# HG changeset patch
# User Laman
# Date 2017-12-17 02:20:05
# Node ID 7ef3360afbe51272d3aa1248821a6bfe99897e33
# Parent  231b6d9b956192d68aa32f05f770c2e9aab5ebf2

StateBag.pushState: linking the states together

diff --git a/src/analyzer/epoint.py b/src/analyzer/epoint.py
--- a/src/analyzer/epoint.py
+++ b/src/analyzer/epoint.py
@@ -7,8 +7,7 @@ class EPoint:
 		self.x=x
 		self.y=y
 
-	def fromTuple(tup): return EPoint(tup[0],tup[1])
-
+	@staticmethod
 	def fromProjective(point):
 		if point.item(0)==0: return None
 		return EPoint(point.item(1)/point.item(0),point.item(2)/point.item(0))
diff --git a/src/go/core.py b/src/go/core.py
--- a/src/go/core.py
+++ b/src/go/core.py
@@ -5,12 +5,20 @@ from .helperboard import HelperBoard
 from .gamerecord import GameRecord
 
 
+PASS=(99,99)
+
+
 class Go:
 	## Initializes self.board to a list[r][c]=EMPTY.
 	def __init__(self,boardSize=19):
 		self.boardSize=boardSize
 		self.board=[[EMPTY]*boardSize for x in range(boardSize)]
 		self.toMove=BLACK
+
+		# utility field to allow undoing moves. but only useful right after doMove. this class doesn't need it, so it is not kept correct at other times
+		self.captures=[None]*4
+		self.captureCount=0
+
 		self._helper=HelperBoard(self.board)
 		self._freshHash=hashBoard(self.board) # always reflecting current state of the board
 		self._hashes=[self._freshHash]
@@ -24,15 +32,23 @@ class Go:
 	#  @return True on success, False on failure (illegal move)
 	def doMove(self,color,r,c):
 		if color!=self.toMove: log.warning("move by %s out of order",colorNames[color])
+		if (r,c)==PASS:
+			self.toMove*=-1 # pass
+			self._hashes.append(self._freshHash)
+			return True
 		if self.board[r][c]!=EMPTY: return False
 
 		self.board[r][c]=color
 		self._freshHash^=diffHash(r,c,EMPTY,color)
 
 		# capture neighbors
+		self.captureCount=0
 		for dr,dc in ((-1,0),(1,0),(0,-1),(0,1)):
 			self._helper.clear()
-			if not self._helper.floodFill(-color,r+dr,c+dc,EMPTY): self._remove()
+			if not self._helper.floodFill(-color,r+dr,c+dc,EMPTY):
+				self.captures[self.captureCount]=(r+dr,c+dc)
+				self.captureCount+=1
+				self._remove()
 
 		# check for suicide and prevent it
 		self._helper.clear()
@@ -46,15 +62,16 @@ class Go:
 		return True
 
 	def undoMove(self,r,c,captures):
-		assert self.board[r][c]==-1*self.toMove, "{0}!={1}".format(self.board[r][c],-1*self.toMove)
+		if (r,c)!=PASS:
+			assert self.board[r][c]==-1*self.toMove, "{0}!={1}".format(self.board[r][c],-1*self.toMove)
 
-		if len(captures)>0:
-			self._helper.clear()
-			for (ri,ci) in captures:
-				self._helper.floodFill(EMPTY,ri,ci)
-			self._fill(self.toMove)
+			if len(captures)>0:
+				self._helper.clear()
+				for (ri,ci) in captures:
+					self._helper.floodFill(EMPTY,ri,ci)
+				self._fill(self.toMove)
 
-		self.board[r][c]=EMPTY
+			self.board[r][c]=EMPTY
 		self.toMove*=-1
 		self._hashes.pop()
 		self._freshHash=self._hashes[-1]
diff --git a/src/go/engine.py b/src/go/engine.py
--- a/src/go/engine.py
+++ b/src/go/engine.py
@@ -1,9 +1,14 @@
-from util import EMPTY,BLACK,WHITE
+from .core import PASS
 from . import core
 
