15c7959d96
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.
102 lines
3.1 KiB
Go
102 lines
3.1 KiB
Go
package scrabble
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import (
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"errors"
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"fmt"
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"sort"
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dawg "github.com/iliadenisov/dafsa"
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"scrabble-solver/board"
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"scrabble-solver/rack"
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"scrabble-solver/rules"
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)
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// Solver is the high-level entry point: it generates ranked plays and scores or
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// validates arbitrary plays for a ruleset over a dictionary.
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type Solver struct {
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rules *rules.Ruleset
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finder dawg.Finder
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gen *DAWGGenerator
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}
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// NewSolver returns a Solver for the ruleset over the dictionary finder.
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func NewSolver(rs *rules.Ruleset, finder dawg.Finder) *Solver {
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return &Solver{rules: rs, finder: finder, gen: NewDAWGGenerator(rs, finder)}
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}
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// Rules returns the solver's ruleset.
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func (s *Solver) Rules() *rules.Ruleset { return s.rules }
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// GenerateMoves returns every legal play for rack r on board b in the requested
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// orientations, ranked by descending score (ties broken deterministically by the move's
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// canonical key).
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func (s *Solver) GenerateMoves(b *board.Board, r rack.Rack, mode Mode) []Move {
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moves := s.gen.GenerateMoves(b, r, mode)
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sort.Slice(moves, func(i, j int) bool {
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if moves[i].Score != moves[j].Score {
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return moves[i].Score > moves[j].Score
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}
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return moves[i].Key() < moves[j].Key()
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})
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return moves
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}
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// ScorePlay computes the words and score for placing tiles on b in direction dir. It
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// checks geometry only (see Evaluate); use ValidatePlay to also check the dictionary and
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// connectivity.
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func (s *Solver) ScorePlay(b *board.Board, dir Direction, tiles []Placement) (Move, error) {
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return Evaluate(b, s.rules, dir, tiles)
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}
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// ValidatePlay scores a play and verifies that every word it forms is in the dictionary
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// and that it connects to the board (or covers the centre on the first move). It returns
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// the scored move; the error is nil exactly when the play is legal.
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func (s *Solver) ValidatePlay(b *board.Board, dir Direction, tiles []Placement) (Move, error) {
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m, err := Evaluate(b, s.rules, dir, tiles)
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if err != nil {
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return Move{}, err
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}
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if len(m.Main.Letters) < 2 {
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return m, errors.New("scrabble: play forms no word of length 2 or more")
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}
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if s.finder.IndexOfB(m.Main.Letters) < 0 {
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return m, fmt.Errorf("scrabble: main word is not in the dictionary")
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}
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for _, cw := range m.Cross {
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if s.finder.IndexOfB(cw.Letters) < 0 {
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return m, fmt.Errorf("scrabble: a cross word is not in the dictionary")
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}
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}
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if !s.connected(b, m) {
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return m, errors.New("scrabble: play does not connect to the board")
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}
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return m, nil
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}
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// connected reports whether the play touches the existing position (or covers the centre
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// on the first move).
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func (s *Solver) connected(b *board.Board, m Move) bool {
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if b.IsEmpty() {
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cr, cc := s.rules.Center/s.rules.Cols, s.rules.Center%s.rules.Cols
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return wordCovers(m.Main, cr, cc)
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}
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// The main word incorporated an existing tile, or a new tile formed a cross word.
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return len(m.Main.Letters) > len(m.Tiles) || len(m.Cross) > 0
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}
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func wordCovers(w Word, r, c int) bool {
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for i := range w.Letters {
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rr, cc := w.Row, w.Col
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if w.Dir == Horizontal {
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cc += i
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} else {
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rr += i
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}
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if rr == r && cc == c {
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return true
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}
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}
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return false
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}
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