trictrac/bot/src/burnrl/environment.rs

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use std::io::Write;
use crate::training_common;
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use burn::{prelude::Backend, tensor::Tensor};
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use burn_rl::base::{Action, Environment, Snapshot, State};
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use rand::{thread_rng, Rng};
use store::{GameEvent, GameState, PlayerId, PointsRules, Stage, TurnStage};
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const ERROR_REWARD: f32 = -1.12121;
const REWARD_VALID_MOVE: f32 = 1.12121;
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const REWARD_RATIO: f32 = 0.01;
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const WIN_POINTS: f32 = 1.0;
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/// État du jeu Trictrac pour burn-rl
#[derive(Debug, Clone, Copy)]
pub struct TrictracState {
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pub data: [i8; 36], // Représentation vectorielle de l'état du jeu
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}
impl State for TrictracState {
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type Data = [i8; 36];
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fn to_tensor<B: Backend>(&self) -> Tensor<B, 1> {
Tensor::from_floats(self.data, &B::Device::default())
}
fn size() -> usize {
36
}
}
impl TrictracState {
/// Convertit un GameState en TrictracState
pub fn from_game_state(game_state: &GameState) -> Self {
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let state_vec = game_state.to_vec();
let mut data = [0; 36];
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// Copier les données en s'assurant qu'on ne dépasse pas la taille
let copy_len = state_vec.len().min(36);
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data[..copy_len].copy_from_slice(&state_vec[..copy_len]);
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TrictracState { data }
}
}
/// Actions possibles dans Trictrac pour burn-rl
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct TrictracAction {
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// u32 as required by burn_rl::base::Action type
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pub index: u32,
}
impl Action for TrictracAction {
fn random() -> Self {
use rand::{thread_rng, Rng};
let mut rng = thread_rng();
TrictracAction {
index: rng.gen_range(0..Self::size() as u32),
}
}
fn enumerate() -> Vec<Self> {
(0..Self::size() as u32)
.map(|index| TrictracAction { index })
.collect()
}
fn size() -> usize {
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514
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}
}
impl From<u32> for TrictracAction {
fn from(index: u32) -> Self {
TrictracAction { index }
}
}
impl From<TrictracAction> for u32 {
fn from(action: TrictracAction) -> u32 {
action.index
}
}
/// Environnement Trictrac pour burn-rl
#[derive(Debug)]
pub struct TrictracEnvironment {
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pub game: GameState,
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active_player_id: PlayerId,
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opponent_id: PlayerId,
current_state: TrictracState,
episode_reward: f32,
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pub step_count: usize,
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pub best_ratio: f32,
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pub max_steps: usize,
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pub pointrolls_count: usize,
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pub goodmoves_count: usize,
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pub goodmoves_ratio: f32,
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pub visualized: bool,
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}
impl Environment for TrictracEnvironment {
type StateType = TrictracState;
type ActionType = TrictracAction;
type RewardType = f32;
fn new(visualized: bool) -> Self {
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let mut game = GameState::new(false);
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// Ajouter deux joueurs
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game.init_player("DQN Agent");
game.init_player("Opponent");
let player1_id = 1;
let player2_id = 2;
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// Commencer la partie
game.consume(&GameEvent::BeginGame { goes_first: 1 });
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let current_state = TrictracState::from_game_state(&game);
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TrictracEnvironment {
game,
active_player_id: player1_id,
opponent_id: player2_id,
current_state,
episode_reward: 0.0,
step_count: 0,
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best_ratio: 0.0,
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max_steps: 2000,
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pointrolls_count: 0,
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goodmoves_count: 0,
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goodmoves_ratio: 0.0,
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visualized,
}
}
fn state(&self) -> Self::StateType {
self.current_state
}
fn reset(&mut self) -> Snapshot<Self> {
// Réinitialiser le jeu
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let history = self.game.history.clone();
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self.game = GameState::new(false);
self.game.init_player("DQN Agent");
self.game.init_player("Opponent");
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// Commencer la partie
self.game.consume(&GameEvent::BeginGame { goes_first: 1 });
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self.current_state = TrictracState::from_game_state(&self.game);
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self.episode_reward = 0.0;
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self.goodmoves_ratio = if self.step_count == 0 {
0.0
} else {
self.goodmoves_count as f32 / self.step_count as f32
};
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self.best_ratio = self.best_ratio.max(self.goodmoves_ratio);
let warning = if self.best_ratio > 0.7 && self.goodmoves_ratio < 0.1 {
let path = "bot/models/logs/debug.log";
if let Ok(mut out) = std::fs::File::create(path) {
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write!(out, "{:?}", history);
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}
"!!!!"
