IPVGO: Add optional board state argument to the go analysis functions (#1716)

This commit is contained in:
Michael Ficocelli
2024-10-27 20:31:06 -04:00
committed by GitHub
parent ecc2d92edb
commit 6df3dcdc82
11 changed files with 231 additions and 39 deletions

View File

@@ -645,6 +645,16 @@ export function boardFromSimpleBoard(simpleBoard: SimpleBoard): Board {
);
}
/**
* Creates a Board object from the given simpleBoard string array
* Also updates the board object with the analytics (liberties/chains) from the simple board
*/
export const updatedBoardFromSimpleBoard = (simpleBoard: SimpleBoard): Board => {
const board = boardFromSimpleBoard(simpleBoard);
updateChains(board);
return board;
};
export function boardStateFromSimpleBoard(
simpleBoard: SimpleBoard,
ai = GoOpponent.Daedalus,

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@@ -1,15 +1,16 @@
import type { Board, BoardState, Move, Neighbor, PointState } from "../Types";
import { Board, BoardState, Move, Neighbor, PointState, SimpleBoard } from "../Types";
import { GoOpponent, GoColor, GoValidity } from "@enums";
import { GoColor, GoOpponent, GoValidity } from "@enums";
import { bitverseBoardShape } from "../Constants";
import { getExpansionMoveArray } from "../boardAnalysis/goAI";
import {
boardFromSimpleBoard,
boardStringFromBoard,
evaluateIfMoveIsValid,
findAllCapturedChains,
findLibertiesForChain,
getAllChains,
boardFromSimpleBoard,
boardStringFromBoard,
updatedBoardFromSimpleBoard,
} from "../boardAnalysis/boardAnalysis";
import { endGoGame } from "../boardAnalysis/scoring";
import { addObstacles, resetCoordinates, rotate90Degrees } from "./offlineNodes";
@@ -59,6 +60,32 @@ export function getNewBoardState(
return newBoardState;
}
/**
* Generates a new BoardState object from a given SimpleBoard string array, and an optional prior move board state
*/
export function getNewBoardStateFromSimpleBoard(
simpleBoard: SimpleBoard,
priorSimpleBoard?: SimpleBoard,
ai: GoOpponent = GoOpponent.Netburners,
): BoardState {
const newState = getNewBoardState(simpleBoard.length, ai, false, updatedBoardFromSimpleBoard(simpleBoard));
if (priorSimpleBoard) {
newState.previousBoards.push(priorSimpleBoard.join(""));
// Identify the previous player based on the difference in pieces
const priorWhitePieces = priorSimpleBoard.join("").match(/O/g)?.length ?? 0;
const priorBlackPieces = priorSimpleBoard.join("").match(/X/g)?.length ?? 0;
const currentWhitePieces = simpleBoard.join("").match(/O/g)?.length ?? 0;
const currentBlackPieces = simpleBoard.join("").match(/X/g)?.length ?? 0;
if (priorWhitePieces - priorBlackPieces > currentWhitePieces - currentBlackPieces) {
newState.previousPlayer = GoColor.black;
}
}
updateCaptures(newState.board, newState.previousPlayer ?? GoColor.white);
return newState;
}
/**
* Determines how many starting pieces the opponent has on the board
*/

