{
part = part.substring(
"from=<".length(), part.length() - ">".length());
fromPos = new Walk(part);
}
else if (part.startsWith("pat=<"))
{
part = part.substring(
"pat=<".length(), part.length() - ">".length());
pattern = new Pattern(part);
}
else if (part.startsWith("comment=\""))
{
part = part.substring(
"comment=\"".length(), part.length() - "\"".length());
// comment = part;
}
}
toPosition = toPos;
fromPosition = fromPos;
lastToPosition = lastToPos;
lastFromPosition = lastFromPos;
}
//-------------------------------------------------------------------------
/**
* @return Relative to-position
*/
public Walk toPosition()
{
return toPosition;
}
/**
* @return Relative from-position
*/
public Walk fromPosition()
{
return fromPosition;
}
/**
* @return Relative last-to position
*/
public Walk lastToPosition()
{
return lastToPosition;
}
/**
* @return Relative last-from position
*/
public Walk lastFromPosition()
{
return lastFromPosition;
}
@Override
public boolean isReactive()
{
return lastToPosition != null || lastFromPosition != null;
}
//-------------------------------------------------------------------------
@Override
public SpatialFeature rotatedCopy(final float rotation)
{
final RelativeFeature copy = new RelativeFeature(this);
if (copy.toPosition != null)
{
if (copy.toPosition().steps().size() > 0)
{
copy.toPosition().steps().setQuick(
0, copy.toPosition().steps().getQuick(0) + rotation);
}
}
if (copy.fromPosition != null)
{
if (copy.fromPosition().steps().size() > 0)
{
copy.fromPosition().steps().setQuick(
0, copy.fromPosition().steps().getQuick(0) + rotation);
}
}
if (copy.lastToPosition != null)
{
if (copy.lastToPosition().steps().size() > 0)
{
copy.lastToPosition().steps().setQuick(
0,
copy.lastToPosition().steps().getQuick(0) + rotation);
}
}
if (copy.lastFromPosition != null)
{
if (copy.lastFromPosition().steps().size() > 0)
{
copy.lastFromPosition().steps().setQuick(
0,
copy.lastFromPosition().steps().getQuick(0) + rotation);
}
}
for (final FeatureElement element : copy.pattern().featureElements())
{
if (element instanceof RelativeFeatureElement)
{
final RelativeFeatureElement rel =
(RelativeFeatureElement) element;
if (rel.walk().steps().size() > 0)
{
rel.walk().steps().setQuick(
0,
rel.walk().steps().getQuick(0) + rotation);
}
}
}
return copy;
}
@Override
public SpatialFeature reflectedCopy()
{
final RelativeFeature copy = new RelativeFeature(this);
if (copy.toPosition != null)
{
final TFloatArrayList steps = copy.toPosition.steps();
for (int i = 0; i < steps.size(); ++i)
{
steps.setQuick(i, steps.getQuick(i) * -1);
}
}
if (copy.fromPosition != null)
{
final TFloatArrayList steps = copy.fromPosition.steps();
for (int i = 1; i < steps.size(); ++i)
{
steps.setQuick(i, steps.getQuick(i) * -1);
}
}
if (copy.lastToPosition != null)
{
final TFloatArrayList steps = copy.lastToPosition.steps();
for (int i = 1; i < steps.size(); ++i)
{
steps.setQuick(i, steps.getQuick(i) * -1);
}
}
if (copy.lastFromPosition != null)
{
final TFloatArrayList steps = copy.lastFromPosition.steps();
for (int i = 1; i < steps.size(); ++i)
{
steps.setQuick(i, steps.getQuick(i) * -1);
}
}
for (final FeatureElement element : copy.pattern().featureElements())
{
if (element instanceof RelativeFeatureElement)
{
final RelativeFeatureElement rel =
(RelativeFeatureElement) element;
final TFloatArrayList steps = rel.walk().steps();
for (int i = 1; i < steps.size(); ++i)
{
steps.setQuick(i, steps.getQuick(i) * -1);
}
}
}
return copy;
}
@Override
public boolean generalises(final SpatialFeature other)
{
if (!(other instanceof RelativeFeature))
{
return false;
}
final RelativeFeature otherFeature = (RelativeFeature) other;
boolean foundStrictGeneralization = false;
if (toPosition != null)
{
if (!(toPosition.equals(otherFeature.toPosition)))
{
return false;
}
}
else if (otherFeature.toPosition == null)
{
return false;
}
if (fromPosition != null)
{
if (!(fromPosition.equals(otherFeature.fromPosition)))
{
return false;
}
}
else if (otherFeature.fromPosition == null)
{
return false;
}
if (lastToPosition != null)
{
if (!(lastToPosition.equals(otherFeature.lastToPosition)))
{
return false;
}
}
else if (otherFeature.lastToPosition == null)
{
return false;
}
if (lastFromPosition != null)
{
if (!(lastFromPosition.equals(otherFeature.lastFromPosition)))
{
return false;
}
}
else if (otherFeature.lastFromPosition == null)
{
return false;
}
if (pattern.generalises(otherFeature.pattern))
{
foundStrictGeneralization = true;
}
else if (!(pattern.equals(otherFeature.pattern)))
{
return false;
}
return foundStrictGeneralization;
}
//-------------------------------------------------------------------------
@Override
public List<SpatialFeature> generateGeneralisers
(
final Game game,
final Set<RotRefInvariantFeature> generalisers,
final int numRecursions
)
{
if (toPosition != null && fromPosition != null)
{
// We can generalise by removing either the to- or the from-specifier
addGeneraliser
(
new RelativeFeature
(
new Pattern(pattern),
new Walk(toPosition),
null,
lastToPosition == null ? null : new Walk(lastToPosition),
lastFromPosition == null ? null : new Walk(lastFromPosition)
),
game,
generalisers,
numRecursions
);
addGeneraliser
(
new RelativeFeature
(
new Pattern(pattern),
null,
new Walk(fromPosition),
lastToPosition == null ? null : new Walk(lastToPosition),
lastFromPosition == null ? null : new Walk(lastFromPosition)
),
game,
generalisers,
numRecursions
);
}
if (lastToPosition != null)
{
// We can generalise by removing last-to requirement
addGeneraliser
(
new RelativeFeature
(
new Pattern(pattern),
toPosition == null ? null : new Walk(toPosition),
fromPosition == null ? null : new Walk(fromPosition),
null,
lastFromPosition == null ? null : new Walk(lastFromPosition)
),
game,
generalisers,
numRecursions
);
}
if (lastFromPosition != null)
{
// We can generalise by removing last-to requirement
addGeneraliser
(
new RelativeFeature
(
new Pattern(pattern),
toPosition == null ? null : new Walk(toPosition),
fromPosition == null ? null : new Walk(fromPosition),
lastToPosition == null ? null : new Walk(lastToPosition),
null
),
game,
generalisers,
numRecursions
);
}
final FeatureElement[] patternElements = pattern.featureElements();
for (int i = 0; i < patternElements.length; ++i)
{
// We can generalise by removing the ith element of the pattern
final FeatureElement[] newElements = new FeatureElement[patternElements.length - 1];
int nextIdx = 0;
for (int j = 0; j < patternElements.length; ++j)
{
if (j != i)
newElements[nextIdx++] = FeatureElement.copy(patternElements[j]);
}
final RelativeFeature newFeature =
new RelativeFeature
(
new Pattern(newElements),
toPosition == null ? null : new Walk(toPosition),
fromPosition == null ? null : new Walk(fromPosition),
lastToPosition == null ? null : new Walk(lastToPosition),
lastFromPosition == null ? null : new Walk(lastFromPosition)
);
newFeature.pattern().setAllowedRotations(pattern.allowedRotations());
addGeneraliser(newFeature, game, generalisers, numRecursions);
}
final List<SpatialFeature> outList = new ArrayList<SpatialFeature>(generalisers.size());
for (final RotRefInvariantFeature f : generalisers)
{
outList.add(f.feature());
}
return outList;
}
/**
* Helper method to add generaliser for given game to given set of generalisers.
* May not add it if it's equivalent to another feature already in the list.
*
* @param generaliser
* @param game
* @param generalisers
* @param numRecursions
*/
private static void addGeneraliser
(
final RelativeFeature generaliser,
final Game game,
final Set<RotRefInvariantFeature> generalisers,
final int numRecursions
)
{
generaliser.normalise(game);
if (generalisers.add(new RotRefInvariantFeature(generaliser)))
{
if (numRecursions > 0)
{
// Also add generalisers of the generaliser
generaliser.generateGeneralisers(game, generalisers, numRecursions - 1);
}
}
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = super.hashCode();
result = prime * result +
((fromPosition == null) ? 0 : fromPosition.hashCode());
result = prime * result +
((toPosition == null) ? 0 : toPosition.hashCode());
result = prime * result +
((lastFromPosition == null) ? 0 : lastFromPosition.hashCode());
result = prime * result +
((lastToPosition == null) ? 0 : lastToPosition.hashCode());
return result;
}
@Override
public boolean equals(final Object other)
{
if (!super.equals(other))
return false;
if (!(other instanceof RelativeFeature))
return false;
final RelativeFeature otherFeature = (RelativeFeature) other;
// the extra == checks are because positions may be null, which is
// fine if they are null for both features
return
(
toPosition == otherFeature.toPosition
||
(
toPosition != null &&
toPosition.equals(otherFeature.toPosition)
)
)
&&
(
fromPosition == otherFeature.fromPosition
||
(
fromPosition != null &&
fromPosition.equals(otherFeature.fromPosition)
)
)
&&
(
lastToPosition == otherFeature.lastToPosition
||
(
lastToPosition != null &&
lastToPosition.equals(otherFeature.lastToPosition)
)
)
&&
(
lastFromPosition == otherFeature.lastFromPosition
||
(
lastFromPosition != null &&
lastFromPosition.equals(otherFeature.lastFromPosition)
)
);
}
@Override
public boolean equalsIgnoreRotRef(final SpatialFeature other)
{
if (! super.equalsIgnoreRotRef(other))
return false;
if (!(other instanceof RelativeFeature))
return false;
final RelativeFeature otherFeature = (RelativeFeature) other;
// the extra == checks are because positions may be null, which is
// fine if they are null for both features
return
(
toPosition == otherFeature.toPosition
||
(
toPosition != null &&
toPosition.equals(otherFeature.toPosition)
)
)
&&
(
fromPosition == otherFeature.fromPosition
||
(
fromPosition != null &&
fromPosition.equals(otherFeature.fromPosition)
)
)
&&
(
lastToPosition == otherFeature.lastToPosition
||
(
lastToPosition != null &&
lastToPosition.equals(otherFeature.lastToPosition)
)
)
&&
(
lastFromPosition == otherFeature.lastFromPosition
||
(
lastFromPosition != null &&
lastFromPosition.equals(otherFeature.lastFromPosition)
)
);
}
@Override
public int hashCodeIgnoreRotRef()
{
final int prime = 31;
int result = super.hashCodeIgnoreRotRef();
result = prime * result +
((fromPosition == null) ? 0 : fromPosition.hashCode());
result = prime * result +
((toPosition == null) ? 0 : toPosition.hashCode());
result = prime * result +
((lastFromPosition == null) ? 0 : lastFromPosition.hashCode());
result = prime * result +
((lastToPosition == null) ? 0 : lastToPosition.hashCode());
return result;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
String str = String.format("pat=<%s>", pattern);
if (toPosition != null)
{
str = String.format("to=<%s>:%s", toPosition, str);
}
if (fromPosition != null)
{
str = String.format("from=<%s>:%s", fromPosition, str);
}
if (lastToPosition != null)
{
str = String.format("last_to=<%s>:%s", lastToPosition, str);
}
if (lastFromPosition != null)
{
str = String.format("last_from=<%s>:%s", lastFromPosition, str);
}
// if (comment.length() > 0)
// {
// str = String.format("%s:comment=\"%s\"", str, comment);
// }
return "rel:" + str;
}
//-------------------------------------------------------------------------
@Override
public String generateTikzCode(final Game game)
{
final Map<TFloatArrayList, List<String>> stringsPerWalk = new HashMap<TFloatArrayList, List<String>>();
// Anchor
stringsPerWalk.put(new TFloatArrayList(), new ArrayList<String>());
stringsPerWalk.get(new TFloatArrayList()).add("");
if (toPosition != null)
{
final TFloatArrayList key = toPosition.steps();
List<String> strings = stringsPerWalk.get(key);
if (strings == null)
{
strings = new ArrayList<String>();
stringsPerWalk.put(key, strings);
}
strings.add("To");
}
if (fromPosition != null)
{
final TFloatArrayList key = fromPosition.steps();
List<String> strings = stringsPerWalk.get(key);
if (strings == null)
{
strings = new ArrayList<String>();
stringsPerWalk.put(key, strings);
}
strings.add("From");
}
if (lastToPosition != null)
{
final TFloatArrayList key = lastToPosition.steps();
List<String> strings = stringsPerWalk.get(key);
if (strings == null)
{
strings = new ArrayList<String>();
stringsPerWalk.put(key, strings);
}
strings.add("Last To");
}
if (lastFromPosition != null)
{
final TFloatArrayList key = lastFromPosition.steps();
List<String> strings = stringsPerWalk.get(key);
if (strings == null)
{
strings = new ArrayList<String>();
stringsPerWalk.put(key, strings);
}
strings.add("Last From");
}
for (final FeatureElement el : pattern.featureElements())
{
final TFloatArrayList key = ((RelativeFeatureElement)el).walk().steps();
List<String> strings = stringsPerWalk.get(key);
if (strings == null)
{
strings = new ArrayList<String>();
stringsPerWalk.put(key, strings);
}
strings.add((el.not() ? "!" : "") + el.type().label + (el.itemIndex() >= 0 ? String.valueOf(el.itemIndex()) : ""));
}
final StringBuilder sb = new StringBuilder();
final List<Point2D> points = new ArrayList<Point2D>();
final List<String> labels = new ArrayList<String>();
final List<List<String>> stringsPerPoint = new ArrayList<List<String>>();
final Map<List<String>, String> connections = new HashMap<List<String>, String>();
// Start with node for anchor
sb.append("\\node[ellipse, draw, align=center] (Anchor) at (0,0) {");
final List<String> anchorStrings = stringsPerWalk.get(new TFloatArrayList());
while (anchorStrings.remove("")) { /** Keep going */ }
// for (int i = 0; i < anchorStrings.size(); ++i)
// {
// if (i > 0)
// sb.append("\\\\");
// sb.append(anchorStrings.get(i));
// }
sb.append("{POINT_STRINGS_" + points.size() + "}");
sb.append("}; \n");
points.add(new Point2D(0.0, 0.0));
labels.add("(Anchor)");
stringsPerPoint.add(anchorStrings);
final double STEP_SIZE = 2.0;
int nextLabelIdx = 1;
for (final Entry<TFloatArrayList, List<String>> entry : stringsPerWalk.entrySet())
{
final TFloatArrayList walk = entry.getKey();
String currLabel = "(Anchor)";
double x = 0.0;
double y = 0.0;
double currTheta = 0.5 * Math.PI;
final TFloatArrayList partialWalk = new TFloatArrayList();
for (int i = 0; i < walk.size(); ++i)
{
final float step = walk.getQuick(i);
partialWalk.add(step);
currTheta -= step * 2.0 * Math.PI;
x += STEP_SIZE * Math.cos(currTheta);
y += STEP_SIZE * Math.sin(currTheta);
final Point2D currPoint = new Point2D(x, y);
String nextLabel = null;
List<String> pointStrings = null;
for (int j = 0; j < points.size(); ++j)
{
if (points.get(j).equalsApprox(currPoint, Constants.EPSILON))
{
nextLabel = labels.get(j);
pointStrings = stringsPerPoint.get(j);
break;
}
}
if (nextLabel == null)
{
nextLabel = "(N" + (nextLabelIdx++) + ")";
// Need to draw a node for this partial walk
// final StringBuilder nodeText = new StringBuilder();
// final List<String> walkStrings = stringsPerWalk.get(partialWalk);
//
// if (walkStrings != null)
// {
// while (walkStrings.remove("")) { /** Keep going */ }
// for (int j = 0; j < walkStrings.size(); ++j)
// {
// if (j > 0)
// nodeText.append("\\\\");
// nodeText.append(walkStrings.get(j));
// }
// }
sb.append("\\node[ellipse, draw, align=center] " + nextLabel + " at (" + x + ", " + y + ") {{POINT_STRINGS_" + points.size() + "}}; \n");
points.add(currPoint);
labels.add(nextLabel);
pointStrings = new ArrayList<String>();
stringsPerPoint.add(pointStrings);
}
final List<String> walkStrings = stringsPerWalk.get(partialWalk);
if (walkStrings != null)
{
while (walkStrings.remove("")) { /** Keep going */ }
for (final String walkString : walkStrings)
{
if (!pointStrings.contains(walkString))
pointStrings.add(walkString);
}
}
connections.put(Arrays.asList(new String[] {currLabel, nextLabel}), "$" + new DecimalFormat("#.##").format(step) + "$");
currLabel = nextLabel;
}
}
for (final Entry<List<String>, String> connection : connections.entrySet())
{
sb.append("\\path[->,draw] " + connection.getKey().get(0) + " edge node {" + connection.getValue() + "} " + connection.getKey().get(1) + "; \n");
}
String returnStr = sb.toString();
for (int i = 0; i < points.size(); ++i)
{
final StringBuilder replaceStr = new StringBuilder();
for (int j = 0; j < stringsPerPoint.get(i).size(); ++j)
{
if (j > 0)
replaceStr.append("\\\\");
replaceStr.append(stringsPerPoint.get(i).get(j));
}
returnStr =
returnStr.replaceFirst
(
java.util.regex.Pattern.quote("{POINT_STRINGS_" + i + "}"),
java.util.regex.Matcher.quoteReplacement(replaceStr.toString())
);
}
returnStr = returnStr.replaceAll
(
java.util.regex.Pattern.quote("#"),
java.util.regex.Matcher.quoteReplacement("\\#")
);
return returnStr;
}
//-------------------------------------------------------------------------
}
| 23,016 | 22.951093 | 148 | java |
Ludii | Ludii-master/Features/src/features/spatial/SpatialFeature.java | package features.spatial;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Set;
import features.Feature;
import features.spatial.elements.AbsoluteFeatureElement;
import features.spatial.elements.FeatureElement;
import features.spatial.elements.FeatureElement.ElementType;
import features.spatial.elements.RelativeFeatureElement;
import features.spatial.graph_search.GraphSearch;
import features.spatial.graph_search.Path;
import features.spatial.instances.FeatureInstance;
import game.Game;
import game.types.board.SiteType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.GraphElement;
import game.util.graph.Radial;
import gnu.trove.list.array.TFloatArrayList;
import gnu.trove.list.array.TIntArrayList;
import gnu.trove.map.TFloatIntMap;
import gnu.trove.map.hash.TFloatIntHashMap;
import other.state.container.ContainerState;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Geometric features contain a Pattern that can be matched to parts of the board, and
* some description of an action to play.
*
* @author Dennis Soemers
*/
public abstract class SpatialFeature extends Feature
{
//-------------------------------------------------------------------------
/** Different types of BitSets we may want to compare against. */
public static enum BitSetTypes
{
/** Empty ChunkSet */
Empty,
/** Who ChunkSet */
Who,
/** What ChunkSet */
What,
/** If we don't want to do anything */
None;
}
//-------------------------------------------------------------------------
/** The feature's pattern */
protected Pattern pattern;
/** The graph element type this feature applies to. Tries to auto-detect for game if null */
protected SiteType graphElementType = null;
/**
* Feature Sets will set this index to be the index that the feature has inside
* its Feature Set This member is not really a "part" of the feature, and is
* therefore not used in methods such as equals() and hashCode().
*/
protected int spatialFeatureSetIndex = -1;
// /** Optional comment */
// protected String comment = "";
//-------------------------------------------------------------------------
/**
* @return The feature's pattern
*/
public Pattern pattern()
{
return pattern;
}
//-------------------------------------------------------------------------
/**
* @return Index in our feature set
*/
public int spatialFeatureSetIndex()
{
return spatialFeatureSetIndex;
}
/**
* Sets index in our feature set
* @param newIdx
*/
public void setSpatialFeatureSetIndex(final int newIdx)
{
spatialFeatureSetIndex = newIdx;
}
/**
* @return Is this a reactive feature (with specifiers for last-from
* and/or last-to position)?
