Change A* heuristic to be a proper estimate
This makes it: - Actually find the path with the fewest number of moves, and - Not be so prone to getting stuck exploring space that seems "close to a solution" but is actually a dead end.
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50f7dd20f6
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1 changed files with 34 additions and 21 deletions
55
src/main.rs
55
src/main.rs
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@ -322,22 +322,8 @@ impl<const TOWER_HEIGHT: usize> Game<TOWER_HEIGHT> {
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hasher.finish()
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hasher.finish()
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};
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};
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#[derive(PartialEq)]
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struct Ordf32(f32);
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impl Eq for Ordf32 {}
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impl PartialOrd for Ordf32 {
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fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
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Some(self.cmp(other))
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}
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}
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impl Ord for Ordf32 {
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fn cmp(&self, other: &Self) -> std::cmp::Ordering {
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self.0.total_cmp(&other.0)
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}
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}
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let mut states = Vec::new();
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let mut states = Vec::new();
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let mut todo = BinaryHeap::<(Ordf32, usize, usize)>::new();
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let mut todo = BinaryHeap::<((i64, i64), i64, usize)>::new();
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let mut had = HashSet::new();
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let mut had = HashSet::new();
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let mut ctr = 0;
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let mut ctr = 0;
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@ -346,7 +332,7 @@ impl<const TOWER_HEIGHT: usize> Game<TOWER_HEIGHT> {
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parent_index: 0,
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parent_index: 0,
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m: Move::new(0, 0),
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m: Move::new(0, 0),
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});
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});
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todo.push((Ordf32(0.0), 1000000000, 0));
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todo.push(((0, 0), 1000000000, 0));
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while let Some((score, depth, state_index)) = todo.pop() {
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while let Some((score, depth, state_index)) = todo.pop() {
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ctr += 1;
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ctr += 1;
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@ -387,8 +373,36 @@ impl<const TOWER_HEIGHT: usize> Game<TOWER_HEIGHT> {
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working_instance.towers = state.towers.clone();
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working_instance.towers = state.towers.clone();
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working_instance.make_move(m).unwrap();
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working_instance.make_move(m).unwrap();
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let num_solved = working_instance.num_solved();
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let brs: i64 = {
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let brs = working_instance.burried_ring_score();
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let this = &working_instance;
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let mut seen_bottom_rings = HashSet::new();
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this.towers
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.iter()
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.map(|i| {
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let this = &i;
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let mut ring_type = None;
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let mut burried_score = 0;
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for ring in this.rings.iter().rev().flatten() {
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if let Some(existing_ring_type) = ring_type
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&& existing_ring_type != *ring
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{
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burried_score += 1;
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}
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ring_type = Some(*ring);
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}
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if let Some(Some(ring)) = this.rings.last() {
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if seen_bottom_rings.contains(ring) {
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burried_score += 1;
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} else {
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seen_bottom_rings.insert(ring);
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}
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}
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burried_score
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})
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.sum()
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};
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let new_state_hash = hash_state(&working_instance.towers);
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let new_state_hash = hash_state(&working_instance.towers);
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if had.contains(&new_state_hash) {
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if had.contains(&new_state_hash) {
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@ -402,9 +416,8 @@ impl<const TOWER_HEIGHT: usize> Game<TOWER_HEIGHT> {
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m,
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m,
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});
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});
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let score = (num_solved as f32 * 10.0) + (-(brs as f32) * 100.0);
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let score = (depth) - (brs);
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todo.push(((score, -depth), depth - 1, new_state_index));
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todo.push((Ordf32(score), depth - 1, new_state_index));
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}
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}
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}
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}
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