feat: Winner analysis calculations #12
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scripts/Connect4WinProbability.cs
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404
scripts/Connect4WinProbability.cs
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using System;
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using System.Numerics;
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/// <summary>
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/// Estimates Red/Yellow/Draw chances from a Connect 4 board state.
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///
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/// Implementation notes:
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/// - Uses a near-perfect solver core (negamax + alpha-beta + transposition table) on a standard 7x6 bitboard.
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/// - Converts the exact (perfect-play) score into a "chess.com-like" practical win% using:
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/// (1) a sigmoid mapping of engine score -> win probability,
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/// (2) an optional complexity adjustment based on how many moves preserve the best outcome.
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/// </summary>
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public static class Connect4WinProbability {
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public const int Width = 7;
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public const int Height = 6;
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/// <summary>
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/// Cell content.
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/// </summary>
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public enum Cell {
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None = 0,
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Red = 1,
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Yellow = 2,
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}
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public readonly record struct Chances(double RedWinChance, double YellowWinChance, double DrawChance) {
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public Chances Normalize() {
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var sum = RedWinChance + YellowWinChance + DrawChance;
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if (sum <= 0) return new Chances(0.5, 0.5, 0.0);
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return new Chances(RedWinChance / sum, YellowWinChance / sum, DrawChance / sum);
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}
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}
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/// <summary>
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/// Estimate win/draw chances for the given board.
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///
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/// Expected board shape is [7,6]. The first index is column (0..6) and the second is row (0..5).
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/// Row orientation is auto-detected: this method will accept either row=0 bottom or row=0 top,
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/// as long as the position is gravity-valid.
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///
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/// <paramref name="toMove"/> must be Red or Yellow.
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/// </summary>
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/// <param name="board">2D array [7,6].</param>
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/// <param name="toMove">Who is to play next.</param>
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/// <param name="nodeBudget">Maximum explored nodes before falling back to the best-so-far estimate.</param>
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/// <param name="enableComplexityAdjustment">If true, adjusts probabilities using move uniqueness/fragility.</param>
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public static Chances Evaluate(Cell[,] board, Cell toMove, int nodeBudget = 350_000, bool enableComplexityAdjustment = true) {
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if (board == null) throw new ArgumentNullException(nameof(board));
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if (board.GetLength(0) != Width || board.GetLength(1) != Height)
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throw new ArgumentException($"Board must be [{Width},{Height}]", nameof(board));
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if (toMove is not Cell.Red and not Cell.Yellow)
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throw new ArgumentException("toMove must be Cell.Red or Cell.Yellow", nameof(toMove));
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if (!TryParseBoard(board, out var redBits, out var yellowBits)) {
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// If the board is invalid, avoid lying with a confident number.
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return new Chances(0.45, 0.45, 0.10).Normalize();
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}
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var mask = redBits | yellowBits;
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var nbMoves = BitOperations.PopCount(mask);
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// If someone has already won (shouldn't happen in a "next move" position, but observers might see it).
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if (HasAlignment(redBits) && HasAlignment(yellowBits)) {
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// Illegal: both cannot have 4-in-a-row in a legal game.
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return new Chances(0.45, 0.45, 0.10).Normalize();
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}
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if (HasAlignment(redBits)) return new Chances(1.0, 0.0, 0.0);
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if (HasAlignment(yellowBits)) return new Chances(0.0, 1.0, 0.0);
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var position = Position.FromBitboards(mask, toMove == Cell.Red ? redBits : yellowBits);
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// Solve the exact perfect-play score.
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var tt = new TranspositionTable(1 << 20);
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var solver = new Solver(tt, nodeBudget);
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int bestScore = solver.Negamax(position, alpha: -Position.MaxScore, beta: Position.MaxScore);
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// Optional complexity: score all immediate child moves (only up to 7) to see how "fragile" the outcome is.