*/
@SuppressWarnings("static-method")
public boolean isReactive()
{
return false;
}
//-------------------------------------------------------------------------
/**
* @param rotation
* @return Copy of this feature with the given rotation applied
*/
public abstract SpatialFeature rotatedCopy(final float rotation);
/**
* @return Copy of this feature, with reflection applied
*/
public abstract SpatialFeature reflectedCopy();
/**
* @param other
* @return True if we generalise the given other feature
*/
public abstract boolean generalises(final SpatialFeature other);
//-------------------------------------------------------------------------
/**
* Creates all possible instances for this feature
*
* @param game
* @param container
* @param player Player for whom to create the feature instance
* @param anchorConstraint Constraint on anchor position (-1 if no constraint)
* @param fromPosConstraint Constraint on absolute from-position (-1 if no constraint)
* @param toPosConstraint Constraint on absolute to-position (-1 if no constraint)
* @param lastFromConstraint Constraint on absolute last-from-position (-1 if no constraint)
* @param lastToConstraint Constraint on absolute last-to-position (-1 if no constraint)
* @return List of possible feature instances
*/
public final List<FeatureInstance> instantiateFeature
(
final Game game,
final ContainerState container,
final int player,
final int anchorConstraint,
final int fromPosConstraint,
final int toPosConstraint,
final int lastFromConstraint,
final int lastToConstraint
)
{
final Topology topology = game.board().topology();
final SiteType instanceType;
if (graphElementType != null)
instanceType = graphElementType;
else if (game.board().defaultSite() == SiteType.Vertex)
instanceType = SiteType.Vertex;
else
instanceType = SiteType.Cell;
final List<FeatureInstance> instances = new ArrayList<FeatureInstance>();
final int[] reflections = pattern.allowsReflection() ? new int[]{ 1, -1 } : new int[]{ 1 };
// for every site, we want to try creating feature instances with that site as
// anchor position
final List<? extends TopologyElement> sites = game.graphPlayElements();
boolean moreSitesRelevant = true;
int siteIdx = (anchorConstraint >= 0) ? anchorConstraint : 0;
for (/** */; siteIdx < sites.size(); ++siteIdx)
{
if (anchorConstraint >= 0 && anchorConstraint != siteIdx)
break;
final TopologyElement anchorSite = sites.get(siteIdx);
if (anchorSite.sortedOrthos().length == 0)
continue; // No point in using this as an anchor
TFloatArrayList rots = pattern.allowedRotations();
if (rots == null)
rots = Walk.rotationsForNumOrthos(anchorSite.sortedOrthos().length);
if (rots.size() == 0)
System.err.println("Warning: rots.size() == 0 in Feature.instantiateFeature()");
// test all allowed multipliers due to reflection
for (final int reflectionMult : reflections)
{
boolean moreReflectionsRelevant = false;
// test every rotation
for (int rotIdx = 0; rotIdx < rots.size(); ++rotIdx)
{
boolean moreRotationsRelevant = false;
final float rot = rots.get(rotIdx);
boolean allElementsAbsolute = true;
// first compute instances with resolved action positions
final List<FeatureInstance> instancesWithActions = new ArrayList<FeatureInstance>(1);
final FeatureInstance baseInstance = new FeatureInstance(this, siteIdx, reflectionMult, rot, instanceType);
if (this instanceof AbsoluteFeature)
{
// this case is easy, actions specified in terms of absolute positions
final AbsoluteFeature absThis = (AbsoluteFeature) this;
if (toPosConstraint < 0 || toPosConstraint == absThis.toPosition)
{
if (fromPosConstraint < 0 || fromPosConstraint == absThis.fromPosition)
{
baseInstance.setAction(absThis.toPosition, absThis.fromPosition);
baseInstance.setLastAction(absThis.lastToPosition, absThis.lastFromPosition);
instancesWithActions.add(baseInstance);
}
}
}
else
{
// this is the hard case, we'll have to follow along any non-null Walks
// like the Walks above, these can split up again in cells with odd edge counts
final RelativeFeature relThis = (RelativeFeature) this;
final Walk toWalk = relThis.toPosition;
final Walk fromWalk = relThis.fromPosition;
final Walk lastToWalk = relThis.lastToPosition;
final Walk lastFromWalk = relThis.lastFromPosition;
// need to walk the last-to-Walk
TIntArrayList possibleLastToPositions;
if (lastToWalk == null)
{
possibleLastToPositions = TIntArrayList.wrap(-1);
}
else
{
possibleLastToPositions = lastToWalk.resolveWalk(game, anchorSite, rot, reflectionMult);
final TFloatArrayList steps = lastToWalk.steps();
if (steps.size() > 0)
{
// we actually do have a meaningful Walk,
// so rotations will change things
moreRotationsRelevant = true;
// reflections become relevant if we
// have non-0, non-0.5 turns
if (!moreReflectionsRelevant)
{
for (int step = 0; step < steps.size(); ++step)
{
final float turn = steps.getQuick(step);
if (turn != 0.f && turn != 0.5f && turn != -0.5f)
{
moreReflectionsRelevant = true;
}
}
}
}
}
for (int lastToPosIdx = 0; lastToPosIdx < possibleLastToPositions.size(); ++lastToPosIdx)
{
final int lastToPos = possibleLastToPositions.getQuick(lastToPosIdx);
if
(
(lastToWalk == null || lastToPos >= 0)
&&
(lastToConstraint < 0 || lastToPos < 0 || lastToPos == lastToConstraint)
)
{
// need to walk the last-from-Walk
TIntArrayList possibleLastFromPositions;
if (lastFromWalk == null)
{
possibleLastFromPositions = TIntArrayList.wrap(-1);
}
else
{
possibleLastFromPositions = lastFromWalk.resolveWalk(game, anchorSite, rot, reflectionMult);
final TFloatArrayList steps = lastFromWalk.steps();
if (steps.size() > 0)
{
// we actually do have a meaningful
// Walk, so rotations will change things
moreRotationsRelevant = true;
// reflections become relevant if we
// have non-0, non-0.5 turns
if (!moreReflectionsRelevant)
{
for (int step = 0; step < steps.size(); ++step)
{
final float turn = steps.getQuick(step);
if (turn != 0.f && turn != 0.5f && turn != -0.5f)
{
moreReflectionsRelevant = true;
}
}
}
}
}
for (int lastFromPosIdx = 0; lastFromPosIdx < possibleLastFromPositions.size(); ++lastFromPosIdx)
{
final int lastFromPos = possibleLastFromPositions.getQuick(lastFromPosIdx);
if
(
(lastFromWalk == null || lastFromPos >= 0)
&&
(lastFromConstraint < 0 || lastFromPos < 0 || lastFromPos == lastFromConstraint)
)
{
// need to walk the to-Walk
TIntArrayList possibleToPositions;
if (toWalk == null)
{
possibleToPositions = TIntArrayList.wrap(-1);
}
else
{
possibleToPositions = toWalk.resolveWalk(game, anchorSite, rot, reflectionMult);
final TFloatArrayList steps = toWalk.steps();
if (steps.size() > 0)
{
// we actually do have a
// meaningful Walk, so rotations
// will change things
moreRotationsRelevant = true;
// reflections become relevant
// if we have non-0,
// non-0.5 turns
if (!moreReflectionsRelevant)
{
for (int step = 0; step < steps.size(); ++step)
{
final float turn = steps.getQuick(step);
if (turn != 0.f && turn != 0.5f && turn != -0.5f)
{
moreReflectionsRelevant = true;
}
}
}
}
}
for (int toPosIdx = 0; toPosIdx < possibleToPositions.size(); ++toPosIdx)
{
final int toPos = possibleToPositions.getQuick(toPosIdx);
if (toPos == -1 && toWalk != null)
continue;
if (toPosConstraint >= 0 && toPos >= 0 && toPosConstraint != toPos)
continue;
// need to walk the from-Walk
TIntArrayList possibleFromPositions;
if (fromWalk == null)
{
possibleFromPositions = TIntArrayList.wrap(-1);
}
else
{
possibleFromPositions = fromWalk.resolveWalk(
game, anchorSite, rot, reflectionMult);
final TFloatArrayList steps = fromWalk.steps();
if (steps.size() > 0)
{
// we actually do have a meaningful Walk,
// so rotations will change things
moreRotationsRelevant = true;
// reflections become relevant if we
// have non-0, non-0.5 turns
if (!moreReflectionsRelevant)
{
for (int step = 0; step < steps.size(); ++step)
{
final float turn = steps.getQuick(step);
if (turn != 0.f && turn != 0.5f && turn != -0.5f)
{
moreReflectionsRelevant = true;
}
}
}
}
}
for (int fromPosIdx = 0; fromPosIdx < possibleFromPositions.size(); ++fromPosIdx)
{
final int fromPos = possibleFromPositions.getQuick(fromPosIdx);
if (fromPos == -1 && fromWalk != null)
continue;
if (fromPosConstraint >= 0 && fromPos >= 0 && fromPosConstraint != fromPos)
continue;
final FeatureInstance newInstance = new FeatureInstance(baseInstance);
newInstance.setAction(toPos, fromPos);
newInstance.setLastAction(lastToPos, lastFromPos);
instancesWithActions.add(newInstance);
}
}
}
}
}
}
}
// try to make the pattern fit
//
// we'll usually just be creating a single new instance here, but on boards
// with cells with odd numbers of edges (e.g. triangular cells), every step of
// a Walk (except for the first step) can get split up into two different
// positions.
List<FeatureInstance> instancesWithElements = new ArrayList<FeatureInstance>(instancesWithActions);
for (final FeatureElement element : pattern.featureElements())
{
final List<FeatureInstance> replaceNewInstances = new ArrayList<FeatureInstance>(instancesWithElements.size());
if (element instanceof RelativeFeatureElement)
allElementsAbsolute = false;
for (final FeatureInstance instance : instancesWithElements) // usually just size 1
{
// first determine where we're testing for something
TIntArrayList testSites = new TIntArrayList(1); // usually just a single site
if (element instanceof AbsoluteFeatureElement)
{
final AbsoluteFeatureElement absElement = (AbsoluteFeatureElement) element;
testSites.add(absElement.position());
}
else
{
final RelativeFeatureElement relElement = (RelativeFeatureElement) element;
// need to walk the Walk
testSites = relElement.walk().resolveWalk(game, anchorSite, rot, reflectionMult);
final TFloatArrayList steps = relElement.walk().steps();
if (steps.size() > 0)
{
// we actually do have a meaningful Walk,
// so rotations will change things
moreRotationsRelevant = true;
// reflections become relevant if we
// have non-0, non-0.5 turns
if (!moreReflectionsRelevant)
{
for (int step = 0; step < steps.size(); ++step)
{
final float turn = steps.getQuick(step);
if (turn != 0.f && turn != 0.5f && turn != -0.5f)
{
moreReflectionsRelevant = true;
}
}
}
}
}
// for every possible site that our Walk might be specifying, check the type
for (int testSiteIdx = 0; testSiteIdx < testSites.size(); ++testSiteIdx)
{
final int testSite = testSites.getQuick(testSiteIdx);
final ElementType type = element.type();
if (type == ElementType.Empty) // entry in "empty" BitSet must (not) be on
{
if (testSite >= 0)
{
final FeatureInstance newInstance = new FeatureInstance(instance);
if (newInstance.addTest(container, BitSetTypes.Empty, testSite, !element.not()))
{
replaceNewInstances.add(newInstance);
}
}
else if (element.not()) // off board is also not empty
{
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
}
}
else if (type == ElementType.Friend) // entry in "who" BitSetS must (not) equal the player
{
if (testSite >= 0)
{
final FeatureInstance newInstance = new FeatureInstance(instance);
if (newInstance.addTest(container, BitSetTypes.Who, testSite, !element.not(), player))
{
replaceNewInstances.add(newInstance);
}
}
else if (element.not()) // off board is also not a friend
{
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
}
}
else if (type == ElementType.Enemy)
{
if (element.not())
{
// we'll have to split up into an
// off-board detector,
// an empty detector,
// and a friend detector
if (testSite < 0)
{
// off-board already detected,
// no more test needed
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
}
else
{
if (game.players().count() == 2)
{
// SPECIAL CASE: in 2-player
// games, we can just directly
// test for not-enemy
final FeatureInstance newInstance = new FeatureInstance(instance);
if (newInstance.addTest(container, BitSetTypes.Who, testSite, false, player == 1 ? 2 : 1))
{
replaceNewInstances.add(newInstance);
}
}
else
{
// more than two players, so
// need separate checks for
// empty and friend
FeatureInstance newInstance = new FeatureInstance(instance);
if (newInstance.addTest(container, BitSetTypes.Empty, testSite, true))
{
replaceNewInstances.add(newInstance);
}
newInstance = new FeatureInstance(instance);
if (newInstance.addTest(container, BitSetTypes.Who, testSite, true, player))
{
replaceNewInstances.add(newInstance);
}
}
}
}
else if (testSite >= 0)
{
if (game.players().count() == 2)
{
// SPECIAL case: in 2-player
// games, we can just test for
// enemy directly
final FeatureInstance newInstance = new FeatureInstance(instance);
if (newInstance.addTest(container, BitSetTypes.Who, testSite, true, player == 1 ? 2 : 1))
{
replaceNewInstances.add(newInstance);
}
}
else
{
// game with more than 2 players;
// need an instance that tests for
// not-empty as well as not-player
final FeatureInstance newInstance = new FeatureInstance(instance);
if (newInstance.addTest(container, BitSetTypes.Empty, testSite, false))
{
if (newInstance.addTest(container, BitSetTypes.Who, testSite, false, player))
{
replaceNewInstances.add(newInstance);
}
}
}
}
}
else if (type == ElementType.Off)
{
if (testSite < 0 != element.not())
{
// already performed our off-board check
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
}
}
else if (type == ElementType.Any)
{
// anything is fine
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
}
else if (type == ElementType.P1)
{
if (testSite >= 0)
{
final FeatureInstance newInstance = new FeatureInstance(instance);
if (newInstance.addTest(container, BitSetTypes.Who, testSite, !element.not(), 1))
{
replaceNewInstances.add(newInstance);
}
}
else if (element.not()) // off board is also not player 1
{
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
}
}
else if (type == ElementType.P2)
{
if (testSite >= 0)
{
final FeatureInstance newInstance = new FeatureInstance(instance);
if (newInstance.addTest(container, BitSetTypes.Who, testSite, !element.not(), 2))
{
replaceNewInstances.add(newInstance);
}
}
else if (element.not()) // off board is also not player 2
{
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
}
}
else if (type == ElementType.Item)
{
if (testSite >= 0)
{
final FeatureInstance newInstance = new FeatureInstance(instance);
if (newInstance.addTest(container, BitSetTypes.What, testSite, !element.not(), element.itemIndex()))
{
replaceNewInstances.add(newInstance);
}
}
else if (element.not()) // off board is also not an item
{
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
}
}
else if (type == ElementType.IsPos)
{
if ((testSite == element.itemIndex()) != element.not()) // test has already succeeded!
{
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
} // else the test has already failed!
}
else if (type == ElementType.Connectivity)
{
if (testSite >= 0 && (sites.get(testSite).sortedOrthos().length == element.itemIndex()))
{
// Test succeeds if we either have or do not have the correct connectivity
// (depending on element's not-flag)
if ((sites.get(testSite).sortedOrthos().length == element.itemIndex()) != element.not())
{
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
}
}
}
else if (type == ElementType.RegionProximity)
{
// Test succeeds if we're (not) closer to specific region than the anchor position
// (which is at index siteIdx)
// Either test will always fail for off-board positions
if (testSite >= 0)
{
final int[] distances = game.distancesToRegions()[element.itemIndex()];
final int anchorDist = distances[siteIdx];
final int testSiteDist = distances[testSite];
if ((anchorDist > testSiteDist) != element.not())
{
// Test passed
final FeatureInstance newInstance = new FeatureInstance(instance);
newInstance.addInitTimeElement(element);
replaceNewInstances.add(newInstance);
}
}
}
else if (type == ElementType.LineOfSightOrth)
{
if (!element.not())
{
// We want a specific piece in orthogonal LOS
if (testSite >= 0)
{
// There's lots of new instances we can create here, for every orth. radial:
// - An instance that just directly wants a piece of given type next to us
// - An instance that first wants one empty site, and then a piece
// - An instance that first wants two empty sites, and then a piece
// - etc...
final TIntArrayList runningMustEmptiesList = new TIntArrayList();
for (final Radial radial : topology.trajectories().radials(instanceType, testSite, AbsoluteDirection.Orthogonal))
{
final GraphElement[] steps = radial.steps();
for (int stepIdx = 1; stepIdx < steps.length; ++stepIdx)
{
// Create a feature instance with piece at stepIdx, and everything else leading up to it empty
final FeatureInstance newInstance = new FeatureInstance(instance);
boolean failure =
(!newInstance.addTest(container, BitSetTypes.What, steps[stepIdx].id(), true, element.itemIndex()));
for (int emptyStepIdx = 0; emptyStepIdx < runningMustEmptiesList.size(); ++emptyStepIdx)
{
// See if we can successfully add next must-empty requirement
failure =
(
failure
||
(
!newInstance.addTest
(
container, BitSetTypes.Empty,
runningMustEmptiesList.getQuick(emptyStepIdx),
true
)
)
);
}
if (!failure)
replaceNewInstances.add(newInstance);
// All other instances we add will have this step as must-empty
runningMustEmptiesList.add(steps[stepIdx].id());
}
}
}
}
else
{
// We do NOT want a specific piece type in orthogonal LOS
if (testSite >= 0)
{
// There's lots of new instances we can create here, for every orth. radial:
// - An instance that just directly wants not empty and not given piece next to us
// - An instance that first wants one empty site, and then not empty and not given piece
// - An instance that first wants two empty sites, and then not empty and not given piece
// - etc...
final TIntArrayList runningMustEmptiesList = new TIntArrayList();
for (final Radial radial : topology.trajectories().radials(instanceType, testSite, AbsoluteDirection.Orthogonal))
{
final GraphElement[] steps = radial.steps();
for (int stepIdx = 1; stepIdx < steps.length; ++stepIdx)
{
// Create a feature instance with not empty and not given piece at stepIdx,
// and everything else leading up to it empty
final FeatureInstance newInstance = new FeatureInstance(instance);
boolean failure =
(!newInstance.addTest(container, BitSetTypes.What, steps[stepIdx].id(), false, element.itemIndex()));
failure = failure ||
(!newInstance.addTest(container, BitSetTypes.Empty, steps[stepIdx].id(), false));
for (int emptyStepIdx = 0; emptyStepIdx < runningMustEmptiesList.size(); ++emptyStepIdx)
{
// See if we can successfully add next must-empty requirement
failure =
(
failure
||
(
!newInstance.addTest
(
container, BitSetTypes.Empty,
runningMustEmptiesList.getQuick(emptyStepIdx),
true
)
)
);
}
if (!failure)
replaceNewInstances.add(newInstance);
// All other instances we add will have this step as must-empty
runningMustEmptiesList.add(steps[stepIdx].id());
}
}
}
}
}
else if (type == ElementType.LineOfSightDiag)
{
if (!element.not())
{
// We want a specific piece in diagonal LOS
if (testSite >= 0)
{
// There's lots of new instances we can create here, for every orth. radial:
// - An instance that just directly wants a piece of given type next to us
// - An instance that first wants one empty site, and then a piece
// - An instance that first wants two empty sites, and then a piece
// - etc...
final TIntArrayList runningMustEmptiesList = new TIntArrayList();
for (final Radial radial : topology.trajectories().radials(instanceType, testSite, AbsoluteDirection.Diagonal))
{
final GraphElement[] steps = radial.steps();
for (int stepIdx = 1; stepIdx < steps.length; ++stepIdx)
{
// Create a feature instance with piece at stepIdx, and everything else leading up to it empty
final FeatureInstance newInstance = new FeatureInstance(instance);
boolean failure =
(!newInstance.addTest(container, BitSetTypes.What, steps[stepIdx].id(), true, element.itemIndex()));
for (int emptyStepIdx = 0; emptyStepIdx < runningMustEmptiesList.size(); ++emptyStepIdx)
{
// See if we can successfully add next must-empty requirement
failure =
(
failure
||
(
!newInstance.addTest
(
container, BitSetTypes.Empty,
runningMustEmptiesList.getQuick(emptyStepIdx),
true
)
)
);
}
if (!failure)
replaceNewInstances.add(newInstance);
// All other instances we add will have this step as must-empty
runningMustEmptiesList.add(steps[stepIdx].id());
}
}
}
}
else
{
// We do NOT want a specific piece type in diagonal LOS
if (testSite >= 0)
{
// There's lots of new instances we can create here, for every orth. radial:
// - An instance that just directly wants not empty and not given piece next to us
// - An instance that first wants one empty site, and then not empty and not given piece
// - An instance that first wants two empty sites, and then not empty and not given piece
// - etc...
final TIntArrayList runningMustEmptiesList = new TIntArrayList();
for (final Radial radial : topology.trajectories().radials(instanceType, testSite, AbsoluteDirection.Diagonal))
{
final GraphElement[] steps = radial.steps();
for (int stepIdx = 1; stepIdx < steps.length; ++stepIdx)
{
// Create a feature instance with not empty and not given piece at stepIdx,
// and everything else leading up to it empty
final FeatureInstance newInstance = new FeatureInstance(instance);
boolean failure =
(!newInstance.addTest(container, BitSetTypes.What, steps[stepIdx].id(), false, element.itemIndex()));
failure = failure ||
(!newInstance.addTest(container, BitSetTypes.Empty, steps[stepIdx].id(), false));
for (int emptyStepIdx = 0; emptyStepIdx < runningMustEmptiesList.size(); ++emptyStepIdx)
{
// See if we can successfully add next must-empty requirement
failure =
(
failure
||
(
!newInstance.addTest
(
container, BitSetTypes.Empty,
runningMustEmptiesList.getQuick(emptyStepIdx),
true
)
)
);
}
if (!failure)
replaceNewInstances.add(newInstance);
// All other instances we add will have this step as must-empty
runningMustEmptiesList.add(steps[stepIdx].id());
}
}
}
}
}
else
{
System.err.println("Warning: Element Type " + type + " not supported by Feature.instantiateFeature()");
}
}
}
instancesWithElements = replaceNewInstances;
}
if (allElementsAbsolute)
{
// only need to consider 1 possible rotation if all element positions are
// absolute
moreRotationsRelevant = false;
if (this instanceof AbsoluteFeature)
{
// if actions are ALSO specified absolutely, we also don't need to consider more
// sites
moreSitesRelevant = false;
}
}
instances.addAll(instancesWithElements);
if (!moreRotationsRelevant)
{
break;
}
}
if (!moreReflectionsRelevant)
{
break;
}
}
if (!moreSitesRelevant)
{
break;
}
}
return FeatureInstance.deduplicate(instances);
}
//-------------------------------------------------------------------------
/**
* This method expects to only be called with two features that are already
* known to be compatible (e.g. because they have already successfully fired
* together for a single state+action pair)
*
* @param game
* @param a
* @param b
* @return A new feature constructed by combining the features of instances a
* and b
*/
public static SpatialFeature combineFeatures(final Game game, final FeatureInstance a, final FeatureInstance b)
{
final SpatialFeature featureA = a.feature();
final SpatialFeature featureB = b.feature();
final Pattern patternA = featureA.pattern();
final Pattern patternB = featureB.pattern();
// If a and b have different anchors, we can only preserve region-proximity requirements
// from one of the two instances, because they are relative to the anchor.
boolean bHasRegionProxim = false;
if (a.anchorSite() != b.anchorSite())
{
for (final FeatureElement elemB : patternB.featureElements())
{
if (elemB.type() == ElementType.RegionProximity)
{
bHasRegionProxim = true;
boolean aHasRegionProxim = false;
for (final FeatureElement elemA : patternA.featureElements())
{
if (elemA.type() == ElementType.RegionProximity)
{
aHasRegionProxim = true;
break;
}
}
if (!aHasRegionProxim)
{
// Instead of proceeding (and discarding region proxim from B), we'll just flip A and B
return combineFeatures(game, b, a);
}
break;
}
}
}
// Compute extra rotation we should apply to pattern B
final float requiredBRotation = b.reflection() * b.rotation() - a.reflection() * a.rotation();
//System.out.println("requiredBRotation = " + requiredBRotation);
// Create modified copies of Patterns and last-from / last-to walks
final Pattern modifiedPatternA = new Pattern(patternA);
modifiedPatternA.applyReflection(a.reflection());
final Pattern modifiedPatternB = new Pattern(patternB);
if (bHasRegionProxim)
{
// B has Region Proximity tests, and A must also have some (because otherwise we
// would have flipped A and B around), and anchors are different (otherwise we wouldn't
// have checked whether or not B has Region Proximity tests).
