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board.zig
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415 lines (357 loc) · 11.4 KB
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const std = @import("std");
const print = std.debug.print;
const expect = std.testing.expect;
const utils = @import("util.zig");
const min2 = utils.min2;
const min3 = utils.min3;
pub const UNRESOLVED: i8 = -128;
fn str_from_i8(num: i8) []const u8 {
return switch (num) {
-1 => "O",
0 => " ",
1 => "X",
else => unreachable,
};
}
pub fn pos_draw(pos: *const [9]i8) void {
print("{s} | {s} | {s}\n{s} | {s} | {s}\n{s} | {s} | {s}\n\n", .{
str_from_i8(pos[0]), str_from_i8(pos[1]), str_from_i8(pos[2]),
str_from_i8(pos[3]), str_from_i8(pos[4]), str_from_i8(pos[5]),
str_from_i8(pos[6]), str_from_i8(pos[7]), str_from_i8(pos[8]),
});
}
// returns the single value
// of sequence of all the same value (1 or -1)
// if 1 1 1 return 1
// else if -1 -1 -1 return -1
// else return -128
fn seq3u(a: i8, b: i8, c: i8) i8 {
if (a == 0 or b == 0 or c == 0 or a != b or b != c) {
return UNRESOLVED;
}
return a;
}
// tie is 0
// black win +1
// white win -1
pub fn pos_status(pos: *const [9]i8) i8 {
// diagonal
var check = seq3u(pos[0], pos[4], pos[8]);
if (check != UNRESOLVED) return check;
check = seq3u(pos[2], pos[4], pos[6]);
if (check != UNRESOLVED) return check;
// horizontal
var p: u8 = 0;
while (p < 9) : (p += 3) {
check = seq3u(pos[p], pos[1 + p], pos[2 + p]);
if (check != UNRESOLVED) return check;
}
// vertical
p = 0;
while (p < 3) : (p += 1) {
check = seq3u(pos[p], pos[3 + p], pos[6 + p]);
if (check != UNRESOLVED) return check;
}
// filled with no winner, tie)
for (0..9) |m| {
if (pos[m] == 0) break;
} else return 0; // tie
return UNRESOLVED;
}
pub fn pos_num_empty(pos: *const [9]i8) i8 {
var cnt: i8 = 0;
for (0..9) |m| {
if (pos[m] == 0) cnt += 1;
}
return cnt;
}
pub fn pos_score(pos: *const [9]i8) i8 {
var s = pos_status(pos);
if (s == UNRESOLVED or s == 0) return s;
return s * (pos_num_empty(pos) + 1);
}
// pos_reflect
// applies horizontal (left-right) reflection on itself
// 0 1 2 2 1 0
// 3 4 5 --> 5 4 3
// 6 7 8 8 7 6
pub fn pos_reflect(pos: *[9]i8) void {
var tmp = pos[0];
pos[0] = pos[2];
pos[2] = tmp;
tmp = pos[3];
pos[3] = pos[5];
pos[5] = tmp;
tmp = pos[6];
pos[6] = pos[8];
pos[8] = tmp;
}
// reflect_pos
// returns new horizontal (left-right) reflection
// 0 1 2 2 1 0
// 3 4 5 --> 5 4 3
// 6 7 8 8 7 6
pub fn reflect_from_pos(pos: *const [9]i8) [9]i8 {
return [_]i8{
pos[2], pos[1], pos[0],
pos[5], pos[4], pos[3],
pos[8], pos[7], pos[6],
};
}
// 0 1 2 6 3 0
// 3 4 5 --> 7 4 1
// 6 7 8 8 5 2
pub fn pos_rotate(pos: *[9]i8) void {
var tmp = pos[0];
pos[0] = pos[6];
pos[6] = pos[8];
pos[8] = pos[2];
pos[2] = tmp; // 0
tmp = pos[1];
pos[1] = pos[3];
pos[3] = pos[7];
pos[7] = pos[5];
pos[5] = tmp; // 1
}
pub fn pos_invert(pos: *[9]i8) void {
for (0..9) |p| pos[p] *= -1;
}
pub fn invert_from_pos(pos: *const [9]i8) [9]i8 {
return [_]i8{
pos[0] * -1, pos[1] * -1, pos[2] * -1,
pos[3] * -1, pos[4] * -1, pos[5] * -1,
pos[6] * -1, pos[7] * -1, pos[8] * -1,
};
}
// pub fn transform(self: *Board, transType: u3) void {
// for (0..(transType & 0b11)) |_| self.rotate();
// if ((transType >> 2) & 1) self.reflect();
// //if ((transType >> 3) & 1) self.invert();
// }
// A view is compressed representation of a board
// from a specific perspective. Reflection and
// rotation may produce different board views
// with the same soul.
