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import type { Cell, GameRules } from '../types.ts'
import { ZobristHasher } from './Zobrist.ts'
export const FEATURE_CHANNELS = 13
export const PLAY_ONLY_FEATURE_CHANNELS = 7
export const CH_CURRENT_STONES = 0
export const CH_OPPONENT_STONES = 1
export const CH_LAST_MOVE = 2
export const CH_PHASE0 = 3
export const CH_PHASE1 = 4
export const CH_PHASE2 = 5
export const CH_NORMAL = 6
export const CH_CURRENT_PLAYER = 7
export const CH_OPENING_STONES = 8
export const CH_OFFERED_STONES = 9
export const CH_CURRENT_THREATS = 10
export const CH_OPPONENT_THREATS = 11
export const CH_OVERLINE_TRAPS = 12
const PLAY_ONLY_CH_CURRENT_STONES = 0
const PLAY_ONLY_CH_OPPONENT_STONES = 1
const PLAY_ONLY_CH_LAST_MOVE = 2
const PLAY_ONLY_CH_CURRENT_PLAYER = 3
const PLAY_ONLY_CH_CURRENT_THREATS = 4
const PLAY_ONLY_CH_OPPONENT_THREATS = 5
const PLAY_ONLY_CH_OVERLINE_TRAPS = 6
const DIRECTIONS: readonly [number, number][] = [[1, 0], [0, 1], [1, 1], [1, -1]]
export const OPEN_THREE_THREAT_LEVEL = 0.65
export type FeaturePhase = 'swap2_phase0' | 'swap2_phase1' | 'swap2_phase2' | 'play' | 'offer_place_1' | 'offer_place_2'
export interface FeatureCoord {
x: number
y: number
}
export interface FeatureEncoderInput {
board: Map<string, Cell> | Record<string, Cell>
boardSize: number
rules: GameRules
currentPlayer: 0 | 1
phase: FeaturePhase
lastMove?: FeatureCoord
openingStones?: FeatureCoord[]
offeredStones?: FeatureCoord[]
}
export interface ThreatMaps {
current: Float32Array
opponent: Float32Array
overline: Float32Array
}
export class ThreatMapState {
readonly boardSize: number
readonly hash: bigint
readonly maps: ThreatMaps
private constructor(boardSize: number, hash: bigint, maps: ThreatMaps) {
this.boardSize = boardSize
this.hash = hash
this.maps = maps
}
static fromBoard(input: FeatureEncoderInput, hasher = new ZobristHasher(input.boardSize)): ThreatMapState {
const board = toMap(input.board)
return new ThreatMapState(
input.boardSize,
hasher.hash(board, input.currentPlayer),
computeThreatMaps(board, input.boardSize, input.rules, input.currentPlayer),
)
}
applyMove(input: FeatureEncoderInput, move: FeatureCoord, player: 0 | 1, hasher = new ZobristHasher(input.boardSize)): ThreatMapState {
const board = toMap(input.board)
const boardArray = boardToArray(board, input.boardSize)
const nextMaps = {
current: new Float32Array(this.maps.current),
opponent: new Float32Array(this.maps.opponent),
overline: new Float32Array(this.maps.overline),
}
const affected = affectedCells(move, input.boardSize)
for (const cell of affected) {
updateThreatCell(nextMaps, boardArray, cell.x, cell.y, input.boardSize, input.rules, input.currentPlayer)
}
const hash = hasher.toggleStone(this.hash, move.x, move.y, player)
return new ThreatMapState(input.boardSize, hash, nextMaps)
}
}
export function encodeFeaturePlanes(input: FeatureEncoderInput, threatMaps?: ThreatMaps): Float32Array {
const board = toMap(input.board)
const size = input.boardSize
const planes = new Float32Array(FEATURE_CHANNELS * size * size)
const opponent = otherPlayer(input.currentPlayer)
const maps = threatMaps ?? computeThreatMaps(board, size, input.rules, input.currentPlayer)
for (const [key, cell] of board) {
const { x, y } = deserializeCoord(key)
if (!isBoardCoordInBounds(x, y, size)) continue
const player = Number(cell.playerId)
if (player === input.currentPlayer) setPlane(planes, size, CH_CURRENT_STONES, x, y, 1)
if (player === opponent) setPlane(planes, size, CH_OPPONENT_STONES, x, y, 1)
}
if (input.lastMove) setPlane(planes, size, CH_LAST_MOVE, input.lastMove.x, input.lastMove.y, 1)
