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coorl-lost-cities/reference/lost_cities_ref.py
T

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7.9 KiB
Python

"""Independent pure-Python Lost Cities rules reference.
This module intentionally uses ordinary Python containers rather than the JAX
state representation. It is deterministic under an explicit ``deck_order`` and
the shared flat action encoding.
"""
from __future__ import annotations
from bisect import insort
from dataclasses import dataclass
from random import Random
N_PLAYERS = 2
N_COLORS = 5
CARDS_PER_COLOR = 12
N_CARDS = N_COLORS * CARDS_PER_COLOR
HAND_SIZE = 8
INITIAL_DEAL = N_PLAYERS * HAND_SIZE
MAX_STEPS = 400
N_ACTIONS = HAND_SIZE * 2 * 6
LOC_DECK = 0
LOC_P0_HAND = 1
LOC_P1_HAND = 2
LOC_P0_BOARD = 3
LOC_P1_BOARD = 4
LOC_DISCARD = 5
NO_CARD = -1
PLAY = 0
DISCARD = 1
DRAW_DECK = 0
@dataclass
class RefState:
deck_order: list[int]
draw_ptr: int
card_loc: list[int]
hand_public: list[bool]
hands: list[list[int]]
board: list[list[list[int]]]
col_top: list[list[int]]
piles: list[list[int]]
to_move: int
just_discarded: int
step_count: int
done: bool
def reset(seed: int | None = None) -> RefState:
rng = Random(seed)
order = list(range(N_CARDS))
rng.shuffle(order)
return reset_from_order(order)
def reset_from_order(deck_order: list[int] | tuple[int, ...]) -> RefState:
order = [int(card) for card in deck_order]
card_loc = [LOC_DECK] * N_CARDS
p0_hand = sorted(order[:HAND_SIZE])
p1_hand = sorted(order[HAND_SIZE:INITIAL_DEAL])
for card in p0_hand:
card_loc[card] = LOC_P0_HAND
for card in p1_hand:
card_loc[card] = LOC_P1_HAND
return RefState(
deck_order=order,
draw_ptr=INITIAL_DEAL,
card_loc=card_loc,
hand_public=[False] * N_CARDS,
hands=[p0_hand, p1_hand],
board=[[[] for _ in range(N_COLORS)] for _ in range(N_PLAYERS)],
col_top=[[0 for _ in range(N_COLORS)] for _ in range(N_PLAYERS)],
piles=[[] for _ in range(N_COLORS)],
to_move=0,
just_discarded=NO_CARD,
step_count=0,
done=False,
)
def clone_state(state: RefState) -> RefState:
return RefState(
deck_order=list(state.deck_order),
draw_ptr=state.draw_ptr,
card_loc=list(state.card_loc),
hand_public=list(state.hand_public),
hands=[list(hand) for hand in state.hands],
board=[[list(col) for col in player] for player in state.board],
col_top=[list(player) for player in state.col_top],
piles=[list(pile) for pile in state.piles],
to_move=state.to_move,
just_discarded=state.just_discarded,
step_count=state.step_count,
done=state.done,
)
def decode_action(action: int) -> tuple[int, int, int]:
action = int(action)
hand_slot = action // 12
rem = action % 12
place_type = rem // 6
draw_source = rem % 6
return hand_slot, place_type, draw_source
def hand_cards(state: RefState, player: int | None = None) -> list[int]:
if player is None:
player = state.to_move
return list(state.hands[player])
def legal_action_mask(state: RefState) -> list[bool]:
bits = legal_action_bits(state)
return [bool(bits & (1 << action)) for action in range(N_ACTIONS)]
def legal_action_bits(state: RefState) -> int:
bits = 0
if state.done:
return bits
player = state.to_move
hand = state.hands[player]
draw_bits = 1
for color, pile in enumerate(state.piles):
if pile and pile[-1] != state.just_discarded:
draw_bits |= 1 << (color + 1)
for hand_slot, card in enumerate(hand[:HAND_SIZE]):
base = hand_slot * 12
if can_play_card(state, player, card):
bits |= draw_bits << base
color = card_color(card)
discard_bits = draw_bits & ~(1 << (color + 1))
bits |= discard_bits << (base + 6)
return bits
def nth_legal_action(bits: int, index: int) -> int:
"""Return the ``index``-th set action bit from low to high."""