pub fn view_from_pos(pos: *const [9]i8) u16 {
var h: u16 = 0;
var m: u16 = 1;
for (0..9) |p| {
if (pos[p] == 1) h += m;
if (pos[p] == -1) h += m * 2;
m *= 3;
}
return h;
}
// Soul is the essense of a board, despite
// its many views. For example, a board with
// a single piece in the corner has four views
// but only one soul. The soul numeric value
// is the view with the lowest numeric value,
// after all possible rotations and reflections.
pub fn soul_from_pos(pos: *const [9]i8) u16 {
var bo: [9]i8 = pos.*; // bo : original board
var br: [9]i8 = reflect_from_pos(&bo);
var min = min2(view_from_pos(&bo), view_from_pos(&br));
for (0..3) |_| { // rotate both three times
pos_rotate(&bo);
pos_rotate(&br);
min = min3(min, view_from_pos(&bo), view_from_pos(&br));
}
return min;
}
// blind returns the lowest essense of a board
// irrespective of translation and blind to color.
// A black or white stone in any corner has the
// same blind numeric value.
pub fn blind_from_pos(pos: *const [9]i8) u16 {
return min2(
soul_from_pos(&invert_from_pos(pos)),
soul_from_pos(pos),
);
}
pub fn pos_from_view(key: u16) [9]i8 {
var pos: [9]i8 = undefined;
var rem = key;
for (0..9) |p| {
pos[p] = switch (rem % 3) {
0 => 0,
1 => 1,
2 => -1,
else => unreachable,
};
rem /= 3;
}
return pos;
}
pub fn soul_from_view(key: u16) u16 {
// pos from view
var bo: [9]i8 = undefined;
var rem = key;
for (0..9) |p| {
bo[p] = switch (rem % 3) {
0 => 0,
1 => 1,
2 => -1,
else => unreachable,
};
rem /= 3;
}
// soul from pos
var br = reflect_from_pos(&bo);
var min = min2(view_from_pos(&bo), view_from_pos(&br));
for (0..3) |_| { // rotate both three times
pos_rotate(&bo);
pos_rotate(&br);
min = min3(min, view_from_pos(&bo), view_from_pos(&br));
}
return min;
}
test "sequences" {
try expect(1 == seq3u(1, 1, 1));
try expect(-1 == seq3u(-1, -1, -1));
try expect(-128 == seq3u(-1, 1, 0));
try expect(-128 == seq3u(0, 0, 0));
}
test "soul from view" {
var pos: [9]i8 = [_]i8{
-1, 1, 0,
-1, 0, 1,
-1, 0, 0,
};
const orig_view = view_from_pos(&pos);
const orig_soul = soul_from_view(orig_view);
var inv = invert_from_pos(&pos);
for (0..3) |_| {
pos_rotate(&pos);
var v = view_from_pos(&pos);
try expect(v != orig_view);
try expect(orig_soul == soul_from_view(v));
try expect(orig_soul == soul_from_pos(&pos));
pos_rotate(&inv);
v = view_from_pos(&inv);
try expect(v != orig_view);
try expect(orig_soul != soul_from_view(v));
try expect(orig_soul != soul_from_pos(&inv));
}
}
test "test all boards patterns" {
var pos: [9]i8 = undefined;
var view: u16 = 0;
var souls: u16 = 0;
var blinds: u16 = 0;
var hi_soul: u16 = 0;
var hi_blind: u16 = 0;
while (view < 19683) : (view += 1) {
pos = pos_from_view(view);
try expect(view_from_pos(&pos) == view);
const soul = soul_from_pos(&pos);
if (view_from_pos(&pos) == soul) souls += 1;
if (soul > hi_soul) hi_soul = soul;
const blind = blind_from_pos(&pos);
if (view_from_pos(&pos) == blind) blinds += 1;
if (blind > hi_blind) hi_blind = blind;
try expect(view >= soul);
try expect(hi_soul >= hi_blind);
try expect(soul >= blind);
try expect(souls >= blinds);
// gold-plating
if (view < 9) {
try expect(view + 1 == souls);
try expect(view + 1 >= blinds);
} else if (view < 12) {
try expect(view == souls);
try expect(view - 4 >= blinds);
try expect(view * 2 >= blinds * 3);
} else {
try expect(view > souls);
try expect(view - 5 >= blinds);
try expect(view * 2 >= blinds * 3);
}