 
-def transitionSequence(state1, state2, diff, limit=0):
-	return []
+## Compute move sequence from state1 to state2.
+#
+# @param colorIn {BLACK,WHITE}: color to start the sequence
+# @param colorOut {BLACK,WHITE}: color to close the sequence
+def getTransitionSequence(state1,state2,colorIn,colorOut,diff):
+	eng.load(state1,diff)
+	eng.iterativelyDeepen(state2,colorIn,colorOut)
 
 
 class SpecGo(core.Go):
@@ -17,7 +22,7 @@ class SpecGo(core.Go):
 		Also any non-missing stones of partially deleted (or replaced) groups had to be replayed, so add them too.
 		Needs to handle snapback, throw-in.
 		There's no end to what could be theoretically relevant, but such sequences are long and we will pretend they won't happen."""
-		res=(set(),set())
+		res=({PASS},{PASS})
 		for d in diff:
 			(r,c,action,color)=d
 			colorKey=(1-color)>>1 # {-1,1}->{1,0}
@@ -55,48 +60,46 @@ class Engine:
 		self._g.load(state1)
 		self._moveList=self._g.listRelevantMoves(diff)
 
-	def iterativelyDeepen(self,state2,toMove=None):
-		for i in range(1,10):
-			for color in [toMove] if toMove else [BLACK,WHITE]:
-				self._g.toMove=color
-				seq=self.dfs(state2,i)
-				if seq:
-					seq.reverse()
-					return seq
+	def iterativelyDeepen(self,state2,colorIn,colorOut):
+		startDepth=1 if colorIn==colorOut else 2
+		self._g.toMove=colorIn
+
+		for i in range(startDepth,10,2):
+			seq=self.dfs(state2,i)
+			if seq:
+				seq.reverse()
+				return seq
 
 	def dfs(self,state2,limit):
 		g=self._g
 		moveSet=self._moveList[(1-g.toMove)>>1]
-		for (r,c) in moveSet.copy():
-			if g.board[r][c]!=EMPTY: continue
-			neighbours=(
-				g.board[r-1][c] if r>0 else None,
-				g.board[r+1][c] if r+1<g.boardSize else None,
-				g.board[r][c-1] if c>0 else None,
-				g.board[r][c+1] if c+1<g.boardSize else None
-			)
-			if not g.doMove(g.toMove,r,c): continue
-			moveSet.remove((r,c))
-			captured=tuple(
-				coords for (i,coords) in enumerate(((r-1,c),(r+1,c),(r,c-1),(r,c+1)))
-				if neighbours[i] is not None and neighbours[i]!=EMPTY and g.board[coords[0]][coords[1]]==EMPTY
-			)
+		for m in moveSet.copy():
+			if not g.doMove(g.toMove,*m): continue
+			captured=g.captures[:g.captureCount]
+			moveSet.remove(m)
+			if m==PASS: # no reason for both players to pass
+				self._moveList[(1-g.toMove)>>1].remove(m)
 
 			if g.hash()==state2.hash():
-				g.undoMove(r,c,captured)
-				moveSet.add((r,c))
-				return [(g.toMove,r,c)]
+				self._undoMove(m,captured)
+				return [(g.toMove,*m)]
 
 			if limit>1:
 				seq=self.dfs(state2,limit-1)
 				if seq:
-					g.undoMove(r,c,captured)
-					moveSet.add((r,c))
-					seq.append((g.toMove,r,c))
+					self._undoMove(m,captured)
+					seq.append((g.toMove,*m))
 					return seq
 
-			g.undoMove(r,c,captured)
-			moveSet.add((r,c))
+			self._undoMove(m,captured)
 		return False
 
+	def _undoMove(self,move,captured):
+		g=self._g
+		g.undoMove(*move,captured)
+		k=(1-g.toMove)>>1
+		self._moveList[k].add(move)
+		if move==PASS:
+			self._moveList[1-k].add(move)
+
 eng=Engine()
diff --git a/src/go/helperboard.py b/src/go/helperboard.py
--- a/src/go/helperboard.py
+++ b/src/go/helperboard.py
@@ -13,6 +13,9 @@ class HelperBoard:
 		self._libs=[0]*(self._boardSize**2)*2
 		self._libCount=0
 