//
// We can only preserve those from A, so we should discard any in pattern B
final List<FeatureElement> newElementsList = new ArrayList<FeatureElement>(modifiedPatternB.featureElements().length);
for (final FeatureElement el : modifiedPatternB.featureElements())
newElementsList.add(el);
for (int i = newElementsList.size() - 1; i >= 0; --i)
{
if (newElementsList.get(i).type() == ElementType.RegionProximity)
newElementsList.remove(i);
}
modifiedPatternB.setFeatureElements(newElementsList.toArray(new FeatureElement[newElementsList.size()]));
}
modifiedPatternB.applyReflection(b.reflection());
modifiedPatternB.applyRotation(requiredBRotation);
final List<? extends TopologyElement> sites = game.graphPlayElements();
final Path anchorsPath;
final Walk anchorsWalk;
if (a.anchorSite() != b.anchorSite())
{
anchorsPath =
GraphSearch.shortestPathTo
(
game,
sites.get(a.anchorSite()),
sites.get(b.anchorSite())
);
// A temporary solution to avoid issues in graphs with multiple disconnected
// subgraphs. TODO find a better permanent fix
if (anchorsPath == null)
{
return a.feature().rotatedCopy(0.f);
}
anchorsWalk = anchorsPath.walk();
//System.out.println("anchors walk = " + anchorsWalk);
//anchorsWalk.applyReflection(b.reflection());
anchorsWalk.applyRotation(-a.rotation() * a.reflection());
modifiedPatternB.prependWalkWithCorrection(anchorsWalk, anchorsPath, a.rotation(), a.reflection());
//System.out.println("corrected anchors walk = " + anchorsWalk);
}
else
{
anchorsPath = null;
anchorsWalk = null;
}
final Pattern newPattern = Pattern.merge(modifiedPatternA, modifiedPatternB);
if (featureA instanceof AbsoluteFeature && featureB instanceof AbsoluteFeature)
{
final AbsoluteFeature absA = (AbsoluteFeature) featureA;
final AbsoluteFeature absB = (AbsoluteFeature) featureB;
final AbsoluteFeature newFeature = new AbsoluteFeature(newPattern,
Math.max(absA.toPosition, absB.toPosition), Math.max(absA.fromPosition, absB.fromPosition));
newFeature.normalise(game);
newFeature.pattern().removeRedundancies();
if (!newFeature.pattern().isConsistent())
{
System.err.println("Generated inconsistent pattern: " + newPattern);
System.err.println("active feature A = " + featureA);
System.err.println("rot A = " + a.rotation());
System.err.println("ref A = " + a.reflection());
System.err.println("anchor A = " + a.anchorSite());
System.err.println("active feature B = " + featureB);
System.err.println("rot B = " + b.rotation());
System.err.println("ref B = " + b.reflection());
System.err.println("anchor B = " + b.anchorSite());
}
return newFeature;
}
else if (featureA instanceof RelativeFeature && featureB instanceof RelativeFeature)
{
final RelativeFeature relA = (RelativeFeature) featureA;
final RelativeFeature relB = (RelativeFeature) featureB;
Walk newToPosition = null;
if (relA.toPosition() != null)
{
newToPosition = new Walk(relA.toPosition());
newToPosition.applyReflection(a.reflection());
}
else if (relB.toPosition() != null)
{
newToPosition = new Walk(relB.toPosition());
newToPosition.applyReflection(b.reflection());
newToPosition.applyRotation(requiredBRotation);
if (anchorsWalk != null)
newToPosition.prependWalkWithCorrection(anchorsWalk, anchorsPath, a.rotation(), a.reflection());
}
Walk newFromPosition = null;
if (relA.fromPosition() != null)
{
newFromPosition = new Walk(relA.fromPosition());
newFromPosition.applyReflection(a.reflection());
}
else if (relB.fromPosition() != null)
{
newFromPosition = new Walk(relB.fromPosition());
newFromPosition.applyReflection(b.reflection());
newFromPosition.applyRotation(requiredBRotation);
if (anchorsWalk != null)
newFromPosition.prependWalkWithCorrection(anchorsWalk, anchorsPath, a.rotation(), a.reflection());
}
Walk newLastFromPosition = null;
if (relA.lastFromPosition() != null)
{
newLastFromPosition = new Walk(relA.lastFromPosition());
newLastFromPosition.applyReflection(a.reflection());
}
else if (relB.lastFromPosition() != null)
{
newLastFromPosition = new Walk(relB.lastFromPosition());
newLastFromPosition.applyReflection(b.reflection());
newLastFromPosition.applyRotation(requiredBRotation);
if (anchorsWalk != null)
newLastFromPosition.prependWalkWithCorrection(anchorsWalk, anchorsPath, a.rotation(), a.reflection());
}
Walk newLastToPosition = null;
if (relA.lastToPosition() != null)
{
newLastToPosition = new Walk(relA.lastToPosition());
newLastToPosition.applyReflection(a.reflection());
}
else if (relB.lastToPosition() != null)
{
newLastToPosition = new Walk(relB.lastToPosition());
newLastToPosition.applyReflection(b.reflection());
newLastToPosition.applyRotation(requiredBRotation);
if (anchorsWalk != null)
newLastToPosition.prependWalkWithCorrection(anchorsWalk, anchorsPath, a.rotation(), a.reflection());
}
if (featureA.graphElementType != featureB.graphElementType)
{
System.err.println("WARNING: combining two features for different graph element types!");
}
final RelativeFeature newFeature =
new RelativeFeature
(
newPattern, newToPosition, newFromPosition, newLastToPosition, newLastFromPosition
);
newFeature.graphElementType = featureA.graphElementType;
newFeature.pattern().removeRedundancies();
//System.out.println("pre-normalise = " + newFeature);
newFeature.normalise(game);
//System.out.println("post-normalise = " + newFeature);
newFeature.pattern().removeRedundancies();
if (!newFeature.pattern().isConsistent())
{
System.err.println("Generated inconsistent pattern: " + newPattern);
System.err.println("active feature A = " + featureA);
System.err.println("rot A = " + a.rotation());
System.err.println("ref A = " + a.reflection());
System.err.println("anchor A = " + a.anchorSite());
System.err.println("active feature B = " + featureB);
System.err.println("rot B = " + b.rotation());
System.err.println("ref B = " + b.reflection());
System.err.println("anchor B = " + b.anchorSite());
}
//System.out.println("constructed " + newFeature + " from " + a + " and " + b);
return newFeature;
}
else
{
// TODO need to think of how we want to combine absolute
// with relative features
}
// this should never happen
System.err.println("WARNING: Feature.combineFeatures() returning null!");
return null;
}
//-------------------------------------------------------------------------
/**
* Simplifies the Feature, by:
* 1) Getting the first turn of as many Walks as
* possible down to 0.0
* 2) Making all turns positive if they were originally all
* negative.
* 3) Making sure any turns that are very close to one of the game's
* rotations are set to precisely that rotation (for example, some of the
* modifications described above can result in turns of 0.49999997 due to
* floating point inaccuracies, which should instead be set to 0.5).
* 4) Preferring small turns in opposite direction over large turns.
* 5) Ensuring all turns are in [-1.0, 1.0].
* 6) Setting any turns of -0.5 to +0.5, and turns of -0.0 to +0.0.
*
* The first modification will only be done for features that allow all
* rotations, and the second will only be done for patterns that allow
* reflection.
*
* After these modifications, the originals can still be re-obtained through
* rotation and/or reflection.
*
* @param game
*/
public void normalise(final Game game)
{
final float[] allGameRotations = Walk.allGameRotations(game);
// if the absolute difference between a turn in a Walk and one of the
// game's legal rotations is less than this tolerance level, we treat
// them as equal
//
// for example, on a hexagonal grid the tolerance level will be about
// (1/6) / 100 = 0.16666667 / 100 ~= 0.0016666667
final float turnEqualTolerance = (allGameRotations[1] - allGameRotations[0]) / 100.f;
// let's first make sure our allowedRotations array has clean floating
// point numbers
final TFloatArrayList allowedRotations = pattern.allowedRotations();
if (allowedRotations != null)
{
for (int i = 0; i < allowedRotations.size(); ++i)
{
final float allowedRot = allowedRotations.getQuick(i);
for (int j = 0; j < allGameRotations.length; ++j)
{
if (Math.abs(allowedRot - allGameRotations[j]) < turnEqualTolerance)
{
// this can only be close to 0.f if allowedRot is
// positive, or if both are already approx. equal to 0.f
allowedRotations.setQuick(i, allGameRotations[j]);
break;
}
else if (Math.abs(allGameRotations[j] + allowedRot) < turnEqualTolerance)
{
// this can only be close to 0.f if allowedRot is
// negative, or if both are already approx. equal to 0.f
allowedRotations.setQuick(i, -allGameRotations[j]);
break;
}
}
}
}
// Collect all the lists of steps we want to look at / modify (can handle them all as a single big batch)
final List<TFloatArrayList> stepsLists = new ArrayList<TFloatArrayList>(pattern.featureElements().length + 4);
if (this instanceof RelativeFeature)
{
for (final FeatureElement featureElement : pattern.featureElements())
{
stepsLists.add(((RelativeFeatureElement) featureElement).walk().steps);
}
final RelativeFeature relFeature = (RelativeFeature) this;
for
(
final Walk walk : new Walk[]
{
relFeature.fromPosition, relFeature.toPosition,
relFeature.lastFromPosition, relFeature.lastToPosition
}
)
{
if (walk != null)
stepsLists.add(walk.steps);
}
}
// Make sure we don't have any steps outside of [-1.0, 1.0]
for (final TFloatArrayList steps : stepsLists)
{
for (int i = 0; i < steps.size(); ++i)
{
float turn = steps.getQuick(i);
while (turn < -1.f)
turn += 1.f;
while (turn > 1.f)
turn -= 1.f;
steps.setQuick(i, turn);
}
}
if (allowedRotations == null || Arrays.equals(allowedRotations.toArray(), allGameRotations))
{
// All rotations are allowed
// Find the most common turn among the first steps of all Walks
// with length > 0
float mostCommonTurn = Float.MAX_VALUE;
int numOccurrences = 0;
final TFloatIntMap occurrencesMap = new TFloatIntHashMap();
for (final TFloatArrayList steps : stepsLists)
{
if (steps.size() > 0)
{
final float turn = steps.getQuick(0);
final int newOccurrences = occurrencesMap.adjustOrPutValue(turn, 1, 1);
if (newOccurrences > numOccurrences)
{
numOccurrences = newOccurrences;
mostCommonTurn = turn;
}
else if (newOccurrences == numOccurrences)
{
// Prioritise small turns in case of tie
mostCommonTurn = Math.min(mostCommonTurn, turn);
}
}
}
if (mostCommonTurn != 0.f)
{
// Now subtract that most common turn from the first step of
// every walk
for (final TFloatArrayList steps : stepsLists)
{
if (steps.size() > 0)
{
steps.setQuick(0, steps.getQuick(0) - mostCommonTurn);
}
}
}
}
// Prefer small turns in opposite direction over large turns
for (final TFloatArrayList steps : stepsLists)
{
for (int i = 0; i < steps.size(); ++i)
{
final float step = steps.getQuick(i);
if (step > 0.5f)
{
steps.setQuick(i, step - 1.f);
}
else if (step < -0.5f)
{
steps.setQuick(i, step + 1.f);
}
}
}
if (pattern.allowsReflection())
{
// Reflection is allowed
// first figure out if we have any positive turns
boolean havePositiveTurns = false;
for (final TFloatArrayList steps : stepsLists)
{
for (int i = 0; i < steps.size(); ++i)
{
if (steps.getQuick(i) > 0.f)
{
havePositiveTurns = true;
break;
}
}
if (havePositiveTurns)
{
break;
}
}
// if we didn't find any, we can multiply all the turns
// by -1 (and reflection can later turn this back for us)
if (!havePositiveTurns)
{
for (final TFloatArrayList steps : stepsLists)
{
for (int i = 0; i < steps.size(); ++i)
{
steps.setQuick(i, steps.getQuick(i) * -1.f);
}
}
}
}
// Make sure floating point math didn't mess anything up with the turn
// values if possible, we prefer them to PRECISELY match the perfect
// fractions given by the game's possible rotations, because the
// floating point numbers are used in hashCode() and equals() methods
//
// here, we'll also set any turns of -0.f to 0.f (don't like negative 0)
for (final TFloatArrayList steps : stepsLists)
{
for (int i = 0; i < steps.size(); ++i)
{
final float turn = steps.getQuick(i);
if (turn == -0.f)
{
steps.setQuick(i, 0.f);
}
else
{
for (int j = 0; j < allGameRotations.length; ++j)
{
if (Math.abs(turn - allGameRotations[j]) < turnEqualTolerance)
{
// this can only be close to 0.f if turn is positive,
// or if both are already approx. equal to 0.f
steps.setQuick(i, allGameRotations[j]);
break;
}
else if (Math.abs(allGameRotations[j] + turn) < turnEqualTolerance)
{
// this can only be close to 0.f if turn is negative,
// or if both are already approx. equal to 0.f
steps.setQuick(i, -allGameRotations[j]);
break;
}
}
}
}
}
}
//-------------------------------------------------------------------------
/**
* @param features
* @return Copy of given list of features, with duplicates removed
*/
public static List<SpatialFeature> deduplicate(final List<SpatialFeature> features)
{
// TODO doing this with a set is almost always going to be faster
final List<SpatialFeature> deduplicated = new ArrayList<SpatialFeature>(features.size());
for (final SpatialFeature feature : features)
{
boolean foundDuplicate = false;
for (final SpatialFeature alreadyAdded : deduplicated)
{
if (alreadyAdded.equals(feature))
{
// System.out.println("removing " + feature + " (equal to " + alreadyAdded +
// ")");
foundDuplicate = true;
break;
}
}
if (!foundDuplicate)
{
deduplicated.add(feature);
}
}
return deduplicated;
}
//-------------------------------------------------------------------------
/**
* @param game The game for which we're generating features (passed such that
* we can normalise)
* @param generalisers The set in which we'll collect the generated generalisers
* @param numRecursions Number of recursive calls we're still allowed to do
* @return List of new spatial features that generalise (in a game-independent
* manner, i.e. having strictly fewer elements in patterns or action-specifiers)
* this feature.
*/
public abstract List<SpatialFeature> generateGeneralisers
(
final Game game,
final Set<RotRefInvariantFeature> generalisers,
final int numRecursions
);
//-------------------------------------------------------------------------
// /**
// * @return The feature's comment
// */
// public String comment()
// {
// return comment;
// }
//
// /**
// * @param newComment New comment for the feature
// * @return this Feature object (after modification)
// */
// public SpatialFeature setComment(final String newComment)
// {
// comment = newComment;
// return this;
// }
/**
* @return This feature's graph element type
*/
public SiteType graphElementType()
{
return graphElementType;
}
//-------------------------------------------------------------------------
@Override
public boolean equals(final Object other)
{
if (!(other instanceof SpatialFeature))
return false;
final SpatialFeature otherFeature = (SpatialFeature) other;
return pattern.equals(otherFeature.pattern);
}
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + ((pattern == null) ? 0 : pattern.hashCode());
return result;
}
//-------------------------------------------------------------------------
/**
* equals() function that ignores restrictions on rotation / reflection in
* pattern.
*
* @param other
* @return Result of test.
*/
public boolean equalsIgnoreRotRef(final SpatialFeature other)
{
return pattern.equalsIgnoreRotRef(other.pattern);
}
/**
* hashCode() function that ignores restrictions on rotation / reflection in
* pattern.
*
* @return Hash code.
*/
public int hashCodeIgnoreRotRef()
{
final int prime = 31;
int result = 1;
result = prime * result + ((pattern == null) ? 0 : pattern.hashCodeIgnoreRotRef());
return result;
}
//-------------------------------------------------------------------------
/**
* Simplifies the given list of spatial features by:
*
* 1) If there are two different features (which may not yet allow
* reflection), such that they would become equal if one of them were
* reflected; keeps only one of them (with reflection allowed).
*
* 2) If there are two different features (which may not yet allow all
* rotations), such that they would become equal if one of them were
* rotated by a certain amount; keeps only one of them (with the required
* rotation allowed)
*
* @param featuresIn
*/
public static List<SpatialFeature> simplifySpatialFeaturesList(final Game game, final List<SpatialFeature> featuresIn)
{
final List<SpatialFeature> simplified = new ArrayList<SpatialFeature>(featuresIn.size());
final Map<Object, RotRefInvariantFeature> featuresToKeep =
new HashMap<Object, RotRefInvariantFeature>();
final TFloatArrayList rotations = new TFloatArrayList(Walk.allGameRotations(game));
final boolean[] reflections = {true, false};
for (final SpatialFeature feature : featuresIn)
{
boolean shouldAddFeature = true;
for (int i = 0; i < rotations.size(); ++i)
{
final float rotation = rotations.get(i);
for (int j = 0; j < reflections.length; ++j)
{
final boolean reflect = reflections[j];
SpatialFeature rotatedFeature = feature.rotatedCopy(rotation);
if (reflect)
{
rotatedFeature = rotatedFeature.reflectedCopy();
}
rotatedFeature.normalise(game);
final RotRefInvariantFeature wrapped = new RotRefInvariantFeature(rotatedFeature);
if (featuresToKeep.containsKey(wrapped))
{
shouldAddFeature = false;
final SpatialFeature keepFeature = featuresToKeep.remove(wrapped).feature();
// make sure the feature that we decide to keep also
// allows for the necessary rotation
final float requiredRot = rotation == 0.f ? 0.f : 1.f - rotation;
if (keepFeature.pattern().allowedRotations() != null)
{
if (!keepFeature.pattern().allowedRotations().contains(requiredRot))
{
final TFloatArrayList allowedRotations = new TFloatArrayList();
allowedRotations.addAll
(
keepFeature.pattern().allowedRotations()
);
allowedRotations.add(requiredRot);
keepFeature.pattern().setAllowedRotations(allowedRotations);
keepFeature.pattern().allowedRotations().sort();
keepFeature.normalise(game);
}
}
final RotRefInvariantFeature wrappedKeep = new RotRefInvariantFeature(keepFeature);
featuresToKeep.put(wrappedKeep, wrappedKeep);
/*System.out.println("using " + keepFeature +
" instead of " + feature);*/
break;
}
}
if (!shouldAddFeature)
{
break;
}
}
if (shouldAddFeature)
{
final RotRefInvariantFeature wrapped = new RotRefInvariantFeature(feature);
featuresToKeep.put(wrapped, wrapped);
}
}
for (final RotRefInvariantFeature feature : featuresToKeep.values())
{
simplified.add(feature.feature());
}
return simplified;
}
//-------------------------------------------------------------------------
/**
* Wrapper around a feature, with equals() and hashCode() functions that
* ignore rotation / reflection permissions in feature/pattern.
*
* @author Dennis Soemers
*/
public static class RotRefInvariantFeature
{
/** Wrapped Feature */
protected SpatialFeature feature;
/**
* Constructor
* @param feature
*/
public RotRefInvariantFeature(final SpatialFeature feature)
{
this.feature = feature;
}
/**
* @return The wrapped feature
*/
public SpatialFeature feature()
{
return feature;
}
@Override
public boolean equals(final Object other)
{
if (!(other instanceof RotRefInvariantFeature))
{
return false;
}
return feature.equalsIgnoreRotRef(((RotRefInvariantFeature) other).feature);
}
@Override
public int hashCode()
{
return feature.hashCodeIgnoreRotRef();
}
}
//-------------------------------------------------------------------------
} | 57,574 | 31.528249 | 124 | java |
Ludii | Ludii-master/Features/src/features/spatial/Walk.java | package features.spatial;
import java.lang.ref.WeakReference;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.regex.Pattern;
import features.spatial.graph_search.Path;
import game.Game;
import gnu.trove.list.array.TFloatArrayList;
import gnu.trove.list.array.TIntArrayList;
import main.StringRoutines;
import other.topology.TopologyElement;
/**
* A relative position specified by a sequence of turns to take whilst
* walking<br>
* <br>
* In regular mode, every number indicates the fraction of possible clockwise
* turns to make <br>
* relative to the previous direction before taking another step. For example:
* [0, 0.25, 0, -0.5] means: <br>
* - 0 turns, walk once (straight ahead) <br>
* - 1/4th of the possible turns clockwise (e.g. one turn on a square cell),
* walk once, <br>
* - 0 additional turns, so continue in the direction given by our previous
* turns <br>
* - half of the possible turns counter-clockwise (e.g. turning backwards), walk
* once <br>
*
* @author Dennis Soemers and cambolbro
*/
public class Walk
{
//-------------------------------------------------------------------------
/** Weak reference to last game for which we computed allGameRotations */
private static volatile WeakReference<Game> cachedGame = new WeakReference<Game>(null);
/** Cached list of all game rotations */
private static volatile float[] cachedAllGameRotations = new float[0];
//-------------------------------------------------------------------------
/** Relative turns to make for every step */
protected final TFloatArrayList steps;
//-------------------------------------------------------------------------
/**
* Constructor
*/
public Walk()
{
this.steps = new TFloatArrayList(1);
}
/**
* Constructor
* @param steps
*/
public Walk(final float... steps)
{
this.steps = TFloatArrayList.wrap(steps);
}
/**
* Constructor
* @param steps
*/
public Walk(final TFloatArrayList steps)
{
this.steps = new TFloatArrayList(steps);
}
/**
* Constructor
* @param other
*/
public Walk(final Walk other)
{
this.steps = new TFloatArrayList(other.steps());
}
/**
* Constructor
* @param string
*/
public Walk(final String string)
{
final String walkString = string.substring("{".length(), string.length() - "}".length());
if (walkString.length() > 0)
{
final String[] stepStrings = walkString.split(",");
steps = new TFloatArrayList(stepStrings.length);
for (final String stepString : stepStrings)
{
final String s = stepString.trim();
if (s.contains("/"))
{
final String[] parts = s.split(Pattern.quote("/"));
steps.add((float) Integer.parseInt(parts[0]) / (float) Integer.parseInt(parts[1]));
}
else
{
steps.add(Float.parseFloat(stepString.trim()));
}
}
}
else
{
steps = new TFloatArrayList(0);
}
}
//-------------------------------------------------------------------------
/**
* Applies given reflection multiplier to this Walk
* @param reflection
*/
public void applyReflection(final int reflection)
{
if (reflection == 1)
{
// guess we're doing nothing at all
return;
}
assert (reflection == -1);
for (int i = 0; i < steps.size(); ++i)
{
steps.setQuick(i, steps.getQuick(i) * reflection);
}
}
/**
* Applies given rotation to this walk
* @param rotation
*/
public void applyRotation(final float rotation)
{
if (steps.size() > 0)
{
steps.setQuick(0, steps.getQuick(0) + rotation);
}
}
/**
* Adds all steps from the given walk to the end of this walk
* @param walk
*/
public void appendWalk(final Walk walk)
{
steps.add(walk.steps().toArray());
}
/**
* Adds a step corresponding to the given direction to the beginning of the Walk
*
* @param step
*/
public void prependStep(final float step)
{
steps.insert(0, step);
}
/**
* Adds all steps from the given walk to the beginning of this Walk
* @param walk
*/
public void prependWalk(final Walk walk)
{
steps.insert(0, walk.steps().toArray());
}
/**
* Prepends all steps of the given walk to this walk.
* Additionally applies a correction to the first step (if it exists) of this walk,
* to make sure that it still continues moving in the same direction that it
* would have without prepending the new walk.
