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selective_transposition_table.rs
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use std::marker::PhantomData;
use rostware23_lib::game::state::State;
use super::state_selector::StateSelector;
use super::transposition_table::TranspositionTable;
pub struct SelectiveTranspositionTable<Table: TranspositionTable, Selector: StateSelector> {
inner: Table,
phantom: PhantomData<Selector>
}
impl<Table: TranspositionTable, Selector: StateSelector> TranspositionTable
for SelectiveTranspositionTable<Table, Selector>
{
fn create_for_depth(depth: i32) -> Self {
Self {
inner: Table::create_for_depth(depth),
phantom: PhantomData
}
}
fn add(&mut self, state: State, rating: i32) {
if Selector::should_be_saved(&state) {
self.inner.add(state, rating);
}
}
fn contains(&self, state: &State) -> bool {
self.inner.contains(state)
}
fn get(&self, state: &State) -> anyhow::Result<i32> {
self.inner.get(state)
}
fn is_empty(&self) -> bool {
self.inner.is_empty()
}
}
#[cfg(test)]
mod tests {
use rostware23_lib::game::board::Board;
use rostware23_lib::game::common::Coordinate;
use rostware23_lib::game::moves::Move;
use rostware23_lib::xml::common::Team;
use rostware23_lib::xml::state::FieldState;
use crate::logic::simple_transposition_table::SimpleTranspositionTable;
use crate::logic::state_selector::{AnyStateSelector, NoStateSelector};
use super::*;
#[test]
fn selective_transposition_table_wrapping_simple_transposition_table_for_depth_0_then_inner_has_no_entries() {
let transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, AnyStateSelector>::create_for_depth(0);
assert!(transposition_table.inner.is_empty());
}
#[test]
fn selective_transposition_table_wrapping_simple_transposition_table_for_greater_depth_then_inner_has_no_entries() {
let transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, AnyStateSelector>::create_for_depth(9);
assert!(transposition_table.inner.is_empty());
}
#[test]
fn adding_new_state_with_rating_to_selective_transposition_table_with_any_selector_adds_state() {
let mut transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, AnyStateSelector>::create_for_depth(5);
let rating = 61;
let state = State::from_initial_board_with_start_team_one(Board::empty());
transposition_table.add(state.clone(), rating);
assert!(transposition_table.inner.get(&state).is_ok());
}
#[test]
fn adding_new_state_with_rating_to_selective_transposition_table_with_no_selector_adds_state() {
let mut transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, NoStateSelector>::create_for_depth(4);
let rating = 43;
let state = State::from_initial_board_with_start_team_one(Board::empty());
transposition_table.add(state.clone(), rating);
assert!(transposition_table.inner.get(&state).is_err());
}
#[test]
fn adding_new_state_with_rating_to_selective_transposition_table_with_any_selector_returns_true_when_checking_if_table_contains_state() {
let mut transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, AnyStateSelector>::create_for_depth(1);
let rating = 19;
let state = State::from_initial_board_with_start_team_one(Board::empty());
transposition_table.add(state.clone(), rating);
assert!(transposition_table.contains(&state));
}
#[test]
fn adding_new_state_with_rating_to_selective_transposition_table_with_no_selector_returns_true_when_checking_if_table_contains_state() {
let mut transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, NoStateSelector>::create_for_depth(4);
let rating = 25;
let state = State::from_initial_board_with_start_team_one(Board::empty());
transposition_table.add(state.clone(), rating);
assert!(!transposition_table.contains(&state));
}
#[test]
fn adding_some_advanced_state_with_rating_to_selective_transposition_table_with_any_selector_and_getting_added_state_works_correctly() {
let mut board = Board::empty();
board.perform_move(Move::Place(Coordinate::new(2, 2)), Team::Two).unwrap();
board.perform_move(Move::Place(Coordinate::new(6, 6)), Team::Two).unwrap();
board.perform_move(Move::Place(Coordinate::new(12, 6)), Team::One).unwrap();
board.set(Coordinate::new(9, 7), FieldState::Fish(1)).unwrap();
board.set(Coordinate::new(1, 7), FieldState::Fish(1)).unwrap();
let mut state = State::from_initial_board_with_start_team_one(board);
state.turn = 3;
let mut transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, AnyStateSelector>::create_for_depth(1);
transposition_table.add(state.clone(), 22);
assert_eq!(22, transposition_table.get(&state).unwrap());
}
#[test]
fn new_selective_transposition_table_with_any_selector_is_empty() {
let transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, AnyStateSelector>::create_for_depth(0);
assert!(transposition_table.is_empty());
}
#[test]
fn new_selective_transposition_table_with_no_selector_is_empty() {
let transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, NoStateSelector>::create_for_depth(3);
assert!(transposition_table.is_empty());
}
#[test]
fn selective_transposition_table_with_any_selector_with_state_added_is_not_empty() {
let mut transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, AnyStateSelector>::create_for_depth(2);
transposition_table.add(State::from_initial_board_with_start_team_one(Board::empty()), 1);
assert!(!transposition_table.is_empty());
}
#[test]
fn selective_transposition_table_with_no_selector_with_state_added_is_empty() {
let mut transposition_table = SelectiveTranspositionTable::<SimpleTranspositionTable, NoStateSelector>::create_for_depth(4);
transposition_table.add(State::from_initial_board_with_start_team_one(Board::empty()), 1);
assert!(transposition_table.is_empty());
}
}