} else {
""
};
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// println!(
// "info: correct moves: {} ({}%) {}",
// self.goodmoves_count,
// (100.0 * self.goodmoves_ratio).round() as u32,
// warning
// );
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self.step_count = 0;
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self.pointrolls_count = 0;
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self.goodmoves_count = 0;
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Snapshot::new(self.current_state, 0.0, false)
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}
fn step(&mut self, action: Self::ActionType) -> Snapshot<Self> {
self.step_count += 1;
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// Convertir l'action burn-rl vers une action Trictrac
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let trictrac_action = Self::convert_action(action);
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let mut reward = 0.0;
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let is_rollpoint;
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// Exécuter l'action si c'est le tour de l'agent DQN
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if self.game.active_player_id == self.active_player_id {
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if let Some(action) = trictrac_action {
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(reward, is_rollpoint) = self.execute_action(action);
if is_rollpoint {
self.pointrolls_count += 1;
}
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if reward != ERROR_REWARD {
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self.goodmoves_count += 1;
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}
} else {
// Action non convertible, pénalité
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panic!("action non convertible");
//reward = -0.5;
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}
}
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// Faire jouer l'adversaire (stratégie simple)
while self.game.active_player_id == self.opponent_id && self.game.stage != Stage::Ended {
reward += self.play_opponent_if_needed();
}
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// Vérifier si la partie est terminée
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// let max_steps = self.max_steps;
// let max_steps = self.min_steps
// + (self.max_steps as f32 - self.min_steps)
// * f32::exp((self.goodmoves_ratio - 1.0) / 0.25);
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let done = self.game.stage == Stage::Ended || self.game.determine_winner().is_some();
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if done {
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// Récompense finale basée sur le résultat
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if let Some(winner_id) = self.game.determine_winner() {
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if winner_id == self.active_player_id {
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reward += WIN_POINTS; // Victoire
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} else {
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reward -= WIN_POINTS; // Défaite
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}
}
}
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let terminated = done || self.step_count >= self.max_steps;
// let terminated = done || self.step_count >= max_steps.round() as usize;
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// Mettre à jour l'état
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self.current_state = TrictracState::from_game_state(&self.game);
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self.episode_reward += reward;
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if self.visualized && terminated {
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println!(
"Episode terminé. Récompense totale: {:.2}, Étapes: {}",
self.episode_reward, self.step_count
);
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}
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Snapshot::new(self.current_state, reward, terminated)
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}
}
impl TrictracEnvironment {
/// Convertit une action burn-rl vers une action Trictrac
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pub fn convert_action(action: TrictracAction) -> Option<training_common::TrictracAction> {
training_common::TrictracAction::from_action_index(action.index.try_into().unwrap())
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}
/// Convertit l'index d'une action au sein des actions valides vers une action Trictrac
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#[allow(dead_code)]
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fn convert_valid_action_index(
&self,
action: TrictracAction,
game_state: &GameState,
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) -> Option<training_common::TrictracAction> {
use training_common::get_valid_actions;
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// Obtenir les actions valides dans le contexte actuel
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let valid_actions = get_valid_actions(game_state);
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if valid_actions.is_empty() {
return None;
}
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// Mapper l'index d'action sur une action valide
let action_index = (action.index as usize) % valid_actions.len();
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Some(valid_actions[action_index].clone())
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}
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/// Exécute une action Trictrac dans le jeu
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// fn execute_action(
// &mut self,
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// action: training_common::TrictracAction,
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// ) -> Result<f32, Box<dyn std::error::Error>> {
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fn execute_action(&mut self, action: training_common::TrictracAction) -> (f32, bool) {
use training_common::TrictracAction;
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let mut reward = 0.0;
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let mut is_rollpoint = false;
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let event = match action {
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TrictracAction::Roll => {
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// Lancer les dés
Some(GameEvent::Roll {
player_id: self.active_player_id,
})
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}
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// TrictracAction::Mark => {
// // Marquer des points
// let points = self.game.
