morpion-solitaire 0.1.2

Morpion Solitaire: a GUI + headless solver (NRPA, perturbation, exhaustive) for record hunting, with a WebAssembly build.
Documentation
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/// Systematic backtracking search — exhaustive and **stateless** (no
/// transposition table, so memory is bounded by the DFS stack and a search can
/// run indefinitely). Each position is reached exactly once thanks to two exact,
/// memory-free layers:
///
/// 1. **Trace normal form** (`canonical_ok`): a move is explored only if it
///    could not have been played earlier — eliminates *all* move-order
///    transpositions (not just adjacent ones).
/// 2. **Structural symmetry**: the initial position is fixed by some subgroup of
///    D4; at each node we explore only one representative per orbit of the
///    *current* stabiliser, which shrinks to identity after the first generic
///    move. So symmetric positions are never both explored.
///
/// (These suffice because the move-set is a function of the position: two move
/// orders reaching the same position are the same trace, and a position can't be
/// reached by two different move-sets — the line→point placement can't cycle.)
///
/// Top-level first moves are explored in parallel via Rayon.
use std::sync::{
    atomic::{AtomicUsize, Ordering},
    Arc, Mutex,
};

#[cfg(not(target_arch = "wasm32"))]
use super::checkpoint;
use super::symmetry::{apply_transform, is_orbit_min, stab_after, transform_line};
use super::SearchState;
#[cfg(not(target_arch = "wasm32"))]
use crate::game::io;
use crate::game::{
    board::Pos,
    line::{Dir, Line},
    moves::{legal_moves, Move},
    rules::TouchMode,
    state::GameState,
};

/// Flush the thread-local node counter into the shared atomic every this many
/// nodes. Batching avoids a `fetch_add` (and its cache-line contention across
/// worker threads) on every single node, while staying responsive enough for
/// the live nodes/s display.
const NODE_FLUSH_INTERVAL: u64 = 4096;

/// Identity-only stabiliser bitmask (no symmetry left).
const NO_SYMMETRY: u8 = 0b0000_0001;

/// Nodes a worker explores from one frontier item before stopping and pushing
/// its remaining frontier back to the shared stack. Bounds the frontier size
/// (keeps it DFS-like) and gives load-balancing / checkpoint granularity.
///
/// **Why 500 000 and not smaller?**  At the top of the 5T canonical tree the
/// branching factor is very high (≈ 20 at depth 1, ≈ 7 at depth 4), so a small
/// budget runs out before the DFS can descend past the high-branching region.
/// The resulting frontier items are all shallow; the LIFO stack then keeps
/// workers busy processing exponentially many shallow items and the search never
/// consistently reaches terminal depth (≈ 72–90 moves).  A budget of 500 k is
/// large enough to push past that region in a single chunk, placing items at
/// depth ≥ 30 where b ≈ 2 and further chunks converge on terminals quickly.
/// This matters especially on macOS / Apple Silicon where the scheduler does not
/// produce the "lucky" exploration order that was observed on x86 Linux with the
/// old 20 000 budget.
const CHUNK_BUDGET: u64 = 500_000;

/// A unit of work: the move sequence (from the initial position) to an
/// unexplored subtree root. Self-contained and serialisable — this is what the
/// frontier holds and what a checkpoint will save.
type WorkItem = Vec<Move>;

/// One level of an explicit (non-recursive) DFS: the canonical children of a
/// node and how many we've already descended into, plus that node's stabiliser.
struct Frame {
    /// Canonical children (descended into); a filtered subset of `legal`.
    children: Vec<Move>,
    idx: usize,
    stab: u8,
    /// Raw legal-move set at this node, carried so each child's set is derived
    /// incrementally (parent set ± a local delta) instead of rescanning the
    /// whole board — `legal_moves` is ~⅔ of a node's cost.
    legal: Vec<Move>,
}

/// `forbid` parameter of the touch rule for `variant` (see `LineIndex::conflicts`).
fn forbid_of(variant: crate::game::rules::Variant) -> u8 {
    let max_overlap = match variant.touch_mode {
        TouchMode::Touching => 1,
        TouchMode::Disjoint => 0,
    };
    variant.len() - 1 - max_overlap
}

/// Canonical children of a node from its raw legal set: keep the trace-normal-form
/// moves and (while symmetry remains) the orbit representatives.
fn canonical_children(legal: &[Move], state: &GameState, stab: u8, k: i16, n: i16) -> Vec<Move> {
    let symmetric = stab != NO_SYMMETRY;
    legal
        .iter()
        .copied()
        .filter(|mv| canonical_ok(mv, state) && (!symmetric || is_orbit_min(mv, stab, k, n)))
        .collect()
}

