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betting_tree.cpp
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betting_tree.cpp
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <algorithm>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include "betting_abstraction.h"
#include "betting_tree.h"
#include "constants.h"
#include "files.h"
#include "game.h"
#include "io.h"
#include "nonterminal_ids.h"
using std::shared_ptr;
using std::string;
using std::unique_ptr;
using std::unordered_map;
using std::vector;
Node::Node(int id, int street, int player_acting, const shared_ptr<Node> &call_succ,
const shared_ptr<Node> &fold_succ, vector< shared_ptr<Node> > *bet_succs,
int num_remaining, int bet_to) {
int num_succs = 0;
if (call_succ) {
++num_succs;
}
if (fold_succ) {
++num_succs;
}
int num_bet_succs = 0;
if (bet_succs) {
num_bet_succs = bet_succs->size();
num_succs += num_bet_succs;
}
if (num_succs > 0) {
succs_.reset(new shared_ptr<Node>[num_succs]);
int i = 0;
if (call_succ) succs_[i++] = call_succ;
if (fold_succ) succs_[i++] = fold_succ;
for (int j = 0; j < num_bet_succs; ++j) {
succs_[i++] = (*bet_succs)[j];
}
}
id_ = id;
last_bet_to_ = bet_to;
num_succs_ = num_succs;
flags_ = 0;
if (call_succ) flags_ |= kHasCallSuccFlag;
if (fold_succ) flags_ |= kHasFoldSuccFlag;
flags_ |= (((unsigned short)street) << kStreetShift);
if (player_acting > 255) {
fprintf(stderr, "player_acting OOB: %u\n", player_acting);
exit(-1);
}
if (num_remaining > 255) {
fprintf(stderr, "num_remaining OOB: %u\n", num_remaining);
exit(-1);
}
player_acting_ = player_acting;
num_remaining_ = num_remaining;
}
Node::Node(Node *src) {
int num_succs = src->NumSuccs();
if (num_succs > 0) {
succs_.reset(new shared_ptr<Node>[num_succs]);
}
for (int s = 0; s < num_succs; ++s) succs_[s] = NULL;
id_ = src->id_;
last_bet_to_ = src->last_bet_to_;
num_succs_ = src->num_succs_;
flags_ = src->flags_;
player_acting_ = src->player_acting_;
num_remaining_ = src->num_remaining_;
}
Node::Node(int id, int last_bet_to, int num_succs, unsigned short flags,
unsigned char player_acting, unsigned char num_remaining) {
id_ = id;
last_bet_to_ = last_bet_to;
num_succs_ = num_succs;
if (num_succs > 0) {
succs_.reset(new shared_ptr<Node>[num_succs]);
}
for (int s = 0; s < num_succs; ++s) succs_[s] = nullptr;
flags_ = flags;
player_acting_ = player_acting;
num_remaining_ = num_remaining;
}
string Node::ActionName(int s) {
if (s == CallSuccIndex()) {
return "c";
} else if (s == FoldSuccIndex()) {
return "f";
} else {
Node *b = IthSucc(s);
int bet_size;
if (Game::NumPlayers() > 2) {
bet_size = b->LastBetTo() - LastBetTo();
} else {
if (! b->HasCallSucc()) {
fprintf(stderr, "Expected node to have call succ\n");
exit(-1);
}
bet_size = b->LastBetTo() - LastBetTo();
}
char buf[100];
sprintf(buf, "b%u", bet_size);
return buf;
}
}
static void Indent(int num) {
for (int i = 0; i < num; ++i) printf(" ");
}
void Node::PrintTree(int depth, const string &name, vector< vector< vector<bool> > > *seen,
int last_st) const {
bool recurse = true;
int st = Street();
int pa = PlayerActing();
if (! Terminal()) {
int nt = NonterminalID();
if ((*seen)[st][pa][nt]) recurse = false;
(*seen)[st][pa][nt] = true;
}
Indent(2 * depth);
int num_succs = NumSuccs();
printf("\"%s\" (id %u lbt %u ns %u st %u", name.c_str(), id_, LastBetTo(), num_succs, st);
// if (! Terminal()) {
// Showdown nodes have pa 255
if (pa != 255) printf(" p%uc", pa);
printf(")");
if (! recurse) {
printf(" *");
}
printf("\n");
if (recurse) {
for (int s = 0; s < num_succs; ++s) {
char c;
if (s == CallSuccIndex()) c = 'C';
else if (s == FoldSuccIndex()) c = 'F';
else c = 'B';
string new_name = name;
if (st > last_st) new_name += " ";
new_name += c;
succs_[s]->PrintTree(depth + 1, new_name, seen, st);
}
}
}
// Note that we are dependent on the ordering of the succs
int Node::CallSuccIndex(void) const {
if (HasCallSucc()) return 0;
else return -1;
}
int Node::FoldSuccIndex(void) const {
if (HasFoldSucc()) {
// Normally if you have a fold succ you must have a call succ too, but
// I've done experiments where I disallow an open-call.