// Some(GameEvent::Mark {
// player_id: self.active_player_id,
// points,
// })
// }
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TrictracAction::Go => {
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// Continuer après avoir gagné un trou
Some(GameEvent::Go {
player_id: self.active_player_id,
})
}
TrictracAction::Move {
dice_order,
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checker1,
checker2,
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} => {
// Effectuer un mouvement
let (dice1, dice2) = if dice_order {
(self.game.dice.values.0, self.game.dice.values.1)
} else {
(self.game.dice.values.1, self.game.dice.values.0)
};
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let color = &store::Color::White;
let from1 = self
.game
.board
.get_checker_field(color, checker1 as u8)
.unwrap_or(0);
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let mut to1 = from1 + dice1 as usize;
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let checker_move1 = store::CheckerMove::new(from1, to1).unwrap_or_default();
let mut tmp_board = self.game.board.clone();
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let move_result = tmp_board.move_checker(color, checker_move1);
if move_result.is_err() {
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None
// panic!("Error while moving checker {move_result:?}")
} else {
let from2 = tmp_board
.get_checker_field(color, checker2 as u8)
.unwrap_or(0);
let mut to2 = from2 + dice2 as usize;
// Gestion prise de coin par puissance
let opp_rest_field = 13;
if to1 == opp_rest_field && to2 == opp_rest_field {
to1 -= 1;
to2 -= 1;
}
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let checker_move1 = store::CheckerMove::new(from1, to1).unwrap_or_default();
let checker_move2 = store::CheckerMove::new(from2, to2).unwrap_or_default();
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Some(GameEvent::Move {
player_id: self.active_player_id,
moves: (checker_move1, checker_move2),
})
}
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}
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};
// Appliquer l'événement si valide
if let Some(event) = event {
if self.game.validate(&event) {
self.game.consume(&event);
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reward += REWARD_VALID_MOVE;
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// Simuler le résultat des dés après un Roll
if matches!(action, TrictracAction::Roll) {
let mut rng = thread_rng();
let dice_values = (rng.gen_range(1..=6), rng.gen_range(1..=6));
let dice_event = GameEvent::RollResult {
player_id: self.active_player_id,
dice: store::Dice {
values: dice_values,
},
};
if self.game.validate(&dice_event) {
self.game.consume(&dice_event);
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let (points, adv_points) = self.game.dice_points;
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reward += REWARD_RATIO * (points as f32 - adv_points as f32);
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if points > 0 {
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is_rollpoint = true;
// println!("info: rolled for {reward}");
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}
// Récompense proportionnelle aux points
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}
}
} else {
// Pénalité pour action invalide
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// on annule les précédents reward
// et on indique une valeur reconnaissable pour statistiques
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reward = ERROR_REWARD;
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}
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} else {
reward = ERROR_REWARD;
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}
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(reward, is_rollpoint)
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}
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/// Fait jouer l'adversaire avec une stratégie simple
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fn play_opponent_if_needed(&mut self) -> f32 {
let mut reward = 0.0;
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// Si c'est le tour de l'adversaire, jouer automatiquement
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if self.game.active_player_id == self.opponent_id && self.game.stage != Stage::Ended {
// Utiliser la stratégie default pour l'adversaire
use crate::BotStrategy;
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let mut strategy = crate::strategy::random::RandomStrategy::default();
strategy.set_player_id(self.opponent_id);
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if let Some(color) = self.game.player_color_by_id(&self.opponent_id) {
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strategy.set_color(color);
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}
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*strategy.get_mut_game() = self.game.clone();
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// Exécuter l'action selon le turn_stage
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let mut calculate_points = false;
let opponent_color = store::Color::Black;
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let event = match self.game.turn_stage {
TurnStage::RollDice => GameEvent::Roll {
player_id: self.opponent_id,
},
TurnStage::RollWaiting => {
let mut rng = thread_rng();
let dice_values = (rng.gen_range(1..=6), rng.gen_range(1..=6));
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calculate_points = true;
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GameEvent::RollResult {
player_id: self.opponent_id,
dice: store::Dice {
values: dice_values,
},
}
}
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TurnStage::MarkPoints => {
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let dice_roll_count = self
.game
.players
.get(&self.opponent_id)
.unwrap()
.dice_roll_count;
let points_rules =
PointsRules::new(&opponent_color, &self.game.board, self.game.dice);
GameEvent::Mark {
player_id: self.opponent_id,
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points: points_rules.get_points(dice_roll_count).0,
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}
}
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TurnStage::MarkAdvPoints => {
let opponent_color = store::Color::Black;
let dice_roll_count = self
.game
.players
.get(&self.opponent_id)
.unwrap()
.dice_roll_count;
let points_rules =
PointsRules::new(&opponent_color, &self.game.board, self.game.dice);
// pas de reward : déjà comptabilisé lors du tour de blanc
GameEvent::Mark {
player_id: self.opponent_id,
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points: points_rules.get_points(dice_roll_count).1,
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}
}
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TurnStage::HoldOrGoChoice => {
// Stratégie simple : toujours continuer
GameEvent::Go {
player_id: self.opponent_id,
}
}
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TurnStage::Move => GameEvent::Move {
player_id: self.opponent_id,
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moves: strategy.choose_move(),
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},
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};
if self.game.validate(&event) {
self.game.consume(&event);
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if calculate_points {
let dice_roll_count = self
.game
.players
.get(&self.opponent_id)
.unwrap()
.dice_roll_count;
let points_rules =
PointsRules::new(&opponent_color, &self.game.board, self.game.dice);
let (points, adv_points) = points_rules.get_points(dice_roll_count);
// Récompense proportionnelle aux points
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reward -= REWARD_RATIO * (points as f32 - adv_points as f32);
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}
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}
}
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reward
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}
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}
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impl AsMut<TrictracEnvironment> for TrictracEnvironment {
fn as_mut(&mut self) -> &mut Self {
self
}
}