eliot/game/results.cpp
Olivier Teulière 87e1d4795b Sorting the search results happens to be quite slow, often much slower than the search itself.
But we don't need to sort them all the time, and in general we don't even need to keep all the rounds.

This commit greatly improves the search performance by filtering the results in 3 different ways, depending on the context:
 - A limit to the number of results can be given (useful for the training mode). The kept results are the best ones, not the first ones found by the search.
 - When only the best round is needed (when the AI is playing with level 100, or when preparing the rack for an explosive game), we don't need to keep rounds with a lower score
 - When the AI has a level lower than 100, it is still possible to skip many rounds

The search limit in training mode is configurable (defaulting to 100) and can be deactivated.
2009-01-22 18:30:22 +00:00

303 lines
7.8 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2005-2007 Antoine Fraboulet & Olivier Teulière
* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
* Olivier Teulière <ipkiss @@ gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include <boost/foreach.hpp>
#include <algorithm>
#include <functional>
#include <cwctype>
#include <cmath>
#include "tile.h"
#include "round.h"
#include "board.h"
#include "results.h"
#include "debug.h"
bool wcharCompare(wchar_t c1, wchar_t c2)
{
return towlower(c1) < towlower(c2);
}
struct less_points : public binary_function<const Round&, const Round&, bool>
{
bool operator()(const Round &r1, const Round &r2)
{
// We want higher scores first, so we use '>' instead of '<'
if (r1.getPoints() > r2.getPoints())
return true;
else if (r1.getPoints() < r2.getPoints())
return false;
else
{
// If the scores are equal, sort alphabetically, ignoring
// the case
const wstring &s1 = r1.getWord();
const wstring &s2 = r2.getWord();
if (std::lexicographical_compare(s1.begin(),
s1.end(),
s2.begin(),
s2.end(),
wcharCompare))
{
return true;;
}
else if (std::lexicographical_compare(s2.begin(),
s2.end(),
s1.begin(),
s1.end(),
wcharCompare))
{
return false;
}
else
{
// If the rounds are still equal, compare the coordinates
const wstring &c1 = r1.getCoord().toString();
const wstring &c2 = r2.getCoord().toString();
if (c1 < c2)
return true;
else if (c2 < c1)
return false;
else
{
// Still equal? This time compare taking the case into
// account. After that, we are sure that the rounds will
// be different...
return std::lexicographical_compare(s1.begin(),
s1.end(),
s2.begin(),
s2.end());
}
}
}
}
};
const Round & Results::get(unsigned int i) const
{
ASSERT(i < size(), "Results index out of bounds");
return m_rounds[i];
}
void Results::sort()
{
less_points lp;
std::sort(m_rounds.begin(), m_rounds.end(), lp);
}
BestResults::BestResults()
: m_bestScore(0)
{
}
void BestResults::search(const Dictionary &iDic, const Board &iBoard,
const Rack &iRack, bool iFirstWord)
{
clear();
if (iFirstWord)
iBoard.searchFirst(iDic, iRack, *this);
else
iBoard.search(iDic, iRack, *this);
sort();
}
void BestResults::add(const Round &iRound)
{
// Ignore too low scores
if (m_bestScore > iRound.getPoints())
return;
if (m_bestScore < iRound.getPoints())
{
// New best score: clear the stored results
m_bestScore = iRound.getPoints();
m_rounds.clear();
}
m_rounds.push_back(iRound);
}
void BestResults::clear()
{
m_rounds.clear();
m_bestScore = 0;
}
PercentResults::PercentResults(float iPercent)
: m_percent(iPercent)
{
}
class Predicate
{
public:
Predicate(int iPoints) : m_chosenPoints(iPoints) {}
bool operator()(const Round &iRound) const
{
return iRound.getPoints() != m_chosenPoints;
}
private:
const int m_chosenPoints;
};
void PercentResults::search(const Dictionary &iDic, const Board &iBoard,
const Rack &iRack, bool iFirstWord)
{
clear();
if (iFirstWord)
iBoard.searchFirst(iDic, iRack, *this);
else
iBoard.search(iDic, iRack, *this);
if (m_rounds.empty())
return;
// At this point, add() has been called, so the best score is valid
// Find the lowest score at least equal to the min_score
int chosenPoints = m_bestScore;
BOOST_FOREACH(const Round &iRound, m_rounds)
{
int points = iRound.getPoints();
if (points >= m_minScore && points < chosenPoints)
{
chosenPoints = points;
}
}
// Keep only the rounds with the "chosenPoints" score
std::remove_if(m_rounds.begin(), m_rounds.end(), Predicate(chosenPoints));
ASSERT(!m_rounds.empty(), "Bug in PercentResults");
// Sort the remaining rounds
sort();
}
void PercentResults::add(const Round &iRound)
{
// Ignore too low scores
if (m_minScore > iRound.getPoints())
return;
if (m_bestScore < iRound.getPoints())
{
m_bestScore = iRound.getPoints();
m_minScore = (int)ceil(m_bestScore * m_percent);
}
m_rounds.push_back(iRound);
}
void PercentResults::clear()
{
m_rounds.clear();
m_bestScore = 0;
m_minScore = 0;
}
LimitResults::LimitResults(int iLimit)
: m_limit(iLimit), m_total(0), m_minScore(-1)
{
}
void LimitResults::search(const Dictionary &iDic, const Board &iBoard,
const Rack &iRack, bool iFirstWord)
{
clear();
if (iFirstWord)
iBoard.searchFirst(iDic, iRack, *this);
else
iBoard.search(iDic, iRack, *this);
if (m_rounds.empty())
return;
// Sort the rounds
sort();
// Truncate the results to respect the limit
if (m_limit != 0 && m_rounds.size() > (unsigned int) m_limit)
m_rounds.resize(m_limit);
}
void LimitResults::add(const Round &iRound)
{
// If we ignore the limit, simply add the round
if (m_limit == 0)
{
m_rounds.push_back(iRound);
return;
}
// Ignore too low scores
if (m_minScore >= iRound.getPoints())
return;
// Add the round
m_rounds.push_back(iRound);
++m_total;
++m_scoresCount[iRound.getPoints()];
// Can we increase the minimum score required?
if (m_total - m_scoresCount[m_minScore] >= m_limit)
{
// Yes! "Forget" the rounds of score m_minScore
// They are still present in m_rounds, but they will be removed
// for real later in the search() method
m_total -= m_scoresCount[m_minScore];
m_scoresCount.erase(m_minScore);
// Find the new min score
map<int, int>::const_iterator it =
m_scoresCount.lower_bound(m_minScore);
ASSERT(it != m_scoresCount.end(), "Bug in LimitResults::add())");
m_minScore = it->first;
}
}
void LimitResults::clear()
{
m_rounds.clear();
m_scoresCount.clear();
m_minScore = -1;
m_total = 0;
}