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d7ecc62 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 | //! Diagnostic set generation with quota-controlled sampling. Spec §7.8.
use rayon::prelude::*;
use crate::edgestats;
use crate::random::generate_one_game;
use crate::types::Termination;
/// Output of diagnostic set generation.
pub struct DiagnosticOutput {
pub move_ids: Vec<i16>, // [N * max_ply]
pub game_lengths: Vec<i16>, // [N]
pub termination_codes: Vec<u8>, // [N]
pub per_ply_stats: Vec<u64>, // [N * max_ply]
pub white: Vec<u64>, // [N]
pub black: Vec<u64>, // [N]
pub quota_assignment_white: Vec<u64>, // [N]
pub quota_assignment_black: Vec<u64>, // [N]
pub quotas_filled_white: Vec<i32>, // [64]
pub quotas_filled_black: Vec<i32>, // [64]
pub n_games: usize,
pub max_ply: usize,
}
/// Generate a diagnostic game corpus with quota control. Spec §7.8.
pub fn generate_diagnostic_sets(
quotas_white: &[i32; 64],
quotas_black: &[i32; 64],
total_games: usize,
max_ply: usize,
seed: u64,
max_simulated_factor: f64,
) -> DiagnosticOutput {
let max_simulated = (total_games as f64 * max_simulated_factor) as usize;
let internal_batch_size = 256; // Generate this many games at a time
let mut accepted_moves: Vec<Vec<u16>> = Vec::with_capacity(total_games);
let mut accepted_lengths: Vec<u16> = Vec::with_capacity(total_games);
let mut accepted_terms: Vec<Termination> = Vec::with_capacity(total_games);
let mut accepted_white_acc: Vec<u64> = Vec::with_capacity(total_games);
let mut accepted_black_acc: Vec<u64> = Vec::with_capacity(total_games);
let mut accepted_ply_bits: Vec<Vec<u64>> = Vec::with_capacity(total_games);
let mut assignment_white: Vec<u64> = Vec::with_capacity(total_games);
let mut assignment_black: Vec<u64> = Vec::with_capacity(total_games);
let mut filled_white = [0i32; 64];
let mut filled_black = [0i32; 64];
let mut total_simulated = 0u64;
let mut game_seed = seed;
while accepted_moves.len() < total_games && (total_simulated as usize) < max_simulated {
let batch_count = internal_batch_size.min(max_simulated - total_simulated as usize);
// Generate games and compute edge stats in parallel
let games: Vec<(Vec<u16>, u16, Termination, Vec<u64>, u64, u64)> = (0..batch_count)
.into_par_iter()
.map(|i| {
let (moves, length, term) = generate_one_game(game_seed + i as u64, max_ply);
let (ply_bits, w_acc, b_acc) = compute_game_stats(&moves, length as usize);
(moves, length, term, ply_bits, w_acc, b_acc)
})
.collect();
game_seed += batch_count as u64;
total_simulated += batch_count as u64;
// Decide acceptance (sequential — quota state is mutable)
for (moves, length, term, ply_bits, w_acc, b_acc) in games {
if accepted_moves.len() >= total_games {
break;
}
// Check remaining quota need
let remaining_slots = total_games - accepted_moves.len();
let remaining_need: usize = (0..64).map(|i| {
(quotas_white[i] - filled_white[i]).max(0) as usize +
(quotas_black[i] - filled_black[i]).max(0) as usize
}).sum();
let selective = remaining_slots <= remaining_need;
// Find which quota this game could fill (greedy: greatest remaining need)
let mut best_bit: Option<usize> = None;
let mut best_color_is_white = true;
let mut best_need = 0i32;
// Deterministic tie-breaking: black is favored on ties (black is checked
// after white within the same bit, so equal-need ties go to black).