remaining = int(index)
action = 0
while bits:
if bits & 1:
if remaining == 0:
return action
remaining -= 1
action += 1
bits >>= 1
raise IndexError(index)
def step(
state: RefState, action: int, *, validate: bool = True
) -> tuple[RefState, list[float], bool]:
if state.done or action < 0 or action >= N_ACTIONS:
return clone_state(state), [0.0, 0.0], state.done
if validate and not legal_action_mask(state)[action]:
return clone_state(state), [0.0, 0.0], state.done
next_state = clone_state(state)
_, reward, done = step_in_place(next_state, action, validate=False)
return next_state, reward, done
def step_in_place(
state: RefState, action: int, *, validate: bool = True
) -> tuple[RefState, list[float], bool]:
if state.done or action < 0 or action >= N_ACTIONS:
return state, [0.0, 0.0], state.done
if validate and not legal_action_mask(state)[action]:
return state, [0.0, 0.0], state.done
player = state.to_move
hand_slot, place_type, draw_source = decode_action(action)
hand = state.hands[player]
card = hand.pop(hand_slot)
color = card_color(card)
state.hand_public[card] = False
if place_type == PLAY:
state.board[player][color].append(card)
if not is_handshake(card):
state.col_top[player][color] = rank(card)
state.card_loc[card] = LOC_P0_BOARD + player
else:
state.piles[color].append(card)
state.card_loc[card] = LOC_DISCARD
if draw_source == DRAW_DECK:
drawn = state.deck_order[state.draw_ptr]
state.draw_ptr += 1
public = False
else:
src = draw_source - 1
drawn = state.piles[src].pop()
public = True
insort(hand, drawn)
state.card_loc[drawn] = LOC_P0_HAND + player
state.hand_public[drawn] = public
state.just_discarded = NO_CARD
state.step_count += 1
state.done = (draw_source == DRAW_DECK and state.draw_ptr >= N_CARDS) or (
state.step_count >= MAX_STEPS
)
state.to_move = 1 - player
reward = board_score(state) if state.done else [0.0, 0.0]
return state, reward, state.done
def can_play_card(state: RefState, player: int, card: int) -> bool:
top_rank = state.col_top[player][card_color(card)]
if is_handshake(card):
return top_rank == 0
return rank(card) > top_rank
def board_score(state: RefState) -> list[float]:
return [float(sum(score_column(column) for column in player)) for player in state.board]
def score(state: RefState) -> list[float]:
return board_score(state)
def score_column(column: list[int]) -> int:
if not column:
return 0
handshakes = sum(1 for card in column if is_handshake(card))
rank_sum = sum(rank(card) for card in column if not is_handshake(card))
value = (rank_sum - 20) * (1 + handshakes)
if len(column) >= 8:
value += 20
return value
def card_color(card: int) -> int:
return int(card) // CARDS_PER_COLOR
def card_slot(card: int) -> int:
return int(card) % CARDS_PER_COLOR
def is_handshake(card: int) -> bool:
return card_slot(card) < 3
def rank(card: int) -> int:
return card_slot(card) - 1
def _can_draw_after_place(state: RefState, card: int, place_type: int, draw_source: int) -> bool:
if draw_source == DRAW_DECK:
return True
src = draw_source - 1
same_discard_pile = place_type == DISCARD and card_color(card) == src
after_len = len(state.piles[src]) + int(same_discard_pile)
if after_len == 0:
return False
after_top = card if same_discard_pile else state.piles[src][-1]
just_discarded = card if place_type == DISCARD else state.just_discarded
return after_top != just_discarded
__all__ = [
"N_ACTIONS",
"RefState",
"board_score",
"clone_state",
"decode_action",
"hand_cards",
"legal_action_bits",
"legal_action_mask",
"nth_legal_action",
"reset",
"reset_from_order",
"score",
"step",
"step_in_place",
]