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Position.hpp
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/*
* This file is part of Connect4 Game Solver <http://connect4.gamesolver.org>
* Copyright (C) 2017-2019 Pascal Pons <contact@gamesolver.org>
*
* Connect4 Game Solver is free software: you can redistribute it and/or
* modify it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* Connect4 Game Solver is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with Connect4 Game Solver. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef POSITION_HPP
#define POSITION_HPP
#include <string>
#include <cstdint>
#include <cassert>
namespace GameSolver {
namespace Connect4 {
/**
* A class storing a Connect 4 position.
* Functions are relative to the current player to play.
* Position containing alignment are not supported by this class.
*
* A binary bitboard representationis used.
* Each column is encoded on HEIGH+1 bits.
*
* Example of bit order to encode for a 7x6 board
* . . . . . . .
* 5 12 19 26 33 40 47
* 4 11 18 25 32 39 46
* 3 10 17 24 31 38 45
* 2 9 16 23 30 37 44
* 1 8 15 22 29 36 43
* 0 7 14 21 28 35 42
*
* Position is stored as
* - a bitboard "mask" with 1 on any color stones
* - a bitboard "current_player" with 1 on stones of current player
*
* "current_player" bitboard can be transformed into a compact and non ambiguous key
* by adding an extra bit on top of the last non empty cell of each column.
* This allow to identify all the empty cells whithout needing "mask" bitboard
*
* current_player "x" = 1, opponent "o" = 0
* board position mask key bottom
* 0000000 0000000 0000000 0000000
* ....... 0000000 0000000 0001000 0000000
* ...o... 0000000 0001000 0010000 0000000
* ..xx... 0011000 0011000 0011000 0000000
* ..ox... 0001000 0011000 0001100 0000000
* ..oox.. 0000100 0011100 0000110 0000000
* ..oxxo. 0001100 0011110 1101101 1111111
*
* current_player "o" = 1, opponent "x" = 0
* board position mask key bottom
* 0000000 0000000 0001000 0000000
* ...x... 0000000 0001000 0000000 0000000
* ...o... 0001000 0001000 0011000 0000000
* ..xx... 0000000 0011000 0000000 0000000
* ..ox... 0010000 0011000 0010100 0000000
* ..oox.. 0011000 0011100 0011010 0000000
* ..oxxo. 0010010 0011110 1110011 1111111
*
* key is an unique representation of a board key = position + mask + bottom
* in practice, as bottom is constant, key = position + mask is also a
* non-ambigous representation of the position.
*/
/**
* Generate a bitmask containing one for the bottom slot of each colum
* must be defined outside of the class definition to be available at compile time for bottom_mask
*/
class Position {
public:
static constexpr int WIDTH = 7; // width of the board
static constexpr int HEIGHT = 6; // height of the board
// Board size is 64bits or 128 bits depending on WIDTH and HEIGHT
using position_t = typename std::conditional < WIDTH * (HEIGHT + 1) <= 64, uint64_t, __int128>::type;
// __int128 is a g++ non portable type. Use the following line limited to 64bits board for C++ compatibility
// using position_t = uint64_t;
static constexpr int MIN_SCORE = -(WIDTH*HEIGHT) / 2 + 3;
static constexpr int MAX_SCORE = (WIDTH * HEIGHT + 1) / 2 - 3;
static_assert(WIDTH < 10, "Board's width must be less than 10");
static_assert(WIDTH * (HEIGHT + 1) <= sizeof(position_t)*8, "Board does not fit into position_t bitmask");
/**
* Plays a possible move given by its bitmap representation
*
* @param move: a possible move given by its bitmap representation
* only one bit of the bitmap should be set to 1
* the move should be a valid possible move for the current player
*/
void play(position_t move) {
current_position ^= mask;
mask |= move;
moves++;
}
/*
* Plays a sequence of successive played columns, mainly used to initilize a board.
* @param seq: a sequence of digits corresponding to the 1-based index of the column played.
