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IPVGO: Record full history to avoid infinite ko capture loops on larger boards (#1299)
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@ -37,7 +37,7 @@ export type BoardState = {
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board: Board;
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board: Board;
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previousPlayer: GoColor | null;
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previousPlayer: GoColor | null;
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/** The previous board positions as a SimpleBoard */
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/** The previous board positions as a SimpleBoard */
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previousBoards: SimpleBoard[];
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previousBoards: string[];
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ai: GoOpponent;
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ai: GoOpponent;
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passCount: number;
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passCount: number;
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cheatCount: number;
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cheatCount: number;
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@ -44,7 +44,7 @@ export function evaluateIfMoveIsValid(boardState: BoardState, x: number, y: numb
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}
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}
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// Detect if the move might be an immediate repeat (only one board of history is saved to check)
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// Detect if the move might be an immediate repeat (only one board of history is saved to check)
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const possibleRepeat = boardState.previousBoards.find((board) => getColorOnSimpleBoard(board, x, y) === player);
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const possibleRepeat = boardState.previousBoards.find((board) => getColorOnBoardString(board, x, y) === player);
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if (shortcut) {
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if (shortcut) {
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// If the current point has some adjacent open spaces, it is not suicide. If the move is not repeated, it is legal
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// If the current point has some adjacent open spaces, it is not suicide. If the move is not repeated, it is legal
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@ -86,8 +86,8 @@ export function evaluateIfMoveIsValid(boardState: BoardState, x: number, y: numb
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return GoValidity.noSuicide;
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return GoValidity.noSuicide;
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}
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}
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if (possibleRepeat && boardState.previousBoards.length) {
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if (possibleRepeat && boardState.previousBoards.length) {
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const simpleEvalBoard = simpleBoardFromBoard(evaluationBoard);
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const simpleEvalBoard = boardStringFromBoard(evaluationBoard);
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if (boardState.previousBoards.find((board) => areSimpleBoardsIdentical(simpleEvalBoard, board))) {
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if (boardState.previousBoards.includes(simpleEvalBoard)) {
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return GoValidity.boardRepeated;
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return GoValidity.boardRepeated;
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}
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}
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}
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}
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@ -548,7 +548,8 @@ export function findAdjacentLibertiesAndAlliesForPoint(
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}
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}
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/**
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/**
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* Retrieves a simplified version of the board state. "X" represents black pieces, "O" white, and "." empty points.
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* Retrieves a simplified version of the board state.
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* "X" represents black pieces, "O" white, "." empty points, and "#" offline nodes.
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*
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*
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* For example, a 5x5 board might look like this:
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* For example, a 5x5 board might look like this:
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* ```
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* ```
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@ -563,14 +564,15 @@ export function findAdjacentLibertiesAndAlliesForPoint(
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*
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*
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* Each string represents a vertical column on the board, and each character in the string represents a point.
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* Each string represents a vertical column on the board, and each character in the string represents a point.
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*
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*
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* Traditional notation for Go is e.g. "B,1" referring to second ("B") column, first rank. This is the equivalent of index [1][0].
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* Traditional notation for Go is e.g. "B,1" referring to second ("B") column, first rank. This is the equivalent of
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* index (1 * N) + 0 , where N is the size of the board.
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*
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*
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* Note that the [0][0] point is shown on the bottom-left on the visual board (as is traditional), and each
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* Note that index 0 (the [0][0] point) is shown on the bottom-left on the visual board (as is traditional), and each
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* string represents a vertical column on the board. In other words, the printed example above can be understood to
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* string represents a vertical column on the board. In other words, the printed example above can be understood to
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* be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO game.
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* be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO game.
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*
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*
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*/
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*/
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export function simpleBoardFromBoard(board: Board): string[] {
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export function simpleBoardFromBoard(board: Board): SimpleBoard {
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return board.map((column) =>
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return board.map((column) =>
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column.reduce((str, point) => {
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column.reduce((str, point) => {
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if (!point) {
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if (!point) {
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@ -587,6 +589,39 @@ export function simpleBoardFromBoard(board: Board): string[] {
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);
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);
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}
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}
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/**
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* Returns a string representation of the given board.
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* The string representation is the same as simpleBoardFromBoard() but concatenated into a single string
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*
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* For example, a 5x5 board might look like this:
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* ```
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* "XX.O.X..OO.XO..XXO...XOO."
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* ```
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*/
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export function boardStringFromBoard(board: Board): string {
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return simpleBoardFromBoard(board).join("");
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}
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/**
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* Returns a full board object from a string representation of the board.
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* The string representation is the same as simpleBoardFromBoard() but concatenated into a single string
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*
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* For example, a 5x5 board might look like this:
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* ```
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* "XX.O.X..OO.XO..XXO...XOO."