/// Raw legal set of the child reached by playing `mv`, derived from the parent's
/// set (`state` already has `mv` applied). Playing `mv` adds exactly one point
/// (`mv.pos`) and one line (`mv.line`), so the set changes only locally:
///   • a parent move dies if its empty cell is `mv.pos`, or its line now
///     conflicts with `mv.line` (it conflicted with nothing before, so a plain
///     `conflicts` test against the post-move index isolates `mv.line`);
///   • new moves can only appear in windows through `mv.pos` (the sole cell whose
///     occupancy changed).
fn child_legal(
    parent_legal: &[Move],
    state: &GameState,
    mv: Move,
    forbid: u8,
    nu: usize,
) -> Vec<Move> {
    let mut out = Vec::with_capacity(parent_legal.len() + 8);
    for &m in parent_legal {
        if m.pos != mv.pos && !state.line_index.conflicts(&m.line, forbid) {
            out.push(m);
        }
    }
    add_windows_through(&mut out, state, mv.pos, forbid, nu);
    out
}

/// Append every newly-legal move whose line passes through `p`: scan the `nu`
/// windows per direction that contain `p`, keep those with exactly one empty
/// cell and no line conflict. Mirrors the per-cell scalar generator, localised
/// to `p` (each such window has `p` occupied, so it is emitted exactly once).
fn add_windows_through(out: &mut Vec<Move>, state: &GameState, p: Pos, forbid: u8, nu: usize) {
    for dir in Dir::ALL {
        let (dx, dy) = dir.delta();
        for offset in 0..nu {
            let origin = (p.0 - offset as i16 * dx, p.1 - offset as i16 * dy);
            let mut occ = 0u8;
            let mut empty_idx: Option<u8> = None;
            let mut multi = false;
            for kk in 0..nu {
                let c = (origin.0 + kk as i16 * dx, origin.1 + kk as i16 * dy);
                if state.board.contains(c) {
                    occ += 1;
                } else if empty_idx.is_none() {
                    empty_idx = Some(kk as u8);
                } else {
                    multi = true;
                    break;
                }
            }
            if multi || occ != nu as u8 - 1 {
                continue;
            }
            let empty_idx = empty_idx.unwrap();
            let line = Line::new(origin, dir);
            if state.line_index.conflicts(&line, forbid) {
                continue;
            }
            let new_pos = (
                origin.0 + empty_idx as i16 * dx,
                origin.1 + empty_idx as i16 * dy,
            );
            out.push(Move::new(new_pos, line, empty_idx));
        }
    }
}

/// Launch the systematic search.  Call from a background `std::thread`.
///
/// Frontier model: a shared LIFO stack of `WorkItem`s (partial games) is
/// drained by a pool of workers. Each worker reconstructs a subtree root,
/// explores up to `CHUNK_BUDGET` nodes depth-first, then pushes whatever
/// frontier it didn't finish back onto the stack. The stack is the entire,
/// serialisable state of the search — the basis for exact checkpoint/resume.
pub fn run(initial_state: &GameState, search: Arc<SearchState>) {
    search.reset();
    let n = initial_state.variant.len() as i16;
    let k = 2 * n - 1;
    let init_stab = initial_stabilizer(initial_state, k, n);

    // Seed the frontier with the canonical first moves (one orbit rep each).
    let firsts: Vec<Move> = {
        let moves = legal_moves(initial_state);
        if init_stab == NO_SYMMETRY {
            moves
        } else {
            moves
                .into_iter()
                .filter(|m| is_orbit_min(m, init_stab, k, n))
                .collect()
        }
    };
    let frontier: Vec<WorkItem> = firsts.into_iter().map(|m| vec![m]).collect();
    drive_workers(initial_state, init_stab, frontier, &search, k, n);
}

/// Resume a systematic search from a checkpoint: restore best/records/nodes and
/// seed the frontier from the saved unexplored work, then continue exactly.
#[cfg(not(target_arch = "wasm32"))]
pub fn resume(search: Arc<SearchState>, checkpoint: io::Checkpoint) {
    search.reset();
    // Restore progress.
    search
        .best_score
        .store(checkpoint.best.len() as u32, Ordering::Relaxed);
    *search.best_sequence.write().unwrap() = checkpoint.best;
    *search.records.write().unwrap() = checkpoint.records;
    search
        .nodes_explored
        .store(checkpoint.nodes_explored, Ordering::Relaxed);

    let initial_state = GameState::new(checkpoint.variant);
    let n = initial_state.variant.len() as i16;
    let k = 2 * n - 1;
    let init_stab = initial_stabilizer(&initial_state, k, n);
    drive_workers(
        &initial_state,
        init_stab,
        checkpoint.frontier,
        &search,
        k,
        n,
    );
}

/// Drive the worker pool over a (possibly resumed) frontier until it drains or
/// the search stops; serialise on each checkpoint request and continue.
fn drive_workers(
    initial_state: &GameState,
    init_stab: u8,
    seed: Vec<WorkItem>,
    search: &Arc<SearchState>,
    k: i16,
    n: i16,
) {
    search.running.store(true, Ordering::Relaxed);
    let frontier: Mutex<Vec<WorkItem>> = Mutex::new(seed);
    let active = AtomicUsize::new(0);
    let workers = rayon::current_num_threads().max(1);

    let mut exhausted = false;
    while search.running.load(Ordering::Relaxed) {
        if frontier.lock().unwrap().is_empty() {
            exhausted = true; // whole tree drained on its own — best is optimal
            break;
        }
        search.checkpoint_requested.store(false, Ordering::Relaxed);
        rayon::scope(|s| {
            for _ in 0..workers {
                s.spawn(|_| worker(&frontier, &active, initial_state, init_stab, search, k, n));
            }
        });
        if search.checkpoint_requested.load(Ordering::Relaxed) {
            let snapshot = frontier.lock().unwrap().clone();
            save_checkpoint(initial_state, search, &snapshot);
        }
    }

    search.exhausted.store(exhausted, Ordering::Relaxed);
    search.running.store(false, Ordering::Relaxed);
    search.checkpoint_requested.store(false, Ordering::Relaxed);
}