fillPhasePlane(planes, size, input.phase)
fillPlane(planes, size, CH_CURRENT_PLAYER, input.currentPlayer)
for (const stone of input.openingStones ?? []) setPlane(planes, size, CH_OPENING_STONES, stone.x, stone.y, 1)
for (const stone of input.offeredStones ?? []) setPlane(planes, size, CH_OFFERED_STONES, stone.x, stone.y, 1)
copyMap(planes, size, CH_CURRENT_THREATS, maps.current)
copyMap(planes, size, CH_OPPONENT_THREATS, maps.opponent)
copyMap(planes, size, CH_OVERLINE_TRAPS, maps.overline)
return planes
}
export function encodePlayOnlyFeaturePlanes(input: FeatureEncoderInput, threatMaps?: ThreatMaps): Float32Array {
const board = toMap(input.board)
const size = input.boardSize
const planes = new Float32Array(PLAY_ONLY_FEATURE_CHANNELS * size * size)
const opponent = otherPlayer(input.currentPlayer)
const maps = threatMaps ?? computeThreatMaps(board, size, input.rules, input.currentPlayer)
for (const [key, cell] of board) {
const { x, y } = deserializeCoord(key)
if (!isBoardCoordInBounds(x, y, size)) continue
const player = Number(cell.playerId)
if (player === input.currentPlayer) setPlane(planes, size, PLAY_ONLY_CH_CURRENT_STONES, x, y, 1)
if (player === opponent) setPlane(planes, size, PLAY_ONLY_CH_OPPONENT_STONES, x, y, 1)
}
if (input.lastMove) setPlane(planes, size, PLAY_ONLY_CH_LAST_MOVE, input.lastMove.x, input.lastMove.y, 1)
fillPlane(planes, size, PLAY_ONLY_CH_CURRENT_PLAYER, input.currentPlayer)
copyMap(planes, size, PLAY_ONLY_CH_CURRENT_THREATS, maps.current)
copyMap(planes, size, PLAY_ONLY_CH_OPPONENT_THREATS, maps.opponent)
copyMap(planes, size, PLAY_ONLY_CH_OVERLINE_TRAPS, maps.overline)
return planes
}
export function computeThreatMaps(
board: Map<string, Cell>,
boardSize: number,
rules: GameRules,
currentPlayer: 0 | 1,
): ThreatMaps {
const boardArray = boardToArray(board, boardSize)
const current = new Float32Array(boardSize * boardSize)
const opponent = new Float32Array(boardSize * boardSize)
const overline = new Float32Array(boardSize * boardSize)
for (let y = 0; y < boardSize; y++) {
for (let x = 0; x < boardSize; x++) {
updateThreatCell({ current, opponent, overline }, boardArray, x, y, boardSize, rules, currentPlayer)
}
}
return { current, opponent, overline }
}
function updateThreatCell(
maps: ThreatMaps,
board: Uint8Array,
x: number,
y: number,
boardSize: number,
rules: GameRules,
currentPlayer: 0 | 1,
): void {
const index = y * boardSize + x
if (!isBoardCoordInBounds(x, y, boardSize) || board[index] !== 0) {
maps.current[index] = 0
maps.opponent[index] = 0
maps.overline[index] = 0
return
}
const currentOverline = rules.noOverlines && createsOverline(board, x, y, currentPlayer, boardSize)
maps.current[index] = currentOverline ? 0 : threatScore(board, x, y, currentPlayer, boardSize, rules)
maps.opponent[index] = threatScore(board, x, y, otherPlayer(currentPlayer), boardSize, rules)
maps.overline[index] = currentOverline ? 1 : 0
}
function threatScore(board: Uint8Array, x: number, y: number, player: 0 | 1, boardSize: number, rules: GameRules): number {
let best = 0
for (const [dx, dy] of DIRECTIONS) {
const line = scanLine(board, x, y, player, dx, dy, boardSize)
if (line.count >= 5 && !(rules.noOverlines && line.count > 5)) best = Math.max(best, 1)
else if (line.count === 4 && line.openEnds >= 1) best = Math.max(best, 0.85)
else if (brokenFour(board, x, y, player, dx, dy, boardSize)) best = Math.max(best, 0.75)
else if (line.count === 3 && line.openEnds === 2) best = Math.max(best, OPEN_THREE_THREAT_LEVEL)
else if (line.count === 3 && line.openEnds === 1) best = Math.max(best, 0.25)
}
return best
}
function brokenFour(board: Uint8Array, x: number, y: number, player: 0 | 1, dx: number, dy: number, boardSize: number): boolean {