if (HasCallSucc()) return 1;
else return 0;
} else {
return -1;
}
}
// Typically this will be the call succ. In the unusual case where there is no call succ, we will
// use the first succ, whatever it is. In trees where open-limping is prohibited, the fold succ
// will be the default succ. Note that we are dependent on the ordering of the succs
int Node::DefaultSuccIndex(void) const {
return 0;
}
// Only works for heads-up
bool Node::StreetInitial(void) const {
if (Terminal()) return false;
int csi = CallSuccIndex();
// Not sure this can happen
if (csi == -1) return false;
Node *c = IthSucc(csi);
return (! c->Terminal() && c->Street() == Street());
}
int BettingTree::NumNonterminals(int p, int st) const {
return num_nonterminals_[p * (Game::MaxStreet() + 1) + st];
}
void BettingTree::Display(void) const {
int num_players = Game::NumPlayers();
int max_street = Game::MaxStreet();
vector< vector< vector<bool> > > seen(max_street + 1);
for (int st = 0; st <= max_street; ++st) {
seen[st].resize(num_players);
for (int p = 0; p < num_players; ++p) {
int num_nt = NumNonterminals(p, st);
seen[st][p].resize(num_nt);
for (int i = 0; i < num_nt; ++i) {
seen[st][p][i] = false;
}
}
}
root_->PrintTree(0, "", &seen, initial_street_);
}
void BettingTree::Display(Node *node) const {
int num_players = Game::NumPlayers();
int max_street = Game::MaxStreet();
vector< vector< vector<bool> > > seen(max_street + 1);
for (int st = 0; st <= max_street; ++st) {
seen[st].resize(num_players);
for (int p = 0; p < num_players; ++p) {
int num_nt = NumNonterminals(p, st);
seen[st][p].resize(num_nt);
for (int i = 0; i < num_nt; ++i) {
seen[st][p][i] = false;
}
}
}
node->PrintTree(0, "", &seen, initial_street_);
}
void BettingTree::FillTerminalArray(Node *node) {
if (node->Terminal()) {
int terminal_id = node->TerminalID();
if (terminal_id >= num_terminals_) {
fprintf(stderr, "Out of bounds terminal ID: %i (num terminals %i)\n",
terminal_id, num_terminals_);
exit(-1);
}
terminals_[terminal_id] = node;
return;
}
for (int i = 0; i < node->NumSuccs(); ++i) {
FillTerminalArray(node->IthSucc(i));
}
}
void BettingTree::FillTerminalArray(void) {
terminals_.reset(new Node *[num_terminals_]);
if (root_.get()) FillTerminalArray(root_.get());
}
#if 0
bool BettingTree::GetPathToNamedNode(const char *str, Node *node,
vector<Node *> *path) {
char c = *str;
// Allow an unconsumed space at the end of the name. So we can find a node
// either by the strictly proper name "CC " or by "CC".