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int legalMoves = 0;
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int bestMoves = 0;
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int drawingMoves = 0;
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if (enableComplexityAdjustment) {
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for (int col = 0; col < Width; col++) {
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if (!position.CanPlay(col)) continue;
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legalMoves++;
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var child = position;
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child.Play(col);
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// Reuse the same TT for speed.
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int score = -solver.Negamax(child, alpha: -Position.MaxScore, beta: Position.MaxScore);
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if (score == bestScore) bestMoves++;
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if (score == 0) drawingMoves++;
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}
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if (legalMoves == 0) {
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// Board full.
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return new Chances(0.0, 0.0, 1.0);
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}
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} else {
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for (int col = 0; col < Width; col++) if (position.CanPlay(col)) legalMoves++;
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if (legalMoves == 0) return new Chances(0.0, 0.0, 1.0);
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bestMoves = Math.Max(1, legalMoves / 2);
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drawingMoves = 0;
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}
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var (pCurrentWin, pDraw) = ScoreToPracticalProbabilities(bestScore, nbMoves, legalMoves, bestMoves, drawingMoves);
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var pCurrentLoss = Math.Max(0.0, 1.0 - pDraw - pCurrentWin);
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// Map from current-player POV to Red/Yellow.
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Chances result = toMove == Cell.Red
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? new Chances(pCurrentWin, pCurrentLoss, pDraw)
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: new Chances(pCurrentLoss, pCurrentWin, pDraw);
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return result.Normalize();
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}
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private static (double pCurrentWin, double pDraw) ScoreToPracticalProbabilities(
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int score,
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int nbMoves,
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int legalMoves,
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int bestMoves,
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int drawingMoves
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) {
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// Normalize score by the maximum possible magnitude at this ply.
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// The classic perfect-solver scoring is within [-21, 21] on a 7x6 board.
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var maxAtPly = Math.Max(1, (Width * Height + 1 - nbMoves) / 2); // similar to gamesolver.org tutorial scoring
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double s = Math.Clamp(score / (double)maxAtPly, -1.0, 1.0);
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// Base win probability ignoring draws: a sigmoid curve similar in spirit to chess eval->win% mappings.
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const double sigmoidScale = 3.0;
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double pWinNoDraw = Sigmoid(s * sigmoidScale);
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// Complexity/fragility: if only a few moves preserve the best outcome, the practical win% should be less extreme.
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// complexity = 0 means many best moves (easy), 1 means only one best move (fragile).
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double complexity = 1.0;
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if (legalMoves > 0) {
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complexity = 1.0 - Math.Clamp(bestMoves / (double)legalMoves, 0.0, 1.0);
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}
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// Blend toward 50% based on complexity.
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// (If there are many good moves, keep the evaluation confident; if there's only one, flatten it.)
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double flatten = 0.60 * complexity;
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pWinNoDraw = Lerp(pWinNoDraw, 0.5, flatten);
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// Draw propensity.
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// - If perfect play draws (score == 0), put a significant mass on draw, more so if many moves keep it drawn.
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// - If perfect play is decisive, keep draw small but non-zero (practical mistakes can still drift to a draw).
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double drawMoveRatio = legalMoves > 0 ? (drawingMoves / (double)legalMoves) : 0.0;
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double pDraw;
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if (score == 0) {
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pDraw = 0.55 + 0.35 * drawMoveRatio; // 0.55..0.90
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// If draw is very "fragile" (few drawing moves), reduce draw slightly.
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pDraw -= 0.10 * complexity;
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} else {
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// Keep it small, but let it rise a bit for positions where many moves still lead to a theoretical draw.
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pDraw = 0.02 + 0.10 * drawMoveRatio;
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// If the position is very complex, increase draw slightly (practical play drifts).
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pDraw += 0.03 * complexity;
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}
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pDraw = Math.Clamp(pDraw, 0.0, 0.90);
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// Combine.
