package org.ggp.base.util.statemachine; import java.util.ArrayList; import java.util.HashMap; import java.util.LinkedList; import java.util.List; import java.util.Map; import java.util.Set; import java.util.concurrent.ThreadLocalRandom; import org.ggp.base.util.gdl.grammar.Gdl; import org.ggp.base.util.gdl.grammar.GdlConstant; import org.ggp.base.util.gdl.grammar.GdlSentence; import org.ggp.base.util.gdl.grammar.GdlTerm; import org.ggp.base.util.statemachine.exceptions.GoalDefinitionException; import org.ggp.base.util.statemachine.exceptions.MoveDefinitionException; import org.ggp.base.util.statemachine.exceptions.TransitionDefinitionException; import com.google.common.collect.ImmutableMap; /** * Provides the base class for all state machine implementations. */ public abstract class StateMachine { // ============================================ // Stubs for implementations // ============================================ // The following methods are required for a valid // state machine implementation. /** * Initializes the StateMachine to describe the given game rules. * <p> * This method should only be called once, and it should be called before any * other methods on the StateMachine. */ public abstract void initialize(List<Gdl> description); /** * Returns the goal value for the given role in the given state. Goal values * are always between 0 and 100. * * @throws GoalDefinitionException if there is no goal value or more than one * goal value for the given role in the given state. If this occurs when this * is called on a terminal state, this indicates an error in either the game * description or the StateMachine implementation. */ public abstract int getGoal(MachineState state, Role role) throws GoalDefinitionException; /** * Returns true if and only if the given state is a terminal state (i.e. the * game is over). */ public abstract boolean isTerminal(MachineState state); /** * Returns a list of the roles in the game, in the same order as they * were defined in the game description. * <p> * The result will be the same as calling {@link Role#computeRoles(List)} * on the game rules used to initialize this state machine. */ public abstract List<Role> getRoles(); /** * Returns the initial state of the game. */ public abstract MachineState getInitialState(); /** * Returns a list containing every move that is legal for the given role in the * given state. * * @throws MoveDefinitionException if the role has no legal moves. This indicates * an error in either the game description or the StateMachine implementation. */ // TODO: There are philosophical reasons for this to return Set<Move> rather than List<Move>. public abstract List<Move> getLegalMoves(MachineState state, Role role) throws MoveDefinitionException; /** * Returns the next state of the game given the current state and a joint move * list containing one move per role. * * @param moves A list containing one move per role. The moves should be * listed in the same order as roles are listed by {@link #getRoles()}. * @throws TransitionDefinitionException indicates an error in either the * game description or the StateMachine implementation. */ public abstract MachineState getNextState(MachineState state, List<Move> moves) throws TransitionDefinitionException; // The following methods are included in the abstract StateMachine base so // implementations which use alternative Role/Move/State representations // can look up/compute what some Gdl corresponds to in their representation. // They are implemented for convenience, using the default ways of generating // these objects, but they can be overridden to support machine-specific objects. public MachineState getMachineStateFromSentenceList(Set<GdlSentence> sentenceList) { return new MachineState(sentenceList); } public Role getRoleFromConstant(GdlConstant constant) { return new Role(constant); } public Move getMoveFromTerm(GdlTerm term) { return new Move(term); } // ============================================ // Stubs for advanced methods // ============================================ // // The following methods have functioning stubs, // which can be overridden with full-fledged versions // as needed by state machines. Clients should assume // the contracts for these methods hold, regardless // of the state machine implementation they pick. /** Override this to perform some extra work (like trimming a cache) once per move. * <p> * CONTRACT: Should be called once per move. */ public void doPerMoveWork() {} /** Override this to provide memory-saving destructive-next-state functionality. * <p> * CONTRACT: After calling this method, "state" should not be accessed. */ public MachineState getNextStateDestructively(MachineState