try expect(view < 2 or view >= blinds);
try expect(view < 7 or (view + 1) * 2 >= blinds * 3);
}
// print("view={d}, souls={d}, hi_soul={d}, blinds={d}, hi_blind={d}\n", .{
// view,
// souls,
// hi_soul,
// blinds,
// hi_blind,
// });
}
test "two reflections to the same board" {
var pos = pos_from_view(32123);
const orig_view = view_from_pos(&pos);
const orig_soul = soul_from_pos(&pos);
const orig_blind = blind_from_pos(&pos);
try expect(view_from_pos(&pos) == orig_view);
pos_reflect(&pos);
try expect(view_from_pos(&pos) != orig_view);
try expect(soul_from_pos(&pos) == orig_soul);
try expect(blind_from_pos(&pos) == orig_blind);
pos_invert(&pos);
try expect(view_from_pos(&pos) != orig_view);
try expect(soul_from_pos(&pos) != orig_soul);
try expect(blind_from_pos(&pos) == orig_blind);
pos_invert(&pos);
try expect(blind_from_pos(&pos) == orig_blind);
try expect(soul_from_pos(&pos) == orig_soul);
pos_reflect(&pos);
try expect(view_from_pos(&pos) == orig_view);
try expect(soul_from_pos(&pos) == orig_soul);
try expect(blind_from_pos(&pos) == orig_blind);
}
test "four rotations to the same board" {
var pos = pos_from_view(52123);
const orig_view = view_from_pos(&pos);
const orig_soul = soul_from_pos(&pos);
const orig_blind = blind_from_pos(&pos);
try expect(view_from_pos(&pos) == orig_view);
pos_rotate(&pos);
try expect(view_from_pos(&pos) != orig_view);
try expect(soul_from_pos(&pos) == orig_soul);
try expect(blind_from_pos(&pos) == orig_blind);
pos_invert(&pos);
pos_rotate(&pos);
try expect(view_from_pos(&pos) != orig_view);
try expect(soul_from_pos(&pos) != orig_soul);
try expect(blind_from_pos(&pos) == orig_blind);
pos_invert(&pos);
pos_rotate(&pos);
try expect(view_from_pos(&pos) != orig_view);
try expect(soul_from_pos(&pos) == orig_soul);
try expect(blind_from_pos(&pos) == orig_blind);
pos_rotate(&pos);
try expect(view_from_pos(&pos) == orig_view);
try expect(soul_from_pos(&pos) == orig_soul);
try expect(blind_from_pos(&pos) == orig_blind);
}
test "test status" {
const W = -1;
const boardEmpty = [_]i8{ 0, 0, 0, 0, 0, 0, 0, 0, 0 };
try expect(pos_status(&boardEmpty) == UNRESOLVED);
const boardBlackHorizontalWin = [_]i8{ 1, 1, 1, 0, 0, 0, 0, 0, 0 };
try expect(pos_status(&boardBlackHorizontalWin) == 1);
const boardWhiteHorizontalWin = [_]i8{ 0, 0, 0, W, W, W, 0, 0, 0 };
try expect(pos_status(&boardWhiteHorizontalWin) == -1);
const boardBlackDiagonalWin = [_]i8{ 1, 0, 0, 0, 1, 0, 0, 0, 1 };
try expect(pos_status(&boardBlackDiagonalWin) == 1);
const blackMultiWin = [_]i8{ 1, W, 1, W, 1, W, 1, W, 1 };
try expect(pos_status(&blackMultiWin) == 1);
const boardUnsettled = [_]i8{ W, W, 1, 1, 1, W, W, W, 1 };
try expect(pos_status(&boardUnsettled) == 0);
}
test "test weighted score" {
const W = -1;
const boardEmpty = [_]i8{ 0, 0, 0, 0, 0, 0, 0, 0, 0 };
try expect(pos_score(&boardEmpty) == UNRESOLVED);
const boardBlackHorizontalWin = [_]i8{ 1, 1, 1, 0, 0, 0, 0, 0, 0 };
try expect(pos_score(&boardBlackHorizontalWin) == 7);
const boardWhiteHorizontalWin = [_]i8{ 0, 0, 0, W, W, W, 0, 0, 0 };
try expect(pos_score(&boardWhiteHorizontalWin) == -7);
const boardBlackDiagonalWin = [_]i8{ W, W, 1, 0, 1, 0, 1, W, 1 };
try expect(pos_score(&boardBlackDiagonalWin) == 3);
const blackMultiWin = [_]i8{ 1, W, 1, W, 1, W, 1, W, 1 };
try expect(pos_score(&blackMultiWin) == 1);
const boardUnsettled = [_]i8{ W, W, 1, 1, 1, W, W, W, 1 };
try expect(pos_score(&boardUnsettled) == 0);
}