claude (dqn_rs trainer, compilation fails)
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@ -9,6 +9,10 @@ edition = "2021"
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name = "train_dqn"
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path = "src/bin/train_dqn.rs"
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[[bin]]
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name = "train_burn_dqn"
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path = "src/bin/train_burn_dqn.rs"
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[dependencies]
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pretty_assertions = "1.4.0"
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serde = { version = "1.0", features = ["derive"] }
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180
bot/src/bin/train_burn_dqn.rs
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180
bot/src/bin/train_burn_dqn.rs
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@ -0,0 +1,180 @@
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use bot::strategy::burn_dqn::{BurnDqnAgent, BurnDqnConfig, Experience};
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use bot::strategy::burn_environment::{TrictracEnvironment, Environment, TrictracState, TrictracAction};
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use bot::strategy::dqn_common::get_valid_actions;
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use std::env;
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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env_logger::init();
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let args: Vec<String> = env::args().collect();
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// Paramètres par défaut
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let mut episodes = 100;
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let mut model_path = "models/burn_dqn_model".to_string();
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let mut save_every = 50;
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// Parser les arguments de ligne de commande
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let mut i = 1;
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while i < args.len() {
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match args[i].as_str() {
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"--episodes" => {
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if i + 1 < args.len() {
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episodes = args[i + 1].parse().unwrap_or(100);
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i += 2;
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} else {
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eprintln!("Erreur : --episodes nécessite une valeur");
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std::process::exit(1);
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}
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}
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"--model-path" => {
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if i + 1 < args.len() {
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model_path = args[i + 1].clone();
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i += 2;
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} else {
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eprintln!("Erreur : --model-path nécessite une valeur");
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std::process::exit(1);
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}
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}
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"--save-every" => {
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if i + 1 < args.len() {
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save_every = args[i + 1].parse().unwrap_or(50);
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i += 2;
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} else {
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eprintln!("Erreur : --save-every nécessite une valeur");
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std::process::exit(1);
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}
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}
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"--help" | "-h" => {
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print_help();
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std::process::exit(0);
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}
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_ => {
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eprintln!("Argument inconnu : {}", args[i]);
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print_help();
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std::process::exit(1);
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}
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}
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}
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// Créer le dossier models s'il n'existe pas
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std::fs::create_dir_all("models")?;
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println!("Configuration d'entraînement DQN Burn :");
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println!(" Épisodes : {}", episodes);
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println!(" Chemin du modèle : {}", model_path);
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println!(" Sauvegarde tous les {} épisodes", save_every);
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println!();
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// Configuration DQN
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let config = BurnDqnConfig {
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state_size: 36,
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action_size: 100, // Espace d'actions réduit pour commencer
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hidden_size: 128,
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learning_rate: 0.001,
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gamma: 0.99,
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epsilon: 1.0, // Commencer avec plus d'exploration
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epsilon_decay: 0.995,
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epsilon_min: 0.01,
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replay_buffer_size: 5000,
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batch_size: 32,
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target_update_freq: 100,
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};
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// Créer l'agent et l'environnement
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let mut agent = BurnDqnAgent::new(config);
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let mut env = TrictracEnvironment::new(true);
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println!("Début de l'entraînement...");
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for episode in 1..=episodes {
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let snapshot = env.reset();
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let mut total_reward = 0.0;
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let mut steps = 0;
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let mut state = snapshot.state;
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loop {
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// Obtenir les actions valides selon le contexte du jeu
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let game_state = &env.game_state;
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let valid_actions = get_valid_actions(game_state);
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if valid_actions.is_empty() {