/// Serialise a checkpoint (frontier + best + records) to disk, logging the save
/// time. Workers are stopped when this runs, so the frontier is stable.
#[cfg(not(target_arch = "wasm32"))]
fn save_checkpoint(initial: &GameState, search: &SearchState, frontier: &[WorkItem]) {
    use std::time::Instant;
    let t0 = Instant::now();
    let best = search.best_sequence.read().unwrap().clone();
    let records = search.records.read().unwrap().clone();
    let nodes = search.nodes_explored.load(Ordering::Relaxed);
    let serialized = match io::export_checkpoint(
        initial.variant,
        nodes,
        &best,
        &records,
        frontier,
        "systematic",
        io::unix_now(),
    ) {
        Ok(s) => s,
        Err(e) => {
            log::error!("checkpoint serialise failed: {e}");
            return;
        }
    };
    if let Err(e) = checkpoint::write("systematic", &serialized) {
        log::error!("checkpoint write failed: {e}");
        return;
    }
    log::info!(
        "checkpoint saved: {} frontier items, {} bytes, {:.0} ms",
        frontier.len(),
        serialized.len(),
        t0.elapsed().as_secs_f64() * 1e3,
    );
}

/// On the web there is no filesystem; checkpointing is a no-op for now.
#[cfg(target_arch = "wasm32")]
fn save_checkpoint(_initial: &GameState, _search: &SearchState, _frontier: &[WorkItem]) {}

/// Pull items from the frontier and explore them until the search stops or the
/// frontier is drained (and no worker is still producing).
fn worker(
    frontier: &Mutex<Vec<WorkItem>>,
    active: &AtomicUsize,
    initial: &GameState,
    init_stab: u8,
    search: &Arc<SearchState>,
    k: i16,
    n: i16,
) {
    let mut local = 0u64;
    loop {
        search.wait_if_paused(); // idle here between chunks while paused
                                 // Stop on shutdown or a checkpoint request (we finish the current chunk
                                 // first — `explore_item` pushes its leftover frontier on budget exit —
                                 // so the frontier is consistent when all workers have returned).
        if !search.running.load(Ordering::Relaxed)
            || search.checkpoint_requested.load(Ordering::Relaxed)
        {
            break;
        }
        // Pop an item and mark ourselves active under the same lock.
        let item = {
            let mut f = frontier.lock().unwrap();
            let it = f.pop();
            if it.is_some() {
                active.fetch_add(1, Ordering::Relaxed);
            }
            it
        };
        match item {
            Some(path) => {
                explore_item(path, initial, init_stab, search, frontier, &mut local, k, n);
                active.fetch_sub(1, Ordering::Release);
            }
            None => {
                // Frontier empty. If nobody is producing, the search is done —
                // re-check the frontier under the lock to rule out a race with a
                // worker that just pushed children before going idle.
                if active.load(Ordering::Acquire) == 0 && frontier.lock().unwrap().is_empty() {
                    break;
                }
                std::thread::yield_now();
            }
        }
    }
    flush_nodes(search, local);
}

/// Explore the subtree rooted at `item` for up to `CHUNK_BUDGET` nodes with an
/// explicit-stack DFS. On budget exhaustion (or stop) the untried frontier is
/// pushed back onto the shared stack as new work items, so nothing is lost.
#[allow(clippy::too_many_arguments)]
fn explore_item(
    item: WorkItem,
    initial: &GameState,
    init_stab: u8,
    search: &Arc<SearchState>,
    frontier: &Mutex<Vec<WorkItem>>,
    local: &mut u64,
    k: i16,
    n: i16,
) {
    // Reconstruct the state and stabiliser at the item's node by replaying it.
    let mut state = initial.clone();
    let mut stab = init_stab;
    for &mv in &item {
        stab = stab_after(stab, &mv, k, n);
        // If this work item leads off the fixed grid, abandon it: the flag is now
        // set and the app will save the best and alert (see board::GRID_OVERFLOW).
        if !state.apply(mv) {
            return;
        }
    }
    let base_len = state.history.len();
    let forbid = forbid_of(initial.variant);
    let nu = n as usize;

