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exa_logic.py
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exa_logic.py
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"""
Implements the entire game logic portion of this Solitaire solver -- enough to
produce a valid game and solid it, or take a specific game and solve it.
"""
from __future__ import print_function
from collections import deque
from timeit import default_timer as timer
import random
import copy
import time
class Stack(object):
"""
A stack is a place where cards can go; types are 'stack' and 'freecell'.
"""
face_values = ["H", "S", "C", "D"]
num_values = ["6", "7", "8", "9"]
face_cards = ["HH", "SS", "CC", "DD"]
def __init__(self, card_type, locked):
self.card_type = card_type
self.locked = locked
self.stack = []
self.past_cards = ""
def __str__(self):
""" Quick way to print out the contents of this stack to the user. """
return "Type: %s%s: %s" % (self.card_type,
" [Locked]" if self.locked else "",
str(self.stack))
def hash(self):
"""
This function is a hash of what's going on in the stack, used to
verify we haven't visited this location before.
"""
type_str = self.card_type[0].upper()
if self.stack != "X":
card_str = "".join([str(x) for x in self.stack])
else:
card_str = "X[" + str(self.past_cards) + "]"
return type_str + card_str
def init_cards(self, cards):
""" Adds the initial cards to the stack. """
if self.stack:
raise Exception("Illegal init, cards already there")
if self.card_type == "freecell":
raise Exception("Illegal init, can't init cards in free cell")
self.stack = cards
@classmethod
def compatible(cls, top, bottom):
"""
Tests compatibility of two cards -- can bottom be placed under top in
a solitaire context?
"""
top_str, top_suit = list(top)
bottom_str, bottom_suit = list(bottom)
if top_suit == bottom_suit and top_str in cls.face_values:
return 1
if (top_str in cls.face_values or bottom_str in cls.face_values):
return 0
top_number = int(top_str) if top_str in cls.num_values else 10
bottom_number = int(bottom_str) if bottom_str in cls.num_values else 10
if bottom_number == top_number - 1 and top_suit != bottom_suit:
return 1
return 0
def is_move_to_legal(self, card):
""" Is a move described by the argument 'card' to this stack legal? """
# If stack is locked, not valid
if self.locked:
return 0
# If it's a freecell and it already has something, not valid
if self.card_type == "freecell" and self.stack:
return 0
# If it's a freecell and you're trying to move more than one card, not
# valid
if self.card_type == "freecell" and len(card) > 1:
return 0
# If it's a stack and there are cards and the card you're moving
# doesn't match the last card on the stack, not valid
if (self.card_type == "stack" and self.stack and not
self.compatible(self.stack[-1], card[0])):
return 0
return 1
def is_move_from_legal(self):
""" Is there a legal move from this stack? """
# If it's locked, no
if self.locked:
return 0
# If there's nothing here, no
if not self.stack:
return 0
return 1
def resolve_move_to(self, card):
""" Actually modify the stack by moving the card. """
# If we can't do this move then error
if not self.is_move_to_legal(card):
raise Exception("Trying to force illegal move")
# Do the move
self.stack = self.stack + card
# If we just created a collapse, handle the collapse
if (len(self.stack) == 4 and self.stack == [self.stack[0]] * 4 and
self.stack[0] in self.__class__.face_cards):
# Lock the stack, save which card type was in the lock for user
# debug, mark the stack cards as X
self.locked = True
self.past_cards = self.stack[0]
self.stack = "X"
def which_cards_moving(self):
"""
We're moving from this stack -- how many cards do we take? So if the
stack ends with 2 of the same card, both move.
"""
# By default, it's one card
card_move = [self.stack[-1]]
# How many more?
for i in range(len(self.stack) - 2, -1, -1):
if not self.compatible(self.stack[i], card_move[-1]):
break
card_move.append(self.stack[i])
# We appended the cards backwards, so let's reverse to correct.
card_move.reverse()
# Return the cards
return card_move
def resolve_move_from(self, max_stack=0):
"""
Actually modify the stack by removing the cards. 'max_stack' argument
limits the number of cards we can move.
"""
# Again, make sure we can actually do this move
if not self.is_move_from_legal():
raise Exception("Trying to force illegal move")
# If there's no max stack, just take all the cards we can. If not, only
# take the maximum number.
if not max_stack:
card_move = self.which_cards_moving()
else:
card_move = self.stack[-max_stack:]
# Figure out what's left
remaining_keep = len(self.stack) - len(card_move)
if len(card_move) == len(self.stack):
self.stack = []
else:
self.stack = self.stack[0:remaining_keep]
# Return the cards that are leaving
return card_move
def is_complete(self):
"""
Quick check: Is this stack collapsed and done? Used for detecting game
end.
"""
if self.stack == "X":
return 1
# The two different patterns of complete number cards
if (self.stack == ["0R", "9B", "8R", "7B", "6R"] or
self.stack == ["0B", "9R", "8B", "7R", "6B"]):
return 1
return 0
class Game(object):
"""
A game is a collection of stacks and rules governing the generation
of plausible moves, as well as a meta-solver function that solves the game.
