game_solver/
game.rs

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//! Game trait and related types.

use std::{cmp::Ordering, error::Error};

use crate::player::Player;

/// Represents a move outcome
#[derive(PartialEq, Eq, Debug, Clone, Copy, Hash)]
pub enum GameState<P: Player> {
    /// It is still a player's turn - the game continues.
    Playable,
    /// The game ended in a tie - no players won
    Tie,
    // TODO: handling non-unique player wins.
    /// A player won.
    Win(P),
}

/// Marks a game as being 'normal' (a game has the 'normal play' convention).
///
/// Rather, this means that the game is won by whoever plays last.
/// Under this convention, no ties are possible: there has to exist a strategy
/// for players to be able to force a win.
///
/// Learn more: <https://en.wikipedia.org/wiki/Normal_play_convention>
pub trait Normal: Game {
    fn state(&self) -> GameState<Self::Player> {
        if self.possible_moves().next().is_none() {
            GameState::Win(self.player().previous())
        } else {
            GameState::Playable
        }
    }
}

/// Normal impartial games have the special property of being splittable: i.e.,
/// the disjunctive sum of two games is equal to another normal-play game.
pub trait NormalImpartial: Normal {
    /// Splits a game into multiple separate games.
    ///
    /// This function doesn't have to be necessarily optimal, but
    /// it makes normal impartial game analysis much quicker,
    /// using the technique described in [Nimbers Are Inevitable](https://arxiv.org/abs/1011.5841).
    ///
    /// Returns `Option::None`` if the game currently can not be split.
    fn split(&self) -> Option<Vec<Self>> {
        None
    }
}

/// Marks a game as being 'misere' (a game has the 'misere play' convention).
///
/// Rather, this means that the game is lost by whoever plays last.
/// Under this convention, no ties are possible: there has to exist a strategy
/// for players to be able to force a win.
///
/// Learn more: <https://en.wikipedia.org/wiki/Mis%C3%A8re#Mis%C3%A8re_game>
pub trait Misere: Game {
    fn state<T>(&self) -> GameState<Self::Player> {
        if self.possible_moves().next().is_none() {
            GameState::Win(self.player())
        } else {
            GameState::Playable
        }
    }
}

/// Represents a combinatorial game.
///
/// A game has three distinct variants per game:
///
/// - Game play type: Normal, Misere, Other
/// - Game partiality type: Impartial, Partizan
/// - Game player count: >0
pub trait Game: Clone {
    /// The type of move this game uses.
    type Move: Clone;

    /// The iterator type for possible moves.
    type Iter<'a>: Iterator<Item = Self::Move> + 'a
    where
        Self: 'a;

    type MoveError: Error;

    type Player: Player;

    /// Returns the amount of moves that have been played
    fn move_count(&self) -> usize;

    /// Get the max number of moves in a game, if any.
    fn max_moves(&self) -> Option<usize>;

    /// Makes a move.
    fn make_move(&mut self, m: &Self::Move) -> Result<(), Self::MoveError>;

    /// Returns an iterator of all possible moves.
    ///
    /// If possible, this function should "guess" what the best moves are first.
    /// For example, if this is for tic tac toe, it should give the middle move first.
    /// Since "better" moves would be found first, this permits more alpha/beta cutoffs.
    fn possible_moves(&self) -> Self::Iter<'_>;

    /// Returns a reachable game in one move.
    ///
    /// Rather, this function asks if there exists some game in the possible games set
    /// which has a resolvable, positive or negative, outcome.
    ///
    /// This function must act in the Next player's best interest.
    /// Positive games should have highest priority, then tied games, then lost games.
    /// Exact order of what game is returned doesn't matter past its outcome equivalency,
    /// as the score is dependent on move count.
    ///
    /// (If this function returns a losing game when a positive game exists
    /// in the set of immediately resolvable games, that is a violation of this
    /// function's contract).
    ///
    /// This function's default implementation is quite slow,
    /// and it's encouraged to use a custom implementation.
    fn find_immediately_resolvable_game(&self) -> Result<Option<Self>, Self::MoveError> {
        let mut best_non_winning_game: Option<Self> = None;

        for m in &mut self.possible_moves() {
            let mut new_self = self.clone();
            new_self.make_move(&m)?;
            match new_self.state() {
                GameState::Playable => continue,
                GameState::Tie => best_non_winning_game = Some(new_self),
                GameState::Win(winning_player) => {
                    if winning_player == self.player().turn() {
                        return Ok(Some(new_self));
                    } else if best_non_winning_game.is_none() {
                        best_non_winning_game = Some(new_self)
                    }
                }
            };
        }

        Ok(best_non_winning_game)
    }

    /// Returns the current state of the game.
    /// Used for verifying initialization and is commonly called.
    ///
    /// the following implementation can be used:
    ///
    /// ```ignore
    /// fn state(&self) -> GameState<Self::Player> {
    ///     <Self as Normal>::state(&self) // or Misere if misere.
    /// }
    /// ```
    fn state(&self) -> GameState<Self::Player>;

    /// Returns the player whose turn it is.
    /// The implementation of this should be
    /// similar to either
    ///
    /// ```ignore
    /// use game_solver::game::ZeroSumPlayer;
    ///
    /// fn player(&self) -> Self::Player {
    ///     if game.move_count % 2 == 0 {
    ///        ZeroSumPlayer::One
    ///     } else {
    ///         ZeroSumPlayer::Two
    ///     }
    /// }
    /// ```
    ///
    /// or
    ///
    /// ```ignore
    /// use game_solver::game::NPlayer;
    ///
    /// fn player(&self) -> Self::Player {
    ///     NPlayer(game.move_count % game.num_players)
    /// }
    /// ```
    ///
    /// depending on the type of game.
    ///
    /// However, no implementation is provided
    /// because this does not keep track of the move count.
    fn player(&self) -> Self::Player;
}

/// Utility function to get the upper score bound of a game.
///
/// Essentially, score computation generally gives some max (usually max moves),
/// and penalizes the score by the amount of moves that have been made, as we're
/// trying to encourage winning in the shortest amount of time - God's algorithm.
///
/// Note: Despite this returning isize, this function will always be positive.
pub fn upper_bound<T: Game>(game: &T) -> isize {
    game.max_moves().map_or(
        // TODO(HACKY): theres probably nicer ways of handling upper bounds for
        // loopy games
        isize::MAX / 2, |m| m as isize
    )
}

/// Represents an outcome of a game derived by a score and a valid instance of a game.
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum GameScoreOutcome {
    /// The inner field represents the amount of moves till a win.
    Win(usize),
    /// The inner field represents the amount of moves till a loss.
    Loss(usize),
    Tie,
}

/// Utility function to convert a score to the
/// amount of moves to a win or loss, or a tie.
pub fn score_to_outcome<T: Game>(game: &T, score: isize) -> GameScoreOutcome {
    match score.cmp(&0) {
        Ordering::Greater => GameScoreOutcome::Win(
            (-score + upper_bound(game) - game.move_count() as isize) as usize,
        ),
        Ordering::Equal => GameScoreOutcome::Tie,
        Ordering::Less => GameScoreOutcome::Loss(
            (score + upper_bound(game) - game.move_count() as isize) as usize,
        ),
    }
}