if (c == 0 || c == '\n' || (c == ' ' && (str[1] == 0 || str[1] == '\n'))) {
return true;
}
if (c == ' ') return GetPathToNamedNode(str + 1, node, path);
Node *succ;
const char *next_str;
if (c == 'F') {
int s = node->FoldSuccIndex();
succ = node->IthSucc(s);
next_str = str + 1;
} else if (c == 'C') {
int s = node->CallSuccIndex();
succ = node->IthSucc(s);
next_str = str + 1;
} else if (c == 'B') {
int i = 1;
while (str[i] >= '0' && str[i] <= '9') ++i;
if (i == 1) {
// Must be limit tree
succ = node->IthSucc(node->NumSuccs() - 1);
} else {
char buf[20];
if (i > 10) {
fprintf(stderr, "Too big a bet size: %s\n", str);
exit(-1);
}
// B43 - i will be 3
memcpy(buf, str + 1, i - 1);
buf[i-1] = 0;
int bet_size;
if (sscanf(buf, "%i", &bet_size) != 1) {
fprintf(stderr, "Couldn't parse bet size: %s\n", str);
exit(-1);
}
int s = node->CallSuccIndex();
if (s == -1) {
// This doesn't work for graft trees
fprintf(stderr, "GetPathToNamedNode: bet node has no call succ\n");
exit(-1);
}
Node *before_call_succ = node->IthSucc(s);
int before_pot_size = before_call_succ->PotSize();
int num_succs = node->NumSuccs();
int j;
for (j = 0; j < num_succs; ++j) {
Node *jth_succ = node->IthSucc(j);
int s2 = jth_succ->CallSuccIndex();
if (s2 == -1) continue;
Node *call_succ = jth_succ->IthSucc(s2);
int after_pot_size = call_succ->PotSize();
int this_bet_size = (after_pot_size - before_pot_size) / 2;
if (this_bet_size == bet_size) break;
}
if (j == num_succs) {
fprintf(stderr, "Couldn't find node with bet size %i\n", bet_size);
exit(-1);
}
succ = node->IthSucc(j);
}
next_str = str + i;
} else {
fprintf(stderr, "Couldn't parse node name from %s\n", str);
exit(-1);
}
if (succ == NULL) {
return false;
}
path->push_back(succ);
return GetPathToNamedNode(next_str, succ, path);
}
bool BettingTree::GetPathToNamedNode(const char *str, vector<Node *> *path) {
path->push_back(root_.get());
return GetPathToNamedNode(str, root_.get(), path);
}
// Works for no-limit now?
// Takes a string like "BC CB" or "B100C B50" and returns the node named by
// that string
Node *BettingTree::GetNodeFromName(const char *str, Node *node) {
char c = *str;
// Allow an unconsumed space at the end of the name. So we can find a node
// either by the strictly proper name "CC " or by "CC".
if (c == 0 || c == '\n' || (c == ' ' && (str[1] == 0 || str[1] == '\n'))) {
return node;
}
if (c == ' ') return GetNodeFromName(str + 1, node);
Node *succ;
const char *next_str;
if (c == 'F') {
int s = node->FoldSuccIndex();
succ = node->IthSucc(s);
next_str = str + 1;
} else if (c == 'C') {
int s = node->CallSuccIndex();
succ = node->IthSucc(s);
next_str = str + 1;
} else if (c == 'B') {
int i = 1;
while (str[i] >= '0' && str[i] <= '9') ++i;
if (i == 1) {
// Must be limit tree
succ = node->IthSucc(node->NumSuccs() - 1);
} else {
char buf[20];
if (i > 10) {
fprintf(stderr, "Too big a bet size: %s\n", str);
exit(-1);
}
// B43 - i will be 3
memcpy(buf, str + 1, i - 1);