    *local += 1; // the item's own node
    let root_legal = legal_moves(&state); // full scan once at the chunk root
    let root_children = canonical_children(&root_legal, &state, stab, k, n);
    if root_children.is_empty() {
        // Only a *truly terminal* position (no legal moves at all) is a game
        // result. With no canonical children but legal moves still available,
        // the continuations are reached via another move order elsewhere —
        // recording here would surface a non-terminal position (available > 0)
        // as a "best", which then can't be saved as a record.
        if root_legal.is_empty() {
            search.record_best(state.score() as u32, state.history.clone());
        }
        return;
    }

    let mut stack = vec![Frame {
        children: root_children,
        idx: 0,
        stab,
        legal: root_legal,
    }];
    let mut budget = CHUNK_BUDGET;

    while budget > 0 && search.running.load(Ordering::Relaxed) {
        let top = stack.last_mut().unwrap();
        if top.idx >= top.children.len() {
            stack.pop();
            if stack.is_empty() {
                return; // subtree fully explored — nothing to push back
            }
            state.undo();
            continue;
        }
        let mv = top.children[top.idx];
        top.idx += 1;
        let child_stab = stab_after(top.stab, &mv, k, n);
        // A canonical child whose point falls in the grid margin can't be played;
        // skip it (state unchanged). The flag now signals the app to save & alert.
        if !state.apply(mv) {
            continue;
        }
        budget -= 1;
        *local += 1;
        if *local >= NODE_FLUSH_INTERVAL {
            flush_nodes(search, *local);
            *local = 0;
        }
        // Derive the child's legal set incrementally from the parent's (`top`
        // still borrows it; the borrow ends before the push below).
        let child_lgl = child_legal(&top.legal, &state, mv, forbid, nu);
        #[cfg(debug_assertions)]
        {
            use std::collections::HashSet;
            let got: HashSet<Move> = child_lgl.iter().copied().collect();
            let want: HashSet<Move> = legal_moves(&state).into_iter().collect();
            debug_assert_eq!(
                got, want,
                "incremental legal set diverged from full generation"
            );
            debug_assert_eq!(
                got.len(),
                child_lgl.len(),
                "duplicate in incremental legal set"
            );
        }
        let children = canonical_children(&child_lgl, &state, child_stab, k, n);
        if children.is_empty() {
            // Record only true terminals (see the root case above): a leaf with
            // no canonical children but a non-empty legal set is not terminal.
            if child_lgl.is_empty() {
                search.record_best(state.score() as u32, state.history.clone());
            }
            state.undo();
        } else {
            stack.push(Frame {
                children,
                idx: 0,
                stab: child_stab,
                legal: child_lgl,
            });
        }
    }

    // Budget spent: push the untried frontier back. The node of frame `i` is
    // reached by `item` followed by the first `i` moves applied this chunk.
    let descent: Vec<Move> = state.history[base_len..].to_vec();
    let mut f = frontier.lock().unwrap();
    for (i, frame) in stack.iter().enumerate() {
        for &c in &frame.children[frame.idx..] {
            let mut wi = Vec::with_capacity(item.len() + i + 1);
            wi.extend_from_slice(&item);
            wi.extend_from_slice(&descent[..i]);
            wi.push(c);
            f.push(wi);
        }
    }
}

/// Stabiliser of `state`: the bitmask of D4 transforms that map its occupied
/// points to occupied points and its drawn lines to drawn lines. Computed once
/// per search start (cheap); identity (bit 0) is always included.
fn initial_stabilizer(state: &GameState, k: i16, n: i16) -> u8 {
    let mut stab = 0u8;
    for t in 0..8 {
        let points_ok = state
            .board
            .cells
            .iter()
            .all(|&c| state.board.contains(apply_transform(t, c, k)));
        let lines_ok = state.history.iter().all(|mv| {
            state
                .line_index
                .contains(&transform_line(t, &mv.line, k, n))
        });
        if points_ok && lines_ok {
            stab |= 1 << t;
        }
    }
    stab
}

/// Add `n` to the shared explored-node counter (no-op for 0).
#[inline]
fn flush_nodes(search: &Arc<SearchState>, n: u64) {
    if n > 0 {
        search.nodes_explored.fetch_add(n, Ordering::Relaxed);
    }
}

/// Lexicographic normal form for traces: `mv` is canonical iff it could not
/// have been played earlier in the sequence.
///
/// Two moves *commute* (are independent) unless one uses the point the other
/// placed; since earlier moves can't use a later move's point, `mv` depends on
/// an earlier move `p` exactly when `mv`'s line passes through `p.pos`. Scanning
/// the path back from the most recent move: every commuting move must have a
/// smaller new point than `mv` (otherwise `mv` should have been played before
/// it); the scan stops at the first move `mv` depends on — the barrier it cannot
/// slide past. This generalises the old adjacent-only check to the whole
/// commuting suffix, eliminating *all* move-order transpositions with no memory.
fn canonical_ok(mv: &Move, state: &GameState) -> bool {
    let n = state.variant.len();
    // The n−1 already-occupied cells of mv's line (mv.pos is the new one).
    let mut deps = [(0i16, 0i16); 8];
    let mut ndeps = 0usize;
    for c in mv.line.positions(n) {
        if c != mv.pos {
            deps[ndeps] = c;
            ndeps += 1;
        }
    }
    for p in state.history.iter().rev() {
        if deps[..ndeps].contains(&p.pos) {
            return true; // mv depends on p — the barrier; mv legitimately follows
        }
        if p.pos > mv.pos {
            return false; // mv commutes with p but is smaller → it should precede p
        }
    }
    true
}