// This is intentional — it ensures reproducible quota assignment.
for bit in 0..64usize {
let mask = 1u64 << bit;
// White
if w_acc & mask != 0 {
let need = quotas_white[bit] - filled_white[bit];
if need > best_need || (need == best_need && need > 0) {
best_need = need;
best_bit = Some(bit);
best_color_is_white = true;
}
}
// Black
if b_acc & mask != 0 {
let need = quotas_black[bit] - filled_black[bit];
if need > best_need || (need == best_need && need > 0) {
best_need = need;
best_bit = Some(bit);
best_color_is_white = false;
}
}
}
// Acceptance decision
let matches_quota = best_need > 0;
if selective && !matches_quota {
continue; // Reject: need quota matches only
}
// Accept the game
let mut qa_w: u64 = 0;
let mut qa_b: u64 = 0;
if let Some(bit) = best_bit {
if best_need > 0 {
if best_color_is_white {
qa_w = 1u64 << bit;
filled_white[bit] += 1;
} else {
qa_b = 1u64 << bit;
filled_black[bit] += 1;
}
}
}
accepted_moves.push(moves);
accepted_lengths.push(length);
accepted_terms.push(term);
accepted_white_acc.push(w_acc);
accepted_black_acc.push(b_acc);
accepted_ply_bits.push(ply_bits);
assignment_white.push(qa_w);
assignment_black.push(qa_b);
}
}
let n_games = accepted_moves.len();
// Pack move_ids and per-ply stats into flat arrays
let mut move_ids_flat = vec![0i16; n_games * max_ply];
let mut per_ply_stats = vec![0u64; n_games * max_ply];
let mut game_lengths_flat = Vec::with_capacity(n_games);
for (i, moves) in accepted_moves.iter().enumerate() {
let length = accepted_lengths[i] as usize;
for t in 0..length {
move_ids_flat[i * max_ply + t] = moves[t] as i16;
}
// Copy pre-computed per-ply bits (length+1 entries, cap at max_ply)
let ply_bits = &accepted_ply_bits[i];
let copy_len = ply_bits.len().min(max_ply);
per_ply_stats[i * max_ply..i * max_ply + copy_len]
.copy_from_slice(&ply_bits[..copy_len]);
game_lengths_flat.push(accepted_lengths[i] as i16);
}
DiagnosticOutput {
move_ids: move_ids_flat,
game_lengths: game_lengths_flat,
termination_codes: accepted_terms.iter().map(|t| t.as_u8()).collect(),
per_ply_stats,
white: accepted_white_acc,
black: accepted_black_acc,
quota_assignment_white: assignment_white,
quota_assignment_black: assignment_black,
quotas_filled_white: filled_white.to_vec(),
quotas_filled_black: filled_black.to_vec(),
n_games,
max_ply,
}
}
/// Compute per-ply edge stats + per-game accumulators for a single game.
/// Returns (ply_bits, white_accumulator, black_accumulator).
fn compute_game_stats(moves: &[u16], length: usize) -> (Vec<u64>, u64, u64) {
let mut move_ids = vec![0i16; length];
for t in 0..length {
move_ids[t] = moves[t] as i16;
}
let game_lengths = vec![length as i16];
let max_ply = length.max(1);
let mut padded = vec![0i16; max_ply];
padded[..length].copy_from_slice(&move_ids);
let (per_ply, white, black) = edgestats::compute_edge_stats_per_ply(
&padded,
&game_lengths,
max_ply,
);
(per_ply, white[0], black[0])
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_diagnostic_generation_basic() {
let mut quotas_white = [0i32; 64];
let mut quotas_black = [0i32; 64];
// Request 10 games with IN_CHECK for white
quotas_white[0] = 10;
let output = generate_diagnostic_sets(
"as_white,
"as_black,
50, // total games
256,
42,
100.0,
);
assert!(output.n_games <= 50);
assert_eq!(output.move_ids.len(), output.n_games * 256,
"move_ids length must be n_games * max_ply");
assert_eq!(output.game_lengths.len(), output.n_games,
"game_lengths length must be n_games");
assert_eq!(output.move_ids.len() % output.n_games, 0,
"move_ids length must be a multiple of n_games");
assert!(output.quotas_filled_white[0] >= 1,
"Should find at least some games with white IN_CHECK");
}
}
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