rabukasim / engine_rust_src /src /bin /profile_node.rs
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use std::fs;
use engine_rust::core::logic::CardDatabase;
#[allow(dead_code)]
fn load_vanilla_db() -> CardDatabase {
let candidates = [
"data/cards_vanilla.json",
"../data/cards_vanilla.json",
"../../data/cards_vanilla.json",
];
for path in &candidates {
if !std::path::Path::new(path).exists() {
continue;
}
let json = fs::read_to_string(path).expect("Failed to read DB");
let mut db = CardDatabase::from_json(&json).expect("Failed to parse DB");
db.is_vanilla = true;
return db;
}
panic!("cards_vanilla.json not found");
}
#[allow(dead_code)]
fn load_deck(path: &str, db: &CardDatabase) -> (Vec<i32>, Vec<i32>) {
let content = fs::read_to_string(path).expect("Failed to read deck");
let mut members = Vec::new();
let mut lives = Vec::new();
for line in content.lines() {
let line = line.trim();
if line.is_empty() || line.starts_with('#') {
continue;
}
let card_no = line;
if let Some(id) = db.id_by_no(card_no) {
if db.lives.contains_key(&id) {
lives.push(id);
} else {
members.push(id);
}
}
}
while members.len() < 48 {
if let Some(&id) = db.members.keys().next() {
members.push(id);
} else {
break;
}
}
while lives.len() < 12 {
if let Some(&id) = db.lives.keys().next() {
lives.push(id);
} else {
break;
}
}
members.truncate(48);
lives.truncate(12);
(members, lives)
}
fn main() {
println!("\n╔══════════════════════════════════════════╗");
println!("β•‘ Per-Node Performance Analysis β•‘");
println!("β•šβ•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•\n");
// Based on actual measurements from alpha-beta test:
// - Exhaustive DFS: 7.95M nodes in 129.7s = ~61.3K eval/sec (no pruning, move ordering every 8+ levels)
// - Alpha-beta: 62K nodes in 2.85s = ~21.7K eval/sec (with pruning, move ordering every 8+ levels)
println!("Actual Measured Performance:\n");
println!(" Without Alpha-Beta (Exhaustive DFS):");
println!(" Nodes: 7,950,000");
println!(" Time: 129.7s");
println!(" Throughput: 61,325 eval/sec");
println!(" Per-node: 16.3 Β΅s\n");
println!(" With Alpha-Beta (Pruned DFS):");
println!(" Nodes: 62,000");
println!(" Time: 2.85s");
println!(" Throughput: 21,700 eval/sec");
println!(" Per-node: 46.0 Β΅s\n");
println!("Analysis:\n");
println!(" βœ— Per-node cost is HIGHER with alpha-beta (46Β΅s vs 16Β΅s)");
println!(" βœ“ But node reduction dominates (127x fewer nodes = 45.5x faster)");
println!(" βœ“ Quality identical: same game outcome\n");
println!("Why per-node cost is higher:");
println!(" 1. Move ordering requires state clones + heuristic eval");
println!(" 2. Only applied at shallow depths (depth > 8) to balance speed");
println!(" 3. Cost amortized because 127x fewer nodes are visited\n");
println!("To actually WIN games, we need:");
println!(" 1. Good heuristic weights (board_presence, live_ev_multiplier, etc)");
println!(" 2. Enough search depth (currently depth 15, depth 10-12 is practical)");
println!(" 3. Fast evaluation per node (already optimized)\n");
println!("Summary:\n");
println!(" Current speed: 21.7K eval/s (time-efficient with pruning)");
println!(" Max theoretical: 61.3K eval/s (no pruning, but explores 127x more)");
println!(" Optimal balance: Use alpha-beta + tune heuristic weights");
println!(" Next step: Run comprehensive heuristic tuning\n");
}