buf[i-1] = 0;
int bet_size;
if (sscanf(buf, "%i", &bet_size) != 1) {
fprintf(stderr, "Couldn't parse bet size: %s\n", str);
exit(-1);
}
int s = node->CallSuccIndex();
Node *before_call_succ = node->IthSucc(s);
int before_pot_size = before_call_succ->PotSize();
int num_succs = node->NumSuccs();
int j;
for (j = 0; j < num_succs; ++j) {
Node *jth_succ = node->IthSucc(j);
int s2 = jth_succ->CallSuccIndex();
if (s2 == -1) continue;
Node *call_succ = jth_succ->IthSucc(s2);
int after_pot_size = call_succ->PotSize();
int this_bet_size = (after_pot_size - before_pot_size) / 2;
if (this_bet_size == bet_size) break;
}
if (j == num_succs) {
fprintf(stderr, "Couldn't find node with bet size %i\n", bet_size);
exit(-1);
}
succ = node->IthSucc(j);
}
next_str = str + i;
} else {
fprintf(stderr, "Couldn't parse node name from %s\n", str);
exit(-1);
}
if (succ == NULL) {
return NULL;
}
return GetNodeFromName(next_str, succ);
}
Node *BettingTree::GetNodeFromName(const char *str) {
Node *node = GetNodeFromName(str, root_.get());
if (node == NULL) {
fprintf(stderr, "Couldn't find node with name \"%s\"\n", str);
}
return node;
}
#endif
// Used by the subtree constructor
// This doesn't preserve the reentrancy of the source tree
// It appears we inherit the nonterminal IDs of the source tree, although they may get
// changed by the caller.
shared_ptr<Node> BettingTree::Clone(Node *old_n, int *num_terminals) {
shared_ptr<Node> new_n(new Node(old_n));
if (new_n->Terminal()) {
// Need to reindex the terminal nodes
new_n->SetTerminalID(*num_terminals);
++*num_terminals;
}
int num_succs = old_n->NumSuccs();
for (int s = 0; s < num_succs; ++s) {
shared_ptr<Node> new_succ(Clone(old_n->IthSucc(s), num_terminals));
new_n->SetIthSucc(s, new_succ);
}
return new_n;
}
shared_ptr<Node> BettingTree::Read(Reader *reader, unordered_map< int, shared_ptr<Node> > *maps) {
int id = reader->ReadUnsignedIntOrDie();
unsigned short last_bet_to = reader->ReadUnsignedShortOrDie();
unsigned short num_succs = reader->ReadUnsignedShortOrDie();
unsigned short flags = reader->ReadUnsignedShortOrDie();
unsigned char pa = reader->ReadUnsignedCharOrDie();
unsigned char num_remaining = reader->ReadUnsignedCharOrDie();
int st = (int)((flags & Node::kStreetMask) >> Node::kStreetShift);
int map_index = st * Game::NumPlayers() + pa;
unordered_map< int, shared_ptr<Node> > *m = &maps[map_index];
if (num_succs > 0) {
// Check if node already seen. For now assume reentrancy only at nonterminal nodes.
unordered_map< int, shared_ptr<Node> >::iterator it;
it = m->find(id);
if (it != m->end()) return it->second;
}
shared_ptr<Node> node(new Node(id, last_bet_to, num_succs, flags, pa, num_remaining));
if (num_succs == 0) {
++num_terminals_;
return node;
}
(*m)[id] = node;
for (int s = 0; s < num_succs; ++s) {
shared_ptr<Node> succ(Read(reader, maps));
node->SetIthSucc(s, succ);
}
return node;
}
// Maintain a map from ids to shared pointers to nodes.
