use std::collections::BTreeMap; use crate::constants::{AI_EASY_MAX_CHOICES, AI_NORMAL_MAX_CHOICES, COLS, ROWS}; use crate::random_helper::get_seeded_random; use crate::state::{BoardState, BoardType, Turn}; #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub enum AIDifficulty { Easy, Normal, Hard, } #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub enum SlotChoice { Slot0, Slot1, Slot2, Slot3, Slot4, Slot5, Slot6, Invalid, } impl From for usize { fn from(slot_choice: SlotChoice) -> Self { match slot_choice { SlotChoice::Slot0 => 0, SlotChoice::Slot1 => 1, SlotChoice::Slot2 => 2, SlotChoice::Slot3 => 3, SlotChoice::Slot4 => 4, SlotChoice::Slot5 => 5, SlotChoice::Slot6 => 6, SlotChoice::Invalid => (ROWS * COLS) as usize, } } } impl From for SlotChoice { fn from(idx: usize) -> Self { if idx >= (ROWS * COLS) as usize { return SlotChoice::Invalid; } match idx % (COLS as usize) { 0 => SlotChoice::Slot0, 1 => SlotChoice::Slot1, 2 => SlotChoice::Slot2, 3 => SlotChoice::Slot3, 4 => SlotChoice::Slot4, 5 => SlotChoice::Slot5, 6 => SlotChoice::Slot6, _ => SlotChoice::Invalid, } } } pub fn get_ai_choice( difficulty: AIDifficulty, player: Turn, board: &BoardType, ) -> Result { let mut rng = get_seeded_random()?; let mut utilities = Vec::with_capacity(COLS as usize); for i in 0..(COLS as usize) { let slot = i.into(); if slot == SlotChoice::Invalid { return Err("Internal error: get_ai_choice() iterated to SlotChoice::Invalid".into()); } if let Some(utility) = get_utility_for_slot(player, slot, board) { utilities.push(utility); } } if utilities.is_empty() { return Err("All slots are full".into()); } // shuffle utilities for the cases where there are equivalent utilities let mut utilities: Vec<(usize, f64)> = utilities.into_iter().enumerate().collect(); if utilities.len() > 1 { for i in 1..utilities.len() { utilities.swap(i, rng.rand_range(0..((i + 1) as u32)) as usize); } } let mut pick_some_of_choices = |amount: usize| -> Result { let mut maximums: BTreeMap = BTreeMap::new(); for (idx, utility) in &utilities { // f64 cannot be used as Key since it doesn't implement Ord. // Use i64 as a substitute, noting that the map stores in ascending // order. let mut utility_value = (utility * 10000.0) as i64; while maximums.contains_key(&utility_value) { utility_value += rng.rand_range(0..7) as i64 - 3; } maximums.insert(utility_value, *idx); } // don't pick from more items than what exists let mod_amount = if maximums.len() < amount { maximums.len() } else { amount }; // don't use random if only 1 item is to be picked let random_number: usize = if mod_amount > 1 { rng.rand_u32() as usize % mod_amount } else { 0 }; let rand_idx = maximums.len() - 1 - random_number; // turns the map into a vector of (key, value), then pick out of the // last few values by index the "value" which is the SlotChoice. // This is done because BTreeMap stores keys in ascending order. Ok((*maximums.iter().collect::>()[rand_idx].1).into()) }; match difficulty { AIDifficulty::Easy => pick_some_of_choices(AI_EASY_MAX_CHOICES), AIDifficulty::Normal => pick_some_of_choices(AI_NORMAL_MAX_CHOICES), AIDifficulty::Hard => { // only pick the best option all the time let mut max = -1.0f64; let mut max_idx: usize = 0; for (idx, utility) in utilities { if utility > max { max = utility; max_idx = idx; } } Ok(max_idx.into()) } } } /// Returns a value between 0.0 and 1.0 where 1.0 is highest utility /// "None" indicates it is impossible to place at the given slot fn get_utility_for_slot(player: Turn, slot: SlotChoice, board: &BoardType) -> Option { // get idx of location where dropped token will reside in let mut idx: usize = slot.into(); if board[idx].get() != BoardState::Empty { // slot is full, cannot place in slot return None; } while idx < ((ROWS - 1) * COLS) as usize && board[idx + COLS as usize].get() == BoardState::Empty { idx += COLS as usize; } // check if placing a token here is a win if get_block_amount(player.get_opposite(), idx, 3, board) { return Some(1.0); } // check if placing a token here blocks a win if get_block_amount(player, idx, 3, board) { return Some(0.9); } let mut utility: f64 = 0.5; // check if placing a token here connects 2 pieces if get_block_amount(player.get_opposite(), idx, 2, board) { utility *= 1.5; if utility >= 0.8 { utility = 0.8; } } // check if placing a token here blocks 2 pieces if get_block_amount(player, idx, 2, board) { utility *= 1.2; if utility >= 0.8 { utility = 0.8; } } // check if placing a token here connects 1 piece if get_block_amount(player.get_opposite(), idx, 1, board) { utility *= 1.09; if utility >= 0.8 { utility = 0.8; } } Some(utility) } /// Returns true if placing a token at idx will block the opposite player that /// has "amount" in a line (horizontally, vertically, and diagonally). fn get_block_amount(player: Turn, idx: usize, amount: usize, board: &BoardType) -> bool { let opposite = player.get_opposite(); // setup for checks let mut count = 0; let mut temp_idx = idx; // check left while temp_idx % (COLS as usize) > 0 { temp_idx -= 1; if board[temp_idx].get() == opposite.into() { count += 1; if count >= amount { return true; } } else { break; } } // check right // count = 0; // don't reset count, since horizontal may pass through idx temp_idx = idx; while temp_idx % (COLS as usize) < (COLS - 1) as usize { temp_idx += 1; if board[temp_idx].get() == opposite.into() { count += 1; if count >= amount { return true; } } else { break; } } // check down count = 0; temp_idx = idx; while temp_idx / (COLS as usize) < (ROWS - 1) as usize { temp_idx += COLS as usize; if board[temp_idx].get() == opposite.into() { count += 1; if count >= amount { return true; } } else { break; } } // check diagonal left down count = 0; temp_idx = idx; while temp_idx % (COLS as usize) > 0 && temp_idx / (COLS as usize) < (ROWS - 1) as usize { temp_idx = temp_idx - 1 + COLS as usize; if board[temp_idx].get() == opposite.into() { count += 1; if count >= amount { return true; } } else { break; } } // check diagonal right up // count = 0; // don't reset count as diagonal may pass through idx temp_idx = idx; while temp_idx % (COLS as usize) < (COLS - 1) as usize && temp_idx / (COLS as usize) > 0 { temp_idx = temp_idx + 1 - COLS as usize; if board[temp_idx].get() == opposite.into() { count += 1; if count >= amount { return true; } } else { break; } } // check diagonal right down count = 0; temp_idx = idx; while temp_idx % (COLS as usize) < (COLS - 1) as usize && temp_idx / (COLS as usize) < (ROWS - 1) as usize { temp_idx = temp_idx + 1 + COLS as usize; if board[temp_idx].get() == opposite.into() { count += 1; if count >= amount { return true; } } else { break; } } // check diagonal left up // count = 0; // don't reset count as diagonal may pass through idx temp_idx = idx; while temp_idx % (COLS as usize) > 0 && temp_idx / (COLS as usize) > 0 { temp_idx = temp_idx - 1 - COLS as usize; if board[temp_idx].get() == opposite.into() { count += 1; if count >= amount { return true; } } else { break; } } // exhausted all possible potential wins, therefore does not block a win false }