*
* @return number of played moves. Processing will stop at first invalid move that can be:
* - invalid character (non digit, or digit >= WIDTH)
* - playing a colum the is already full
* - playing a column that makes an alignment (we only solve non).
* Caller can check if the move sequence was valid by comparing the number of
* processed moves to the length of the sequence.
*/
unsigned int play(const std::string &seq) {
for(unsigned int i = 0; i < seq.size(); i++) {
int col = seq[i] - '1';
if(col < 0 || col >= Position::WIDTH || !canPlay(col) || isWinningMove(col)) return i; // invalid move
playCol(col);
}
return seq.size();
}
/**
* return true if current player can win next move
*/
bool canWinNext() const {
return winning_position() & possible();
}
/**
* @return number of moves played from the beginning of the game.
*/
int nbMoves() const {
return moves;
}
/**
* @return a compact representation of a position on WIDTH*(HEIGHT+1) bits.
*/
position_t key() const {
return current_position + mask;
}
/**
* Build a symetric base 3 key. Two symetric positions will have the same key.
*
* This key is a base 3 representation of the sequence of played moves column per column,
* from bottom to top. The 3 digits are top_of_colum(0), current_player(1), opponent(2).
*
* example: game "45" where player one played colum 4, then player two played column 5
* has a representation in base 3 digits : 0 0 0 1 0 2 0 0 0 or : 3*3^3 + 1*3^5
*
* The symetric key is the mimimum key of the two keys built iterating columns from left to righ or right to left.
*
* as the last digit is always 0, we omit it and a base 3 key
* uses N = (nbMoves + nbColums - 1) base 3 digits or N*log2(3) bits.
*/
uint64_t key3() const {
uint64_t key_forward = 0;
for(int i = 0; i < Position::WIDTH; i++) partialKey3(key_forward, i); // compute key in increasing order of columns
uint64_t key_reverse = 0;
for(int i = Position::WIDTH; i--;) partialKey3(key_reverse, i); // compute key in decreasing order of columns
return key_forward < key_reverse ? key_forward / 3 : key_reverse / 3; // take the smallest key and divide per 3 as the last base3 digit is always 0
}
/**
* Return a bitmap of all the possible next moves the do not lose in one turn.
* A losing move is a move leaving the possibility for the opponent to win directly.
*
* Warning this function is intended to test position where you cannot win in one turn
* If you have a winning move, this function can miss it and prefer to prevent the opponent
* to make an alignment.
*/
position_t possibleNonLosingMoves() const {
assert(!canWinNext());
position_t possible_mask = possible();
position_t opponent_win = opponent_winning_position();
position_t forced_moves = possible_mask & opponent_win;
if(forced_moves) {
if(forced_moves & (forced_moves - 1)) // check if there is more than one forced move
return 0; // the opponnent has two winning moves and you cannot stop him
else possible_mask = forced_moves; // enforce to play the single forced move
}
return possible_mask & ~(opponent_win >> 1); // avoid to play below an opponent winning spot
}
/**
* Score a possible move.
*
* @param move, a possible move given in a bitmap format.
*
* The score we are using is the number of winning spots
* the current player has after playing the move.
*/
int moveScore(position_t move) const {
return popcount(compute_winning_position(current_position | move, mask));
}
/**
* Default constructor, build an empty position.
*/
Position() : current_position{0}, mask{0}, moves{0} {}
/**
* Indicates whether a column is playable.
* @param col: 0-based index of column to play
* @return true if the column is playable, false if the column is already full.
*/
bool canPlay(int col) const {
return (mask & top_mask_col(col)) == 0;
}
/**
* Plays a playable column.
* This function should not be called on a non-playable column or a column making an alignment.
*
* @param col: 0-based index of a playable column.
*/
void playCol(int col) {
play((mask + bottom_mask_col(col)) & column_mask(col));
}
/**
* Indicates whether the current player wins by playing a given column.
* This function should never be called on a non-playable column.
* @param col: 0-based index of a playable column.
* @return true if current player makes an alignment by playing the corresponding column col.