void BettingTree::Initialize(int target_player, const BettingAbstraction &ba) {
char buf[500];
if (ba.Asymmetric()) {
sprintf(buf, "%s/betting_tree.%s.%u.%s.%u", Files::StaticBase(),
Game::GameName().c_str(), Game::NumPlayers(),
ba.BettingAbstractionName().c_str(), target_player);
} else {
sprintf(buf, "%s/betting_tree.%s.%u.%s", Files::StaticBase(),
Game::GameName().c_str(), Game::NumPlayers(),
ba.BettingAbstractionName().c_str());
}
Reader reader(buf);
initial_street_ = ba.InitialStreet();
root_ = nullptr;
num_terminals_ = 0;
int max_street = Game::MaxStreet();
int num_players = Game::NumPlayers();
int num_maps = (max_street + 1) * num_players;
unique_ptr<unordered_map< int, shared_ptr<Node> > []>
maps(new unordered_map< int, shared_ptr<Node> > [num_maps]);
root_ = Read(&reader, maps.get());
FillTerminalArray();
num_nonterminals_.reset(new int[num_players * (max_street + 1)]);
CountNumNonterminals(this, num_nonterminals_.get());
}
BettingTree::BettingTree(const BettingAbstraction &ba) {
Initialize(0, ba);
}
BettingTree::BettingTree(const BettingAbstraction &ba, int target_player) {
Initialize(target_player, ba);
}
// A subtree constructor
// This doesn't preserve the reentrancy of the source tree
BettingTree::BettingTree(Node *subtree_root) {
int subtree_street = subtree_root->Street();
initial_street_ = subtree_street;
num_terminals_ = 0;
root_ = Clone(subtree_root, &num_terminals_);
FillTerminalArray();
int num_players = Game::NumPlayers();
int max_street = Game::MaxStreet();
num_nonterminals_.reset(new int[num_players * (max_street + 1)]);
// AssignNonterminalIDs() doesn't handle reentrancy yet. We currently do not preserve the
// reentrancy of the source tree inside of Clone(). But if we did, then we would need to
// modify AssignNonterminalIDs() accordingly.
AssignNonterminalIDs(this, num_nonterminals_.get());
}
// Two succs correspond if they are both call succs
// Two succs correspond if they are both fold succs
// Two succs correspond if they are both bet succs and the bet size is the
// same.
// Problem: in graft trees bet succs may not have a call succ. So how do we
// compare if two bet succs are the same?
bool TwoSuccsCorrespond(Node *node1, int s1, Node *node2,
int s2) {
bool is_call_succ1 = (s1 == node1->CallSuccIndex());
bool is_call_succ2 = (s2 == node2->CallSuccIndex());
if (is_call_succ1 && is_call_succ2) return true;
if (is_call_succ1 || is_call_succ2) return false;
bool is_fold_succ1 = (s1 == node1->FoldSuccIndex());
bool is_fold_succ2 = (s2 == node2->FoldSuccIndex());
if (is_fold_succ1 && is_fold_succ2) return true;
if (is_fold_succ1 || is_fold_succ2) return false;
Node *b1 = node1->IthSucc(s1);
Node *bc1 = b1->IthSucc(b1->CallSuccIndex());
Node *b2 = node2->IthSucc(s2);
Node *bc2 = b2->IthSucc(b2->CallSuccIndex());
return (bc1->LastBetTo() == bc2->LastBetTo());
}
// Map from acting node succs onto opp node succs
unique_ptr<int []> GetSuccMapping(Node *acting_node, Node *opp_node) {
int acting_num_succs = acting_node->NumSuccs();
int opp_num_succs = opp_node->NumSuccs();
unique_ptr<int []> succ_mapping(new int[acting_num_succs]);
for (int as = 0; as < acting_num_succs; ++as) {
int os = -1;
if (as == acting_node->CallSuccIndex()) {
for (int s = 0; s < opp_num_succs; ++s) {
if (s == opp_node->CallSuccIndex()) {
os = s;
break;
}
}
} else if (as == acting_node->FoldSuccIndex()) {
for (int s = 0; s < opp_num_succs; ++s) {
if (s == opp_node->FoldSuccIndex()) {
os = s;
break;
}
}
} else {
int bet_to = acting_node->IthSucc(as)->LastBetTo();
for (int s = 0; s < opp_num_succs; ++s) {
if (opp_node->IthSucc(s)->LastBetTo() == bet_to) {
os = s;
break;
}
}
}
if (os == -1) {
fprintf(stderr, "GetSuccMapping: no matching succ; ans %i ons %i as %i\n",
acting_num_succs, opp_num_succs, as);
exit(-1);
}
succ_mapping[as] = os;
}
return succ_mapping;
}