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@@ -1,9 +1,16 @@
import { Play, SimpleBoard, SimpleOpponentStats } from "../Types";
import { Board, BoardState, Play, SimpleBoard, SimpleOpponentStats } from "../Types";
import { Player } from "@player";
import { AugmentationName, GoColor, GoOpponent, GoPlayType, GoValidity } from "@enums";
import { Go, GoEvents } from "../Go";
import { getNewBoardState, makeMove, passTurn, updateCaptures, updateChains } from "../boardState/boardState";
import {
getNewBoardState,
getNewBoardStateFromSimpleBoard,
makeMove,
passTurn,
updateCaptures,
updateChains,
} from "../boardState/boardState";
import { makeAIMove, resetAI } from "../boardAnalysis/goAI";
import {
evaluateIfMoveIsValid,
@@ -150,8 +157,8 @@ export async function getOpponentNextMove(logOpponentMove = true, logger: (s: st
/**
* Returns a grid of booleans indicating if the coordinates at that location are a valid move for the player (black pieces)
*/
export function getValidMoves() {
const boardState = Go.currentGame;
export function getValidMoves(_boardState?: BoardState) {
const boardState = _boardState || Go.currentGame;
// Map the board matrix into true/false values
return boardState.board.map((column, x) =>
column.reduce((validityArray: boolean[], point, y) => {
@@ -165,10 +172,11 @@ export function getValidMoves() {
/**
* Returns a grid with an ID for each contiguous chain of same-state nodes (excluding dead/offline nodes)
*/
export function getChains() {
export function getChains(_board?: Board) {
const board = _board || Go.currentGame.board;
const chains: string[] = [];
// Turn the internal chain IDs into nice consecutive numbers for display to the player
return Go.currentGame.board.map((column) =>
return board.map((column) =>
column.reduce((chainIdArray: (number | null)[], point) => {
if (!point) {
chainIdArray.push(null);
@@ -186,8 +194,9 @@ export function getChains() {
/**
* Returns a grid of numbers representing the number of open-node connections each player-owned chain has.
*/
export function getLiberties() {
return Go.currentGame.board.map((column) =>
export function getLiberties(_board?: Board) {
const board = _board || Go.currentGame.board;
return board.map((column) =>
column.reduce((libertyArray: number[], point) => {
libertyArray.push(point?.liberties?.length || -1);
return libertyArray;
@@ -198,8 +207,8 @@ export function getLiberties() {
/**
* Returns a grid indicating which player, if any, controls the empty nodes by fully encircling it with their routers
*/
export function getControlledEmptyNodes() {
const board = Go.currentGame.board;
export function getControlledEmptyNodes(_board?: Board) {
const board = _board || Go.currentGame.board;
const controlled = getControlledSpace(board);
return controlled.map((column, x: number) =>
column.reduce((ownedPoints: string, owner: GoColor, y: number) => {
@@ -322,6 +331,66 @@ export function getStats() {
return statDetails;
}
const boardValidity = {
valid: "",
badShape: "Invalid boardState: Board must be a square",
badType: "Invalid boardState: Board must be an array of strings",
badSize: "Invalid boardState: Board must be 5, 7, 9, 13, or 19 in size",
badCharacters:
'Invalid board state: unknown characters found. "X" represents black pieces, "O" white, "." empty points, and "#" offline nodes.',
failedToCreateBoard: "Invalid board state: Failed to create board",
} as const;
/**
* Validate the given SimpleBoard and prior board state (if present) and turn it into a full BoardState with updated analytics
*/
export function validateBoardState(
error: (s: string) => void,
_boardState?: unknown,
_priorBoardState?: unknown,
): BoardState | undefined {
const simpleBoard = getSimpleBoardFromUnknown(error, _boardState);
const priorSimpleBoard = getSimpleBoardFromUnknown(error, _priorBoardState);
if (!_boardState || !simpleBoard) {
return undefined;
}
try {
return getNewBoardStateFromSimpleBoard(simpleBoard, priorSimpleBoard);
} catch (e) {
error(boardValidity.failedToCreateBoard);
}
}
/**
* Check that the given boardState is a valid SimpleBoard, and return it if it is.
*/
function getSimpleBoardFromUnknown(error: (arg0: string) => void, _boardState: unknown): SimpleBoard | undefined {
if (!_boardState) {
return undefined;
}
if (!Array.isArray(_boardState)) {
error(boardValidity.badType);
}
if ((_boardState as unknown[]).find((row) => typeof row !== "string")) {
error(boardValidity.badType);
}
const boardState = _boardState as string[];
if (boardState.find((row) => row.length !== boardState.length)) {
error(boardValidity.badShape);
}
if (![5, 7, 9, 13, 19].includes(boardState.length)) {
error(boardValidity.badSize);
}
if (boardState.find((row) => row.match(/[^XO#.]/))) {
error(boardValidity.badCharacters);
}
return boardState as SimpleBoard;
}
/** Validate singularity access by throwing an error if the player does not have access. */
export function checkCheatApiAccess(error: (s: string) => void): void {
const hasSourceFile = Player.activeSourceFileLvl(14) > 1;