"""
face_cards = ["HH", "SS", "CC", "DD"] * 4
number_cards = [
"0B", "0R", "9B", "9R", "8B",
"8R", "7B", "7R", "6B", "6R"
] * 2
def __init__(self, card_stacks=9, freecells=1, max_depth=100):
"""
Initial setup of the stacks and free cells; 'how_many_free' is the
number of unlocked freecells.
"""
base_stacks = [Stack("stack", 0) for _ in range(card_stacks)]
cell_stacks = [Stack("freecell", 0) for _ in range(freecells)]
self.stacks = base_stacks + cell_stacks
self.card_stacks = card_stacks
self.depth = 0
self.max_depth = max_depth
self.move_history = []
self.score = 0
def __str__(self):
""" Again, user-friendly printing helper. """
base_str = "Current Game State...\n=======\n"
for i in range(len(self.stacks)):
base_str += "#%d %s\n" % (i, str(self.stacks[i]))
base_str += self.hash() + "\n"
base_str += "====="
return base_str
def hash(self):
""" Hash the entire game, one stack at a time. """
stack_chunks = []
for i in range(len(self.stacks)):
stack_chunks.append("%s/" % self.stacks[i].hash())
# Why do we sort the stacks? Imagine a game with just two stacks, one
# which has 888, and one which is empty. "888 / empty" is the same
# game as "empty / 888". Sorting resolves this
stack_chunks.sort()
stack_text = "".join(stack_chunks)
return stack_text
@staticmethod
def seed(seed):
"""
Very dumb helper to set seed. I thought I might need something more
sophisticated, but I didn't.
"""
random.seed(seed)
def deal_cards(self):
""" If we don't have a game in mind, generate a random one. """
# 6-10 black and red * 2, 4x each face color
cards = self.__class__.face_cards + self.__class__.number_cards
# Shuffle
random.shuffle(cards)
# Divide into stacks
new_stacks = [cards[(i * 4):(i * 4) + 4] for i in
range(self.card_stacks)]
# Initialize the actual stacks
for i in range(self.card_stacks):
self.stacks[i].init_cards(new_stacks[i])
def exact_setup(self, game_hash):
""" Play a specific game based on a user-provided hash. """
stack_set = []
stack_hashes = [x for x in game_hash.split("/") if len(x)]
for stack in stack_hashes:
stack_type = "stack" if stack[0] == "S" else "freecell"
past_card = -1
if len(stack) == 1:
cards = []
lock_type = 0
elif not stack[1:].startswith("X"):
cards = list([stack[(1 + i):(1 + i + 2)] for i in
range(0, len(stack[1:]), 2)])
lock_type = 0
else:
lock_type = 1
cards = "X"
past_card = int(stack[3:5])
new_stack = Stack(stack_type, lock_type)
new_stack.stack = cards
if past_card > -1:
new_stack.past_cards = past_card
stack_set.append(new_stack)
# Overwrite the game's whole stack set with the stacks.
self.stacks = stack_set
def get_score(self, override=0):
""" Score for current game. These point values were my first guess. """
# We've already calculated a score, so just return it
if self.score and not override:
return self.score
score = 0
# Iterate over the stacks
for i in self.stacks:
# Collapsed? 20 points
if i.is_complete():
score = score + 20
# Empty stack? 10 points
elif i.card_type == "stack" and not i.stack:
score = score + 10
# Stack with cards? 5 - the number of inaccessible cards.
elif i.card_type == "stack" and i.stack:
# What does a complete stack look like?
if (len(i.stack) == 5 and
(i.stack == ["0R", "9B", "8R", "7B", "6R"] or
i.stack == ["0B", "9R", "8B", "7R", "6B"])):
score = 10
else:
num_cards_trapped = next(
(j + 1 for j in range(len(i.stack) - 2, -1, -1) if not
i.compatible(i.stack[j], i.stack[j + 1])), 0)
score = score + 5 - num_cards_trapped
self.score = score
return score
def is_complete(self):
"""
Is the game complete? Check all stacks and look for collapsed stacks
equal in number to card types.
"""
num_complete = sum([self.stacks[i].is_complete() for i in
range(len(self.stacks))])
return num_complete == 8
def is_dead(self):
""" If there are no valid moves, this method of proceeding is dead. """
return len(self.enumerate_moves()) == 0
def enumerate_moves(self):
""" List all valid moves but don't execute them. """
valid_moves = []
# Check moves from every cell to every cell using a nested loop. The i
# iterator will be the destination and the j iterator the origin.
for i in range(len(self.stacks)):
# Don't bother checking moves to locked cell
if self.stacks[i].locked:
continue
# And now the origin
for j in range(len(self.stacks)):
# Self move isn't a valid move
if j == i:
continue
# Don't just undo the previous move (the state iterator in
# global_solve should prevent this anyway)
if self.move_history and self.move_history[-1] == (i, j):
continue
# Valid moves -- it's valid only if the top card in the
# current movable stack would be a legal move
if (self.stacks[j].is_move_from_legal() and
self.stacks[i].is_move_to_legal(
[self.stacks[j].which_cards_moving()[0]])):
valid_moves.append((j, i))
# Return all valid moves
return valid_moves
def play_game(self, moves, print_level):
"""
Once a solution has been found, execute the move set and print the
output.