*
* @param walk
* @param path The path we followed when walking the prepended walk
* @param rotToRevert Already-applied rotation which should be reverted
* @param refToRevert Already-applied reflection which should be reverted
*/
public void prependWalkWithCorrection
(
final Walk walk,
final Path path,
final float rotToRevert,
final int refToRevert
)
{
if (walk.steps.size() == 0)
return;
if (steps.size() > 0)
{
final TopologyElement endSite = path.destination();
final TopologyElement penultimateSite = path.sites().get(path.sites().size() - 2);
// TODO code duplication with resolveWalk()
// compute the directions that count as "continuing straight ahead"
// (will be only one in the case of cells with even number of edges, but two otherwise)
final TIntArrayList contDirs = new TIntArrayList(2);
final TopologyElement[] sortedOrthos = endSite.sortedOrthos();
int fromDir = -1;
for (int orthIdx = 0; orthIdx < sortedOrthos.length; ++orthIdx)
{
if
(
sortedOrthos[orthIdx] != null &&
sortedOrthos[orthIdx].index() == penultimateSite.index()
)
{
fromDir = orthIdx;
break;
}
}
if (fromDir == -1)
{
System.err.println("Warning! Walk.prependWalkWithCorrection() could not find fromDir!");
}
if (sortedOrthos.length % 2 == 0)
{
contDirs.add(fromDir + sortedOrthos.length / 2);
}
else
{
contDirs.add(fromDir + sortedOrthos.length / 2);
//contDirs.add(fromDir + 1 + sortedOrthos.length / 2);
}
final float toSubtract = (contDirs.getQuick(0) / (float) sortedOrthos.length) - rotToRevert * refToRevert;
// TODO now just assuming we get a single contDir
// System.out.println();
// System.out.println("prepended walk = " + walk);
// System.out.println("old code would have subtracted: " + walk.steps().sum());
// System.out.println("new code subtracts: " + toSubtract);
// System.out.println("steps.getQuick(0) = " + steps.getQuick(0));
// System.out.println("num orthos = " + sortedOrthos.length);
// System.out.println("contDir = " + contDirs.getQuick(0));
// System.out.println("fromDir = " + fromDir);
// System.out.println("start = " + path.start());
// System.out.println("end = " + path.destination());
steps.setQuick(0, steps.getQuick(0) - toSubtract);
}
steps.insert(0, walk.steps().toArray());
}
//-------------------------------------------------------------------------
/**
* @return Reference to this Walk's list of steps
*/
public TFloatArrayList steps()
{
return steps;
}
//-------------------------------------------------------------------------
/**
* Resolves this Walk
* @param game Game in which we're resolving a Walk
* @param startSite Vertex to start walking from
* @param rotModifier Additional rotation to apply to the complete Walk
* @param reflectionMult Reflection multiplier
* @return Indices of all possible vertices this Walk can end up in
* (may be many if we're walking through cells with odd numbers of edges where turns can be ambiguous).
*/
public TIntArrayList resolveWalk
(
final Game game,
final TopologyElement startSite,
final float rotModifier,
final int reflectionMult
)
{
// System.out.println();
// System.out.println("resolving walk: " + this);
// System.out.println("starting at vertex: " + startVertex);
// System.out.println("rotModifier = " + rotModifier);
// System.out.println("reflectionMult = " + reflectionMult);
final TIntArrayList results = new TIntArrayList(1);
if (steps.size() > 0)
{
final TopologyElement[] sortedOrthos = startSite.sortedOrthos();
final TIntArrayList connectionIndices = new TIntArrayList(2);
// apply rotation to first step,
// rest of the Walk will then auto-rotate
float connectionIdxFloat = ((steps.get(0) + rotModifier) * reflectionMult) * sortedOrthos.length;
float connectionIdxFractionalPart = connectionIdxFloat - (int) connectionIdxFloat;
if
(
Math.abs(0.5f - connectionIdxFractionalPart) < 0.02f ||
Math.abs(0.5f + connectionIdxFractionalPart) < 0.02f
)
{
// we're (almost) exactly halfway between two integer indices, so we'll use both
connectionIndices.add((int) Math.floor(connectionIdxFloat));
//connectionIndices.add((int) Math.ceil(connectionIdxFloat));
}
else // not almost exactly halfway, so just round and use a single integer index
{
connectionIndices.add(Math.round(connectionIdxFloat));
}
boolean wentOffBoard = false;
for (int c = 0; c < connectionIndices.size(); ++c)
{
TopologyElement prevSite = startSite;
int connectionIdx = connectionIndices.getQuick(c);
//System.out.println("connectionIdx = " + connectionIdx);
// wrap around... (thanks https://stackoverflow.com/a/4412200/6735980)
connectionIdx = (connectionIdx % sortedOrthos.length + sortedOrthos.length) % sortedOrthos.length;
TopologyElement nextSite = sortedOrthos[connectionIdx];
//System.out.println("nextSite = " + nextSite);
List<TopologyElement> nextSites = Arrays.asList(nextSite);
List<TopologyElement> prevSites = Arrays.asList(prevSite);
for (int step = 1; step < steps.size(); ++step)
{
// apply step to all possible "next vertices"
//System.out.println("step = " + step);
final List<TopologyElement> newNextSites = new ArrayList<TopologyElement>(nextSites.size());
final List<TopologyElement> newPrevSites = new ArrayList<TopologyElement>(nextSites.size());
for (int i = 0; i < nextSites.size(); ++i)
{
prevSite = prevSites.get(i);
nextSite = nextSites.get(i);
//System.out.println("prevVertex = " + prevVertex);
//System.out.println("nextVertex = " + nextVertex);
if (nextSite == null)
{
//System.out.println("went off board");
wentOffBoard = true;
}
else
{
// compute the directions that count as "continuing straight ahead"
// (will be only one in the case of cells with even number of edges, but two otherwise)
final TIntArrayList contDirs = new TIntArrayList(2);
final TopologyElement[] nextSortedOrthos = nextSite.sortedOrthos();
//System.out.println("sorted orthos of " + nextSite + " = " + Arrays.toString(nextSortedOrthos));
int fromDir = -1;
for (int nextOrthIdx = 0; nextOrthIdx < nextSortedOrthos.length; ++nextOrthIdx)
{
if
(
nextSortedOrthos[nextOrthIdx] != null &&
nextSortedOrthos[nextOrthIdx].index() == prevSite.index()
)
{
fromDir = nextOrthIdx;
break;
}
}
if (fromDir == -1)
{
System.err.println("Warning! Walk.resolveWalk() could not find fromDir!");
}
if (nextSortedOrthos.length % 2 == 0)
{
contDirs.add(fromDir + nextSortedOrthos.length / 2);
}
else
{
contDirs.add(fromDir + nextSortedOrthos.length / 2);
//contDirs.add(fromDir + 1 + nextSortedOrthos.length / 2);
}
// for each of these "continue directions", we apply the next rotation
// specified in the Walk and move on
for (int contDirIdx = 0; contDirIdx < contDirs.size(); ++contDirIdx)
{
final int contDir = contDirs.getQuick(contDirIdx);
final TIntArrayList nextConnectionIndices = new TIntArrayList(2);
connectionIdxFloat =
contDir + (steps.get(step) * reflectionMult) * nextSortedOrthos.length;
connectionIdxFractionalPart = connectionIdxFloat - (int) connectionIdxFloat;
if
(
Math.abs(0.5f - connectionIdxFractionalPart) < 0.02f ||
Math.abs(0.5f + connectionIdxFractionalPart) < 0.02f
)
{
// we're (almost) exactly halfway between two integer indices, so we'll use both
nextConnectionIndices.add((int) Math.floor(connectionIdxFloat));
//nextConnectionIndices.add((int) Math.ceil(connectionIdxFloat));
}
else // not almost exactly halfway, so just round and use a single integer index
{
nextConnectionIndices.add(Math.round(connectionIdxFloat));
}
for (int n = 0; n < nextConnectionIndices.size(); ++n)
{
// wrap around...
connectionIdx =
(nextConnectionIndices.getQuick(n) % nextSortedOrthos.length +
nextSortedOrthos.length) % nextSortedOrthos.length;
final TopologyElement newNextSite = nextSortedOrthos[connectionIdx];
//System.out.println("newNextSite = " + newNextSite);
newPrevSites.add(nextSite);
newNextSites.add(newNextSite);
}
}
}
}
nextSites = newNextSites;
prevSites = newPrevSites;
}
// add all destinations reached by the Walk(s)
for (final TopologyElement destination : nextSites)
{
if (destination == null)
{
wentOffBoard = true;
}
else
{
results.add(destination.index());
}
}
}
if (wentOffBoard)
{
results.add(-1);
}
}
else // no real Walk, so just testing on the site's pos
{
results.add(startSite.index());
}
return results;
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
// We very often have values of 0.f in steps, and otherwise also very often
// permutations of the same values.
// The standard hashCode() implementation of TFloatArrayList produces lots
// of collisions for these types of lists, so we roll our own implementation
for (int i = 0; i < steps.size(); ++i)
{
result = prime * result + Float.floatToIntBits((steps.getQuick(i) + 1.f) * 663608941.737f);
}
result = prime * result + ((steps == null) ? 0 : steps.hashCode());
return result;
}
@Override
public boolean equals(final Object other)
{
if (!(other instanceof Walk))
return false;
return steps.equals(((Walk) other).steps());
}
//-------------------------------------------------------------------------
/**
* @param game
* @return Array of all possible sensible rotations for the given game's board
*/
public static float[] allGameRotations(final Game game)
{
if (cachedGame.get() == game)
return cachedAllGameRotations;
final TIntArrayList connectivities = game.board().topology().trueOrthoConnectivities(game);
final TFloatArrayList rotations = new TFloatArrayList();
for (int i = connectivities.size() - 1; i >= 0; --i)
{
final int connectivity = connectivities.getQuick(i);
if (connectivity == 0)
continue;
boolean alreadyHandled = false;
for (int j = i + 1; j < connectivities.size(); ++j)
{
if (connectivities.getQuick(j) % connectivity == 0)
{
// All rotations that this connectivity would generate have
// already been generated by another (larger) connectivity number
alreadyHandled = true;
break;
}
}
if (!alreadyHandled)
{
final TFloatArrayList newRots = rotationsForNumOrthos(connectivity);
// Just double-checking that we don't add any duplicates
for (int j = 0; j < newRots.size(); ++j)
{
if (!rotations.contains(newRots.getQuick(j)))
rotations.add(newRots.getQuick(j));
}
}
}
cachedAllGameRotations = rotations.toArray();
cachedGame = new WeakReference<Game>(game);
return cachedAllGameRotations;
}
/**
* @param numOrthos
* @return List of all possible rotations for cell with given number of
* orthogonals.
*/
public static TFloatArrayList rotationsForNumOrthos(final int numOrthos)
{
final TFloatArrayList allowedRotations = new TFloatArrayList();
for (int i = 0; i < numOrthos; ++i)
{
allowedRotations.add((float) i / (float) numOrthos);
}
return allowedRotations;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
String str = "";
for (int i = 0; i < steps.size(); ++i)
{
str += StringRoutines.floatToFraction(steps.get(i), 20);
if (i < steps.size() - 1)
{
str += ",";
}
}
return String.format("{%s}", str);
}
//-------------------------------------------------------------------------
}
| 16,945 | 27.38526 | 109 | java |
Ludii | Ludii-master/Features/src/features/spatial/cache/ActiveFeaturesCache.java | package features.spatial.cache;
import java.util.HashMap;
import java.util.Map;
import features.feature_sets.BaseFeatureSet;
import features.feature_sets.BaseFeatureSet.ProactiveFeaturesKey;
import features.spatial.cache.footprints.BaseFootprint;
import main.collections.ChunkSet;
import other.state.State;
import other.state.container.ContainerState;
/**
* Given a list containing player index, from-pos, and to-pos as key, this cache
* can look up a cached list of active features that were active the last time
* that same index was used to compute a list of active features.
*
* Given a current game state, the cache will first use the key-specific
* footprint of the complete Feature Set to ensure that all parts of the game
* state covered by the footprint are still identical to how they were when the
* active features were computed and stored in the cache. The active features
* will only be returned if all parts of the game state covered by the footprint
* are indeed still identical.
*
* Note that the cache is not linked to any specific Trial or Context, or even
* to any specific full match of a game being played. Generally, we expect the
* majority of the cache to remain valid throughout a single playout, with small
* parts becoming invalid during a playout, and most of the cache having turned
* invalid when we move on to the next playout. However, it is possible that
* some parts of the cache remain valid over many different playouts (e.g. parts
* of a board that trained policies are very unlikely to make moves in).
*
* We keep a separate cache per Thread (using ThreadLocal), to make sure that
* different playouts running in different Threads do not invalidate each
* others' caches.
*
*
* @author Dennis Soemers
*/
public class ActiveFeaturesCache
{
//-------------------------------------------------------------------------
/** Our caches (one per thread) */
protected final ThreadLocal<Map<ProactiveFeaturesKey, CachedDataFootprint>> threadLocalCache;
//-------------------------------------------------------------------------
/**
* Constructor
*/
public ActiveFeaturesCache()
{
threadLocalCache = new ThreadLocal<Map<ProactiveFeaturesKey, CachedDataFootprint>>()
{
@Override
protected Map<ProactiveFeaturesKey, CachedDataFootprint> initialValue()
{
return new HashMap<ProactiveFeaturesKey, CachedDataFootprint>();
}
};
}
//-------------------------------------------------------------------------
/**
* Stores the given list of active feature indices in the cache, for the
* given state, from-, and to-positions
*
* @param state
* @param from
* @param to
* @param activeFeaturesToCache
* @param player
*/
public void cache
(
final State state,
final int from,
final int to,
final int[] activeFeaturesToCache,
final int player
)
{
final ContainerState container = state.containerStates()[0];
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
key.resetData(player, from, to);
final Map<ProactiveFeaturesKey, CachedDataFootprint> map = threadLocalCache.get();
final CachedDataFootprint pair = map.get(key);
final BaseFootprint footprint = pair.footprint;
final ChunkSet maskedEmptyCells;
if (container.emptyChunkSetCell() != null && footprint.emptyCell() != null)
{
maskedEmptyCells = container.emptyChunkSetCell().clone();
maskedEmptyCells.and(footprint.emptyCell());
}
else
{
maskedEmptyCells = null;
}
final ChunkSet maskedEmptyVertices;
if (container.emptyChunkSetVertex() != null && footprint.emptyVertex() != null)
{
maskedEmptyVertices = container.emptyChunkSetVertex().clone();
maskedEmptyVertices.and(footprint.emptyVertex());
}
else
{
maskedEmptyVertices = null;
}
final ChunkSet maskedEmptyEdges;
if (container.emptyChunkSetEdge() != null && footprint.emptyEdge() != null)
{
maskedEmptyEdges = container.emptyChunkSetEdge().clone();
maskedEmptyEdges.and(footprint.emptyEdge());
}
else
{
maskedEmptyEdges = null;
}
final ChunkSet maskedWhoCells = container.cloneWhoCell();
if (maskedWhoCells != null && footprint.whoCell() != null)
maskedWhoCells.and(footprint.whoCell());
final ChunkSet maskedWhoVertices = container.cloneWhoVertex();
if (maskedWhoVertices != null && footprint.whoVertex() != null)
maskedWhoVertices.and(footprint.whoVertex());
final ChunkSet maskedWhoEdges = container.cloneWhoEdge();
if (maskedWhoEdges != null && footprint.whoEdge() != null)
maskedWhoEdges.and(footprint.whoEdge());
final ChunkSet maskedWhatCells = container.cloneWhatCell();
if (maskedWhatCells != null && footprint.whatCell() != null)
maskedWhatCells.and(footprint.whatCell());
final ChunkSet maskedWhatVertices = container.cloneWhatVertex();
if (maskedWhatVertices != null && footprint.whatVertex() != null)
maskedWhatVertices.and(footprint.whatVertex());
final ChunkSet maskedWhatEdges = container.cloneWhatEdge();
if (maskedWhatEdges != null && footprint.whatEdge() != null)
maskedWhatEdges.and(footprint.whatEdge());
final BaseCachedData data = new FullCachedData(
activeFeaturesToCache,
maskedEmptyCells,
maskedEmptyVertices,
maskedEmptyEdges,
maskedWhoCells,
maskedWhoVertices,
maskedWhoEdges,
maskedWhatCells,
maskedWhatVertices,
maskedWhatEdges);
map.put(key, new CachedDataFootprint(data, footprint));
}
/**
* @param featureSet
* @param state
* @param from
* @param to
* @param player
* @return Cached list of indices of active features, or null if not in cache or if entry
* in cache is invalid.
*/
public int[] getCachedActiveFeatures
(
final BaseFeatureSet featureSet,
final State state,
final int from,
final int to,
final int player
)
{
final ProactiveFeaturesKey key = new ProactiveFeaturesKey();
key.resetData(player, from, to);
final Map<ProactiveFeaturesKey, CachedDataFootprint> map = threadLocalCache.get();
final CachedDataFootprint pair = map.get(key);
if (pair == null)
{
// we need to compute and store footprint
final BaseFootprint footprint = featureSet.generateFootprint(state, from, to, player);
map.put(key, new CachedDataFootprint(null, footprint));
}
else
{
final BaseCachedData cachedData = pair.data;
if (cachedData != null)
{
// we cached something, gotta make sure it's still valid
final ContainerState container = state.containerStates()[0];
final BaseFootprint footprint = pair.footprint;
//System.out.println("footprint empty = " + footprint.empty());
//System.out.println("old empty state = " + cachedData.emptyState);
//System.out.println("new empty state = " + container.empty().bitSet());
if (cachedData.isDataValid(container, footprint))
return cachedData.cachedActiveFeatureIndices();
}
}
// no cached data, so return null
//System.out.println("key not in cache at all");
return null;
}
//-------------------------------------------------------------------------
/**
* Cleans up any memory used by this cache (only for calling thread)
*/
public void close()
{
threadLocalCache.remove();
}
//-------------------------------------------------------------------------
/**
* Wrapper, around CachedData + a Footprint for the same key in HashMaps.
*
* @author Dennis Soemers
*/
private class CachedDataFootprint
{
/** Data we want to cache (active features, old state vectors) */
public final BaseCachedData data;
/** Footprint for the same key */
public final BaseFootprint footprint;
/**
* Constructor
* @param data
* @param footprint
*/
public CachedDataFootprint(final BaseCachedData data, final BaseFootprint footprint)
{
this.data = data;
this.footprint = footprint;
}
}
//-------------------------------------------------------------------------
}
| 7,965 | 29.521073 | 94 | java |
Ludii | Ludii-master/Features/src/features/spatial/cache/BaseCachedData.java | package features.spatial.cache;
import features.spatial.cache.footprints.BaseFootprint;
import other.state.container.ContainerState;
/**
* Abstract class for data cached in active-feature-caches
*
* @author Dennis Soemers
*/
public abstract class BaseCachedData
{
//-------------------------------------------------------------------------
/** Active features as previously computed and stored in cache */
protected final int[] activeFeatureIndices;
//-------------------------------------------------------------------------
/**
* Constructor
* @param activeFeatureIndices
*/
public BaseCachedData(final int[] activeFeatureIndices)
{
this.activeFeatureIndices = activeFeatureIndices;
}
//-------------------------------------------------------------------------
/**
* @return Array of active feature indices as previously cached
*/
public final int[] cachedActiveFeatureIndices()
{
return activeFeatureIndices;
}
/**
* @param containerState
* @param footprint
* @return Is this cached data still valid for the given container state and footprint?
*/
public abstract boolean isDataValid(final ContainerState containerState, final BaseFootprint footprint);
//-------------------------------------------------------------------------
}
| 1,295 | 24.92 | 105 | java |
Ludii | Ludii-master/Features/src/features/spatial/cache/FullCachedData.java | package features.spatial.cache;
import features.spatial.cache.footprints.BaseFootprint;
import main.collections.ChunkSet;
import other.state.container.ContainerState;
/**
* A full version of cached data with support for any mix of cell/edge/vertex
*
* @author Dennis Soemers
*/
public class FullCachedData extends BaseCachedData
{
//-------------------------------------------------------------------------
/**
* masked "empty" ChunkSet in the game state for which we last cached active
* features (for cells)
*/
protected final ChunkSet emptyStateCells;
/**
* masked "empty" ChunkSet in the game state for which we last cached active
* features (for vertices)
*/
protected final ChunkSet emptyStateVertices;
/**
* masked "empty" ChunkSet in the game state for which we last cached active
* features (for edges)
*/
protected final ChunkSet emptyStateEdges;
/**
* masked "who" ChunkSet in the game state for which we last cached active
* features (for cells)
*/
protected final ChunkSet whoStateCells;
/**
* masked "who" ChunkSet in the game state for which we last cached active
* features (for vertices)
*/
protected final ChunkSet whoStateVertices;
/**
* masked "who" ChunkSet in the game state for which we last cached active
* features (for edges)
*/
protected final ChunkSet whoStateEdges;
/**
* masked "what" ChunkSet in the game state for which we last cached active
* features (for cells)
*/
protected final ChunkSet whatStateCells;
/**
* masked "what" ChunkSet in the game state for which we last cached active
* features (for vertices)
*/
protected final ChunkSet whatStateVertices;
/**
* masked "what" ChunkSet in the game state for which we last cached active
* features (for edges)
*/
protected final ChunkSet whatStateEdges;
//-------------------------------------------------------------------------
/**
* Constructor
*
* @param activeFeatureIndices
* @param emptyStateCells
* @param emptyStateVertices
* @param emptyStateEdges
* @param whoStateCells
* @param whoStateVertices
* @param whoStateEdges
* @param whatStateCells
* @param whatStateVertices
* @param whatStateEdges
*/
public FullCachedData
(
final int[] activeFeatureIndices,
final ChunkSet emptyStateCells,
final ChunkSet emptyStateVertices,
final ChunkSet emptyStateEdges,
final ChunkSet whoStateCells,
final ChunkSet whoStateVertices,
final ChunkSet whoStateEdges,
final ChunkSet whatStateCells,
final ChunkSet whatStateVertices,
final ChunkSet whatStateEdges
)
{
super(activeFeatureIndices);
this.emptyStateCells = emptyStateCells;
this.emptyStateVertices = emptyStateVertices;
this.emptyStateEdges = emptyStateEdges;
this.whoStateCells = whoStateCells;
this.whoStateVertices = whoStateVertices;
this.whoStateEdges = whoStateEdges;
this.whatStateCells = whatStateCells;
this.whatStateVertices = whatStateVertices;
this.whatStateEdges = whatStateEdges;
}
//-------------------------------------------------------------------------
@Override
public boolean isDataValid(final ContainerState containerState, final BaseFootprint footprint)
{
if
(
footprint.emptyCell() != null &&
!containerState.emptyChunkSetCell().matches(footprint.emptyCell(), emptyStateCells)
)
{
// part of "empty" state for Cells covered by footprint no longer matches, data invalid
return false;
}
else if
(
footprint.emptyVertex() != null &&
!containerState.emptyChunkSetVertex().matches(footprint.emptyVertex(), emptyStateVertices)
)
{
// part of "empty" state for Vertices covered by footprint no longer matches, data invalid
return false;
}
else if
(
footprint.emptyEdge() != null &&
!containerState.emptyChunkSetEdge().matches(footprint.emptyEdge(), emptyStateEdges)
)
{
// part of "empty" state for Edges covered by footprint no longer matches, data invalid
return false;
}
else if
(
footprint.whoCell() != null &&
!containerState.matchesWhoCell(footprint.whoCell(), whoStateCells)
)
{
// part of "who" state for Cells covered by footprint no longer matches, data invalid
return false;
}
else if
(
footprint.whoVertex() != null &&
!containerState.matchesWhoVertex(footprint.whoVertex(), whoStateVertices)
)
{
// part of "who" state for Vertices covered by footprint no longer matches, data invalid
return false;
}
else if
(
footprint.whoEdge() != null &&
!containerState.matchesWhoEdge(footprint.whoEdge(), whoStateEdges)
)
{
// part of "who" state for Edges covered by footprint no longer matches, data invalid
return false;
}
else if
(
footprint.whatCell() != null &&
!containerState.matchesWhatCell(footprint.whatCell(), whatStateCells)
)
{
// part of "what" state for Cells covered by footprint no longer matches, data invalid
return false;
}
else if
(
footprint.whatVertex() != null &&
!containerState.matchesWhatVertex(footprint.whatVertex(), whatStateVertices)
)
{
// part of "what" state for Vertices covered by footprint no longer matches, data invalid
return false;
}
else if
(
footprint.whatEdge() != null &&
!containerState.matchesWhatEdge(footprint.whatEdge(), whatStateEdges)
)
{
// part of "what" state for Edges covered by footprint no longer matches, data invalid
return false;
}
return true;
}
//-------------------------------------------------------------------------
}
| 5,554 | 25.966019 | 95 | java |
Ludii | Ludii-master/Features/src/features/spatial/cache/footprints/BaseFootprint.java | package features.spatial.cache.footprints;
import main.collections.ChunkSet;
/**
* Wrapper class for masks that represent the key-specific (specific to
* player index / from-pos / to-pos) footprint of a complete Feature Set.