#[cfg(test)]
mod bench {
    use super::*;
    use crate::game::{moves::Move, rules::Variant, state::GameState};
    use std::hint::black_box;
    use std::time::Instant;

    /// Release-safe divergence check: walk a bounded DFS and compare
    /// `child_legal` to `legal_moves` at every node. The debug_assertions
    /// block in `explore_item` only runs in debug builds; this test runs in
    /// both, so an aarch64 release miscompile of `child_legal` or
    /// `add_windows_through` shows up here as a FAIL rather than a silent
    /// never-terminal search.
    #[test]
    fn child_legal_matches_full_regen_release() {
        use std::collections::HashSet;
        let mut state = GameState::new(Variant::T5);
        let n = state.variant.len() as i16;
        let k = 2 * n - 1;
        let init_stab = initial_stabilizer(&state, k, n);
        let forbid = forbid_of(state.variant);
        let nu = n as usize;

        let root_legal = legal_moves(&state);
        let root_children = canonical_children(&root_legal, &state, init_stab, k, n);
        let mut stack: Vec<Frame> = vec![Frame {
            children: root_children,
            idx: 0,
            stab: init_stab,
            legal: root_legal,
        }];
        let mut nodes = 0u64;
        // 50 K nodes: fast in both debug and release; covers depths up to ~20 which
        // is enough to exercise the incremental set across many branch points.
        const NODE_LIMIT: u64 = 50_000;

        while nodes < NODE_LIMIT {
            let top = stack.last_mut().unwrap();
            if top.idx >= top.children.len() {
                stack.pop();
                if stack.is_empty() {
                    break;
                }
                state.undo();
                continue;
            }
            let mv = top.children[top.idx];
            top.idx += 1;
            let cstab = stab_after(top.stab, &mv, k, n);
            state.apply(mv);
            nodes += 1;

            let incremental = child_legal(&stack.last().unwrap().legal, &state, mv, forbid, nu);
            let full: Vec<Move> = legal_moves(&state);

            let inc_set: HashSet<Move> = incremental.iter().copied().collect();
            let full_set: HashSet<Move> = full.iter().copied().collect();
            assert_eq!(
                inc_set,
                full_set,
                "child_legal diverged from legal_moves at depth {} after {} nodes\n\
                 extra in incremental: {:?}\n\
                 missing from incremental: {:?}",
                state.history.len(),
                nodes,
                inc_set.difference(&full_set).collect::<Vec<_>>(),
                full_set.difference(&inc_set).collect::<Vec<_>>(),
            );
            assert_eq!(
                incremental.len(),
                inc_set.len(),
                "duplicate in incremental legal set at depth {}",
                state.history.len()
            );

            let children = canonical_children(&incremental, &state, cstab, k, n);
            if children.is_empty() {
                state.undo();
            } else {
                stack.push(Frame {
                    children,
                    idx: 0,
                    stab: cstab,
                    legal: incremental,
                });
            }
        }
    }

    /// Effective branching factor `b` (average canonical children per node) by
    /// depth, sampled with a single-threaded DFS from the cross. With game depth
    /// `d ≈ 178`, the canonical tree has ~`b^d` distinct positions — this turns
    /// the "10^70" estimate into a number from our actual tree.
    #[test]
    #[ignore = "measurement, run with --ignored --nocapture"]
    fn measure_branching() {
        let st = GameState::new(Variant::T5);
        let n = st.variant.len() as i16;
        let k = 2 * n - 1;
        let nu = n as usize;
        let forbid = forbid_of(st.variant);
        let init_stab = initial_stabilizer(&st, k, n);
        let cap: usize = std::env::var("CAP")
            .ok()
            .and_then(|s| s.parse().ok())
            .unwrap_or(12);

        // Exhaustive count of canonical nodes per depth up to `cap`. The exact
        // ratio nodes[d+1]/nodes[d] is the real growth rate of the tree.
        let mut count = vec![0u64; cap + 1];
        count[0] = 1; // the cross
        let mut state = st.clone();
        let root_legal = legal_moves(&state);
        let root = canonical_children(&root_legal, &state, init_stab, k, n);
        let mut stack = vec![Frame {
            children: root,
            idx: 0,
            stab: init_stab,
            legal: root_legal,
        }];
        while let Some(top) = stack.last_mut() {
            if top.idx >= top.children.len() {
                stack.pop();
                if !stack.is_empty() {
                    state.undo();
                }
                continue;
            }
            let mv = top.children[top.idx];
            top.idx += 1;
            let cstab = stab_after(top.stab, &mv, k, n);
            state.apply(mv);
            let d = state.history.len();
            count[d] += 1;
            if d < cap {
                let child_lgl = child_legal(&top.legal, &state, mv, forbid, nu);
                let children = canonical_children(&child_lgl, &state, cstab, k, n);
                if children.is_empty() {
                    state.undo();
                } else {
                    stack.push(Frame {
                        children,
                        idx: 0,
                        stab: cstab,
                        legal: child_lgl,
                    });
                }
            } else {
                state.undo(); // at the cap: counted, don't recurse
            }
        }