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* ```
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*/
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export function boardFromBoardString(boardString: string): Board {
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// Turn the SimpleBoard string into a string array, allowing access of each point via indexes e.g. [0][1]
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const boardSize = Math.round(Math.sqrt(boardString.length));
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const boardTiles = boardString.split("");
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const simpleBoardArray = Array(boardSize).map((_, index) =>
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boardTiles.slice(index * boardSize, (index + 1) * boardSize).join(""),
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);
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return boardFromSimpleBoard(simpleBoardArray);
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}
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/** Creates a board object from a simple board. The resulting board has no analytics (liberties/chains) */
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/** Creates a board object from a simple board. The resulting board has no analytics (liberties/chains) */
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export function boardFromSimpleBoard(simpleBoard: SimpleBoard): Board {
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export function boardFromSimpleBoard(simpleBoard: SimpleBoard): Board {
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return simpleBoard.map((column, x) =>
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return simpleBoard.map((column, x) =>
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@ -624,8 +659,9 @@ export function areSimpleBoardsIdentical(simpleBoard1: SimpleBoard, simpleBoard2
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return simpleBoard1.every((column, x) => column === simpleBoard2[x]);
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return simpleBoard1.every((column, x) => column === simpleBoard2[x]);
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}
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}
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export function getColorOnSimpleBoard(simpleBoard: SimpleBoard, x: number, y: number): GoColor | null {
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export function getColorOnBoardString(boardString: string, x: number, y: number): GoColor | null {
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const char = simpleBoard[x]?.[y];
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const boardSize = Math.round(Math.sqrt(boardString.length));
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const char = boardString[x * boardSize + y];
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if (char === "X") return GoColor.black;
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if (char === "X") return GoColor.black;
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if (char === "O") return GoColor.white;
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if (char === "O") return GoColor.white;
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if (char === ".") return GoColor.empty;
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if (char === ".") return GoColor.empty;
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@ -643,7 +679,7 @@ export function getPreviousMove(): [number, number] | null {
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const row = Go.currentGame.board[+rowIndexString] ?? [];
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const row = Go.currentGame.board[+rowIndexString] ?? [];
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for (const pointIndexString in row) {
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for (const pointIndexString in row) {
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const point = row[+pointIndexString];
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const point = row[+pointIndexString];
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const priorColor = point && priorBoard && getColorOnSimpleBoard(priorBoard, point.x, point.y);
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const priorColor = point && priorBoard && getColorOnBoardString(priorBoard, point.x, point.y);
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const currentColor = point?.color;
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const currentColor = point?.color;
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const isPreviousPlayer = currentColor === Go.currentGame.previousPlayer;
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const isPreviousPlayer = currentColor === Go.currentGame.previousPlayer;
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const isChanged = priorColor !== currentColor;
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const isChanged = priorColor !== currentColor;
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@ -9,7 +9,7 @@ import {
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findLibertiesForChain,
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findLibertiesForChain,
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getAllChains,
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getAllChains,
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boardFromSimpleBoard,
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boardFromSimpleBoard,
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simpleBoardFromBoard,
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boardStringFromBoard,
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} from "../boardAnalysis/boardAnalysis";
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} from "../boardAnalysis/boardAnalysis";
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import { endGoGame } from "../boardAnalysis/scoring";
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import { endGoGame } from "../boardAnalysis/scoring";
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import { addObstacles, resetCoordinates, rotate90Degrees } from "./offlineNodes";
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import { addObstacles, resetCoordinates, rotate90Degrees } from "./offlineNodes";
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@ -89,15 +89,12 @@ export function makeMove(boardState: BoardState, x: number, y: number, player: G
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return false;
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return false;
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}
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}
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// Only maintain last 7 moves
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boardState.previousBoards.unshift(simpleBoardFromBoard(boardState.board));
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if (boardState.previousBoards.length > 7) {
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boardState.previousBoards.pop();
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}
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const point = boardState.board[x][y];
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const point = boardState.board[x][y];
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if (!point) return false;
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if (!point) return false;
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// Add move to board history
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boardState.previousBoards.unshift(boardStringFromBoard(boardState.board));
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point.color = player;
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point.color = player;
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boardState.previousPlayer = player;
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boardState.previousPlayer = player;
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boardState.passCount = 0;
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boardState.passCount = 0;
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@ -9,7 +9,7 @@ import { SnackbarEvents } from "../../ui/React/Snackbar";
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import { getNewBoardState, getStateCopy, makeMove, passTurn, updateCaptures } from "../boardState/boardState";
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import { getNewBoardState, getStateCopy, makeMove, passTurn, updateCaptures } from "../boardState/boardState";
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import { bitverseArt, weiArt } from "../boardState/asciiArt";
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import { bitverseArt, weiArt } from "../boardState/asciiArt";
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import { getScore, resetWinstreak } from "../boardAnalysis/scoring";