*
* @author Dennis Soemers
*/
public abstract class BaseFootprint
{
//-------------------------------------------------------------------------
/**
* @return Footprint on "empty" ChunkSet for cells
*/
public abstract ChunkSet emptyCell();
/**
* @return Footprint on "empty" ChunkSet for vertices
*/
public abstract ChunkSet emptyVertex();
/**
* @return Footprint on "empty" ChunkSet for edges
*/
public abstract ChunkSet emptyEdge();
/**
* @return Footprint on "who" ChunkSet for cells
*/
public abstract ChunkSet whoCell();
/**
* @return Footprint on "who" ChunkSet for vertices
*/
public abstract ChunkSet whoVertex();
/**
* @return Footprint on "who" ChunkSet for edges
*/
public abstract ChunkSet whoEdge();
/**
* @return Footprint on "what" ChunkSet for cells
*/
public abstract ChunkSet whatCell();
/**
* @return Footprint on "what" ChunkSet for vertices
*/
public abstract ChunkSet whatVertex();
/**
* @return Footprint on "what" ChunkSet for edges
*/
public abstract ChunkSet whatEdge();
//-------------------------------------------------------------------------
/**
* Adds the given other footprint to this one
* @param other
*/
public void union(final BaseFootprint other)
{
if (other.emptyCell() != null)
emptyCell().or(other.emptyCell());
if (other.emptyVertex() != null)
emptyVertex().or(other.emptyVertex());
if (other.emptyEdge() != null)
emptyEdge().or(other.emptyEdge());
if (other.whoCell() != null)
whoCell().or(other.whoCell());
if (other.whoVertex() != null)
whoVertex().or(other.whoVertex());
if (other.whoEdge() != null)
whoEdge().or(other.whoEdge());
if (other.whatCell() != null)
whatCell().or(other.whatCell());
if (other.whatVertex() != null)
whatVertex().or(other.whatVertex());
if (other.whatEdge() != null)
whatEdge().or(other.whatEdge());
}
//-------------------------------------------------------------------------
}
| 2,229 | 22.723404 | 76 | java |
Ludii | Ludii-master/Features/src/features/spatial/cache/footprints/FullFootprint.java | package features.spatial.cache.footprints;
import main.collections.ChunkSet;
/**
* Footprint implementation with support for a mix of cell/vertex/edge stuff.
*
* @author Dennis Soemers
*/
public class FullFootprint extends BaseFootprint
{
//-------------------------------------------------------------------------
/** Mask for all chunks that we run at least one "empty" cell test on */
protected final ChunkSet emptyCell;
/** Mask for all chunks that we run at least one "empty" vertex test on */
protected final ChunkSet emptyVertex;
/** Mask for all chunks that we run at least one "empty" edge test on */
protected final ChunkSet emptyEdge;
/** Mask for all chunks that we run at least one "who" cell test on */
protected final ChunkSet whoCell;
/** Mask for all chunks that we run at least one "who" vertex test on */
protected final ChunkSet whoVertex;
/** Mask for all chunks that we run at least one "who" edge test on */
protected final ChunkSet whoEdge;
/** Mask for all chunks that we run at least one "what" cell test on */
protected final ChunkSet whatCell;
/** Mask for all chunks that we run at least one "what" vertex test on */
protected final ChunkSet whatVertex;
/** Mask for all chunks that we run at least one "what" edge test on */
protected final ChunkSet whatEdge;
//-------------------------------------------------------------------------
/**
* Constructor
* @param emptyCell
* @param emptyVertex
* @param emptyEdge
* @param whoCell
* @param whoVertex
* @param whoEdge
* @param whatCell
* @param whatVertex
* @param whatEdge
*/
public FullFootprint
(
final ChunkSet emptyCell,
final ChunkSet emptyVertex,
final ChunkSet emptyEdge,
final ChunkSet whoCell,
final ChunkSet whoVertex,
final ChunkSet whoEdge,
final ChunkSet whatCell,
final ChunkSet whatVertex,
final ChunkSet whatEdge
)
{
this.emptyCell = emptyCell;
this.emptyVertex = emptyVertex;
this.emptyEdge = emptyEdge;
this.whoCell = whoCell;
this.whoVertex = whoVertex;
this.whoEdge = whoEdge;
this.whatCell = whatCell;
this.whatVertex = whatVertex;
this.whatEdge = whatEdge;
}
//-------------------------------------------------------------------------
@Override
public ChunkSet emptyCell()
{
return emptyCell;
}
@Override
public ChunkSet emptyVertex()
{
return emptyVertex;
}
@Override
public ChunkSet emptyEdge()
{
return emptyEdge;
}
@Override
public ChunkSet whoCell()
{
return whoCell;
}
@Override
public ChunkSet whoVertex()
{
return whoVertex;
}
@Override
public ChunkSet whoEdge()
{
return whoEdge;
}
@Override
public ChunkSet whatCell()
{
return whatCell;
}
@Override
public ChunkSet whatVertex()
{
return whatVertex;
}
@Override
public ChunkSet whatEdge()
{
return whatEdge;
}
//-------------------------------------------------------------------------
}
| 2,937 | 21.090226 | 77 | java |
Ludii | Ludii-master/Features/src/features/spatial/elements/AbsoluteFeatureElement.java | package features.spatial.elements;
/**
* Absolute Feature Element; a single element of a (state-action) feature,
* where positions are specified in an absolute manner.
*
* @author Dennis Soemers
*/
public class AbsoluteFeatureElement extends FeatureElement
{
//-------------------------------------------------------------------------
/** */
protected ElementType type = null;
/** Set to true to negate any element-type-based test */
protected boolean not = false;
/** Absolute position */
protected int position;
/** Index of Item to check for in cases where type == ElementType.Item */
protected final int itemIndex;
//-------------------------------------------------------------------------
/**
* Constructor.
* @param type
* @param position
*/
public AbsoluteFeatureElement(final ElementType type, final int position)
{
this.type = type;
this.position = position;
this.itemIndex = -1;
}
/**
* Constructor.
* @param type
* @param not
* @param position
*/
public AbsoluteFeatureElement(final ElementType type, final boolean not, final int position)
{
this.type = type;
this.not = not;
this.position = position;
this.itemIndex = -1;
}
/**
* Constructor.
* @param type
* @param position
* @param itemIndex
*/
public AbsoluteFeatureElement(final ElementType type, final int position, final int itemIndex)
{
this.type = type;
this.position = position;
this.itemIndex = itemIndex;
}
/**
* Constructor.
* @param type
* @param not
* @param position
* @param itemIndex
*/
public AbsoluteFeatureElement(final ElementType type, final boolean not, final int position, final int itemIndex)
{
this.type = type;
this.not = not;
this.position = position;
this.itemIndex = itemIndex;
}
/**
* Copy constructor.
* @param other
*/
public AbsoluteFeatureElement(final AbsoluteFeatureElement other)
{
type = other.type;
not = other.not;
position = other.position;
itemIndex = other.itemIndex;
}
/**
* Constructor from String
* @param string
*/
public AbsoluteFeatureElement(final String string)
{
final int startPosStringIdx = string.indexOf("{");
String typeString = string.substring(0, startPosStringIdx);
String posString = string.substring(startPosStringIdx);
if (typeString.startsWith("!"))
{
not = true;
typeString = typeString.substring("!".length());
}
int iIdx = -1;
for (final ElementType elType : ElementType.values())
{
if (typeString.startsWith(elType.label))
{
type = elType;
if (typeString.length() > elType.label.length())
{
iIdx = Integer.parseInt(typeString.substring(elType.label.length()));
}
break;
}
}
itemIndex = iIdx;
posString = posString.substring("{abs-".length(), posString.length() - "}".length());
position = Integer.parseInt(posString);
}
//-------------------------------------------------------------------------
@Override
public ElementType type()
{
return type;
}
@Override
public void setType(final ElementType type)
{
this.type = type;
}
@Override
public void negate()
{
not = true;
}
@Override
public boolean not()
{
return not;
}
/**
* @return The position
*/
public int position()
{
return position;
}
@Override
public int itemIndex()
{
return itemIndex;
}
@Override
public boolean isAbsolute()
{
return true;
}
@Override
public boolean isRelative()
{
return false;
}
//-------------------------------------------------------------------------
@Override
public boolean generalises(final FeatureElement other)
{
// absolute will never generalise relative
if (other instanceof RelativeFeatureElement)
{
return false;
}
final AbsoluteFeatureElement otherElement = (AbsoluteFeatureElement) other;
// absolute can only generalise another absolute if the positions are equal
if (position == otherElement.position)
{
// and then we'll still need strict generalization from the type + not-flag test
return FeatureElement.testTypeGeneralisation(type, not, otherElement.type, otherElement.not).strictlyGeneralises;
}
return false;
}
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + itemIndex;
result = prime * result + (not ? 1231 : 1237);
result = prime * result + position;
result = prime * result + ((type == null) ? 0 : type.hashCode());
return result;
}
@Override
public boolean equals(final Object other)
{
if (!(other instanceof AbsoluteFeatureElement))
{
return false;
}
AbsoluteFeatureElement otherElement = (AbsoluteFeatureElement) other;
return (type == otherElement.type &&
not == otherElement.not &&
position == otherElement.position &&
itemIndex == otherElement.itemIndex);
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
String str = type().label;
if (type == ElementType.Item || type == ElementType.IsPos || type == ElementType.Connectivity)
{
str += itemIndex;
}
if (not)
{
str = "!" + str;
}
str += String.format("{abs-%s}", Integer.valueOf(position));
return str;
}
//-------------------------------------------------------------------------
}
| 5,347 | 19.490421 | 116 | java |
Ludii | Ludii-master/Features/src/features/spatial/elements/FeatureElement.java | package features.spatial.elements;
/**
* Abstract class for an element (for example, "empty", or "friend", or "any", etc.) that can be located
* in a single site in a feature/pattern, which is specified relatively using a Walk.
*
* @author Dennis Soemers
*
*/
public abstract class FeatureElement
{
//-------------------------------------------------------------------------
/** Element types. */
public static enum ElementType
{
/** */
Empty("Empty", "-"),
/** */
Friend("Friend", "f"),
/** */
Enemy("Enemy", "e"),
// NOTE: not supporting "Next" because we can't easily pre-generate instances that directly check for a context-dependent value
/** Next player will be equal to Enemy in most games (exception: games where X may have more than 1 turn before Y has a single turn) */
//Next("Next", "n"),
/** */
Off("Off", "#"),
/** */
Any("Any", "*"),
/** */
P1("P1", "1"),
/** */
P2("P2", "2"),
/** Index for a specific item */
Item("Item", "I"),
/** Check if a position specified relatively evaluates to a specific (absolute) position */
IsPos("IsPos", "pos"),
/** Check if a position specified relatively has number of connections = N */
Connectivity("Connectivity", "N"),
/** Check if a position specified relatively is closer to a specific Region than the anchor position */
RegionProximity("RegionProximity", "R"),
/** Check if a specific piece type is in orthogonal line-of-sight */
LineOfSightOrth("LineOfSightOrth", "LOSO"),
/** Check if a specific piece type is in diagonal line-of-sight */
LineOfSightDiag("LineOfSightDiag", "LOSD"),
// The following two are only used as "dummies" in Atomic Feature Generation, not inside actual features
/** Only for use in atomic feature generation, not in real features */
LastFrom("LastFrom", "last_from"),
/** Only for use in atomic feature generation, not in real features */
LastTo("LastTo", "last_to")
;
/** Full name. */
public String name;
/** Short label. */
public String label;
//---------------------------------
/**
* Constructor.
* @param name
* @param label
*/
ElementType(final String name, final String label)
{
this.name = name;
this.label = label;
}
}
//-------------------------------------------------------------------------
/**
* @param other
* @return A deep copy of the given Feature Element
*/
public static FeatureElement copy(final FeatureElement other)
{
if (other instanceof AbsoluteFeatureElement)
return new AbsoluteFeatureElement((AbsoluteFeatureElement) other);
else if (other instanceof RelativeFeatureElement)
return new RelativeFeatureElement((RelativeFeatureElement) other);
else
return null;
}
/**
* @param string
* @return New Feature Element constructed from string
*/
public static FeatureElement fromString(final String string)
{
if (string.contains("abs-"))
return new AbsoluteFeatureElement(string);
else
return new RelativeFeatureElement(string);
}
//-------------------------------------------------------------------------
/**
* @param other
* @return Whether this element strictly generalises the other one
*/
public abstract boolean generalises(final FeatureElement other);
/**
* @return Feature Element type
*/
public abstract ElementType type();
/**
* Sets the element type.
* @param type
*/
public abstract void setType(final ElementType type);
/**
* Mark that we do NOT want this element type to occur
*/
public abstract void negate();
/**
* @return True if we're a negated element
*/
public abstract boolean not();
/**
* @return True if this is an absolute feature
*/
public abstract boolean isAbsolute();
/**
* @return True if this is a relative feature
*/
public abstract boolean isRelative();
/**
* Most elements don't need a specific item index, but those of type "Item" or "IsPos" do
* @return Item index for elements of type Item, or position for type IsPos
*/
public abstract int itemIndex();
//-------------------------------------------------------------------------
/**
* @param other
* @return True if this feature element is compatible with the given other element
* in same position.
*/
public final boolean isCompatibleWith(final FeatureElement other)
{
final ElementType myType = type();
final ElementType otherType = other.type();
if (myType == otherType && itemIndex() == other.itemIndex())
{
return (not() == other.not());
}
if (!not() && !other.not()) // neither negated
{
switch (myType)
{
case Empty:
switch (otherType)
{
case Any:
case IsPos:
case Connectivity:
case RegionProximity:
case LineOfSightOrth:
case LineOfSightDiag:
return true;
//$CASES-OMITTED$
default:
return false;
}
case Friend:
switch (otherType)
{
case Any:
case P1:
case P2:
case Item:
case IsPos:
case Connectivity:
case RegionProximity:
case LineOfSightOrth:
case LineOfSightDiag:
return true;
//$CASES-OMITTED$
default:
return false;
}
case Enemy:
switch (otherType)
{
case Any:
case P1:
case P2:
case Item:
case IsPos:
case Connectivity:
case RegionProximity:
case LineOfSightOrth:
case LineOfSightDiag:
return true;
//$CASES-OMITTED$
default:
return false;
}
case Off:
return false;
case Any:
return (otherType != ElementType.Off);
case P1:
switch (otherType)
{
case Any:
case Friend:
case Enemy:
case P2:
case Item:
case IsPos:
case Connectivity:
case RegionProximity:
case LineOfSightOrth:
case LineOfSightDiag:
return true;
//$CASES-OMITTED$
default:
return false;
}
case P2:
switch (otherType)
{
case Any:
case Friend:
case Enemy:
case P1:
case Item:
case IsPos:
case Connectivity:
case RegionProximity:
case LineOfSightOrth:
case LineOfSightDiag:
return true;
//$CASES-OMITTED$
default:
return false;
}
case Item:
switch (otherType)
{
case Any:
case Friend:
case Enemy:
case P1:
case P2:
case IsPos:
case Connectivity:
case RegionProximity:
case LineOfSightOrth:
case LineOfSightDiag:
return true;
//$CASES-OMITTED$
default:
return false;
}
case IsPos:
switch (otherType)
{
case Any:
case Friend:
case Enemy:
case P1:
case P2:
case Item:
case Connectivity:
case RegionProximity:
case LineOfSightOrth:
case LineOfSightDiag:
return true;
//$CASES-OMITTED$
default:
return false;
}
case Connectivity:
return (otherType != ElementType.Off);
case RegionProximity:
return (otherType != ElementType.Off);
case LineOfSightOrth:
return (otherType != ElementType.Off);
case LineOfSightDiag:
return (otherType != ElementType.Off);
//$CASES-OMITTED$
default:
System.err.println("Unrecognised element type: " + myType);
throw new UnsupportedOperationException();
}
}
else if (not() && other.not()) // both negated
{
switch (myType)
{
case Empty:
return (otherType != ElementType.Any);
case Friend:
return true;
case Enemy:
return true;
case Off:
return (otherType != ElementType.Any);
case Any:
return (otherType != ElementType.Off);
case P1:
return true;
case P2:
return true;
case Item:
return true;
case IsPos:
return true;
case Connectivity:
return (otherType != ElementType.Any);
case RegionProximity:
return (otherType != ElementType.Any);
case LineOfSightOrth:
return true;
case LineOfSightDiag:
return true;
//$CASES-OMITTED$
default:
System.err.println("Unrecognised element type: " + myType);
throw new UnsupportedOperationException();
}
}
else if (not() && !other.not()) // we negated, other not negated
{
switch (myType)
{
case Empty:
return true;
case Friend:
return true;
case Enemy:
return true;
case Off:
return true;
case Any:
return (otherType == ElementType.Off);
case P1:
return true;
case P2:
return true;
case Item:
return true;
case IsPos:
return true;
case Connectivity:
return (otherType != ElementType.Off);
case RegionProximity:
return (otherType != ElementType.Off);
case LineOfSightOrth:
return true;
case LineOfSightDiag:
return true;
//$CASES-OMITTED$
default:
System.err.println("Unrecognised element type: " + myType);
throw new UnsupportedOperationException();
}
}
else // we not negated, other negated
{
return other.isCompatibleWith(this);
}
}
//-------------------------------------------------------------------------
/**
* A pair of booleans that we can return when testing for generalisation between
* two pairs of Element Type + not-flag. The first result will inform us about generalisation,
* and the second about strict generalisation (excluding equality).
*
* @author Dennis Soemers
*/
public static class TypeGeneralisationResult
{
/** Whether we generalise (or are equal) */
public boolean generalises;
/** Whether we strictly generalise (no equality) */
public boolean strictlyGeneralises;
/**
* Constructor
* @param generalises
* @param strictlyGeneralises
*/
public TypeGeneralisationResult(final boolean generalises, final boolean strictlyGeneralises)
{
this.generalises = generalises;
this.strictlyGeneralises = strictlyGeneralises;
}
}
/**
* Tells us whether an element with the first type and first not-flag may generalise
* (both strictly and not strictly) a different element with the second type and not-flag
* (does not yet test for walks/positions).
*
* @param firstType
* @param firstNot
* @param secondType
* @param secondNot
* @return Result.
*/
public static TypeGeneralisationResult testTypeGeneralisation
(
final ElementType firstType,
final boolean firstNot,
final ElementType secondType,
final boolean secondNot
)
{
if (firstNot && !secondNot)
{
//-----------------------------------------------------------------
// We have a "not" modifier and the other element doesn't
//-----------------------------------------------------------------
switch (firstType)
{
case Empty:
// "not empty" fails to generalise "empty", "off board", "item" (which may test for empty with itemIndex = 0),
// "is pos", and "connectivity"
if
(
secondType == ElementType.Empty ||
secondType == ElementType.Off ||
secondType == ElementType.Item ||
secondType == ElementType.IsPos ||
secondType == ElementType.Connectivity ||
secondType == ElementType.RegionProximity ||
secondType == ElementType.LineOfSightOrth ||
secondType == ElementType.LineOfSightDiag
)
{
return new TypeGeneralisationResult(false, false);
}
else
{
return new TypeGeneralisationResult(true, true);
}
case Friend:
// "not friend" generalises "empty", "enemy", and "off board"
if
(
secondType != ElementType.Empty &&
secondType != ElementType.Enemy &&
secondType != ElementType.Off
)
{
return new TypeGeneralisationResult(false, false);
}
else
{
return new TypeGeneralisationResult(true, true);
}
case Enemy:
// "not enemy" generalises "empty", "friend", and "off board"
if
(
secondType != ElementType.Empty &&
secondType != ElementType.Friend &&
secondType != ElementType.Off
)
{
return new TypeGeneralisationResult(false, false);
}
else
{
return new TypeGeneralisationResult(true, true);
}
case Off:
// "not off" only fails to generalise "any" and "off board"
if (secondType == ElementType.Off || secondType == ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case Any:
// "not any" can only equal "off board" (but not a strict generalisation)
if (secondType != ElementType.Off)
return new TypeGeneralisationResult(false, false);
else
break;
case P1:
// "not P1" generalises "empty", "off board", and "P2"
if
(
secondType != ElementType.Empty &&
secondType != ElementType.Off &&
secondType != ElementType.P2
)
{
return new TypeGeneralisationResult(false, false);
}
else
{
return new TypeGeneralisationResult(true, true);
}
case P2:
// "not P2" generalises "empty", "off board", and "P1"
if
(
secondType != ElementType.Empty &&
secondType != ElementType.Off &&
secondType != ElementType.P1
)
{
return new TypeGeneralisationResult(false, false);
}
else
{
return new TypeGeneralisationResult(true, true);
}
case Item:
// "not item" only generalises "off board"
if (secondType != ElementType.Off)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case IsPos:
// "not is pos" doesn't generalise anything
return new TypeGeneralisationResult(false, false);
case Connectivity:
// "not connectivity" doesn't generalise anything
return new TypeGeneralisationResult(false, false);
case RegionProximity:
// "not closer than anchor to region" doesn't generalise anything
return new TypeGeneralisationResult(false, false);
case LineOfSightOrth:
// "not in orthogonal line of sight" doesn't generalise anything
return new TypeGeneralisationResult(false, false);
case LineOfSightDiag:
// "not in diagonal line of sight" doesn't generalise anything
return new TypeGeneralisationResult(false, false);
//$CASES-OMITTED$
default:
System.err.println("Unrecognised element type: " + firstType);
throw new UnsupportedOperationException();
}
}
else if (!firstNot && secondNot)
{
//-----------------------------------------------------------------
// We do not have a "not" modifier and the other element does
//-----------------------------------------------------------------
if (firstType == ElementType.Off) // "off board" only equals "not any" (but not a strict generalisation)
{
if (secondType != ElementType.Any)
{
return new TypeGeneralisationResult(false, false);
}
}
else // any other "X" doesn't generalise any "not Y"
{
return new TypeGeneralisationResult(false, false);
}
}
else if (!firstNot && !secondNot)
{
//-----------------------------------------------------------------
// Both elements have a "not" modifier
//-----------------------------------------------------------------
switch (firstType)
{
case Empty:
// "not empty" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case Friend:
// "not friend" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case Enemy:
// "not enemy" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case Off:
// "not off" only generalises "not empty"
if (secondType != ElementType.Empty)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case Any:
// "not any" can only equal "not any", but not generalise any other "not X"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
break;
case P1:
// "not P1" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case P2:
// "not P2" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case Item:
// "not Item" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case IsPos:
// "not Is Pos" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case Connectivity:
// "not connectivity" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case RegionProximity:
// "not closer than anchor to region" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case LineOfSightOrth:
// "not in orthogonal line of sight" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
case LineOfSightDiag:
// "not in diagonal line of sight" only generalises "not any"
if (secondType != ElementType.Any)
return new TypeGeneralisationResult(false, false);
else
return new TypeGeneralisationResult(true, true);
//$CASES-OMITTED$
default:
System.err.println("Unrecognised element type: " + firstType);
throw new UnsupportedOperationException();
}
}
else
{
//-----------------------------------------------------------------
// Neither element has a "not" modifier
//-----------------------------------------------------------------
if (firstType != secondType) // only need to consider cases where the types are different, otherwise they're always equal
{
if (firstType != ElementType.Any) // anything other than "any" won't be a generalisation
{
return new TypeGeneralisationResult(false, false);
}
else
{
if (secondType != ElementType.Any)
{
return new TypeGeneralisationResult(true, true);
}
}
}
}
return new TypeGeneralisationResult(true, false);
}
}
| 18,864 | 25.607898 | 137 | java |
Ludii | Ludii-master/Features/src/features/spatial/elements/RelativeFeatureElement.java | package features.spatial.elements;
import features.spatial.Walk;
/**
* Feature Elements with positions specified relatively (through Walks)
*
* @author Dennis Soemers and cambolbro
*/
public class RelativeFeatureElement extends FeatureElement
{
//-------------------------------------------------------------------------
/** */
protected ElementType type = null;
/** Set to true to negate any element-type-based test */
protected boolean not = false;
/** How do we end up in the site where we expect to see this from some reference point? */
protected Walk walk;
/** Index of Item to check for in cases where type == ElementType.Item */
protected final int itemIndex;
//-------------------------------------------------------------------------
/**
* Constructor.