        println!("BRANCHING: canonical nodes per depth (exhaustive to {cap})");
        let mut ratios = Vec::new();
        for d in 0..=cap {
            let r = if d > 0 && count[d - 1] > 0 {
                count[d] as f64 / count[d - 1] as f64
            } else {
                0.0
            };
            if d > 0 {
                ratios.push(r);
            }
            println!("  depth {d:>2}: {:>12} nodes   ratio x{r:.2}", count[d]);
        }
        // Geometric-mean growth over the last few levels (steady regime).
        let tail = &ratios[ratios.len().saturating_sub(5)..];
        let gmean = tail.iter().map(|r| r.ln()).sum::<f64>() / tail.len() as f64;
        let b = gmean.exp();
        println!("BRANCHING: steady growth b ≈ {b:.2}");
        for d in [80usize, 120, 150, 178] {
            println!("  b^{d} ≈ 10^{:.0}", d as f64 * b.log10());
        }
    }

    /// Best *terminal* score vs nodes explored — the empirical climb. Each extra
    /// move toward 178 costs exponentially more nodes (the curve flattens fast).
    #[test]
    #[ignore = "measurement, run with --ignored --nocapture"]
    fn measure_best_curve() {
        use std::time::Duration;
        let search = SearchState::new();
        let s2 = search.clone();
        let st = GameState::new(Variant::T5);
        let h = std::thread::spawn(move || run(&st, s2));
        for i in 1..=15 {
            std::thread::sleep(Duration::from_secs(2));
            println!(
                "{:>3}s: nodes={:>13} best_terminal={}",
                i * 2,
                search.nodes_explored.load(Ordering::Relaxed),
                search.best_score.load(Ordering::Relaxed),
            );
        }
        search.running.store(false, Ordering::Relaxed);
        h.join().unwrap();
    }

    /// Correctness of the trace normal form: among ALL valid reorderings of a
    /// fixed set of moves (one trace), exactly ONE must be canonical. More than
    /// one ⇒ redundant exploration; zero ⇒ the trace (position) would be lost.
    #[test]
    fn trace_nf_keeps_exactly_one_order_per_trace() {
        for seed_len in [3usize, 4, 5, 6] {
            // A short deterministic game gives the move set of one trace.
            let mut start = GameState::new(Variant::T5);
            let mut set = Vec::new();
            for _ in 0..seed_len {
                let ms = legal_moves(&start);
                let Some(mv) = ms.into_iter().min_by_key(|m| {
                    (
                        m.pos.0,
                        m.pos.1,
                        m.line.origin.0,
                        m.line.origin.1,
                        m.line_pos,
                    )
                }) else {
                    break;
                };
                set.push(mv);
                start.apply(mv);
            }

            let mut valid = 0usize;
            let mut canonical = 0usize;
            permute(&mut set.clone(), 0, &mut |perm: &[Move]| {
                let mut s = GameState::new(Variant::T5);
                let mut is_valid = true;
                let mut is_canon = true;
                for &mv in perm {
                    if !legal_moves(&s).contains(&mv) {
                        is_valid = false;
                        break;
                    }
                    if !canonical_ok(&mv, &s) {
                        is_canon = false;
                    }
                    s.apply(mv);
                }
                if is_valid {
                    valid += 1;
                    if is_canon {
                        canonical += 1;
                    }
                }
            });
            assert_eq!(
                canonical, 1,
                "len {seed_len}: {valid} valid orders, {canonical} canonical (want 1)"
            );
        }
    }

    /// Visit every permutation of `xs` (Heap's algorithm), calling `f` on each.
    fn permute(xs: &mut [Move], i: usize, f: &mut impl FnMut(&[Move])) {
        if i + 1 >= xs.len() {
            f(xs);
            return;
        }
        for j in i..xs.len() {
            xs.swap(i, j);
            permute(xs, i + 1, f);
            xs.swap(i, j);
        }
    }

    /// Build a deterministic mid-game position by always playing the first
    /// legal move, so the benchmark exercises a realistically large board.
    fn mid_game(moves: usize) -> GameState {
        let mut state = GameState::new(Variant::T5);
        for _ in 0..moves {
            let ms = legal_moves(&state);
            // Deterministic pick (HashSet iteration order is randomized).
            let Some(mv) = ms.into_iter().min_by_key(|m| {
                (
                    m.pos.0,
                    m.pos.1,
                    m.line.origin.0,
                    m.line.origin.1,
                    m.line_pos,
                )
            }) else {
                break;
            };
            state.apply(mv);
        }
        state
    }

    #[test]
    #[ignore = "timing benchmark, run with --ignored --nocapture"]
    fn bench_nodes_per_sec() {
        let state = GameState::new(Variant::T5);
        let search = SearchState::new();
        let s2 = search.clone();
        let st = state.clone();
        let handle = std::thread::spawn(move || run(&st, s2));
        let secs = 3.0;
        std::thread::sleep(std::time::Duration::from_secs_f64(secs));
        search.running.store(false, Ordering::Relaxed);
        handle.join().unwrap();
        let n = search.nodes_explored.load(Ordering::Relaxed);
        println!(
            "BENCH end-to-end: nodes={n} rate={:.0} nodes/s",
            n as f64 / secs
        );
    }

