Solver optimizations - only repeat history learning, if something changed and game queries are now constant if repeated
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parent
b280ddde19
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3d359cef83
2 changed files with 66 additions and 17 deletions
76
solver.cpp
76
solver.cpp
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@ -3,6 +3,8 @@
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Game::Game(int p_N, int p_M) : N(p_N), M(p_M) {
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possible = vector<vector<bool>>(N, vector<bool>(M, 1));
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empty_colors = vector<bool>(M, 0);
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final = vector<int>(N, -1);
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unsigned int seed = std::chrono::system_clock::now().time_since_epoch().count();
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random_engine = std::default_random_engine(seed);
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@ -20,6 +22,8 @@ vector<vector<int>> Game::get_positions_of_colors(vector<int> guess) {
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return positions_of_colors;
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}
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int Game::final_color(int n) {
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if(final[n] > -1)
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return final[n];
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int final_col, count = 0;
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for(int col = 0; col < M; col++)
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if(possible[n][col]) {
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@ -27,14 +31,20 @@ int Game::final_color(int n) {
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count++;
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}
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if(count == 1)
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if(count == 1) {
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final[n] = final_col;
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return final_col;
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}
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return -1;
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}
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bool Game::is_empty(int col) {
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if(empty_colors[col])
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return true;
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for(int n = 0; n < N; n++)
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if(possible[n][col])
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return false;
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empty_colors[col] = true;
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return true;
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}
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vector<vector<int>> Game::list_all_possibilities() {
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@ -77,8 +87,9 @@ void Game::empty_color(int col) {
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}
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// Specific reactions
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void Game::if_not_here_then_nowhere(vector<int> guess) {
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bool Game::if_not_here_then_nowhere(vector<int> guess) {
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auto positions_of_colors = get_positions_of_colors(guess);
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bool learned_something = false;
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// If color isn't here, it can't be in the sequence
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for(int col = 0; col < M; col++) {
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@ -86,9 +97,13 @@ void Game::if_not_here_then_nowhere(vector<int> guess) {
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for(int n : positions_of_colors[col])
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if(possible[n][col])
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possible_count++;
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if(possible_count == 0 && positions_of_colors[col].size() > 0)
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if(possible_count == 0 && positions_of_colors[col].size() > 0 && !is_empty(col)) {
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empty_color(col);
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learned_something = true;
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}
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}
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return learned_something;
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}
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void Game::here(vector<int> guess) {
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for(int n = 0; n < N; n++)
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@ -152,9 +167,15 @@ vector<int> Solver::brute_force(vector<vector<int>> *possibilities, vector<int>
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}
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return r;
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}
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// Now featuring: minimax pick
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vector<int> Solver::minimax(vector<vector<int>> *possibilities, vector<int> *chosen, int index) {
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// TODO
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return vector<int>(N, -1);
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}
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// Guessing
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vector<int> Solver::guess() {
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// TODO make it smart
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auto possibilities = known.list_all_possibilities();
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auto chosen = vector<int>(0);
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return brute_force(&possibilities, &chosen, 0);
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@ -172,7 +193,7 @@ Historic_guess Solver::clean(Historic_guess hist) {
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// Clean empty colors
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for(int n = 0; n < N; n++)
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if(known.is_empty(hist.guess[n]))
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hist.guess[n] = -2;
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hist.guess[n] = -1;
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// The in-place colors we know
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for(int n = 0; n < N; n++) {
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@ -206,14 +227,22 @@ Historic_guess Solver::clean(Historic_guess hist) {
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// Here there be learning
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bool Solver::extract_info(Historic_guess hist) {
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bool something_to_learn = true;
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vector<bool> Solver::extract_info(Historic_guess hist) {
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bool something_to_learn = true, learned_something = false;
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// A bit of cleaning
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auto cleaned = clean(hist);
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auto guess = cleaned.guess;
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auto response = cleaned.response;
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bool something = false;
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for(int n = 0; n < N; n++)
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if(guess[n] > -1)
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something = true;
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if(!something)
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return {false, false};
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// Get number of colors, that can be on their positions
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int possible_count = 0;
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for(int n = 0; n < N; n++)
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@ -224,11 +253,16 @@ bool Solver::extract_info(Historic_guess hist) {
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if(hist.response[0] == 0 && hist.response[1] == 0) {
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known.empty(hist.guess);
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something_to_learn = false;
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learned_something = true;
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}
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// None at the right spot
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else if(response[1] == 0)
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known.not_here(guess);
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else if(response[1] == 0) {
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if(possible_count > 0) {
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known.not_here(guess);
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learned_something = true;
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}
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}
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// At least only on the right spot
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else if(response[0] == 0) {
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@ -236,21 +270,25 @@ bool Solver::extract_info(Historic_guess hist) {
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if(response[1] == possible_count) {
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known.here(guess);
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something_to_learn = false;
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learned_something = true;
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}
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// TODO tady
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else if(hist.response[0] == 0){
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known.if_not_here_then_nowhere(hist.guess);
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if(known.if_not_here_then_nowhere(hist.guess)) {
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learned_something = true;
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}
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}
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}
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// Nonzero / nonzero
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else {
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// Only colors that can be on these positions are left
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if(response[1] == possible_count)
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if(response[1] == possible_count) {
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known.here(guess);
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learned_something = true;
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}
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}
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return something_to_learn;
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return {something_to_learn, learned_something};
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}
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void Solver::learn(vector<int> p_guess, vector<int> p_response) {
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// All guessed colors are in the sequence
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@ -264,12 +302,20 @@ void Solver::learn(vector<int> p_guess, vector<int> p_response) {
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history.push_back({p_guess, p_response});
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// Repeat multiple times, if new information turned out
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for(auto _ : history)
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bool learned_something = true;
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while(learned_something) {
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learned_something = false;
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// Learn from previous guesses
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for(int i = 0; i < history.size(); i++)
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if(!extract_info(history[i])) {
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for(int i = 0; i < history.size(); i++) {
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auto info = extract_info(history[i]);
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if(!info[0]) {
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// If there is nothing left to learn from the guess
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history.erase(history.begin()+i);
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i--;
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}
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if(info[1])
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learned_something = true;
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}
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}
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}
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@ -8,6 +8,8 @@
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struct Game {
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private:
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vector<vector<bool>> possible;
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vector<bool> empty_colors;
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vector<int> final;
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std::default_random_engine random_engine;
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public:
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int N, M;
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@ -27,7 +29,7 @@ public:
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void empty_color(int col);
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// Learning functions
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void if_not_here_then_nowhere(vector<int> guess);
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bool if_not_here_then_nowhere(vector<int> guess);
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void here(vector<int> guess);
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void not_here(vector<int> guess);
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void empty(vector<int> guess);
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@ -54,8 +56,9 @@ public:
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private:
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Historic_guess clean(Historic_guess hist);
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bool extract_info(Historic_guess hist);
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vector<bool> extract_info(Historic_guess hist);
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bool all_are_consistent(vector<int> supposed_sequence);
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vector<int> brute_force(vector<vector<int>> *possibilities, vector<int> *chosen, int index);
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vector<int> minimax(vector<vector<int>> *possibilities, vector<int> *chosen, int index);
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};
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