* @param type
* @param walk
*/
public RelativeFeatureElement(final ElementType type, final Walk walk)
{
this(type, false, walk, -1);
}
/**
* Constructor.
* @param type
* @param not
* @param walk
*/
public RelativeFeatureElement
(
final ElementType type,
final boolean not,
final Walk walk
)
{
this(type, not, walk, -1);
}
/**
* Constructor.
* @param type
* @param walk
* @param itemIndex
*/
public RelativeFeatureElement
(
final ElementType type,
final Walk walk,
final int itemIndex
)
{
this(type, false, walk, itemIndex);
}
/**
* Constructor.
* @param type
* @param not
* @param walk
* @param itemIndex
*/
public RelativeFeatureElement
(
final ElementType type,
final boolean not,
final Walk walk,
final int itemIndex
)
{
this.type = type;
this.not = not;
this.walk = walk;
this.itemIndex = itemIndex;
}
/**
* Copy constructor.
* @param other
*/
public RelativeFeatureElement(final RelativeFeatureElement other)
{
type = other.type;
not = other.not;
walk = new Walk(other.walk());
itemIndex = other.itemIndex;
}
/**
* Constructor from string
* @param string
*/
public RelativeFeatureElement(final String string)
{
final int startWalkStringIdx = string.indexOf("{");
String typeString = string.substring(0, startWalkStringIdx);
final String walkString = string.substring(startWalkStringIdx);
if (typeString.startsWith("!"))
{
not = true;
typeString = typeString.substring("!".length());
}
int iIdx = -1;
for (final ElementType elType : ElementType.values())
{
if (typeString.startsWith(elType.label))
{
type = elType;
if (typeString.length() > elType.label.length())
{
iIdx = Integer.parseInt(
typeString.substring(elType.label.length()));
}
break;
}
}
itemIndex = iIdx;
walk = new Walk(walkString);
}
//-------------------------------------------------------------------------
@Override
public ElementType type()
{
return type;
}
@Override
public void setType(final ElementType type)
{
this.type = type;
}
@Override
public void negate()
{
not = true;
}
@Override
public boolean not()
{
return not;
}
/**
* @return The walk
*/
public Walk walk()
{
return walk;
}
@Override
public int itemIndex()
{
return itemIndex;
}
@Override
public boolean isAbsolute()
{
return false;
}
@Override
public boolean isRelative()
{
return true;
}
//-------------------------------------------------------------------------
@Override
public boolean generalises(final FeatureElement other)
{
final TypeGeneralisationResult generalisationResult =
FeatureElement.testTypeGeneralisation(type, not, other.type(), other.not());
if (!generalisationResult.generalises)
{
return false;
}
//---------------------------------------------------------------------
// We have compared types and not-modifiers, need to look at Walks now
//---------------------------------------------------------------------
if (other instanceof AbsoluteFeatureElement)
{
// relative can only generalise absolute if we have no
// restriction on relative positions
return walk.steps().size() == 0;
}
final RelativeFeatureElement otherRel = (RelativeFeatureElement) other;
return (generalisationResult.strictlyGeneralises && walk.equals(otherRel.walk()));
}
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + itemIndex;
result = prime * result + (not ? 1231 : 1237);
result = prime * result + ((type == null) ? 0 : type.hashCode());
result = prime * result + ((walk == null) ? 0 : walk.hashCode());
return result;
}
@Override
public boolean equals(final Object other)
{
if (!(other instanceof RelativeFeatureElement))
return false;
final RelativeFeatureElement otherElement = (RelativeFeatureElement) other;
return (type == otherElement.type &&
not == otherElement.not &&
walk.equals(otherElement.walk()) &&
itemIndex == otherElement.itemIndex);
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
String str = type().label;
if
(
type == ElementType.Item ||
type == ElementType.IsPos ||
type == ElementType.Connectivity ||
type == ElementType.RegionProximity ||
type == ElementType.LineOfSightOrth ||
type == ElementType.LineOfSightDiag
)
{
str += itemIndex;
}
if (not)
{
str = "!" + str;
}
str += walk;
return str;
}
//-------------------------------------------------------------------------
}
| 5,532 | 18.620567 | 91 | java |
Ludii | Ludii-master/Features/src/features/spatial/graph_search/GraphSearch.java | package features.spatial.graph_search;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.List;
import java.util.Queue;
import features.spatial.Walk;
import game.Game;
import gnu.trove.list.array.TFloatArrayList;
import gnu.trove.list.array.TIntArrayList;
import gnu.trove.set.TIntSet;
import gnu.trove.set.hash.TIntHashSet;
import other.topology.TopologyElement;
/**
* Some useful graph search algorithms. These are intended to be used specifically
* with features (e.g. for finding / constructing features), so they follow similar
* rules as the Walks in features do (e.g. no diagonal connections, allow connections
* to off-board "locations", ...)
*
* @author Dennis Soemers
*/
public class GraphSearch
{
//-------------------------------------------------------------------------
/**
* Constructor
*/
private GraphSearch()
{
// no need to instantiate
}
//-------------------------------------------------------------------------
/**
* Implemented using uniform-cost search, we don't really have meaningful
* costs or heuristics for Dijkstra's or A*
*
* @param game
* @param startSite
* @param destination
* @return Shortest path from startSite to destination
*/
public static Path shortestPathTo(final Game game, final TopologyElement startSite, final TopologyElement destination)
{
final TIntSet alreadyVisited = new TIntHashSet();
final Queue<Path> fringe = new ArrayDeque<Path>();
List<TopologyElement> pathSites = new ArrayList<TopologyElement>();
pathSites.add(startSite);
fringe.add(new Path(pathSites, new Walk()));
alreadyVisited.add(startSite.index());
final List<? extends TopologyElement> sites = game.graphPlayElements();
while (!fringe.isEmpty())
{
final Path path = fringe.remove();
final TopologyElement pathEnd = path.destination();
final int numOrthos = pathEnd.sortedOrthos().length;
final TFloatArrayList rotations = Walk.rotationsForNumOrthos(numOrthos);
for (int i = 0; i < rotations.size(); ++i)
{
final float nextStep = rotations.getQuick(i);
// create a new walk with this new step
final Walk newWalk = new Walk(path.walk());
newWalk.steps().add(nextStep);
// see where we would end up if we were to follow this walk
final TIntArrayList destinations = newWalk.resolveWalk(game, startSite, 0.f, 1);
if (destinations.size() != 1)
{
System.err.println("WARNING: GraphSearch.shortestPathTo() resolved "
+ "a walk with " + destinations.size() + " destinations!");
}
final int endWalkIdx = destinations.getQuick(0);
if (destination.index() == endWalkIdx)
{
// we're done
pathSites = new ArrayList<TopologyElement>(path.sites);
pathSites.add(destination);
return new Path(pathSites, newWalk);
}
else if (endWalkIdx >= 0 && !alreadyVisited.contains(endWalkIdx))
{
// new path for fringe
alreadyVisited.add(endWalkIdx);
pathSites = new ArrayList<TopologyElement>(path.sites);
pathSites.add(sites.get(endWalkIdx));
fringe.add(new Path(pathSites, newWalk));
}
}
}
//System.out.println("startVertex = " + startVertex);
//System.out.println("destination = " + destination);
return null;
}
//-------------------------------------------------------------------------
} | 3,367 | 29.342342 | 119 | java |
Ludii | Ludii-master/Features/src/features/spatial/graph_search/Path.java | package features.spatial.graph_search;
import java.util.List;
import features.spatial.Walk;
import other.topology.TopologyElement;
/**
* A Path used in graph search algorithms for features. A path consists of a
* starting site, a destination site (may be null for off-board, or may be
* the same as the start vertex for a 0-length path), and a Walk that moves from
* the start to the destination.
*
* @author Dennis Soemers
*/
public class Path
{
//-------------------------------------------------------------------------
/** List of sites on this path */
protected final List<TopologyElement> sites;
/** */
protected final Walk walk;
//-------------------------------------------------------------------------
/**
* Constructor
* @param sites
* @param walk
*/
public Path(final List<TopologyElement> sites, final Walk walk)
{
this.sites = sites;
this.walk = walk;
}
//-------------------------------------------------------------------------
/**
* @return Destination Vertex
*/
public TopologyElement destination()
{
return sites.get(sites.size() - 1);
}
/**
* @return Start vertex
*/
public TopologyElement start()
{
return sites.get(0);
}
/**
* @return All sites on the path
*/
public List<TopologyElement> sites()
{
return sites;
}
/**
* @return The Walk
*/
public Walk walk()
{
return walk;
}
//-------------------------------------------------------------------------
}
| 1,476 | 18.181818 | 80 | java |
Ludii | Ludii-master/Features/src/features/spatial/instances/AtomicProposition.java | package features.spatial.instances;
import game.Game;
import game.equipment.component.Component;
import gnu.trove.list.array.TIntArrayList;
import main.collections.ChunkSet;
/**
* An atomic proposition is a test that checks for only a single specific
* value (either absent or present) in a single specific chunk of a single
* data vector.
*
* @author Dennis Soemers
*/
public abstract class AtomicProposition implements BitwiseTest
{
//-------------------------------------------------------------------------
/**
* Types of state vectors that atomic propositions can apply to
*
* @author Dennis Soemers
*/
public enum StateVectorTypes
{
/** For propositions that check the Empty chunkset */
Empty,
/** For propositions that check the Who chunkset */
Who,
/** For propositions that check the What chunkset */
What
}
//-------------------------------------------------------------------------
@Override
public boolean hasNoTests()
{
return false;
}
/**
* Add mask for bits checked by this proposition to given chunkset
* @param chunkSet
*/
public abstract void addMaskTo(final ChunkSet chunkSet);
/**
* @return State vector type this atomic proposition applies to.
*/
public abstract StateVectorTypes stateVectorType();
/**
* @return Which site does this proposition look at?
*/
public abstract int testedSite();
/**
* @return What value do we expect to (not) see?
*/
public abstract int value();
/**
* @return Do we expect to NOT see the value returned by value()?
*/
public abstract boolean negated();
//-------------------------------------------------------------------------
/**
* @param other
* @param game
* @return Does this proposition being true also prove the given other prop?
*/
public abstract boolean provesIfTrue(final AtomicProposition other, final Game game);
/**
* @param other
* @param game
* @return Does this proposition being true disprove the given other prop?
*/
public abstract boolean disprovesIfTrue(final AtomicProposition other, final Game game);
/**
* @param other
* @param game
* @return Does this proposition being false prove the given other prop?
*/
public abstract boolean provesIfFalse(final AtomicProposition other, final Game game);
/**
* @param other
* @param game
* @return Does this proposition being false disprove the given other prop?
*/
public abstract boolean disprovesIfFalse(final AtomicProposition other, final Game game);
//-------------------------------------------------------------------------
/**
* @param game
* @param player
* @return List of component IDs owned by given player
*/
public static TIntArrayList ownedComponentIDs(final Game game, final int player)
{
final TIntArrayList owned = new TIntArrayList();
final Component[] components = game.equipment().components();
for (int i = 0; i < components.length; ++i)
{
final Component comp = components[i];
if (comp == null)
continue;
if (comp.owner() == player)
owned.add(i);
}
return owned;
}
/**
* @param game
* @param compID
* @return True if and only if, in the given game, the owner of given comp ID doesn't own any other components
*/
public static boolean ownerOnlyOwns(final Game game, final int compID)
{
final Component[] components = game.equipment().components();
final int owner = components[compID].owner();
for (int i = 0; i < components.length; ++i)
{
if (i == compID)
continue;
final Component comp = components[i];
if (comp == null)
continue;
if (comp.owner() == owner)
return false;
}
return true;
}
/**
* @param game
* @param player
* @param compID
* @return True if and only if, in the given game, given player only owns the given component ID and no other components
*/
public static boolean playerOnlyOwns(final Game game, final int player, final int compID)
{
final Component[] components = game.equipment().components();
if (components[compID].owner() != player)
return false;
for (int i = 0; i < components.length; ++i)
{
if (i == compID)
continue;
final Component comp = components[i];
if (comp == null)
continue;
if (comp.owner() == player)
return false;
}
return true;
}
//-------------------------------------------------------------------------
}
| 4,424 | 23.447514 | 121 | java |
Ludii | Ludii-master/Features/src/features/spatial/instances/BitwiseTest.java | package features.spatial.instances;
import game.types.board.SiteType;
import other.state.State;
/**
* Interface for classes that can perform bitwise tests on game states.
*
* The primary class implementing this interface is the general Feature
* Instance, but there are also some more specific subclasses that only
* need a small part of the full Feature Instance functionality, and can
* run their tests more efficiently.
*
* @author Dennis Soemers
*/
public interface BitwiseTest
{
//-------------------------------------------------------------------------
/**
* @param state
* @return True if this test matches the given game state
*/
public boolean matches(final State state);
//-------------------------------------------------------------------------
/**
* @return True if and only if this test automatically returns true
*/
public boolean hasNoTests();
/**
* @return True if and only if this test only requires a single chunk to
* be empty.
*/
public boolean onlyRequiresSingleMustEmpty();
/**
* @return True if and only if this test only requires a single chunk to be
* owned by a specific player.
*/
public boolean onlyRequiresSingleMustWho();
/**
* @return True if and only if this test only requires a single chunk to
* contain a specific component.
*/
public boolean onlyRequiresSingleMustWhat();
/**
* @return GraphElementType that this test applies to
*/
public SiteType graphElementType();
//-------------------------------------------------------------------------
}
| 1,566 | 25.116667 | 76 | java |
Ludii | Ludii-master/Features/src/features/spatial/instances/FeatureInstance.java | package features.spatial.instances;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.List;
import java.util.Objects;
import java.util.Set;
import features.spatial.SpatialFeature;
import features.spatial.SpatialFeature.BitSetTypes;
import features.spatial.elements.FeatureElement;
import game.types.board.SiteType;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import main.collections.ChunkSet;
import main.math.BitTwiddling;
import other.state.State;
import other.state.container.ContainerState;
//-----------------------------------------------------------------------------
/**
* A concrete instance of a feature (always in an absolute positions, and in
* BitSet-representation for efficient detection).
*
* @author Dennis Soemers
*/
public final class FeatureInstance implements BitwiseTest
{
//-------------------------------------------------------------------------
/** Reference to the feature of which this is an instance */
protected final SpatialFeature parentFeature;
/** Index of the vertex used as anchor for this instance */
protected final int anchorSite;
/** Reflection multiplier applied to parent feature for this instance */
protected final int reflection;
/** Additional rotation applied to parent feature for this instance */
protected final float rotation;
/** The graph element type this instance tests on */
protected final SiteType graphElementType;
/** Elements that have already passed testing at init-time */
protected final List<FeatureElement> initTimeElements = new ArrayList<FeatureElement>();
//-------------------------------------------------------------------------
/** Set bits must be empty in the game state */
protected ChunkSet mustEmpty;
/** Set bits must be NOT empty in the game state */
protected ChunkSet mustNotEmpty;
/** After masking the game state's "who" bits, it must equal these bits */
protected ChunkSet mustWho;
/** Mask to apply to game state's "who" bits before testing */
protected ChunkSet mustWhoMask;
/**
* After masking the game state's "who" bits, it must NOT equal these bits
*/
protected ChunkSet mustNotWho;
/** Mask to apply to game state's "who" bits before testing */
protected ChunkSet mustNotWhoMask;
/** After masking the game state's "what" bits, it must equal these bits */
protected ChunkSet mustWhat;
/** Mask to apply to game state's "what" bits before testing */
protected ChunkSet mustWhatMask;
/**
* After masking the game state's "what" bits, it must NOT equal these bits
*/
protected ChunkSet mustNotWhat;
/** Mask to apply to game state's "what" bits before testing */
protected ChunkSet mustNotWhatMask;
/** This will be True if all of the above ChunkSets are null */
protected transient boolean allRestrictionsNull;
//-------------------------------------------------------------------------
/** "to" position of action recommended by this feature instance */
protected int toPosition;
/** "from" position of action recommended by this feature instance */
protected int fromPosition;
/** "to" position of last action, which this feature instance reacts to */
protected int lastToPosition;
/** "from" position of last action, which this feature instance reacts to */
protected int lastFromPosition;
//-------------------------------------------------------------------------
/**
* Constructs new Feature Instance
* @param parentFeature
* @param anchorSite
* @param reflection
* @param rotation
* @param graphElementType
*/
public FeatureInstance
(
final SpatialFeature parentFeature,
final int anchorSite,
final int reflection,
final float rotation,
final SiteType graphElementType
)
{
this.parentFeature = parentFeature;
this.anchorSite = anchorSite;
this.reflection = reflection;
this.rotation = rotation;
this.graphElementType = graphElementType;
mustEmpty = null;
mustNotEmpty = null;
mustWho = null;
mustWhoMask = null;
mustNotWho = null;
mustNotWhoMask = null;
mustWhat = null;
mustWhatMask = null;
mustNotWhat = null;
mustNotWhatMask = null;
allRestrictionsNull = true;
toPosition = -1;
fromPosition = -1;
lastToPosition = -1;
lastFromPosition = -1;
}
/**
* Copy constructor
* @param other
*/
public FeatureInstance(final FeatureInstance other)
{
this.parentFeature = other.parentFeature;
this.anchorSite = other.anchorSite;
this.reflection = other.reflection;
this.rotation = other.rotation;
this.graphElementType = other.graphElementType;
mustEmpty = other.mustEmpty == null ? null : (ChunkSet) other.mustEmpty.clone();
mustNotEmpty = other.mustNotEmpty == null ? null : (ChunkSet) other.mustNotEmpty.clone();
mustWho = other.mustWho == null ? null : (ChunkSet) other.mustWho.clone();
mustWhoMask = other.mustWhoMask == null ? null : (ChunkSet) other.mustWhoMask.clone();
mustNotWho = other.mustNotWho == null ? null : (ChunkSet) other.mustNotWho.clone();
mustNotWhoMask = other.mustNotWhoMask == null ? null : (ChunkSet) other.mustNotWhoMask.clone();
mustWhat = other.mustWhat == null ? null : (ChunkSet) other.mustWhat.clone();
mustWhatMask = other.mustWhatMask == null ? null : (ChunkSet) other.mustWhatMask.clone();
mustNotWhat = other.mustNotWhat == null ? null : (ChunkSet) other.mustNotWhat.clone();
mustNotWhatMask = other.mustNotWhatMask == null ? null : (ChunkSet) other.mustNotWhatMask.clone();
allRestrictionsNull = other.allRestrictionsNull;
toPosition = other.toPosition;
fromPosition = other.fromPosition;
lastToPosition = other.lastToPosition;
lastFromPosition = other.lastFromPosition;
initTimeElements.addAll(other.initTimeElements);
}
//-------------------------------------------------------------------------
/**
* Adds an element that has already been satisfied at init-time
* @param element
*/
public void addInitTimeElement(final FeatureElement element)
{
initTimeElements.add(element);
}
/**
* Adds a test without any particular value (testing for something like Empty, rather than something like
* a specific Player or Item).
