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Copy pathsolver.py
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194 lines (161 loc) · 6.3 KB
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from transpositionTable import TranspositionTable
class Solver:
__slots__ = ("board", "nodes", "columnOrder", "transpositionTable", "size")
EXACT = 0
LOWERBOUND = 1
UPPERBOUND = 2
def __init__(self, board):
self.board = board
self.nodes = 0
self.columnOrder = (3, 4, 2, 5, 1, 6, 0)
self.transpositionTable = TranspositionTable()
self.size = board.size
def negamax(self, alpha, beta):
self.nodes += 1
board = self.board
move_number = board.moveNumber
if move_number == self.size:
return 0
ai_position = board.aiPosition
human_position = board.humanPosition
mask = ai_position | human_position
current_position = human_position if board.player == 1 else ai_position
opponent_position = ai_position if board.player == 1 else human_position
compute_winning_position = board.compute_winning_position
possible_moves = (mask + board.bottom_mask) & board.board_mask
if compute_winning_position(current_position, mask) & possible_moves:
return (self.size + 1 - move_number) // 2
alpha_orig = alpha
key = current_position + mask
tt_entry = self.transpositionTable.retrieve(key)
tt_best_move = -1
if tt_entry is not None:
tt_value, tt_flag, tt_best_move = tt_entry
if tt_flag == self.EXACT:
return tt_value
if tt_flag == self.LOWERBOUND:
if tt_value > alpha:
alpha = tt_value
else:
if tt_value < beta:
beta = tt_value
if alpha >= beta:
return tt_value
opponent_win = compute_winning_position(opponent_position, mask)
forced_moves = possible_moves & opponent_win
if forced_moves:
if forced_moves & (forced_moves - 1):
possible_mask = 0
else:
possible_mask = forced_moves
else:
possible_mask = possible_moves
possible_mask &= ~(opponent_win >> 1)
if possible_mask == 0:
value = -(self.size - 1 - move_number) // 2
self.transpositionTable.store(key, value, self.EXACT, -1)
return value
min_score = -(self.size - move_number) // 2
if alpha < min_score:
alpha = min_score
if alpha >= beta:
return alpha
max_score = (self.size - 1 - move_number) // 2
if beta > max_score:
beta = max_score
if alpha >= beta:
return beta
beta_bound = beta
column_masks = board.COLUMN_MASKS
negamax = self.negamax
play = board.play
undo = board.undo
change_player = board.change_player
best_move = -1
best_score = -self.size
tt_move_mask = 0
if tt_best_move >= 0:
tt_move_mask = possible_mask & column_masks[tt_best_move]
if tt_move_mask:
play(tt_move_mask)
change_player()
score = -negamax(-beta, -alpha)
change_player()
undo(tt_move_mask)
best_move = tt_best_move
best_score = score
if score > alpha:
alpha = score
if alpha >= beta:
self.transpositionTable.store(key, best_score, self.LOWERBOUND, best_move)
return best_score
ordered_moves = [0] * board.columns
ordered_masks = [0] * board.columns
move_scores = [0] * board.columns
move_count = 0
for move in self.columnOrder:
if move == tt_best_move:
continue
move_mask = possible_mask & column_masks[move]
if not move_mask:
continue
score = compute_winning_position(current_position | move_mask, mask | move_mask).bit_count()
insert_at = move_count
while insert_at > 0 and score > move_scores[insert_at - 1]:
ordered_moves[insert_at] = ordered_moves[insert_at - 1]
ordered_masks[insert_at] = ordered_masks[insert_at - 1]
move_scores[insert_at] = move_scores[insert_at - 1]
insert_at -= 1
ordered_moves[insert_at] = move
ordered_masks[insert_at] = move_mask
move_scores[insert_at] = score
move_count += 1
for index in range(move_count):
move = ordered_moves[index]
move_mask = ordered_masks[index]
play(move_mask)
change_player()
score = -negamax(-beta, -alpha)
change_player()
undo(move_mask)
if score > best_score:
best_score = score
best_move = move
if score > alpha:
alpha = score
if alpha >= beta:
break
if best_score <= alpha_orig:
flag = self.UPPERBOUND
elif best_score >= beta_bound:
flag = self.LOWERBOUND
else:
flag = self.EXACT
self.transpositionTable.store(key, best_score, flag, best_move)
return best_score
def solve(self, weak=False):
board = self.board
mask = board.aiPosition | board.humanPosition
current_position = board.humanPosition if board.player == 1 else board.aiPosition
possible_moves = (mask + board.bottom_mask) & board.board_mask
if board.compute_winning_position(current_position, mask) & possible_moves:
return (self.size + 1 - board.moveNumber) // 2
self.nodes = 0
self.transpositionTable.clear()
if weak:
min_score, max_score = -1, 1
else:
min_score = -(self.size - board.moveNumber) // 2
max_score = (self.size - 1 - board.moveNumber) // 2
while min_score < max_score:
med = min_score + (max_score - min_score) // 2
if med <= 0 and min_score // 2 < med:
med = min_score // 2
elif med >= 0 and max_score // 2 > med:
med = max_score // 2
result = self.negamax(med, med + 1)
if result <= med:
max_score = result
else:
min_score = result
return min_score