"""
# No moves??? Uh????
if not moves:
raise Exception("No moves for successful game solve?")
count = 1
fixed_moves = []
# Iterate the moves and unpack
for i, j in moves:
# Take the cards off the origin stack
if self.stacks[j].card_type == "freecell":
cards_move = self.stacks[i].resolve_move_from(1)
else:
cards_move = self.stacks[i].resolve_move_from(0)
y_offset_pre = len(self.stacks[i].stack) - len(cards_move)
y_offset_post = max(0, len(self.stacks[j].stack) - 1)
# The text we're going to print
unlock_text = ""
cards_move_text = "[%s]" % ", ".join([str(c) for c in cards_move])
old_stack_text = "[%s]" % ", ".join([str(c) for c in
self.stacks[j].stack])
# Now put the card on the destination stack.
self.stacks[j].resolve_move_to(cards_move)
# Check if that collapsed
if self.stacks[j].stack != "X":
new_stack_text = "[%s]" % ", ".join([str(c) for c in
self.stacks[j].stack])
else:
new_stack_text = "Collapse"
# Show the user
if print_level > -1:
print("Move %d: Move from %s %d to %s %d" %
(count, self.stacks[i].card_type, i,
self.stacks[j].card_type, j))
print(" %s -> %s = %s%s" %
(cards_move_text, old_stack_text,
new_stack_text, unlock_text))
fixed_moves.append((i, y_offset_pre, j, y_offset_post))
count += 1
# Hand back the same move set with numbers of cards attached for
# whatever reason
return fixed_moves
def global_solve(self, print_level=0):
""" Greedy hill-climber queue search to solve the game. """
# Because this isn't recursive, only the top level should call this
if self.depth > 0:
raise Exception("Should only call this from top level.")
begin = timer()
print("Solving game...")
# Record previously visited game states to avoid loops
visited_nodes = []
# deque is an efficient fifo data structure, but this might not
# actually matter given we're re-sorting the queue later.
nodes_to_visit = deque([self])
# These are mostly about print outputs --
max_depth = 0
max_score = 0
i = 0
done = 0
# Let's just go through the queue
while nodes_to_visit:
current = nodes_to_visit.popleft()
# Have we already been to the state we're trying to go to?
game_hash = current.hash()
if game_hash in visited_nodes:
continue
# Print anything?
if print_level > 0 and (current.get_score() > max_score or
current.depth > max_depth or
print_level == 2):
print("%d [D%d L%d]: %s. Score: %d" %
(i, current.depth, len(nodes_to_visit),
current.hash(), current.get_score()))
max_depth = max(max_depth, current.depth)
max_score = max(max_score, current.get_score())
# Mark this new state as having been visited
visited_nodes.append(current.hash())
# Are we done here?
if current.is_complete():
end = timer()
print("Game complete in %d moves. Time elapsed %.2f seconds" %
(len(current.move_history), round(end - begin, 2)))
result_moves = self.play_game(
current.move_history, print_level)
done = 1
break
# If not, let's play -- what are my current descendents?
results = current.solve()
if results is not None:
# Add the current descendents to the queue
nodes_to_visit.extend(results)
# Cheat by sorting -- greedy hill climb
nodes_to_visit = deque(sorted(nodes_to_visit,
key=lambda k: -k.get_score()))
i += 1
# Note to the user it's not solvable
if not done:
print("Game cannot be solved.")
return []
return result_moves
def solve(self):
""" Ask the current game state for its immediate children. """
# Soft cap on complexity. This typically doesn't get invoked.
if self.depth > self.max_depth:
return None
# If it's complete the global solver should have noticed
if self.is_complete():
raise Exception("Trying to solve complete game.")
# No moves? Die.
if self.is_dead() and self.depth > 0:
return None
# Get ready to store the children
results = []
valid_moves = self.enumerate_moves()
# Iterate through moves
for move in valid_moves:
i, j = move
# Child is a copy of the current game which we'll modify
new_game = copy.deepcopy(self)
# When resolving, there are two routes -- move one of stack
# to freecell, or move all of stack somewhere.
if new_game.stacks[j].card_type == "freecell":
cards_move = new_game.stacks[i].resolve_move_from(1)
else:
cards_move = new_game.stacks[i].resolve_move_from(0)
# Run the move
new_game.stacks[j].resolve_move_to(cards_move)
# Now add 1 to child depth, add the move to the move history,
# pre-bake the score, and add to the list of children
new_game.depth = new_game.depth + 1
new_game.move_history.append(move)
new_game.get_score(1)
results.append(new_game)
# This was a secondary check in case I wanted to limit valid moves in
# the above iterator, but I ultimately didn't, so this should never
# happen
if self.depth == 0 and not results:
raise Exception("Impossible to solve game")
# No results?
if not results:
return None
# Results
return results
def main():
"""
Dumb helper to run basic launch from terminal functionality of exa_logic.py
"""
my_game = Game()
my_game.deal_cards()
print(my_game)
time.sleep(0.5)
my_game.global_solve(0)
if __name__ == "__main__":
main()