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@@ -24,6 +24,7 @@ import {
handlePassTurn,
makePlayerMove,
resetBoardState,
validateBoardState,
validateMove,
validateTurn,
} from "../Go/effects/netscriptGoImplementation";
@@ -78,17 +79,21 @@ export function NetscriptGo(): InternalAPI<NSGo> {
return resetBoardState(logger(ctx), error(ctx), opponent, boardSize);
},
analysis: {
getValidMoves: () => () => {
return getValidMoves();
getValidMoves: (ctx) => (_boardState, _priorBoardState) => {
const State = validateBoardState(error(ctx), _boardState, _priorBoardState);
return getValidMoves(State);
},
getChains: () => () => {
return getChains();
getChains: (ctx) => (_boardState) => {
const State = validateBoardState(error(ctx), _boardState);
return getChains(State?.board);
},
getLiberties: () => () => {
return getLiberties();
getLiberties: (ctx) => (_boardState) => {
const State = validateBoardState(error(ctx), _boardState);
return getLiberties(State?.board);
},
getControlledEmptyNodes: () => () => {
return getControlledEmptyNodes();
getControlledEmptyNodes: (ctx) => (_boardState) => {
const State = validateBoardState(error(ctx), _boardState);
return getControlledEmptyNodes(State?.board);
},
getStats: () => () => {
return getStats();

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@@ -4271,6 +4271,8 @@ type SimpleOpponentStats = {
export interface GoAnalysis {
/**
* Shows if each point on the board is a valid move for the player.
* By default, analyzes the current board state.
* Takes an optional boardState (and an optional prior-move boardState, if desired) to analyze a custom board.
*
* The true/false validity of each move can be retrieved via the X and Y coordinates of the move.
* `const validMoves = ns.go.analysis.getValidMoves();`
@@ -4281,16 +4283,21 @@ export interface GoAnalysis {
* string represents a vertical column on the board. In other words, the printed example above can be understood to
* be rotated 90 degrees clockwise compared to the board UI as shown in the IPvGO subnet tab.
*
* Also note that, when given a custom board state, only one prior move can be analyzed. This means that the superko rules
* (no duplicate board states in the full game history) is not supported; you will have to implement your own analysis for that.
*
* @remarks
* RAM cost: 8 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*/
getValidMoves(): boolean[][];
getValidMoves(boardState?: string[], priorBoardState?: string[]): boolean[][];
/**
* Returns an ID for each point. All points that share an ID are part of the same network (or "chain"). Empty points
* are also given chain IDs to represent continuous empty space. Dead nodes are given the value `null.`
*
* Takes an optional boardState argument; by default uses the current board state.
*
* The data from getChains() can be used with the data from getBoardState() to see which player (or empty) each chain is
*
* For example, a 5x5 board might look like this. There is a large chain #1 on the left side, smaller chains
@@ -4310,12 +4317,14 @@ export interface GoAnalysis {
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*
*/
getChains(): (number | null)[][];
getChains(boardState?: string[]): (number | null)[][];
/**
* Returns a number for each point, representing how many open nodes its network/chain is connected to.
* Empty nodes and dead nodes are shown as -1 liberties.
*
* Takes an optional boardState argument; by default uses the current board state.
*
* For example, a 5x5 board might look like this. The chain in the top-left touches 5 total empty nodes, and the one
* in the center touches four. The group in the bottom-right only has one liberty; it is in danger of being captured!
* <pre lang="javascript">
@@ -4332,13 +4341,15 @@ export interface GoAnalysis {
* RAM cost: 16 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*/
getLiberties(): number[][];
getLiberties(boardState?: string[]): number[][];
/**
* Returns 'X', 'O', or '?' for each empty point to indicate which player controls that empty point.
* Returns 'X' for black, 'O' for white, or '?' for each empty point to indicate which player controls that empty point.
* If no single player fully encircles the empty space, it is shown as contested with '?'.
* "#" are dead nodes that are not part of the subnet.
*
* Takes an optional boardState argument; by default uses the current board state.
*
* Filled points of any color are indicated with '.'
*
* In this example, white encircles some space in the top-left, black encircles some in the top-right, and between their routers is contested space in the center:
@@ -4356,7 +4367,7 @@ export interface GoAnalysis {
* RAM cost: 16 GB
* (This is intentionally expensive; you can derive this info from just getBoardState() )
*/
getControlledEmptyNodes(): string[];
getControlledEmptyNodes(boardState?: string[]): string[];
/**
* Displays the game history, captured nodes, and gained bonuses for each opponent you have played against.