    /// Regression: the systematic search must only record TERMINAL positions
    /// (0 legal moves). A canonical leaf that still has legal moves (case-b) is
    /// not a finished game and must not surface as a best/record. In release
    /// this reliably reaches terminals within ~1-2 s; in (much slower) debug it
    /// may reach none in time, in which case the invariant holds vacuously.
    #[test]
    fn recorded_best_is_terminal() {
        use std::time::Duration;
        let search = SearchState::new();
        let s2 = search.clone();
        let st = GameState::new(Variant::T5);
        let h = std::thread::spawn(move || run(&st, s2));
        // 12 s is enough for release on both x86 and aarch64 (first terminal
        // appears within ~10 s on Apple Silicon with the current CHUNK_BUDGET
        // via the std::thread launch path; rayon::spawn is somewhat faster).
        // Debug builds are much slower and may not reach a terminal in time;
        // the early-return below handles that case without a false failure.
        std::thread::sleep(Duration::from_secs(12));
        search.running.store(false, Ordering::Relaxed);
        h.join().unwrap();

        let best = search.best_sequence.read().unwrap().clone();
        if best.is_empty() {
            return; // no terminal reached in time (debug build) — nothing to check
        }
        let mut state = GameState::new(Variant::T5);
        for mv in &best {
            state.apply(*mv);
        }
        assert!(
            legal_moves(&state).is_empty(),
            "recorded best must be terminal, but {} legal move(s) remain",
            legal_moves(&state).len(),
        );
    }

    /// Diagnostic for the macOS "nodes climb but best stays 0" report: run the
    /// search via the *exact GUI launch path* (`rayon::spawn`, not a raw OS
    /// thread) and print best / nodes / overflow every 0.5 s.  Root cause was
    /// `CHUNK_BUDGET` being too small (20 k): the high branching factor at shallow
    /// depths (b ≈ 20 at depth 1) meant each chunk stayed shallow, never reaching
    /// terminal depth on macOS/aarch64.  With CHUNK_BUDGET = 500 000 a terminal
    /// appears within ~6 s on Apple Silicon.
    #[test]
    #[ignore = "measurement, run with --ignored --nocapture"]
    fn rayon_spawn_reaches_terminal() {
        use crate::game::board::GRID_OVERFLOW;
        use std::time::{Duration, Instant};
        GRID_OVERFLOW.store(false, Ordering::Relaxed);
        let search = SearchState::new();
        let s2 = search.clone();
        let st = GameState::new(Variant::T5);
        rayon::spawn(move || run(&st, s2));
        let start = Instant::now();
        for _ in 0..16 {
            std::thread::sleep(Duration::from_millis(500));
            println!(
                "{:>4.1}s : best={} nodes={} overflow={} threads={}",
                start.elapsed().as_secs_f64(),
                search.best_score.load(Ordering::Relaxed),
                search.nodes_explored.load(Ordering::Relaxed),
                GRID_OVERFLOW.load(Ordering::Relaxed),
                rayon::current_num_threads(),
            );
        }
        search.running.store(false, Ordering::Relaxed);
    }

    /// Diagnostic: how soon does the systematic search reach an actual TERMINAL
    /// (0 legal moves) vs only canonical-leaf (case-b) positions?
    #[test]
    #[ignore = "measurement, run with --ignored --nocapture"]
    fn first_terminal_time() {
        use std::time::{Duration, Instant};
        let search = SearchState::new();
        let s2 = search.clone();
        let st = GameState::new(Variant::T5);
        let h = std::thread::spawn(move || run(&st, s2));
        let start = Instant::now();
        for _ in 0..20 {
            std::thread::sleep(Duration::from_secs(1));
            let best = search.best_sequence.read().unwrap().clone();
            let terminal = {
                let mut s = GameState::new(Variant::T5);
                for mv in &best {
                    s.apply(*mv);
                }
                legal_moves(&s).is_empty()
            };
            println!(
                "{:>2.0}s : best={} terminal={terminal} nodes={}",
                start.elapsed().as_secs_f64(),
                best.len(),
                search.nodes_explored.load(Ordering::Relaxed),
            );
        }
        search.running.store(false, Ordering::Relaxed);
        h.join().unwrap();
    }

    /// Throughput and best score reached in a fixed window, per variant.
    /// (4T/4D are excluded: their long games currently overflow the fixed grid.)
    #[test]
    #[ignore = "measurement, run with --ignored --nocapture"]
    fn measure_pruning() {
        use std::time::Duration;
        for (name, variant) in [("5T", Variant::T5), ("5D", Variant::D5)] {
            let search = SearchState::new();
            let s2 = search.clone();
            let st = GameState::new(variant);
            let h = std::thread::spawn(move || run(&st, s2));
            std::thread::sleep(Duration::from_secs(3));
            search.running.store(false, Ordering::Relaxed);
            h.join().unwrap();
            println!(
                "{name}/3s : nodes={:>11} best={}",
                search.nodes_explored.load(Ordering::Relaxed),
                search.best_score.load(Ordering::Relaxed),
            );
        }
    }