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double pWin = (1.0 - pDraw) * pWinNoDraw;
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pWin = Math.Clamp(pWin, 0.0, 1.0 - pDraw);
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return (pWin, pDraw);
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}
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private static double Sigmoid(double x) => 1.0 / (1.0 + Math.Exp(-x));
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private static double Lerp(double a, double b, double t) => a + (b - a) * Math.Clamp(t, 0.0, 1.0);
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private static bool TryParseBoard(Cell[,] board, out ulong redBits, out ulong yellowBits) {
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// We accept either row=0 bottom OR row=0 top as long as it is gravity-valid.
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// We try both and select the first valid representation.
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if (TryParseBoard(board, row0IsBottom: true, out redBits, out yellowBits)) return true;
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if (TryParseBoard(board, row0IsBottom: false, out redBits, out yellowBits)) return true;
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redBits = 0;
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yellowBits = 0;
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return false;
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}
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private static bool TryParseBoard(Cell[,] board, bool row0IsBottom, out ulong redBits, out ulong yellowBits) {
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redBits = 0;
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yellowBits = 0;
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for (int col = 0; col < Width; col++) {
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bool seenEmptyBelow = false;
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for (int rowIdx = 0; rowIdx < Height; rowIdx++) {
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int row = row0IsBottom ? rowIdx : (Height - 1 - rowIdx);
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var cell = board[col, row];
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if (cell == Cell.None) {
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seenEmptyBelow = true;
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continue;
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}
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if (seenEmptyBelow) {
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// A disc is "floating" above an empty cell in this interpretation.
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return false;
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}
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int bitRow = rowIdx; // bottom=0
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ulong bit = 1UL << (col * (Height + 1) + bitRow);
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if (cell == Cell.Red) redBits |= bit;
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else if (cell == Cell.Yellow) yellowBits |= bit;
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else return false;
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}
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}
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// Additional sanity: overlap check.
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return (redBits & yellowBits) == 0;
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}
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private static bool HasAlignment(ulong pos) {
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// Checks 4-in-a-row for a bitboard with (Height+1)=7 stride per column.
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// Shifts correspond to:
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// - 1: vertical
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// - (Height+1): horizontal
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// - (Height+1)+1: diagonal /
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// - (Height+1)-1: diagonal \
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int h1 = Height + 1;
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// vertical
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if (HasFour(pos, 1)) return true;
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// horizontal
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if (HasFour(pos, h1)) return true;
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// diag / (up-right)
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if (HasFour(pos, h1 + 1)) return true;
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// diag \ (down-right)
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if (HasFour(pos, h1 - 1)) return true;
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return false;
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}
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private static bool HasFour(ulong pos, int shift) {
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ulong m = pos & (pos >> shift);
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return (m & (m >> (2 * shift))) != 0;
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}
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private struct Position {
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// Bitboard representation (Pascal Pons / Tromp style):
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// - mask: all occupied cells
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// - current: stones of the player to move
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public ulong Mask;
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public ulong Current;
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public const int MaxScore = (Width * Height + 1) / 2; // 21
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private static readonly ulong[] BottomMask = new ulong[Width];
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private static readonly ulong[] TopMask = new ulong[Width];
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private static readonly ulong[] ColumnMask = new ulong[Width];
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private static readonly ulong BoardMask;
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static Position() {
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for (int c = 0; c < Width; c++) {
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BottomMask[c] = 1UL << (c * (Height + 1));
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TopMask[c] = 1UL << (c * (Height + 1) + (Height - 1));
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ulong colMask = 0;
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for (int r = 0; r < Height; r++) colMask |= 1UL << (c * (Height + 1) + r);
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ColumnMask[c] = colMask;
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}
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ulong bm = 0;
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for (int c = 0; c < Width; c++) bm |= ColumnMask[c];
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BoardMask = bm;
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}
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public static Position FromBitboards(ulong mask, ulong currentToMoveBits) {
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return new Position { Mask = mask, Current = currentToMoveBits };
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}
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public int NbMoves() => BitOperations.PopCount(Mask);
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public bool CanPlay(int col) {
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if ((uint)col >= Width) return false;
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return (Mask & TopMask[col]) == 0;
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}
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public void Play(int col) {
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// Switch side-to-move by XOR with mask (classic trick).