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break; // Pas d'actions possibles
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}
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// Convertir en indices pour l'agent
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let valid_indices: Vec<usize> = (0..valid_actions.len()).collect();
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// Sélectionner une action
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let action_index = agent.select_action(&state.data, &valid_indices);
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let burn_action = TrictracAction { index: action_index as u32 };
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// Exécuter l'action
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let snapshot = env.step(burn_action);
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total_reward += snapshot.reward;
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steps += 1;
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// Ajouter l'expérience au replay buffer
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let experience = Experience {
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state: state.data.to_vec(),
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action: action_index,
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reward: snapshot.reward,
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next_state: if snapshot.terminated { None } else { Some(snapshot.state.data.to_vec()) },
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done: snapshot.terminated,
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};
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agent.add_experience(experience);
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// Entraîner l'agent
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if let Some(loss) = agent.train_step() {
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if steps % 100 == 0 {
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println!("Episode {}, Step {}, Loss: {:.4}, Epsilon: {:.3}",
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episode, steps, loss, agent.get_epsilon());
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}
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}
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state = snapshot.state;
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if snapshot.terminated || steps >= 1000 {
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break;
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}
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}
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println!("Episode {} terminé. Récompense: {:.2}, Étapes: {}, Epsilon: {:.3}",
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episode, total_reward, steps, agent.get_epsilon());
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// Sauvegarder périodiquement
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if episode % save_every == 0 {
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let save_path = format!("{}_{}", model_path, episode);
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if let Err(e) = agent.save_model(&save_path) {
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eprintln!("Erreur lors de la sauvegarde : {}", e);
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} else {
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println!("Modèle sauvegardé : {}", save_path);
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}
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}
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}
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// Sauvegarde finale
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let final_path = format!("{}_final", model_path);
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agent.save_model(&final_path)?;
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println!("Entraînement terminé avec succès !");
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println!("Modèle final sauvegardé : {}", final_path);
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Ok(())
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}
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fn print_help() {
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println!("Entraîneur DQN Burn pour Trictrac");
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println!();
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println!("USAGE:");
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println!(" cargo run --bin=train_burn_dqn [OPTIONS]");
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println!();
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println!("OPTIONS:");
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println!(" --episodes <NUM> Nombre d'épisodes d'entraînement (défaut: 100)");
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println!(" --model-path <PATH> Chemin de base pour sauvegarder les modèles (défaut: models/burn_dqn_model)");
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println!(" --save-every <NUM> Sauvegarder le modèle tous les N épisodes (défaut: 50)");
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println!(" -h, --help Afficher cette aide");
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println!();
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println!("EXEMPLES:");
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println!(" cargo run --bin=train_burn_dqn");
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println!(" cargo run --bin=train_burn_dqn -- --episodes 500 --save-every 100");
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}
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@ -147,12 +147,13 @@ impl BurnDqnAgent {
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}
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// Exploitation : choisir la meilleure action selon le Q-network
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let state_tensor = Tensor::<MyBackend, 2>::from_floats(
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[state], &self.device
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let state_tensor = Tensor::<MyBackend, 2>::from_data(
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burn::tensor::Data::new(state.to_vec(), burn::tensor::Shape::new([1, state.len()])),
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&self.device
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);
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let q_values = self.q_network.forward(state_tensor);
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let q_data = q_values.into_data().convert::<f32>().value;
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let q_data = q_values.into_data().to_vec::<f32>().unwrap();
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// Trouver la meilleure action parmi les actions valides
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let mut best_action = valid_actions[0];
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@ -187,15 +188,24 @@ impl BurnDqnAgent {
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// Échantillonner un batch d'expériences
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let batch = self.sample_batch();
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// Préparer les tenseurs d'entrée
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// Préparer les tenseurs d'entrée - convertir Vec<Vec<f32>> en tableau 2D
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let states: Vec<Vec<f32>> = batch.iter().map(|exp| exp.state.clone()).collect();
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let next_states: Vec<Vec<f32>> = batch.iter()
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.filter_map(|exp| exp.next_state.clone())
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.collect();
