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

@@ -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.