""" Search over cube states guided by a learned distance estimate. The policy beam search in serve.py explores sequences the *policy* ranks highly. This explores states the *value function* thinks are closest to solved, which is a different and stronger thing: it can prefer a move the policy never considered, because the ranking comes from an independent estimate rather than from the policy's own confidence. This is DeepCubeA's shape in miniature -- batch-weighted search with the engine as the transition function and a network supplying the heuristic. The weighting `h + lambda * g` trades solution length against search effort: lambda=0 is pure greedy on the heuristic (fast, longer solutions), higher lambda behaves more like uniform-cost search. The heuristic is Kociemba length, an upper bound rather than true optimal distance, so it is inadmissible and the search is not guaranteed to return a shortest solution. That is fine: the engine verifies that whatever comes back actually solves, and finding *a* solution at depth 20 is the open problem, not finding the shortest. """ import sys from pathlib import Path import torch sys.path.insert(0, str(Path(__file__).parent)) import cube_tokenizer as T from gen_data import SOLVED, MOVES, apply_move def load_value_model(path, device): from train_value import ValueNet ckpt = torch.load(path, map_location=device) model = ValueNet(ckpt["hidden"], ckpt["layers"], ckpt["heads"]).to(device) model.load_state_dict(ckpt["state_dict"]) model.eval() return model @torch.no_grad() def heuristic(model, states, device, batch_size=1024): """Expected distance-to-solved for each state. Uses the expectation over the predicted distribution rather than the argmax: the extra resolution matters when ranking siblings that all round to the same integer, which is most of the frontier. """ out = [] for i in range(0, len(states), batch_size): chunk = states[i:i + batch_size] ids = torch.tensor([T.encode_state(s) for s in chunk], device=device) probs = torch.softmax(model(ids).float(), dim=-1) values = torch.arange(probs.shape[-1], device=device, dtype=torch.float32) out.extend((probs * values).sum(-1).tolist()) return out def solve_value_beam(model, state, device, beam=64, max_depth=26, lam=0.0, batch_size=1024): """Beam search over states, ranked by `h + lam * g`. Returns the move list that solves, or [] if the beam is exhausted. Visited states are tracked globally: revisiting one cannot help, and on a group this symmetric the frontier collapses onto duplicates quickly without it. """ if state == SOLVED: return [] frontier = [(state, [])] seen = {state} for _ in range(max_depth): children, paths = [], [] for s, path in frontier: for mv in MOVES: nxt = apply_move(s, mv) if nxt in seen: continue if nxt == SOLVED: return path + [mv] seen.add(nxt) children.append(nxt) paths.append(path + [mv]) if not children: return [] h = heuristic(model, children, device, batch_size) scored = sorted(zip(h, children, paths), key=lambda x: x[0] + lam * len(x[2])) frontier = [(c, p) for _, c, p in scored[:beam]] return []