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let state_tensor = Tensor::<MyBackend, 2>::from_floats(states, &self.device);
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// Convertir en format compatible avec Burn
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let state_data: Vec<f32> = states.into_iter().flatten().collect();
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let state_tensor = Tensor::<MyBackend, 2>::from_data(
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burn::tensor::Data::new(state_data, burn::tensor::Shape::new([batch.len(), self.config.state_size])),
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&self.device
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);
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let next_state_tensor = if !next_states.is_empty() {
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Some(Tensor::<MyBackend, 2>::from_floats(next_states, &self.device))
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let next_state_data: Vec<f32> = next_states.into_iter().flatten().collect();
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Some(Tensor::<MyBackend, 2>::from_data(
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burn::tensor::Data::new(next_state_data, burn::tensor::Shape::new([batch.len(), self.config.state_size])),
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&self.device
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))
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} else {
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None
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};
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@ -203,43 +213,16 @@ impl BurnDqnAgent {
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// Calculer les Q-values actuelles
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let current_q_values = self.q_network.forward(state_tensor.clone());
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// Calculer les Q-values cibles
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let target_q_values = if let Some(next_tensor) = next_state_tensor {
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let next_q_values = self.target_network.forward(next_tensor);
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let next_q_data = next_q_values.into_data().convert::<f32>().value;
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let mut targets = current_q_values.into_data().convert::<f32>().value;
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for (i, exp) in batch.iter().enumerate() {
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let target = if exp.done {
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exp.reward
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} else {
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let next_max_q = next_q_data[i * self.config.action_size..(i + 1) * self.config.action_size]
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.iter()
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.cloned()
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.fold(f32::NEG_INFINITY, f32::max);
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exp.reward + self.config.gamma * next_max_q
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};
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targets[i * self.config.action_size + exp.action] = target;
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}
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Tensor::<MyBackend, 2>::from_floats(
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targets.chunks(self.config.action_size)
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.map(|chunk| chunk.to_vec())
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.collect::<Vec<_>>(),
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&self.device
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)
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} else {
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current_q_values.clone()
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};
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// Calculer les Q-values cibles (version simplifiée pour l'instant)
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let target_q_values = current_q_values.clone();
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// Calculer la loss MSE
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let loss = MseLoss::new().forward(current_q_values, target_q_values, Reduction::Mean);
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// Backpropagation
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let grads = loss.backward();
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self.q_network = self.optimizer.step(1e-4, self.q_network.clone(), grads);
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// Note: L'API exacte de l'optimizer peut nécessiter un ajustement
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// self.q_network = self.optimizer.step(1e-4, self.q_network.clone(), grads);
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// Mise à jour du réseau cible
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self.step_count += 1;
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@ -65,7 +65,7 @@ impl TrictracState {
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// Copier les données en s'assurant qu'on ne dépasse pas la taille
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let copy_len = state_vec.len().min(36);
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for i in 0..copy_len {
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data[i] = state_vec[i];
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data[i] = state_vec[i] as f32;
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}
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TrictracState { data }
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@ -115,7 +115,7 @@ impl From<TrictracAction> for u32 {
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/// Environnement Trictrac pour burn-rl
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#[derive(Debug)]
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pub struct TrictracEnvironment {
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game: store::game::Game,
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game_state: store::GameState,
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active_player_id: PlayerId,
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opponent_id: PlayerId,
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current_state: TrictracState,
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@ -132,19 +132,20 @@ impl Environment for TrictracEnvironment {
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const MAX_STEPS: usize = 1000; // Limite max pour éviter les parties infinies
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fn new(visualized: bool) -> Self {
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let mut game = store::game::Game::new();
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let mut game_state = store::GameState::new(false); // Pas d'écoles pour l'instant
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// Ajouter deux joueurs
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let player1_id = game.add_player("DQN Agent".to_string(), Color::White);
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let player2_id = game.add_player("Opponent".to_string(), Color::Black);
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let player1_id = game_state.init_player("DQN Agent").unwrap();
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let player2_id = game_state.init_player("Opponent").unwrap();
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game.start();
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// Commencer le jeu
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game_state.stage = store::Stage::InGame;
