Implement Scrabble move generator (DAWG) with English and Russian rules

A Go library that returns every legal play ranked by score and scores or
validates plays, using the Appel-Jacobson DAWG algorithm over
github.com/iliadenisov/dafsa v1.1.0.

- DAWG move generation (across / down / both), full tournament scoring with a
  per-tile breakdown; public Solver: GenerateMoves (ranked), ScorePlay,
  ValidatePlay.
- Rulesets: English Scrabble, Russian Scrabble, Эрудит (parameterizable Ruleset).
- cmd/builddict (build the DAWG from the dictionaries submodule), cmd/stress
  (self-play benchmark), selfplay engine; brute-force test oracle.
- A GADDAG was implemented, benchmarked and removed (the DAWG was smaller and
  faster for a scoring solver); see RESULTS.md and ALGORITHM.md.
This commit is contained in:
Ilia Denisov
2026-06-01 16:07:32 +02:00
parent f51a1fe2f2
commit 15c7959d96
43 changed files with 3406 additions and 0 deletions
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// Package selfplay drives greedy AI-vs-AI Scrabble games used to validate the move
// generators (the same position is offered to both) and to benchmark them.
package selfplay
import (
"math/rand"
"sort"
"time"
"scrabble-solver/board"
"scrabble-solver/rack"
"scrabble-solver/rules"
"scrabble-solver/scrabble"
)
// blankTile marks a blank in the bag and in a player's hand.
const blankTile byte = 0xff
// Bag is a shuffled draw pile of tiles.
type Bag struct {
tiles []byte
}
// NewBag fills a bag from the ruleset's tile counts and blanks and shuffles it with the
// given seed (so games are reproducible).
func NewBag(rs *rules.Ruleset, seed int64) *Bag {
var tiles []byte
for i, n := range rs.Counts {
for range n {
tiles = append(tiles, byte(i))
}
}
for range rs.Blanks {
tiles = append(tiles, blankTile)
}
rng := rand.New(rand.NewSource(seed))
rng.Shuffle(len(tiles), func(i, j int) { tiles[i], tiles[j] = tiles[j], tiles[i] })
return &Bag{tiles: tiles}
}
// Len returns the number of tiles left in the bag.
func (b *Bag) Len() int { return len(b.tiles) }
// Draw removes up to n tiles from the bag and returns them.
func (b *Bag) Draw(n int) []byte {
if n > len(b.tiles) {
n = len(b.tiles)
}
out := b.tiles[len(b.tiles)-n:]
b.tiles = b.tiles[:len(b.tiles)-n]
return out
}
// rackOf builds a generation rack from a hand of tiles.
func rackOf(tiles []byte, size int) rack.Rack {
r := rack.New(size)
for _, t := range tiles {
if t == blankTile {
r.AddBlank()
} else {
r.Add(t)
}
}
return r
}
// removeUsed returns the hand with the tiles consumed by m removed.
func removeUsed(tiles []byte, m scrabble.Move) []byte {
out := append([]byte(nil), tiles...)
for _, p := range m.Tiles {
want := p.Letter
if p.Blank {
want = blankTile
}
for i, t := range out {
if t == want {
out = append(out[:i], out[i+1:]...)
break
}
}
}
return out
}
// greedy returns the highest-scoring move (ties broken by canonical key for
// reproducibility), or ok=false if there is no legal move.
func greedy(gen scrabble.Generator, b *board.Board, rk rack.Rack, mode scrabble.Mode) (scrabble.Move, int, bool) {
moves := gen.GenerateMoves(b, rk, mode)
if len(moves) == 0 {
return scrabble.Move{}, 0, false
}
sort.Slice(moves, func(i, j int) bool {
if moves[i].Score != moves[j].Score {
return moves[i].Score > moves[j].Score
}
return moves[i].Key() < moves[j].Key()
})
return moves[0], len(moves), true
}
// Result summarizes a finished game.
type Result struct {
Turns int // turns taken (plays plus passes)
Plays int // scoring plays made
Scores [2]int // final score per player
MovesGenerated int // total legal moves generated across all turns
GenTime time.Duration // time spent generating moves
}
// PlayGame plays one greedy AI-vs-AI game with generator gen and returns its result. If
// observe is non-nil it is called before each turn with a clone of the board and the
// player's rack, so a caller can compare generators on identical positions.
func PlayGame(rs *rules.Ruleset, gen scrabble.Generator, mode scrabble.Mode, seed int64,
observe func(b *board.Board, rk rack.Rack)) Result {
const maxTurns = 300
bag := NewBag(rs, seed)
b := board.New(rs.Rows, rs.Cols)
hands := [2][]byte{bag.Draw(rs.RackSize), bag.Draw(rs.RackSize)}
var res Result
passes := 0
for turn := range maxTurns {
p := turn % 2
rk := rackOf(hands[p], rs.Size())
if observe != nil {
observe(b.Clone(), rk.Clone())
}
res.Turns++
t0 := time.Now()
m, n, ok := greedy(gen, b, rk, mode)
res.GenTime += time.Since(t0)
res.MovesGenerated += n
if !ok {
if passes++; passes >= 4 {
break
}
continue
}
passes = 0
scrabble.Apply(b, m)
res.Scores[p] += m.Score
res.Plays++
hands[p] = removeUsed(hands[p], m)
if need := rs.RackSize - len(hands[p]); need > 0 {
hands[p] = append(hands[p], bag.Draw(need)...)
}
if len(hands[p]) == 0 && bag.Len() == 0 {
break
}
}
return res
}
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package selfplay_test
import (
"testing"
"github.com/iliadenisov/alphabet"
"scrabble-solver/internal/dictdawg"
"scrabble-solver/internal/wordlist"
"scrabble-solver/rules"
"scrabble-solver/scrabble"
"scrabble-solver/selfplay"
)
func TestPlayGameSmoke(t *testing.T) {
rs := rules.English()
words := wordlist.Encode([]string{
"cat", "cats", "car", "care", "cares", "cot", "cap", "cab", "at", "as",
"tea", "eat", "ear", "era", "are", "oat", "oats", "sat", "set", "sea",
"tar", "tars", "star", "arts", "rat", "rats", "ace", "aces", "scar", "scare",
}, alphabet.Latin(), 2, 15)
f, err := dictdawg.Build(alphabet.Latin(), words)
if err != nil {
t.Fatal(err)
}
gen := scrabble.NewDAWGGenerator(rs, f)
res := selfplay.PlayGame(rs, gen, scrabble.Both, 1, nil)
if res.Turns == 0 || res.Plays == 0 {
t.Errorf("degenerate game: %+v", res)
}
t.Logf("smoke game: turns=%d plays=%d scores=%v", res.Turns, res.Plays, res.Scores)
}