trictrac/bot/src/burnrl/environment.rs

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use crate::strategy::dqn_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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/// État du jeu Trictrac pour burn-rl
#[derive(Debug, Clone, Copy)]
pub struct TrictracState {
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pub data: [f32; 36], // Représentation vectorielle de l'état du jeu
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}
impl State for TrictracState {
type Data = [f32; 36];
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_float();
let mut data = [0.0; 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 {
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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1252
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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,
step_count: usize,
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pub visualized: bool,
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}
impl Environment for TrictracEnvironment {
type StateType = TrictracState;
type ActionType = TrictracAction;
type RewardType = f32;
const MAX_STEPS: usize = 1000; // Limite max pour éviter les parties infinies
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// const MAX_STEPS: usize = 5; // Limite max pour éviter les parties infinies
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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,
visualized,
}
}
fn state(&self) -> Self::StateType {
self.current_state
}
fn reset(&mut self) -> Snapshot<Self> {
// Réinitialiser le jeu
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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;
self.step_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, &self.game);
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let mut reward = 0.0;
let mut terminated = false;
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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 {
match self.execute_action(action) {
Ok(action_reward) => {
reward = action_reward;
}
Err(_) => {
// Action invalide, pénalité
reward = -1.0;
}
}
} else {
// Action non convertible, pénalité
reward = -0.5;
}
}
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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
let done = self.game.stage == Stage::Ended
|| self.game.determine_winner().is_some()
|| self.step_count >= Self::MAX_STEPS;
if done {
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terminated = true;
// 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 += 100.0; // Victoire
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} else {
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reward -= 50.0; // Défaite
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}
}
}
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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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fn convert_action(
&self,
action: TrictracAction,
game_state: &GameState,
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) -> Option<dqn_common::TrictracAction> {
dqn_common::TrictracAction::from_action_index(action.index.try_into().unwrap())
}
/// Convertit l'index d'une action au sein des actions valides vers une action Trictrac
fn convert_valid_action_index(
&self,
action: TrictracAction,
game_state: &GameState,
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) -> Option<dqn_common::TrictracAction> {
use dqn_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: dqn_common::TrictracAction,
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) -> Result<f32, Box<dyn std::error::Error>> {
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use dqn_common::TrictracAction;
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let mut reward = 0.0;
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let event = match action {
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TrictracAction::Roll => {
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// Lancer les dés
reward += 0.1;
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.
// reward += 0.1 * points as f32;
// 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
reward += 0.2;
Some(GameEvent::Go {
player_id: self.active_player_id,
})
}
TrictracAction::Move {
dice_order,
from1,
from2,
} => {
// 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)
};
let mut to1 = from1 + dice1 as usize;
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;
}
let checker_move1 = store::CheckerMove::new(from1, to1).unwrap_or_default();
let checker_move2 = store::CheckerMove::new(from2, to2).unwrap_or_default();
reward += 0.2;
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);
// 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);
}
}
} else {
// Pénalité pour action invalide
reward -= 2.0;
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}
}
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Ok(reward)
}
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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
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use crate::strategy::default::DefaultStrategy;
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use crate::BotStrategy;
let mut default_strategy = DefaultStrategy::default();
default_strategy.set_player_id(self.opponent_id);
if let Some(color) = self.game.player_color_by_id(&self.opponent_id) {
default_strategy.set_color(color);
}
*default_strategy.get_mut_game() = self.game.clone();
// Exécuter l'action selon le turn_stage
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));
GameEvent::RollResult {
player_id: self.opponent_id,
dice: store::Dice {
values: dice_values,
},
}
}
TurnStage::MarkAdvPoints | TurnStage::MarkPoints => {
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);
let points = points_rules.get_points(dice_roll_count).0;
reward -= 0.3 * points as f32; // Récompense proportionnelle aux points
GameEvent::Mark {
player_id: self.opponent_id,
points,
}
}
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,
moves: default_strategy.choose_move(),
},
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};
if self.game.validate(&event) {
self.game.consume(&event);
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}
}
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reward
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}
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}