const playerCell = player + 1
for (let start = -4; start <= 0; start++) {
let own = 0
let empty = 0
let blocked = false
for (let i = 0; i < 5; i++) {
const cx = x + dx * (start + i)
const cy = y + dy * (start + i)
if (!isBoardCoordInBounds(cx, cy, boardSize)) {
blocked = true
break
}
const isPlacedCell = cx === x && cy === y
const cell = isPlacedCell ? playerCell : board[cy * boardSize + cx]
if (cell === 0) empty++
else if (cell === playerCell) own++
else blocked = true
}
if (!blocked && own === 4 && empty === 1) return true
}
return false
}
function createsOverline(board: Uint8Array, x: number, y: number, player: 0 | 1, boardSize: number): boolean {
return DIRECTIONS.some(([dx, dy]) => scanLine(board, x, y, player, dx, dy, boardSize).count > 5)
}
function scanLine(
board: Uint8Array,
x: number,
y: number,
player: 0 | 1,
dx: number,
dy: number,
boardSize: number,
): { count: number; openEnds: number } {
const playerCell = player + 1
let count = 1
let openEnds = 0
let cx = x + dx
let cy = y + dy
while (isBoardCoordInBounds(cx, cy, boardSize) && board[cy * boardSize + cx] === playerCell) {
count++
cx += dx
cy += dy
}
if (isBoardCoordInBounds(cx, cy, boardSize) && board[cy * boardSize + cx] === 0) openEnds++
cx = x - dx
cy = y - dy
while (isBoardCoordInBounds(cx, cy, boardSize) && board[cy * boardSize + cx] === playerCell) {
count++
cx -= dx
cy -= dy
}
if (isBoardCoordInBounds(cx, cy, boardSize) && board[cy * boardSize + cx] === 0) openEnds++
return { count, openEnds }
}
function boardToArray(board: Map<string, Cell>, boardSize: number): Uint8Array {
const array = new Uint8Array(boardSize * boardSize)
for (const [key, cell] of board) {
const { x, y } = deserializeCoord(key)
if (!isBoardCoordInBounds(x, y, boardSize)) continue
const player = Number(cell.playerId)
if (player === 0 || player === 1) array[y * boardSize + x] = player + 1
}
return array
}
function affectedCells(move: FeatureCoord, boardSize: number): FeatureCoord[] {
const cells = new Map<string, FeatureCoord>()
for (const [dx, dy] of DIRECTIONS) {
for (let offset = -5; offset <= 5; offset++) {
const x = move.x + dx * offset
const y = move.y + dy * offset
if (!isBoardCoordInBounds(x, y, boardSize)) continue
cells.set(serializeCoord(x, y), { x, y })
}
}
cells.set(serializeCoord(move.x, move.y), move)
return [...cells.values()]
}
function fillPhasePlane(planes: Float32Array, boardSize: number, phase: FeaturePhase): void {
if (phase === 'swap2_phase0') fillPlane(planes, boardSize, CH_PHASE0, 1)
else if (phase === 'swap2_phase1') fillPlane(planes, boardSize, CH_PHASE1, 1)
else if (phase === 'swap2_phase2') fillPlane(planes, boardSize, CH_PHASE2, 1)
else fillPlane(planes, boardSize, CH_NORMAL, 1)
}
function fillPlane(planes: Float32Array, boardSize: number, channel: number, value: number): void {
const offset = channel * boardSize * boardSize
planes.fill(value, offset, offset + boardSize * boardSize)
}
function copyMap(planes: Float32Array, boardSize: number, channel: number, map: Float32Array): void {
planes.set(map, channel * boardSize * boardSize)
}
function setPlane(planes: Float32Array, boardSize: number, channel: number, x: number, y: number, value: number): void {
if (!isBoardCoordInBounds(x, y, boardSize)) return
planes[channel * boardSize * boardSize + y * boardSize + x] = value
}
function toMap(board: Map<string, Cell> | Record<string, Cell>): Map<string, Cell> {
return board instanceof Map ? board : new Map(Object.entries(board))
}
function otherPlayer(player: 0 | 1): 0 | 1 {
return player === 0 ? 1 : 0
}
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