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Current ^= Mask;
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// Drop a disc into the given column.
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Mask |= Mask + BottomMask[col];
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// Ensure Mask only contains board cells.
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Mask &= BoardMask;
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}
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public bool IsWinningMove(int col) {
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// Compute the position of the current player AFTER playing this column.
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ulong pos = Current;
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ulong m = Mask;
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// play into column: get the bit for the new disc
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ulong newMask = (m | (m + BottomMask[col])) & BoardMask;
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ulong moveBit = newMask ^ m;
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pos |= moveBit;
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return HasAlignment(pos);
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}
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public ulong Key() {
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// Mix mask + current into a stable 64-bit key.
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// Good enough for a fixed-size transposition table.
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unchecked {
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ulong x = Mask * 6364136223846793005UL + 1442695040888963407UL;
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return x ^ (Current * 11400714819323198485UL);
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}
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}
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}
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private sealed class TranspositionTable {
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private struct Entry {
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public ulong Key;
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public sbyte Value;
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public byte Used;
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}
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private readonly Entry[] _entries;
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private readonly int _mask;
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public TranspositionTable(int sizePowerOfTwo) {
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if (sizePowerOfTwo <= 0 || (sizePowerOfTwo & (sizePowerOfTwo - 1)) != 0)
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throw new ArgumentException("TT size must be a power of two", nameof(sizePowerOfTwo));
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_entries = new Entry[sizePowerOfTwo];
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_mask = sizePowerOfTwo - 1;
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}
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public bool TryGet(ulong key, out int value) {
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ref var e = ref _entries[(int)key & _mask];
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if (e.Used != 0 && e.Key == key) {
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value = e.Value;
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return true;
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}
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value = 0;
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return false;
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}
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public void Put(ulong key, int value) {
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ref var e = ref _entries[(int)key & _mask];
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e.Key = key;
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e.Value = (sbyte)Math.Clamp(value, -127, 127);
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e.Used = 1;
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}
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}
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private sealed class Solver {
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private readonly TranspositionTable _tt;
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private readonly int _nodeBudget;
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private int _nodes;
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public Solver(TranspositionTable tt, int nodeBudget) {
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_tt = tt;
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_nodeBudget = Math.Max(10_000, nodeBudget);
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_nodes = 0;
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}
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public int Negamax(Position p, int alpha, int beta) {
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// Budget guard: if we run out, return a conservative estimate.
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if (_nodes++ > _nodeBudget) return 0;
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int moves = p.NbMoves();
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if (moves >= Width * Height) return 0; // draw by full board
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// Tight theoretical bounds for this ply (helps alpha-beta).
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int max = (Width * Height + 1 - moves) / 2;
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int min = -(Width * Height - moves) / 2;
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if (alpha < min) alpha = min;
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if (beta > max) beta = max;
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if (alpha >= beta) return alpha;
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// Immediate win check.
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for (int col = 0; col < Width; col++) {
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if (!p.CanPlay(col)) continue;
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if (p.IsWinningMove(col)) return max;
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}
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ulong key = p.Key();
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if (_tt.TryGet(key, out int cached)) return cached;
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int best = min;
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// Center-first move ordering (classic Connect 4 heuristic).
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// Order: 3,4,2,5,1,6,0
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Span<int> order = stackalloc int[Width] { 3, 4, 2, 5, 1, 6, 0 };
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for (int i = 0; i < order.Length; i++) {
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int col = order[i];
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if (!p.CanPlay(col)) continue;
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var child = p;
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child.Play(col);
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int score = -Negamax(child, -beta, -alpha);
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if (score > best) best = score;
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if (score > alpha) alpha = score;
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if (alpha >= beta) break;
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}
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_tt.Put(key, best);
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return best;
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}
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}
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}
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Reference in New Issue
Block a user