*/
bool isWinningMove(int col) const {
return winning_position() & possible() & column_mask(col);
}
private:
position_t current_position; // bitmap of the current_player stones
position_t mask; // bitmap of all the already palyed spots
unsigned int moves; // number of moves played since the beinning of the game.
/**
* Compute a partial base 3 key for a given column
*/
void partialKey3(uint64_t &key, int col) const {
for(position_t pos = UINT64_C(1) << (col * (Position::HEIGHT + 1)); pos & mask; pos <<= 1) {
key *= 3;
if(pos & current_position) key += 1;
else key += 2;
}
key *= 3;
}
/**
* Return a bitmask of the possible winning positions for the current player
*/
position_t winning_position() const {
return compute_winning_position(current_position, mask);
}
/**
* Return a bitmask of the possible winning positions for the opponent
*/
position_t opponent_winning_position() const {
return compute_winning_position(current_position ^ mask, mask);
}
/**
* Bitmap of the next possible valid moves for the current player
* Including losing moves.
*/
position_t possible() const {
return (mask + bottom_mask) & board_mask;
}
/**
* counts number of bit set to one in a 64bits integer
*/
static unsigned int popcount(position_t m) {
unsigned int c = 0;
for(c = 0; m; c++) m &= m - 1;
return c;
}
/**
* @parmam position, a bitmap of the player to evaluate the winning pos
* @param mask, a mask of the already played spots
*
* @return a bitmap of all the winning free spots making an alignment
*/
static position_t compute_winning_position(position_t position, position_t mask) {
// vertical;
position_t r = (position << 1) & (position << 2) & (position << 3);
//horizontal
position_t p = (position << (HEIGHT + 1)) & (position << 2 * (HEIGHT + 1));
r |= p & (position << 3 * (HEIGHT + 1));
r |= p & (position >> (HEIGHT + 1));
p = (position >> (HEIGHT + 1)) & (position >> 2 * (HEIGHT + 1));
r |= p & (position << (HEIGHT + 1));
r |= p & (position >> 3 * (HEIGHT + 1));
//diagonal 1
p = (position << HEIGHT) & (position << 2 * HEIGHT);
r |= p & (position << 3 * HEIGHT);
r |= p & (position >> HEIGHT);
p = (position >> HEIGHT) & (position >> 2 * HEIGHT);
r |= p & (position << HEIGHT);
r |= p & (position >> 3 * HEIGHT);
//diagonal 2
p = (position << (HEIGHT + 2)) & (position << 2 * (HEIGHT + 2));
r |= p & (position << 3 * (HEIGHT + 2));
r |= p & (position >> (HEIGHT + 2));
p = (position >> (HEIGHT + 2)) & (position >> 2 * (HEIGHT + 2));
r |= p & (position << (HEIGHT + 2));
r |= p & (position >> 3 * (HEIGHT + 2));
return r & (board_mask ^ mask);
}
// Static bitmaps
template<int width, int height> struct bottom {static constexpr position_t mask = bottom<width-1, height>::mask | position_t(1) << (width - 1) * (height + 1);};
template <int height> struct bottom<0, height> {static constexpr position_t mask = 0;};
static constexpr position_t bottom_mask = bottom<WIDTH, HEIGHT>::mask;
static constexpr position_t board_mask = bottom_mask * ((1LL << HEIGHT) - 1);
// return a bitmask containg a single 1 corresponding to the top cel of a given column
static constexpr position_t top_mask_col(int col) {
return UINT64_C(1) << ((HEIGHT - 1) + col * (HEIGHT + 1));
}
// return a bitmask containg a single 1 corresponding to the bottom cell of a given column
static constexpr position_t bottom_mask_col(int col) {
return UINT64_C(1) << col * (HEIGHT + 1);
}
public:
// return a bitmask 1 on all the cells of a given column
static constexpr position_t column_mask(int col) {
return ((UINT64_C(1) << HEIGHT) - 1) << col * (HEIGHT + 1);
}
};
} // namespace Connect4
} // namespace GameSolver
#endif