* @param container
* @param bitSetType
* @param testSite
* @param active
* @return True if the test was successfully added, false if it would lead to inconsistencies
*/
public boolean addTest
(
final ContainerState container,
final BitSetTypes bitSetType,
final int testSite,
final boolean active
)
{
return addTest(container, bitSetType, testSite, active, -1);
}
/**
* Adds a test to the feature instance
* @param container
* @param bitSetType
* @param testSite
* @param active
* @param value
* @return True if the test was successfully added, false if it would lead to inconsistencies
*/
public boolean addTest
(
final ContainerState container,
final BitSetTypes bitSetType,
final int testSite,
final boolean active,
final int value
)
{
switch (bitSetType)
{
case Empty:
if (active)
{
if (mustNotEmpty != null && mustNotEmpty.get(testSite))
return false; // inconsistency: we already require this site to be non-empty
if (mustEmpty == null)
{
switch (graphElementType)
{
case Cell:
mustEmpty = new ChunkSet(1, 1);
break;
case Vertex:
mustEmpty = new ChunkSet(1, 1);
break;
case Edge:
mustEmpty = new ChunkSet(1, 1);
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
mustEmpty.set(testSite);
allRestrictionsNull = false;
}
else
{
if (mustEmpty != null && mustEmpty.get(testSite))
return false; // inconsistency: we already require this site to be empty
if (mustNotEmpty == null)
{
switch (graphElementType)
{
case Cell:
mustNotEmpty = new ChunkSet(1, 1);
break;
case Vertex:
mustNotEmpty = new ChunkSet(1, 1);
break;
case Edge:
mustNotEmpty = new ChunkSet(1, 1);
break;
//$CASES-OMITTED$ Hint
default:
break;
}
}
mustNotEmpty.set(testSite);
allRestrictionsNull = false;
}
break;
case Who:
if (active)
{
if (mustWhoMask != null && mustWhoMask.getChunk(testSite) != 0)
{
// we already have who-requirements for this chunk
// will only be fine if exactly the same value is already
// required (redundant), otherwise it will be an
// inconsistency which is not fine
return (mustWho.getChunk(testSite) == value);
}
else if (mustNotWhoMask != null && mustNotWho.getChunk(testSite) == value)
{
// inconsistency: we already have a requirement that who
// should specifically NOT be this value
return false;
}
if (mustWho == null)
{
final int chunkSize;
switch (graphElementType)
{
case Cell:
chunkSize = container.chunkSizeWhoCell();
break;
case Edge:
chunkSize = container.chunkSizeWhoEdge();
break;
case Vertex:
chunkSize = container.chunkSizeWhoVertex();
break;
//$CASES-OMITTED$ Hint
default:
chunkSize = Constants.UNDEFINED;
break;
}
mustWho = new ChunkSet(chunkSize, 1);
mustWhoMask = new ChunkSet(chunkSize, 1);
}
mustWho.setChunk(testSite, value);
mustWhoMask.setChunk(testSite, BitTwiddling.maskI(mustWhoMask.chunkSize()));
allRestrictionsNull = false;
}
else
{
if (mustNotWhoMask != null && mustNotWhoMask.getChunk(testSite) != 0)
{
// we already have not-who-requirements for this chunk
// will only be fine if exactly the same value is already
// not allowed (redundant), otherwise it will be an
// inconsistency which is not fine
return (mustNotWho.getChunk(testSite) == value);
}
else if (mustWhoMask != null && mustWho.getChunk(testSite) == value)
{
// inconsistency: we already have a requirement that who
// should specifically be this value
return false;
}
if (mustNotWho == null)
{
final int chunkSize;
switch (graphElementType)
{
case Cell:
chunkSize = container.chunkSizeWhoCell();
break;
case Edge:
chunkSize = container.chunkSizeWhoEdge();
break;
case Vertex:
chunkSize = container.chunkSizeWhoVertex();
break;
//$CASES-OMITTED$ Hint
default:
chunkSize = Constants.UNDEFINED;
break;
}
mustNotWho = new ChunkSet(chunkSize, 1);
mustNotWhoMask = new ChunkSet(chunkSize, 1);
}
mustNotWho.setChunk(testSite, value);
mustNotWhoMask.setChunk(testSite, BitTwiddling.maskI(mustNotWhoMask.chunkSize()));
allRestrictionsNull = false;
}
break;
case What:
if (active)
{
if (mustWhatMask != null && mustWhatMask.getChunk(testSite) != 0)
{
// we already have what-requirements for this chunk
// will only be fine if exactly the same value is already
// required (redundant), otherwise it will be an
// inconsistency which is not fine
return (mustWhat.getChunk(testSite) == value);
}
else if
(
mustNotWhatMask != null
&&
mustNotWhat.getChunk(testSite) == value
)
{
// inconsistency: we already have a requirement that what
// should specifically NOT be this value
return false;
}
if (mustWhat == null)
{
final int chunkSize;
switch (graphElementType)
{
case Cell:
chunkSize = container.chunkSizeWhatCell();
break;
case Edge:
chunkSize = container.chunkSizeWhatEdge();
break;
case Vertex:
chunkSize = container.chunkSizeWhatVertex();
break;
//$CASES-OMITTED$ Hint
default:
chunkSize = Constants.UNDEFINED;
break;
}
mustWhat = new ChunkSet(chunkSize, 1);
mustWhatMask = new ChunkSet(chunkSize, 1);
}
mustWhat.setChunk(testSite, value);
mustWhatMask.setChunk(testSite, BitTwiddling.maskI(mustWhatMask.chunkSize()));
allRestrictionsNull = false;
}
else
{
if (mustNotWhatMask != null && mustNotWhatMask.getChunk(testSite) != 0)
{
// we already have not-what-requirements for this chunk
// will only be fine if exactly the same value is already
// not allowed (redundant), otherwise it will be an
// inconsistency which is not fine
return (mustNotWhat.getChunk(testSite) == value);
}
else if (mustWhatMask != null && mustWhat.getChunk(testSite) == value)
{
// inconsistency: we already have a requirement that what
// should specifically be this value
return false;
}
if (mustNotWhat == null)
{
final int chunkSize;
switch (graphElementType)
{
case Cell:
chunkSize = container.chunkSizeWhatCell();
break;
case Edge:
chunkSize = container.chunkSizeWhatEdge();
break;
case Vertex:
chunkSize = container.chunkSizeWhatVertex();
break;
//$CASES-OMITTED$ Hint
default:
chunkSize = Constants.UNDEFINED;
break;
}
mustNotWhat = new ChunkSet(chunkSize, 1);
mustNotWhatMask = new ChunkSet(chunkSize, 1);
}
mustNotWhat.setChunk(testSite, value);
mustNotWhatMask.setChunk(testSite, BitTwiddling.maskI(mustNotWhatMask.chunkSize()));
allRestrictionsNull = false;
}
break;
//$CASES-OMITTED$
default:
System.err.println("Warning: bitSetType " + bitSetType + " not supported by FeatureInstance.addTest()!");
return false;
}
return true;
}
//-------------------------------------------------------------------------
/**
* @param state
* @return True if this feature instance is active in the given game state
*/
@Override
public final boolean matches(final State state)
{
if (allRestrictionsNull)
return true;
final ContainerState container = state.containerStates()[0];
switch (graphElementType)
{
case Cell:
if (mustEmpty != null)
{
if (!container.emptyChunkSetCell().matches(mustEmpty, mustEmpty))
return false;
}
if (mustNotEmpty != null)
{
if (container.emptyChunkSetCell().violatesNot(mustNotEmpty, mustNotEmpty))
return false;
}
if (mustWho != null)
{
if (!container.matchesWhoCell(mustWhoMask, mustWho))
return false;
}
if (mustNotWho != null)
{
if (container.violatesNotWhoCell(mustNotWhoMask, mustNotWho))
return false;
}
if (mustWhat != null)
{
if (!container.matchesWhatCell(mustWhatMask, mustWhat))
return false;
}
if (mustNotWhat != null)
{
if (container.violatesNotWhatCell(mustNotWhatMask, mustNotWhat))
return false;
}
break;
case Vertex:
if (mustEmpty != null)
{
if (!container.emptyChunkSetVertex().matches(mustEmpty, mustEmpty))
return false;
}
if (mustNotEmpty != null)
{
if (container.emptyChunkSetVertex().violatesNot(mustNotEmpty, mustNotEmpty))
return false;
}
if (mustWho != null)
{
if (!container.matchesWhoVertex(mustWhoMask, mustWho))
return false;
}
if (mustNotWho != null)
{
if (container.violatesNotWhoVertex(mustNotWhoMask, mustNotWho))
return false;
}
if (mustWhat != null)
{
if (!container.matchesWhatVertex(mustWhatMask, mustWhat))
return false;
}
if (mustNotWhat != null)
{
if (container.violatesNotWhatVertex(mustNotWhatMask, mustNotWhat))
return false;
}
break;
case Edge:
if (mustEmpty != null)
{
if (!container.emptyChunkSetEdge().matches(mustEmpty, mustEmpty))
return false;
}
if (mustNotEmpty != null)
{
if (container.emptyChunkSetEdge().violatesNot(mustNotEmpty, mustNotEmpty))
return false;
}
if (mustWho != null)
{
if (!container.matchesWhoEdge(mustWhoMask, mustWho))
return false;
}
if (mustNotWho != null)
{
if (container.violatesNotWhoEdge(mustNotWhoMask, mustNotWho))
return false;
}
if (mustWhat != null)
{
if (!container.matchesWhatEdge(mustWhatMask, mustWhat))
return false;
}
if (mustNotWhat != null)
{
if (container.violatesNotWhatEdge(mustNotWhatMask, mustNotWhat))
return false;
}
break;
default:
break;
}
return true;
}
//-------------------------------------------------------------------------
/**
* We say that a Feature Instance A generalises another Feature Instance B
* if and only if any restrictions encoded in the various ChunkSets of
* A are also contained in B. Note that A and B are also considered to
* be generalising each other if they happen to have exactly the same
* ChunkSets.
*
* Other properties (rotation, reflection, anchor, parent feature, etc.)
* are not included in the generalisation test.
*
* Note that this definition of generalisation is a bit different from
* the generalisation tests of full Feature objects.
*
* @param other
* @return True if and only if this Feature Instance generalises the other
*/
public boolean generalises(final FeatureInstance other)
{
if (other.mustEmpty == null)
{
if (mustEmpty != null)
return false;
}
else
{
if (mustEmpty != null && !other.mustEmpty.matches(mustEmpty, mustEmpty))
return false;
}
if (other.mustNotEmpty == null)
{
if (mustNotEmpty != null)
return false;
}
else
{
if (mustNotEmpty != null && !other.mustNotEmpty.matches(mustNotEmpty, mustNotEmpty))
return false;
}
if (other.mustWho == null)
{
if (mustWho != null)
return false;
}
else
{
if (mustWho != null && !other.mustWho.matches(mustWhoMask, mustWho))
return false;
}
if (other.mustNotWho == null)
{
if (mustNotWho != null)
return false;
}
else
{
if (mustNotWho != null && !other.mustNotWho.matches(mustNotWhoMask, mustNotWho))
return false;
}
if (other.mustWhat == null)
{
if (mustWhat != null)
return false;
}
else
{
if (mustWhat != null && !other.mustWhat.matches(mustWhatMask, mustWhat))
return false;
}
if (other.mustNotWhat == null)
{
if (mustNotWhat != null)
return false;
}
else
{
if (mustNotWhat != null && !other.mustNotWhat.matches(mustNotWhatMask, mustNotWhat))
return false;
}
return true;
}
//-------------------------------------------------------------------------
/**
* Removes any tests from this instance that are also already contained
* in the other given Feature Instance. This implies that we'll make sure
* to only attempt matching this Feature Instance to game states in which
* we have already previously verified that the other Feature Instance
* matches.
*
* @param other
*/
public void removeTests(final FeatureInstance other)
{
if (other.mustEmpty != null)
{
mustEmpty.andNot(other.mustEmpty);
if (mustEmpty.cardinality() == 0)
{
// no longer need this
mustEmpty = null;
}
}
if (other.mustNotEmpty != null)
{
mustNotEmpty.andNot(other.mustNotEmpty);
if (mustNotEmpty.cardinality() == 0)
{
// no longer need this
mustNotEmpty = null;
}
}
if (other.mustWho != null)
{
mustWho.andNot(other.mustWho);
mustWhoMask.andNot(other.mustWhoMask);
if (mustWho.cardinality() == 0)
{
// no longer need this
mustWho = null;
mustWhoMask = null;
}
}
if (other.mustNotWho != null)
{
mustNotWho.andNot(other.mustNotWho);
mustNotWhoMask.andNot(other.mustNotWhoMask);
if (mustNotWho.cardinality() == 0)
{
// no longer need this
mustNotWho = null;
mustNotWhoMask = null;
}
}
if (other.mustWhat != null)
{
mustWhat.andNot(other.mustWhat);
mustWhatMask.andNot(other.mustWhatMask);
if (mustWhat.cardinality() == 0)
{
// no longer need this
mustWhat = null;
mustWhatMask = null;
}
}
if (other.mustNotWhat != null)
{
mustNotWhat.andNot(other.mustNotWhat);
mustNotWhatMask.andNot(other.mustNotWhatMask);
if (mustNotWhat.cardinality() == 0)
{
// no longer need this
mustNotWhat = null;
mustNotWhatMask = null;
}
}
allRestrictionsNull = hasNoTests();
}
//-------------------------------------------------------------------------
/**
* @return True if and only if this Feature Instance has no meaningful
* tests (i.e. all ChunkSets are null)
*/
@Override
public final boolean hasNoTests()
{
return (mustEmpty == null &&
mustNotEmpty == null &&
mustWho == null &&
mustWhoMask == null &&
mustNotWho == null &&
mustNotWhoMask == null &&
mustWhat == null &&
mustWhatMask == null &&
mustNotWhat == null &&
mustNotWhatMask == null);
}
@Override
public final boolean onlyRequiresSingleMustEmpty()
{
if
(
mustEmpty != null &&
mustNotEmpty == null &&
mustWho == null &&
mustWhoMask == null &&
mustNotWho == null &&
mustNotWhoMask == null &&
mustWhat == null &&
mustWhatMask == null &&
mustNotWhat == null &&
mustNotWhatMask == null
)
{
return mustEmpty.numNonZeroChunks() == 1;
}
return false;
}
@Override
public final boolean onlyRequiresSingleMustWho()
{
if
(
mustEmpty == null &&
mustNotEmpty == null &&
mustWho != null &&
mustWhoMask != null &&
mustNotWho == null &&
mustNotWhoMask == null &&
mustWhat == null &&
mustWhatMask == null &&
mustNotWhat == null &&
mustNotWhatMask == null
)
{
return mustWhoMask.numNonZeroChunks() == 1;
}
return false;
}
@Override
public final boolean onlyRequiresSingleMustWhat()
{
if
(
mustEmpty == null &&
mustNotEmpty == null &&
mustWho == null &&
mustWhoMask == null &&
mustNotWho == null &&
mustNotWhoMask == null &&
mustWhat != null &&
mustWhatMask != null &&
mustNotWhat == null &&
mustNotWhatMask == null
)
{
return mustWhatMask.numNonZeroChunks() == 1;
}
return false;
}
//-------------------------------------------------------------------------
/**
* @return Feature of which this is an instance
*/
public final SpatialFeature feature()
{
return parentFeature;
}
/**
* @return Anchor site for this instance
*/
public final int anchorSite()
{
return anchorSite;
}
/**
* @return Reflection applied to parent feature to obtain this instance
*/
public final int reflection()
{
return reflection;
}
/**
* @return Rotation applied to parent feature to obtain this instance
*/
public final float rotation()
{
return rotation;
}
@Override
public final SiteType graphElementType()
{
return graphElementType;
}
/**
* @return From-position (-1 if not restricted)
*/
public final int from()
{
return fromPosition;
}
/**
* @return To-position (-1 if not restricted)
*/
public final int to()
{
return toPosition;
}
/**
* @return Last-from-position (-1 if not restricted)
*/
public final int lastFrom()
{
return lastFromPosition;
}
/**
* @return Last-to-position (-1 if not restricted)
*/
public final int lastTo()
{
return lastToPosition;
}
/**
* Set action corresponding to this feature (instance)
* @param toPos
* @param fromPos
*/
public void setAction(final int toPos, final int fromPos)
{
this.toPosition = toPos;
this.fromPosition = fromPos;
}
/**
* Set last action (which we're reacting to) corresponding to this
* feature (instance)
* @param lastToPos
* @param lastFromPos
*/
public void setLastAction(final int lastToPos, final int lastFromPos)
{
this.lastToPosition = lastToPos;
this.lastFromPosition = lastFromPos;
}
/**
* @return ChunkSet of sites that must be empty
*/
public final ChunkSet mustEmpty()
{
return mustEmpty;
}
/**
* @return ChunkSet of sites that must NOT be empty
*/
public final ChunkSet mustNotEmpty()
{
return mustNotEmpty;
}
/**
* @return mustWho ChunkSet
*/
public final ChunkSet mustWho()
{
return mustWho;
}
/**
* @return mustNotWho ChunkSet
*/
public final ChunkSet mustNotWho()
{
return mustNotWho;
}
/**
* @return mustWhoMask ChunkSet
*/
public final ChunkSet mustWhoMask()
{
return mustWhoMask;
}
/**
* @return mustNotWhoMask ChunkSet
*/
public final ChunkSet mustNotWhoMask()
{
return mustNotWhoMask;
}
/**
* @return mustWhat ChunkSet
*/
public final ChunkSet mustWhat()
{
return mustWhat;
}
/**
* @return mustNotWhat ChunkSet
*/
public final ChunkSet mustNotWhat()
{
return mustNotWhat;
}
/**
* @return mustWhatMask ChunkSet
*/
public final ChunkSet mustWhatMask()
{
return mustWhatMask;
}
/**
* @return mustNotWhatMask ChunkSet
*/
public final ChunkSet mustNotWhatMask()
{
return mustNotWhatMask;
}
//-------------------------------------------------------------------------
/**
* @return List of all the atomic propositions this feature instance requires.
*/
public List<AtomicProposition> generateAtomicPropositions()
{
final List<AtomicProposition> propositions = new ArrayList<AtomicProposition>();
switch (graphElementType)
{
case Cell:
if (mustEmpty != null)
{
final TIntArrayList nonzeroChunks = mustEmpty.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
propositions.add(new SingleMustEmptyCell(nonzeroChunks.getQuick(i)));
}
}
if (mustNotEmpty != null)
{
final TIntArrayList nonzeroChunks = mustNotEmpty.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
propositions.add(new SingleMustNotEmptyCell(nonzeroChunks.getQuick(i)));
}
}
if (mustWho != null)
{
final TIntArrayList nonzeroChunks = mustWho.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustWhoCell(chunk, mustWho.getChunk(chunk), mustWho.chunkSize()));
}
}
if (mustNotWho != null)
{
final TIntArrayList nonzeroChunks = mustNotWho.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustNotWhoCell(chunk, mustNotWho.getChunk(chunk), mustNotWho.chunkSize()));
}
}
if (mustWhat != null)
{
final TIntArrayList nonzeroChunks = mustWhat.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustWhatCell(chunk, mustWhat.getChunk(chunk), mustWhat.chunkSize()));
}
}
if (mustNotWhat != null)
{
final TIntArrayList nonzeroChunks = mustNotWhat.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustNotWhatCell(chunk, mustNotWhat.getChunk(chunk), mustNotWhat.chunkSize()));
}
}
break;
case Vertex:
if (mustEmpty != null)
{
final TIntArrayList nonzeroChunks = mustEmpty.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
propositions.add(new SingleMustEmptyVertex(nonzeroChunks.getQuick(i)));
}
}
if (mustNotEmpty != null)
{
final TIntArrayList nonzeroChunks = mustNotEmpty.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
propositions.add(new SingleMustNotEmptyVertex(nonzeroChunks.getQuick(i)));
}
}
if (mustWho != null)
{
final TIntArrayList nonzeroChunks = mustWho.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustWhoVertex(chunk, mustWho.getChunk(chunk), mustWho.chunkSize()));
}
}
if (mustNotWho != null)
{
final TIntArrayList nonzeroChunks = mustNotWho.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustNotWhoVertex(chunk, mustNotWho.getChunk(chunk), mustNotWho.chunkSize()));
}
}
if (mustWhat != null)
{
final TIntArrayList nonzeroChunks = mustWhat.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustWhatVertex(chunk, mustWhat.getChunk(chunk), mustWhat.chunkSize()));
}
}
if (mustNotWhat != null)
{
final TIntArrayList nonzeroChunks = mustNotWhat.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustNotWhatVertex(chunk, mustNotWhat.getChunk(chunk), mustNotWhat.chunkSize()));
}
}
break;
case Edge:
if (mustEmpty != null)
{
final TIntArrayList nonzeroChunks = mustEmpty.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
propositions.add(new SingleMustEmptyEdge(nonzeroChunks.getQuick(i)));
}
}
if (mustNotEmpty != null)
{
final TIntArrayList nonzeroChunks = mustNotEmpty.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
propositions.add(new SingleMustNotEmptyEdge(nonzeroChunks.getQuick(i)));
}
}
if (mustWho != null)
{
final TIntArrayList nonzeroChunks = mustWho.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustWhoEdge(chunk, mustWho.getChunk(chunk), mustWho.chunkSize()));
}
}
if (mustNotWho != null)
{
final TIntArrayList nonzeroChunks = mustNotWho.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustNotWhoEdge(chunk, mustNotWho.getChunk(chunk), mustNotWho.chunkSize()));
}
}
if (mustWhat != null)
{
final TIntArrayList nonzeroChunks = mustWhat.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustWhatEdge(chunk, mustWhat.getChunk(chunk), mustWhat.chunkSize()));
}
}
if (mustNotWhat != null)
{
final TIntArrayList nonzeroChunks = mustNotWhat.getNonzeroChunks();
for (int i = 0; i < nonzeroChunks.size(); ++i)
{
final int chunk = nonzeroChunks.getQuick(i);
propositions.add(new SingleMustNotWhatEdge(chunk, mustNotWhat.getChunk(chunk), mustNotWhat.chunkSize()));
}
}
break;
default:
break;
}
return propositions;
}
//-------------------------------------------------------------------------
/**
* @param instances
* @return New list of feature instances where duplicates in given list
* have been removed
*/
public static List<FeatureInstance> deduplicate(final List<FeatureInstance> instances)
{
final Set<FeatureInstance> deduplicated = new HashSet<FeatureInstance>();
deduplicated.addAll(instances);
return new ArrayList<FeatureInstance>(deduplicated);
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + anchorSite;
result = prime * result + fromPosition;
result = prime * result + lastFromPosition;
result = prime * result + lastToPosition;
result = prime * result + ((mustEmpty == null) ? 0 : mustEmpty.hashCode());
result = prime * result + ((mustNotEmpty == null) ? 0 : mustNotEmpty.hashCode());
result = prime * result + ((mustNotWhat == null) ? 0 : mustNotWhat.hashCode());
result = prime * result + ((mustNotWhatMask == null) ? 0 : mustNotWhatMask.hashCode());
result = prime * result + ((mustNotWho == null) ? 0 : mustNotWho.hashCode());
result = prime * result + ((mustNotWhoMask == null) ? 0 : mustNotWhoMask.hashCode());
result = prime * result + ((mustWhat == null) ? 0 : mustWhat.hashCode());
result = prime * result + ((mustWhatMask == null) ? 0 : mustWhatMask.hashCode());
result = prime * result + ((mustWho == null) ? 0 : mustWho.hashCode());
result = prime * result + ((mustWhoMask == null) ? 0 : mustWhoMask.hashCode());
result = prime * result + reflection;
result = prime * result + Float.floatToIntBits(rotation);
result = prime * result + toPosition;
// Order of elements in initTimeElements should not matter
int initTimeElementsHash = 0;
for (final FeatureElement element : initTimeElements)
{
// XORing them all means order does not matter
initTimeElementsHash ^= element.hashCode();
}
result = prime * result + (prime + initTimeElementsHash);
return result;
}
@Override
public boolean equals(final Object other)
{
if (!(other instanceof FeatureInstance))
return false;
final FeatureInstance otherInstance = (FeatureInstance) other;
// Order of elements in initTimeElements should not matter
if (initTimeElements.size() != otherInstance.initTimeElements.size())
return false;
for (final FeatureElement element : initTimeElements)
{
if (!otherInstance.initTimeElements.contains(element))
return false;
}
return (
toPosition == otherInstance.toPosition &&
fromPosition == otherInstance.fromPosition &&
lastToPosition == otherInstance.lastToPosition &&
lastFromPosition == otherInstance.lastFromPosition &&
anchorSite == otherInstance.anchorSite &&
rotation == otherInstance.rotation &&
reflection == otherInstance.reflection &&
Objects.equals(mustEmpty, otherInstance.mustEmpty) &&
Objects.equals(mustNotEmpty, otherInstance.mustNotEmpty) &&
Objects.equals(mustWho, otherInstance.mustWho) &&
Objects.equals(mustWhoMask, otherInstance.mustWhoMask) &&
Objects.equals(mustNotWho, otherInstance.mustNotWho) &&
Objects.equals(mustNotWhoMask, otherInstance.mustNotWhoMask) &&
Objects.equals(mustWhat, otherInstance.mustWhat) &&
Objects.equals(mustWhatMask, otherInstance.mustWhatMask) &&
Objects.equals(mustNotWhat, otherInstance.mustNotWhat) &&
Objects.equals(mustNotWhatMask, otherInstance.mustNotWhatMask)
);
}
/**
* @param other
* @return True if and only if the given other feature instance is functionally equal
* (has the same tests).