    /// Run a search, trigger a checkpoint, then read it back and report the save
    /// size and (de)serialise times — so we can pick the auto-checkpoint period.
    #[cfg(not(target_arch = "wasm32"))]
    #[test]
    #[ignore = "measurement, run with --ignored --nocapture"]
    fn checkpoint_live() {
        use std::time::{Duration, Instant};
        let search = SearchState::new();
        let s2 = search.clone();
        let st = GameState::new(Variant::T5);
        let h = std::thread::spawn(move || run(&st, s2));

        std::thread::sleep(Duration::from_secs(4));
        search.checkpoint_requested.store(true, Ordering::Relaxed);
        std::thread::sleep(Duration::from_millis(800)); // let it serialise + resume
        search.running.store(false, Ordering::Relaxed);
        h.join().unwrap();

        let path = checkpoint::path("systematic");
        let content = std::fs::read_to_string(&path).expect("checkpoint file");
        let t0 = Instant::now();
        let cp = io::import_checkpoint(&content).expect("valid checkpoint");
        let import_ms = t0.elapsed().as_secs_f64() * 1e3;

        // Re-serialise to time the save itself.
        let t1 = Instant::now();
        let _ = io::export_checkpoint(
            cp.variant,
            cp.nodes_explored,
            &cp.best,
            &cp.records,
            &cp.frontier,
            "systematic",
            0,
        )
        .unwrap();
        let export_ms = t1.elapsed().as_secs_f64() * 1e3;

        println!(
            "CHECKPOINT: {} bytes, {} frontier items, best {}, export {export_ms:.0} ms, import {import_ms:.0} ms",
            content.len(),
            cp.frontier.len(),
            cp.best.len(),
        );
        assert!(!cp.frontier.is_empty());
        assert_eq!(cp.variant, Variant::T5);
    }

    /// Run → checkpoint → stop, then resume from the file and confirm progress
    /// is restored and continues (best kept, node count carried over and grows).
    #[cfg(not(target_arch = "wasm32"))]
    #[test]
    #[ignore = "measurement, run with --ignored --nocapture"]
    fn resume_continues() {
        use std::time::Duration;

        // First search: run, checkpoint, stop.
        let search = SearchState::new();
        let s2 = search.clone();
        let st = GameState::new(Variant::T5);
        let h = std::thread::spawn(move || run(&st, s2));
        std::thread::sleep(Duration::from_secs(3));
        search.checkpoint_requested.store(true, Ordering::Relaxed);
        std::thread::sleep(Duration::from_millis(800));
        search.running.store(false, Ordering::Relaxed);
        h.join().unwrap();
        let best_before = search.best_score.load(Ordering::Relaxed);
        let nodes_before = search.nodes_explored.load(Ordering::Relaxed);

        // Resume from disk.
        let cp = checkpoint::load("systematic").expect("checkpoint on disk");
        let frontier_len = cp.frontier.len();
        let search2 = SearchState::new();
        let r2 = search2.clone();
        let h2 = std::thread::spawn(move || super::resume(r2, cp));
        std::thread::sleep(Duration::from_secs(2));
        search2.running.store(false, Ordering::Relaxed);
        h2.join().unwrap();

        let best_after = search2.best_score.load(Ordering::Relaxed);
        let nodes_after = search2.nodes_explored.load(Ordering::Relaxed);
        println!(
            "RESUME: frontier {frontier_len} | best {best_before}->{best_after} | nodes {nodes_before}->{nodes_after}"
        );
        assert!(best_after >= best_before, "best must be restored, not lost");
        assert!(
            nodes_after > nodes_before,
            "node count restored and search continued"
        );
    }

    #[test]
    #[ignore = "timing benchmark, run with --ignored --nocapture"]
    fn bench_legal_moves() {
        let state = mid_game(25);
        assert!(!legal_moves(&state).is_empty(), "want a non-terminal node");
        let iters = 300_000u64;
        // Warm up.
        for _ in 0..1000 {
            black_box(legal_moves(black_box(&state)));
        }
        let t0 = Instant::now();
        let mut acc = 0usize;
        for _ in 0..iters {
            acc += black_box(legal_moves(black_box(&state))).len();
        }
        let dt = t0.elapsed().as_secs_f64();
        println!(
            "BENCH legal_moves: cells={} iters={iters} {:.0} calls/s ({:.1} ns/call) acc={acc}",
            state.board.len(),
            iters as f64 / dt,
            dt * 1e9 / iters as f64,
        );

        // Reused-buffer variant (what the search hot path uses).
        let mut buf = Vec::new();
        for _ in 0..1000 {
            crate::game::moves::legal_moves_into(&state, &mut buf);
            black_box(&buf);
        }
        let t1 = Instant::now();
        let mut acc2 = 0usize;
        for _ in 0..iters {
            crate::game::moves::legal_moves_into(black_box(&state), &mut buf);
            acc2 += black_box(buf.len());
        }
        let dt2 = t1.elapsed().as_secs_f64();
        println!(
            "BENCH legal_moves_into: {:.0} calls/s ({:.1} ns/call) acc={acc2}",
            iters as f64 / dt2,
            dt2 * 1e9 / iters as f64,
        );
    }
}