Files
scrabble-solver/scrabble/solver.go
T
Ilia Denisov 15c7959d96 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.
2026-06-01 16:07:32 +02:00

102 lines
3.1 KiB
Go

package scrabble
import (
"errors"
"fmt"
"sort"
dawg "github.com/iliadenisov/dafsa"
"scrabble-solver/board"
"scrabble-solver/rack"
"scrabble-solver/rules"
)
// Solver is the high-level entry point: it generates ranked plays and scores or
// validates arbitrary plays for a ruleset over a dictionary.
type Solver struct {
rules *rules.Ruleset
finder dawg.Finder
gen *DAWGGenerator
}
// NewSolver returns a Solver for the ruleset over the dictionary finder.
func NewSolver(rs *rules.Ruleset, finder dawg.Finder) *Solver {
return &Solver{rules: rs, finder: finder, gen: NewDAWGGenerator(rs, finder)}
}
// Rules returns the solver's ruleset.
func (s *Solver) Rules() *rules.Ruleset { return s.rules }
// GenerateMoves returns every legal play for rack r on board b in the requested
// orientations, ranked by descending score (ties broken deterministically by the move's
// canonical key).
func (s *Solver) GenerateMoves(b *board.Board, r rack.Rack, mode Mode) []Move {
moves := s.gen.GenerateMoves(b, r, mode)
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
}
// ScorePlay computes the words and score for placing tiles on b in direction dir. It
// checks geometry only (see Evaluate); use ValidatePlay to also check the dictionary and
// connectivity.
func (s *Solver) ScorePlay(b *board.Board, dir Direction, tiles []Placement) (Move, error) {
return Evaluate(b, s.rules, dir, tiles)
}
// ValidatePlay scores a play and verifies that every word it forms is in the dictionary
// and that it connects to the board (or covers the centre on the first move). It returns
// the scored move; the error is nil exactly when the play is legal.
func (s *Solver) ValidatePlay(b *board.Board, dir Direction, tiles []Placement) (Move, error) {
m, err := Evaluate(b, s.rules, dir, tiles)
if err != nil {
return Move{}, err
}
if len(m.Main.Letters) < 2 {
return m, errors.New("scrabble: play forms no word of length 2 or more")
}
if s.finder.IndexOfB(m.Main.Letters) < 0 {
return m, fmt.Errorf("scrabble: main word is not in the dictionary")
}
for _, cw := range m.Cross {
if s.finder.IndexOfB(cw.Letters) < 0 {
return m, fmt.Errorf("scrabble: a cross word is not in the dictionary")
}
}
if !s.connected(b, m) {
return m, errors.New("scrabble: play does not connect to the board")
}
return m, nil
}
// connected reports whether the play touches the existing position (or covers the centre
// on the first move).
func (s *Solver) connected(b *board.Board, m Move) bool {
if b.IsEmpty() {
cr, cc := s.rules.Center/s.rules.Cols, s.rules.Center%s.rules.Cols
return wordCovers(m.Main, cr, cc)
}
// The main word incorporated an existing tile, or a new tile formed a cross word.
return len(m.Main.Letters) > len(m.Tiles) || len(m.Cross) > 0
}
func wordCovers(w Word, r, c int) bool {
for i := range w.Letters {
rr, cc := w.Row, w.Col
if w.Dir == Horizontal {
cc += i
} else {
rr += i
}
if rr == r && cc == c {
return true
}
}
return false
}