*/
public boolean functionallyEquals(final FeatureInstance other)
{
return (
toPosition == other.toPosition &&
fromPosition == other.fromPosition &&
lastToPosition == other.lastToPosition &&
lastFromPosition == other.lastFromPosition &&
Objects.equals(mustEmpty, other.mustEmpty) &&
Objects.equals(mustNotEmpty, other.mustNotEmpty) &&
Objects.equals(mustWho, other.mustWho) &&
Objects.equals(mustWhoMask, other.mustWhoMask) &&
Objects.equals(mustNotWho, other.mustNotWho) &&
Objects.equals(mustNotWhoMask, other.mustNotWhoMask) &&
Objects.equals(mustWhat, other.mustWhat) &&
Objects.equals(mustWhatMask, other.mustWhatMask) &&
Objects.equals(mustNotWhat, other.mustNotWhat) &&
Objects.equals(mustNotWhatMask, other.mustNotWhatMask)
);
}
/**
* @param other
* @return True if and only if we would have been equal to the given other
* instance if our anchors were the same.
*/
public boolean equalsIgnoreAnchor(final FeatureInstance other)
{
return
(
rotation == other.rotation &&
reflection == other.reflection &&
feature().equals(other.feature())
);
}
/**
* @return Hash code that takes into account rotation and reflection and
* feature, but not anchor.
*/
public int hashCodeIgnoreAnchor()
{
final int prime = 31;
int result = 1;
result = prime * result + feature().hashCode();
result = prime * result + reflection;
result = prime * result + Float.floatToIntBits(rotation);
return result;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
String requirementsStr = "";
if (fromPosition >= 0)
{
requirementsStr +=
String.format(
"Move from %s to %s: ",
Integer.valueOf(fromPosition),
Integer.valueOf(toPosition));
}
else
{
requirementsStr += String.format("Move to %s: ", Integer.valueOf(toPosition));
}
if (mustEmpty != null)
{
for (int i = mustEmpty.nextSetBit(0);
i >= 0; i = mustEmpty.nextSetBit(i + 1))
{
requirementsStr += i + " must be empty, ";
}
}
if (mustNotEmpty != null)
{
for (int i = mustNotEmpty.nextSetBit(0);
i >= 0; i = mustNotEmpty.nextSetBit(i + 1))
{
requirementsStr += i + " must NOT be empty, ";
}
}
if (mustWho != null)
{
for (int i = 0; i < mustWho.numChunks(); ++i)
{
if (mustWhoMask.getChunk(i) != 0)
{
requirementsStr +=
i + " must belong to " + mustWho.getChunk(i) + ", ";
}
}
}
if (mustNotWho != null)
{
for (int i = 0; i < mustNotWho.numChunks(); ++i)
{
if (mustNotWhoMask.getChunk(i) != 0)
{
requirementsStr +=
i + " must NOT belong to "
+ mustNotWho.getChunk(i) + ", ";
}
}
}
if (mustWhat != null)
{
for (int i = 0; i < mustWhat.numChunks(); ++i)
{
if (mustWhatMask.getChunk(i) != 0)
{
requirementsStr +=
i + " must contain " + mustWhat.getChunk(i) + ", ";
}
}
}
if (mustNotWhat != null)
{
for (int i = 0; i < mustNotWhat.numChunks(); ++i)
{
if (mustNotWhatMask.getChunk(i) != 0)
{
requirementsStr +=
i + " must NOT contain "
+ mustNotWhat.getChunk(i) + ", ";
}
}
}
if (lastToPosition >= 0)
{
if (lastFromPosition >= 0)
{
requirementsStr +=
" (response to last move from " + lastFromPosition +
" to " + lastToPosition + ")";
}
else
{
requirementsStr +=
" (response to last move to " + lastToPosition + ")";
}
}
String metaStr = String.format(
"anchor=%d, ref=%d, rot=%.2f",
Integer.valueOf(anchorSite),
Integer.valueOf(reflection),
Float.valueOf(rotation));
return String.format(
"Feature Instance [%s] [%s] [%s]",
requirementsStr,
metaStr,
parentFeature);
}
//-------------------------------------------------------------------------
}
| 38,743 | 23.724952 | 112 | java |
Ludii | Ludii-master/Features/src/features/spatial/instances/OneOfMustEmpty.java | package features.spatial.instances;
import game.types.board.SiteType;
import main.collections.ChunkSet;
import other.state.State;
import other.state.container.ContainerState;
/**
* Simultaneously tests multiple chunks of the "empty" ChunkSet, returning
* true if at least one of them is indeed empty.
*
* TODO could make special cases of this class for cells, vertices, and edges
*
* @author Dennis Soemers
*/
public final class OneOfMustEmpty implements BitwiseTest
{
//-------------------------------------------------------------------------
/** Set of chunks of which at least one must be empty for test to succeed */
protected final ChunkSet mustEmpties;
/** The first non-zero word in the mustEmpties ChunkSet */
protected final int firstUsedWord;
/** Graph element type we want to test on */
protected final SiteType graphElementType;
//-------------------------------------------------------------------------
/**
* Constructor
* @param mustEmpties
* @param graphElementType
*/
public OneOfMustEmpty(final ChunkSet mustEmpties, final SiteType graphElementType)
{
this.mustEmpties = mustEmpties;
this.graphElementType = graphElementType;
firstUsedWord = mustEmpties.nextSetBit(0) / Long.SIZE;
}
//-------------------------------------------------------------------------
@Override
public final boolean matches(final State state)
{
final ContainerState container = state.containerStates()[0];
final ChunkSet chunkSet;
switch (graphElementType)
{
case Cell:
chunkSet = container.emptyChunkSetCell();
break;
case Vertex:
chunkSet = container.emptyChunkSetVertex();
break;
case Edge:
chunkSet = container.emptyChunkSetEdge();
break;
//$CASES-OMITTED$ Hint
default:
chunkSet = null;
break;
}
return chunkSet.violatesNot(mustEmpties, mustEmpties, firstUsedWord);
}
//-------------------------------------------------------------------------
@Override
public final boolean hasNoTests()
{
return false;
}
@Override
public final boolean onlyRequiresSingleMustEmpty()
{
return true;
}
@Override
public final boolean onlyRequiresSingleMustWho()
{
return false;
}
@Override
public final boolean onlyRequiresSingleMustWhat()
{
return false;
}
@Override
public final SiteType graphElementType()
{
return graphElementType;
}
//-------------------------------------------------------------------------
/**
* @return Chunks of which at least one must be empty
*/
public final ChunkSet mustEmpties()
{
return mustEmpties;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
String requirementsStr = "";
for (int i = mustEmpties.nextSetBit(0);
i >= 0; i = mustEmpties.nextSetBit(i + 1))
{
requirementsStr += i + ", ";
}
return String.format(
"One of these must be empty: [%s]",
requirementsStr);
}
//-------------------------------------------------------------------------
}
| 3,042 | 21.708955 | 83 | java |
Ludii | Ludii-master/Features/src/features/spatial/instances/OneOfMustWhat.java | package features.spatial.instances;
import game.types.board.SiteType;
import main.collections.ChunkSet;
import other.state.State;
import other.state.container.ContainerState;
/**
* Simultaneously tests multiple chunks of the "what" ChunkSet.
*
* TODO could make special cases of this class for cells, vertices, and edges
*
* @author Dennis Soemers
*/
public final class OneOfMustWhat implements BitwiseTest
{
//-------------------------------------------------------------------------
/**
* Set of chunks of which at least one must match game state's What
* ChunkSet for test to succeed.
*/
protected final ChunkSet mustWhats;
/** Mask for must-what tests */
protected final ChunkSet mustWhatsMask;
/** The first non-zero word in the mustWhatsMask ChunkSet */
protected final int firstUsedWord;
/** Graph element type we want to test on */
protected final SiteType graphElementType;
//-------------------------------------------------------------------------
/**
* Constructor
* @param mustWhats
* @param mustWhatsMask
* @param graphElementType
*/
public OneOfMustWhat(final ChunkSet mustWhats, final ChunkSet mustWhatsMask, final SiteType graphElementType)
{
this.mustWhats = mustWhats;
this.mustWhatsMask = mustWhatsMask;
this.graphElementType = graphElementType;
firstUsedWord = mustWhatsMask.nextSetBit(0) / Long.SIZE;
}
//-------------------------------------------------------------------------
@Override
public final boolean matches(final State state)
{
final ContainerState container = state.containerStates()[0];
switch (graphElementType)
{
case Cell:
return (container.violatesNotWhatCell(mustWhatsMask, mustWhats, firstUsedWord));
case Vertex:
return (container.violatesNotWhatVertex(mustWhatsMask, mustWhats, firstUsedWord));
case Edge:
return (container.violatesNotWhatEdge(mustWhatsMask, mustWhats, firstUsedWord));
//$CASES-OMITTED$ Hint
default:
break;
}
return false;
}
//-------------------------------------------------------------------------
@Override
public final boolean hasNoTests()
{
return false;
}
@Override
public final boolean onlyRequiresSingleMustEmpty()
{
return false;
}
@Override
public final boolean onlyRequiresSingleMustWho()
{
return true;
}
@Override
public final boolean onlyRequiresSingleMustWhat()
{
return false;
}
@Override
public final SiteType graphElementType()
{
return graphElementType;
}
//-------------------------------------------------------------------------
/**
* @return mustWhats ChunkSet
*/
public final ChunkSet mustWhats()
{
return mustWhats;
}
/**
* @return mustWhatsMask ChunkSet
*/
public final ChunkSet mustWhatsMask()
{
return mustWhatsMask;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
String requirementsStr = "";
for (int i = 0; i < mustWhats.numChunks(); ++i)
{
if (mustWhatsMask.getChunk(i) != 0)
{
requirementsStr +=
i + " must contain " + mustWhats.getChunk(i) + ", ";
}
}
return String.format(
"One of these what-conditions must hold: [%s]",
requirementsStr);
}
//-------------------------------------------------------------------------
}
| 3,324 | 21.619048 | 110 | java |
Ludii | Ludii-master/Features/src/features/spatial/instances/OneOfMustWho.java | package features.spatial.instances;
import game.types.board.SiteType;
import main.collections.ChunkSet;
import other.state.State;
import other.state.container.ContainerState;
/**
* Simultaneously tests multiple chunks of the "who" ChunkSet.
*
* TODO could make special cases of this class for cells, vertices, and edges
*
* @author Dennis Soemers
*/
public final class OneOfMustWho implements BitwiseTest
{
//-------------------------------------------------------------------------
/**
* Set of chunks of which at least one must match game state's Who
* ChunkSet for test to succeed.
*/
protected final ChunkSet mustWhos;
/** Mask for must-who tests */
protected final ChunkSet mustWhosMask;
/** The first non-zero word in the mustWhosMask ChunkSet */
protected final int firstUsedWord;
/** Graph element type we want to test on */
protected final SiteType graphElementType;
//-------------------------------------------------------------------------
/**
* Constructor
* @param mustWhos
* @param mustWhosMask
* @param graphElementType
*/
public OneOfMustWho(final ChunkSet mustWhos, final ChunkSet mustWhosMask, final SiteType graphElementType)
{
this.mustWhos = mustWhos;
this.mustWhosMask = mustWhosMask;
this.graphElementType = graphElementType;
firstUsedWord = mustWhosMask.nextSetBit(0) / Long.SIZE;
}
//-------------------------------------------------------------------------
@Override
public final boolean matches(final State state)
{
final ContainerState container = state.containerStates()[0];
switch (graphElementType)
{
case Cell:
return (container.violatesNotWhoCell(mustWhosMask, mustWhos, firstUsedWord));
case Vertex:
return (container.violatesNotWhoVertex(mustWhosMask, mustWhos, firstUsedWord));
case Edge:
return (container.violatesNotWhoEdge(mustWhosMask, mustWhos, firstUsedWord));
//$CASES-OMITTED$ Hint
default:
break;
}
return false;
}
//-------------------------------------------------------------------------
@Override
public final boolean hasNoTests()
{
return false;
}
@Override
public final boolean onlyRequiresSingleMustEmpty()
{
return false;
}
@Override
public final boolean onlyRequiresSingleMustWho()
{
return true;
}
@Override
public final boolean onlyRequiresSingleMustWhat()
{
return false;
}
@Override
public final SiteType graphElementType()
{
return graphElementType;
}
//-------------------------------------------------------------------------
/**
* @return mustWhos ChunkSet
*/
public final ChunkSet mustWhos()
{
return mustWhos;
}
/**
* @return mustWhosMask ChunkSet
*/
public final ChunkSet mustWhosMask()
{
return mustWhosMask;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
String requirementsStr = "";
for (int i = 0; i < mustWhos.numChunks(); ++i)
{
if (mustWhosMask.getChunk(i) != 0)
{
requirementsStr +=
i + " must belong to " + mustWhos.getChunk(i) + ", ";
}
}
return String.format(
"One of these who-conditions must hold: [%s]",
requirementsStr);
}
//-------------------------------------------------------------------------
}
| 3,290 | 21.387755 | 107 | java |
Ludii | Ludii-master/Features/src/features/spatial/instances/SingleMustEmptyCell.java | package features.spatial.instances;
import game.Game;
import game.types.board.SiteType;
import main.collections.ChunkSet;
import other.state.State;
/**
* A test that check for a single specific cell that must be empty
*
* @author Dennis Soemers
*/
public class SingleMustEmptyCell extends AtomicProposition
{
//-------------------------------------------------------------------------
/** The site that must be empty */
protected final int mustEmptySite;
//-------------------------------------------------------------------------
/**
* Constructor
* @param mustEmptySite
*/
public SingleMustEmptyCell(final int mustEmptySite)
{
this.mustEmptySite = mustEmptySite;
}
//-------------------------------------------------------------------------
@Override
public boolean matches(final State state)
{
return state.containerStates()[0].emptyChunkSetCell().get(mustEmptySite);
}
@Override
public boolean onlyRequiresSingleMustEmpty()
{
return true;
}
@Override
public boolean onlyRequiresSingleMustWho()
{
return false;
}
@Override
public boolean onlyRequiresSingleMustWhat()
{
return false;
}
@Override
public SiteType graphElementType()
{
return SiteType.Cell;
}
@Override
public void addMaskTo(final ChunkSet chunkSet)
{
chunkSet.set(mustEmptySite);
}
@Override
public StateVectorTypes stateVectorType()
{
return StateVectorTypes.Empty;
}
@Override
public int testedSite()
{
return mustEmptySite;
}
@Override
public int value()
{
return 1;
}
@Override
public boolean negated()
{
return false;
}
//-------------------------------------------------------------------------
@Override
public boolean provesIfTrue(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
// If empty, we prove the same (equal prop, probably shouldn't happen)
if (other.stateVectorType() == StateVectorTypes.Empty)
return !other.negated();
// If empty, we prove that it's not friend, not enemy, not piece 1, not piece 2, etc.
return (other.stateVectorType() != StateVectorTypes.Empty && other.value() > 0 && other.negated());
}
@Override
public boolean disprovesIfTrue(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
// If empty, we disprove not empty
if (other.stateVectorType() == StateVectorTypes.Empty)
return other.negated();
// If empty, we disprove friend, enemy, piece 1, piece 2, etc.
return (other.stateVectorType() != StateVectorTypes.Empty && other.value() > 0 && !other.negated());
}
@Override
public boolean provesIfFalse(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
// If not empty, we prove not empty
return (other.stateVectorType() == StateVectorTypes.Empty && other.negated());
}
@Override
public boolean disprovesIfFalse(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
return false;
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + mustEmptySite;
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof SingleMustEmptyCell))
return false;
final SingleMustEmptyCell other = (SingleMustEmptyCell) obj;
return (mustEmptySite == other.mustEmptySite);
}
@Override
public String toString()
{
return "[Cell " + mustEmptySite + " must be empty]";
}
//-------------------------------------------------------------------------
}
| 4,064 | 20.62234 | 102 | java |
Ludii | Ludii-master/Features/src/features/spatial/instances/SingleMustEmptyEdge.java | package features.spatial.instances;
import game.Game;
import game.types.board.SiteType;
import main.collections.ChunkSet;
import other.state.State;
/**
* A test that check for a single specific edge that must be empty
*
* @author Dennis Soemers
*/
public class SingleMustEmptyEdge extends AtomicProposition
{
//-------------------------------------------------------------------------
/** The site that must be empty */
protected final int mustEmptySite;
//-------------------------------------------------------------------------
/**
* Constructor
* @param mustEmptySite
*/
public SingleMustEmptyEdge(final int mustEmptySite)
{
this.mustEmptySite = mustEmptySite;
}
//-------------------------------------------------------------------------
@Override
public boolean matches(final State state)
{
return state.containerStates()[0].emptyChunkSetEdge().get(mustEmptySite);
}
@Override
public boolean onlyRequiresSingleMustEmpty()
{
return true;
}
@Override
public boolean onlyRequiresSingleMustWho()
{
return false;
}
@Override
public boolean onlyRequiresSingleMustWhat()
{
return false;
}
@Override
public SiteType graphElementType()
{
return SiteType.Edge;
}
@Override
public void addMaskTo(final ChunkSet chunkSet)
{
chunkSet.set(mustEmptySite);
}
@Override
public StateVectorTypes stateVectorType()
{
return StateVectorTypes.Empty;
}
@Override
public int testedSite()
{
return mustEmptySite;
}
@Override
public int value()
{
return 1;
}
@Override
public boolean negated()
{
return false;
}
//-------------------------------------------------------------------------
@Override
public boolean provesIfTrue(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
// If empty, we prove the same (equal prop, probably shouldn't happen)
if (other.stateVectorType() == StateVectorTypes.Empty)
return !other.negated();
// If empty, we prove that it's not friend, not enemy, not piece 1, not piece 2, etc.
return (other.stateVectorType() != StateVectorTypes.Empty && other.value() > 0 && other.negated());
}
@Override
public boolean disprovesIfTrue(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
// If empty, we disprove not empty
if (other.stateVectorType() == StateVectorTypes.Empty)
return other.negated();
// If empty, we disprove friend, enemy, piece 1, piece 2, etc.
return (other.stateVectorType() != StateVectorTypes.Empty && other.value() > 0 && !other.negated());
}
@Override
public boolean provesIfFalse(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
// If not empty, we prove not empty
return (other.stateVectorType() == StateVectorTypes.Empty && other.negated());
}
@Override
public boolean disprovesIfFalse(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
return false;
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + mustEmptySite;
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof SingleMustEmptyEdge))
return false;
final SingleMustEmptyEdge other = (SingleMustEmptyEdge) obj;
return (mustEmptySite == other.mustEmptySite);
}
@Override
public String toString()
{
return "[Edge " + mustEmptySite + " must be empty]";
}
//-------------------------------------------------------------------------
}
| 4,063 | 20.617021 | 102 | java |
Ludii | Ludii-master/Features/src/features/spatial/instances/SingleMustEmptyVertex.java | package features.spatial.instances;
import game.Game;
import game.types.board.SiteType;
import main.collections.ChunkSet;
import other.state.State;
/**
* A test that check for a single specific vertex that must be empty
*
* @author Dennis Soemers
*/
public class SingleMustEmptyVertex extends AtomicProposition
{
//-------------------------------------------------------------------------
/** The site that must be empty */
protected final int mustEmptySite;
//-------------------------------------------------------------------------
/**
* Constructor
* @param mustEmptySite
*/
public SingleMustEmptyVertex(final int mustEmptySite)
{
this.mustEmptySite = mustEmptySite;
}
//-------------------------------------------------------------------------
@Override
public boolean matches(final State state)
{
return state.containerStates()[0].emptyChunkSetVertex().get(mustEmptySite);
}
@Override
public boolean onlyRequiresSingleMustEmpty()
{
return true;
}
@Override
public boolean onlyRequiresSingleMustWho()
{
return false;
}
@Override
public boolean onlyRequiresSingleMustWhat()
{
return false;
}
@Override
public SiteType graphElementType()
{
return SiteType.Vertex;
}
@Override
public void addMaskTo(final ChunkSet chunkSet)
{
chunkSet.set(mustEmptySite);
}
@Override
public StateVectorTypes stateVectorType()
{
return StateVectorTypes.Empty;
}
@Override
public int testedSite()
{
return mustEmptySite;
}
@Override
public int value()
{
return 1;
}
@Override
public boolean negated()
{
return false;
}
//-------------------------------------------------------------------------
@Override
public boolean provesIfTrue(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
// If empty, we prove the same (equal prop, probably shouldn't happen)
if (other.stateVectorType() == StateVectorTypes.Empty)
return !other.negated();
// If empty, we prove that it's not friend, not enemy, not piece 1, not piece 2, etc.
return (other.stateVectorType() != StateVectorTypes.Empty && other.value() > 0 && other.negated());
}
@Override
public boolean disprovesIfTrue(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
// If empty, we disprove not empty
if (other.stateVectorType() == StateVectorTypes.Empty)
return other.negated();
// If empty, we disprove friend, enemy, piece 1, piece 2, etc.
return (other.stateVectorType() != StateVectorTypes.Empty && other.value() > 0 && !other.negated());
}
@Override
public boolean provesIfFalse(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
// If not empty, we prove not empty
return (other.stateVectorType() == StateVectorTypes.Empty && other.negated());
}
@Override
public boolean disprovesIfFalse(final AtomicProposition other, final Game game)
{
if (graphElementType() != other.graphElementType())
return false;
if (testedSite() != other.testedSite())
return false;
return false;
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + mustEmptySite;
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof SingleMustEmptyVertex))
return false;
final SingleMustEmptyVertex other = (SingleMustEmptyVertex) obj;
return (mustEmptySite == other.mustEmptySite);
}
@Override
public String toString()
{
return "[Vertex " + mustEmptySite + " must be empty]";
}
//-------------------------------------------------------------------------
}
| 4,081 | 20.712766 | 102 | java |
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