+	## Performs a recursive breadth first search of a continuous area filled with filling.
+	#
+	# @return {True,False}: True on encountering needle (usually free liberty), False otherwise.
 	def floodFill(self,filling,r,c,needle=None):
 		if c<0 or c>=self._boardSize or r<0 or r>=self._boardSize: return False # out of range
 		if self._board[r][c]: return False # already visited
diff --git a/src/statebag.py b/src/statebag.py
--- a/src/statebag.py
+++ b/src/statebag.py
@@ -16,8 +16,8 @@ So we try to find the correct crossover 
 	- remember the better variant
 - linearize the fork back by discarding s'_j-s preceding the crossover and s_j-s following the crossover
 """
-from util import EMPTY, hashBoard,exportBoard
-from go.engine import transitionSequence
+from util import EMPTY,BLACK,WHITE, hashBoard,exportBoard
+from go.engine import getTransitionSequence
 
 
 ## Crude lower bound on edit distance between states.
@@ -31,16 +31,41 @@ def estimateDistance(diff):
 	return replacements+1 # ???
 
 
+class GameTreeNode:
+	def __init__(self,parent,color):
+		self.parent=parent
+		self.color=color # color closing the move sequence
+		self.prev=None
+		self.moves=[] # move sequence from prev to self
+		self.weight=0
+
+	## Connect itself after v if it gains itself more weight.
+	def tryConnect(self,v,diff):
+		moves=getTransitionSequence(v.parent,self.parent,-1*v.color,self.color,diff)
+		w=v.weight+2-len(moves) # proper one move transition increases the weight by 1
+		if w>self.weight:
+			self.moves=moves
+			self.prev=v
+			self.weight=w
+
+
 class BoardState:
 	def __init__(self,board):
 		self._board=tuple(tuple(x for x in row) for row in board)
-		self.prev=None
-		self._next=None
-		self.moves=[]
-		self.weight=0
+		self.nodes=(GameTreeNode(self,BLACK),GameTreeNode(self,WHITE))
 		self.diff2Prev=None
 		self._hash=None
 
+	def tryConnect(self,s):
+		diff=s-self
+		distEst=estimateDistance(diff)
+		if distEst>3: return # we couldn't find every such move sequence anyway without a clever algorithm
+		weightEst=s.getWeight()-distEst
+		if weightEst<=self.getWeight(): return
+		for v1 in s.nodes:
+			for v2 in self.nodes:
+				v2.tryConnect(v1,diff)
+
 	def hash(self):
 		if self._hash is None: self._hash=hashBoard(self._board)
 		return self._hash
@@ -69,6 +94,9 @@ class BoardState:
 	def __eq__(self,x):
 		return self.hash()==x.hash()
 
+	def getWeight(self):
+		return max(v.weight for v in self.nodes)
+
 
 class StateBag:
 	def __init__(self):
@@ -79,18 +107,7 @@ class StateBag:
 		if self._states and sn==self._states[-1]: return # no change
 
 		for s in reversed(self._states):
-			diff=sn-s
-			distEst=estimateDistance(diff)
-			if distEst>3: continue # we couldn't find every such move sequence anyway without a clever algorithm
-			weightEst=s.weight-distEst
-			if weightEst<=sn.weight: continue
-			moves=transitionSequence(s,sn,diff)
-			weight=s.weight-len(moves)
-			if weight<=sn.weight: continue
-			sn.prev=s
-			sn.diff2Prev=diff
-			sn.moves=moves
-			sn.weight=weight
+			sn.tryConnect(s)
 		self._states.append(sn)
 
 	def merge(self,branch):
diff --git a/src/tests/testEngine.py b/src/tests/testEngine.py
--- a/src/tests/testEngine.py
+++ b/src/tests/testEngine.py
@@ -125,10 +125,12 @@ class TestTransitions(TestCase):
 
 			for k in range(1,4):
 				toMove=B
-				for (s1,s2) in zip(states,states[k:]):
+				for (i,(s1,s2)) in enumerate(zip(states,states[k:])):
 					diff=s2-s1
 					eng.load(s1,diff)
-					seq=eng.iterativelyDeepen(s2,toMove)
+					colorIn=W if i&1 else B
+					colorOut=colorIn if k&1 else 1-colorIn
+					seq=eng.iterativelyDeepen(s2,colorIn,colorOut)
 					msg="\n"+s1.exportDiff(s2)
 					self.assertIsNotNone(seq,msg)
 					self.assertLessEqual(len(seq),k,msg)