state, List<Move> moves) throws TransitionDefinitionException { return getNextState(state, moves); } /** Override this to allow the state machine to be conditioned on a particular current state. * This means that the state machine will only handle portions of the game tree at and below * the given state; it no longer needs to properly handle earlier portions of the game tree. * This constraint can be used to optimize certain state machine implementations. * <p> * CONTRACT: After calling this method, the state machine never deals with a state that * is not "theState" or one of its descendants in the game tree. */ public void updateRoot(MachineState theState) { ; } // ============================================ // Implementations of convenience methods // ============================================ public String getName() { return this.getClass().getSimpleName(); } /** * Returns a list containing every joint move possible in the given state. * A joint move consists of one move for each role, with the moves in the * same ordering that their roles have in {@link #getRoles()}. * <p> * The list of possible joint moves is the Cartesian product of the lists * of legal moves available for each player. * <p> * If only one player has more than one legal move, then the number of * joint moves returned will equal the number of possible moves for that * player. */ public List<List<Move>> getLegalJointMoves(MachineState state) throws MoveDefinitionException { List<List<Move>> legals = new ArrayList<List<Move>>(); for (Role role : getRoles()) { legals.add(getLegalMoves(state, role)); } List<List<Move>> crossProduct = new ArrayList<List<Move>>(); crossProductLegalMoves(legals, crossProduct, new LinkedList<Move>()); return crossProduct; } /** * Returns a list of every joint move possible in the given state in which * the given role makes the given move. This will be a subset of the list * of joint moves given by {@link #getLegalJointMoves(MachineState)}. */ public List<List<Move>> getLegalJointMoves(MachineState state, Role role, Move move) throws MoveDefinitionException { List<List<Move>> legals = new ArrayList<List<Move>>(); for (Role r : getRoles()) { if (r.equals(role)) { List<Move> m = new ArrayList<Move>(); m.add(move); legals.add(m); } else { legals.add(getLegalMoves(state, r)); } } List<List<Move>> crossProduct = new ArrayList<List<Move>>(); crossProductLegalMoves(legals, crossProduct, new LinkedList<Move>()); return crossProduct; } /** * Returns a list containing every possible next state of the game after * the given state. The list will contain one entry for every possible * joint move that could be played; as such, a single machine state could * be included multiple times. */ public List<MachineState> getNextStates(MachineState state) throws MoveDefinitionException, TransitionDefinitionException { List<MachineState> nextStates = new ArrayList<MachineState>(); for (List<Move> move : getLegalJointMoves(state)) { nextStates.add(getNextState(state, move)); } return nextStates; } /** * Returns a map from each move that is legal for the given role in * the given state to the list of possible resulting states if that * move is chosen. * <p> * If the given role is the only role with more than one legal move, * then each list of states in the map will only contain one state. */ public Map<Move, List<MachineState>> getNextStates(MachineState state, Role role) throws MoveDefinitionException, TransitionDefinitionException { Map<Move, List<MachineState>> nextStates = new HashMap<Move, List<MachineState>>(); Map<Role, Integer> roleIndices = getRoleIndices(); for (List<Move> moves : getLegalJointMoves(state)) { Move move = moves.get(roleIndices.get(role)); if (!nextStates.containsKey(move)) { nextStates.put(move, new ArrayList<MachineState>()); } nextStates.get(move).add(getNextState(state, moves)); } return nextStates; } protected void crossProductLegalMoves(List<List<Move>> legals, List<List<Move>> crossProduct, LinkedList<Move> partial) { if (partial.size() == legals.size()) { crossProduct.add(new ArrayList<Move>(partial)); } else { for (Move move : legals.get(partial.size())) { partial.addLast(move); crossProductLegalMoves(legals, crossProduct, partial); partial.removeLast(); } } } private Map<Role,Integer> roleIndices = null; /** * Returns a mapping from a role to the index of that role, as in * the list returned by {@link #getRoles()}. This may be a faster * way to check the index of a role than calling {@link List#indexOf(Object)} * on that list. */ public Map<Role, Integer> getRoleIndices() { if (roleIndices == null) { ImmutableMap.Builder<Role, Integer> roleIndicesBuilder = ImmutableMap.builder(); List<Role> roles = getRoles(); for (int i = 0; i < roles.size(); i++) { roleIndicesBuilder.put(roles.get(i), i); } roleIndices = roleIndicesBuilder.build(); } return roleIndices; } /** * Returns the goal values for each role in the given state. The goal values * are listed in the same order the roles are listed in the game rules, which * is the same order in which they're returned by {@link #getRoles()}. * * @throws GoalDefinitionException if there is no goal value or more than one * goal value for any one role in the given state. If this occurs when this * is called on a terminal state, this indicates an error in either the game * description or the StateMachine implementation. */ public List<Integer> getGoals(MachineState state) throws GoalDefinitionException { List<Integer> theGoals = new ArrayList<Integer>(); for (Role r : getRoles()) { theGoals.add(getGoal(state, r)); } return theGoals; } /** * Returns a random joint move from among all the possible joint moves in * the given state. */ public List<Move> getRandomJointMove(MachineState state) throws MoveDefinitionException { List<Move> random = new ArrayList<Move>(); for (Role role : getRoles()) { random.add(getRandomMove(state, role)); } return random; } /** * Returns a random joint move from among all the possible joint moves in * the given state in which the given role makes the given move. */ public List<Move> getRandomJointMove(MachineState state, Role role, Move move) throws MoveDefinitionException { List<Move> random = new ArrayList<Move>(); for (Role r : getRoles()) { if (r.equals(role)) { random.add(move); } else { random.add(getRandomMove(state, r)); } } return random; } /** * Returns a random move from among the possible legal moves for the * given role in the given state. */ public Move getRandomMove(MachineState state, Role role) throws MoveDefinitionException { List<Move> legals = getLegalMoves(state, role); return legals.get(ThreadLocalRandom.current().nextInt(legals.size())); } /** * Returns a state chosen at random from the possible next states of the * game. * <p> * The distribution among states is based on the possible joint moves. * This is not necessarily uniform among the possible states themselves, * as multiple joint moves may result in the same state. */ public MachineState getRandomNextState(MachineState state) throws MoveDefinitionException, TransitionDefinitionException { List<Move> random = getRandomJointMove(state); return getNextState(state, random); } /** * Returns a random next state of the game from the possible next states * resulting from the given role playing the given move. * <p> * The distribution among states is based on the possible joint moves. * This is not necessarily uniform among the possible states themselves, * as multiple joint moves may result in the same state. * <p> * If the given role is the only role with more than one legal move, then * there is only one possible next state for this method to return. */ public MachineState getRandomNextState(MachineState state, Role role, Move move) throws MoveDefinitionException, TransitionDefinitionException { List<Move> random = getRandomJointMove(state, role, move); return getNextState(state, random); } /** * Returns a terminal state derived from repeatedly making random joint moves * until reaching the end of the game. * * @param theDepth an integer array, the 0th element of which will be set to * the number of state changes that were made to reach a terminal state. */ public MachineState performDepthCharge(MachineState state, final int[] theDepth) throws TransitionDefinitionException, MoveDefinitionException { int nDepth = 0; while(!isTerminal(state)) { nDepth++; state = getNextStateDestructively(state, getRandomJointMove(state)); } if(theDepth != null) theDepth[0] = nDepth; return state; } public void getAverageDiscountedScoresFromRepeatedDepthCharges(final MachineState state, final double[] avgScores, final double[] avgDepth, final double discountFactor, final int repetitions) throws TransitionDefinitionException, MoveDefinitionException, GoalDefinitionException { avgDepth[0] = 0; for (int j = 0; j < avgScores.length; j++) { avgScores[j] = 0; } final int[] depth = new int[1]; for (int i = 0; i < repetitions; i++) { MachineState stateForCharge = state.clone(); stateForCharge = performDepthCharge(stateForCharge, depth); avgDepth[0] += depth[0]; final double accumulatedDiscountFactor = Math.pow(discountFactor, depth[0]); for (int j = 0; j < avgScores.length; j++) { avgScores[j] += getGoal(stateForCharge, getRoles().get(j)) * accumulatedDiscountFactor; } } avgDepth[0] /= repetitions; for (int j = 0; j < avgScores.length; j++) { avgScores[j] /= repetitions; } } }