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import { getScore, resetWinstreak } from "../boardAnalysis/scoring";
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import { boardFromSimpleBoard, evaluateIfMoveIsValid, getAllValidMoves } from "../boardAnalysis/boardAnalysis";
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import { boardFromBoardString, evaluateIfMoveIsValid, getAllValidMoves } from "../boardAnalysis/boardAnalysis";
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import { useRerender } from "../../ui/React/hooks";
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import { useRerender } from "../../ui/React/hooks";
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import { OptionSwitch } from "../../ui/React/OptionSwitch";
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import { OptionSwitch } from "../../ui/React/OptionSwitch";
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import { boardStyles } from "../boardState/goStyles";
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import { boardStyles } from "../boardState/goStyles";
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@ -150,7 +150,7 @@ export function GoGameboardWrapper({ showInstructions }: GoGameboardWrapperProps
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if (!boardState.previousBoards.length) return boardState;
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if (!boardState.previousBoards.length) return boardState;
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const priorState = getStateCopy(boardState);
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const priorState = getStateCopy(boardState);
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priorState.previousPlayer = boardState.previousPlayer === GoColor.black ? GoColor.white : GoColor.black;
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priorState.previousPlayer = boardState.previousPlayer === GoColor.black ? GoColor.white : GoColor.black;
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priorState.board = boardFromSimpleBoard(boardState.previousBoards[0]);
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priorState.board = boardFromBoardString(boardState.previousBoards[0]);
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updateCaptures(priorState.board, priorState.previousPlayer);
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updateCaptures(priorState.board, priorState.previousPlayer);
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return priorState;
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return priorState;
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}
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}
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@ -7,7 +7,7 @@ import { GoColor } from "@enums";
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import { columnIndexes } from "../Constants";
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import { columnIndexes } from "../Constants";
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import { findNeighbors } from "../boardState/boardState";
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import { findNeighbors } from "../boardState/boardState";
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import { pointStyle } from "../boardState/goStyles";
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import { pointStyle } from "../boardState/goStyles";
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import { findAdjacentLibertiesAndAlliesForPoint, getColorOnSimpleBoard } from "../boardAnalysis/boardAnalysis";
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import { findAdjacentLibertiesAndAlliesForPoint, getColorOnBoardString } from "../boardAnalysis/boardAnalysis";
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interface GoPointProps {
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interface GoPointProps {
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state: BoardState;
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state: BoardState;
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@ -42,7 +42,7 @@ export function GoPoint({ state, x, y, traditional, hover, valid, emptyPointOwne
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const sizeClass = getSizeClass(state.board[0].length, classes);
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const sizeClass = getSizeClass(state.board[0].length, classes);
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const isNewStone =
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const isNewStone =
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state.previousBoards.length && getColorOnSimpleBoard(state.previousBoards[0], x, y) === GoColor.empty;
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state.previousBoards.length && getColorOnBoardString(state.previousBoards[0], x, y) === GoColor.empty;
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const isPriorMove = player === state.previousPlayer && isNewStone;
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const isPriorMove = player === state.previousPlayer && isNewStone;
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const emptyPointColorClass =
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const emptyPointColorClass =
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@ -92,9 +92,9 @@ describe("Netscript Go API unit tests", () => {
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describe("getGameState() tests", () => {
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describe("getGameState() tests", () => {
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it("should correctly retrieve the current game state", async () => {
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it("should correctly retrieve the current game state", async () => {
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const board = ["OXX..", ".....", ".....", "...XX", "...X."];
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const board = ["OXX..", ".....", "..#..", "...XX", "...X."];
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const boardState = boardStateFromSimpleBoard(board, GoOpponent.Daedalus, GoColor.black);
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const boardState = boardStateFromSimpleBoard(board, GoOpponent.Daedalus, GoColor.black);
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boardState.previousBoards = [["OX..", ".....", ".....", "...XX", "...X."]];
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boardState.previousBoards = ["OX.........#.....XX...X."];
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Go.currentGame = boardState;
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Go.currentGame = boardState;
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const result = getGameState();
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const result = getGameState();
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@ -57,10 +57,10 @@ describe("Go board analysis tests", () => {
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it("identifies invalid moves from repeat", async () => {
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it("identifies invalid moves from repeat", async () => {
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const board = [".X...", ".....", ".....", ".....", "....."];
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const board = [".X...", ".....", ".....", ".....", "....."];
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const boardState = boardStateFromSimpleBoard(board);
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const boardState = boardStateFromSimpleBoard(board);
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boardState.previousBoards.push([".X...", ".....", ".....", ".....", "....."]);
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boardState.previousBoards.push(".X.......................");
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boardState.previousBoards.push([".X...", ".....", ".....", ".....", "....."]);
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boardState.previousBoards.push(".X.......................");
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boardState.previousBoards.push([".X...", ".....", ".....", ".....", "....."]);
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boardState.previousBoards.push(".X.......................");
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boardState.previousBoards.push(["OX...", ".....", ".....", ".....", "....."]);
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boardState.previousBoards.push("OX.......................");
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const validity = evaluateIfMoveIsValid(boardState, 0, 0, GoColor.white, false);
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const validity = evaluateIfMoveIsValid(boardState, 0, 0, GoColor.white, false);
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expect(validity).toEqual(GoValidity.boardRepeated);
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expect(validity).toEqual(GoValidity.boardRepeated);
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