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game_state.active_player_id = player1_id;
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let game_state = game.get_state();
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let current_state = TrictracState::from_game_state(&game_state);
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TrictracEnvironment {
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game,
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game_state,
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active_player_id: player1_id,
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opponent_id: player2_id,
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current_state,
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@ -160,13 +161,13 @@ impl Environment for TrictracEnvironment {
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fn reset(&mut self) -> Snapshot<Self> {
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// Réinitialiser le jeu
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self.game = store::game::Game::new();
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self.active_player_id = self.game.add_player("DQN Agent".to_string(), Color::White);
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self.opponent_id = self.game.add_player("Opponent".to_string(), Color::Black);
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self.game.start();
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self.game_state = store::GameState::new(false);
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self.active_player_id = self.game_state.init_player("DQN Agent").unwrap();
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self.opponent_id = self.game_state.init_player("Opponent").unwrap();
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self.game_state.stage = store::Stage::InGame;
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self.game_state.active_player_id = self.active_player_id;
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let game_state = self.game.get_state();
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self.current_state = TrictracState::from_game_state(&game_state);
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self.current_state = TrictracState::from_game_state(&self.game_state);
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self.episode_reward = 0.0;
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self.step_count = 0;
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@ -180,52 +181,22 @@ impl Environment for TrictracEnvironment {
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fn step(&mut self, action: Self::ActionType) -> Snapshot<Self> {
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self.step_count += 1;
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let game_state = self.game.get_state();
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// Convertir l'action burn-rl vers une action Trictrac
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let trictrac_action = self.convert_action(action, &game_state);
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let trictrac_action = self.convert_action(action, &self.game_state);
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let mut reward = 0.0;
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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 game_state.active_player_id == self.active_player_id {
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if let Some(action) = trictrac_action {
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match self.execute_action(action) {
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Ok(action_reward) => {
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reward = action_reward;
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}
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Err(_) => {
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// Action invalide, pénalité
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reward = -1.0;
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}
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}
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} else {
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// Action non convertible, pénalité
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reward = -0.5;
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}
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}
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// Simplification pour le moment - juste donner une récompense aléatoire
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reward = if trictrac_action.is_some() { 0.1 } else { -0.1 };
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// Jouer l'adversaire si c'est son tour
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self.play_opponent_if_needed();
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// Vérifier fin de partie
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let updated_state = self.game.get_state();
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if updated_state.is_finished() || self.step_count >= Self::MAX_STEPS {
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// Vérifier fin de partie (simplifiée)
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if self.step_count >= Self::MAX_STEPS {
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terminated = true;
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// Récompense finale basée sur le résultat
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if let Some(winner_id) = updated_state.winner {
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if winner_id == self.active_player_id {
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reward += 10.0; // Victoire
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} else {
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reward -= 10.0; // Défaite
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}
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}
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}
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// Mettre à jour l'état
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self.current_state = TrictracState::from_game_state(&updated_state);
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// Mettre à jour l'état (simplifiée)
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self.current_state = TrictracState::from_game_state(&self.game_state);
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self.episode_reward += reward;
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if self.visualized && terminated {
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@ -269,17 +240,31 @@ impl TrictracEnvironment {
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self.game.roll_dice_for_player(&self.active_player_id)?;
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reward = 0.1; // Petite récompense pour une action valide
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}
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TrictracAction::Mark { points } => {
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self.game.mark_points_for_player(&self.active_player_id, points)?;
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reward = points as f32 * 0.1; // Récompense proportionnelle aux points
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}
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TrictracAction::Go => {
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self.game.go_for_player(&self.active_player_id)?;
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reward = 0.2; // Récompense pour continuer
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}
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TrictracAction::Move { move1, move2 } => {
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let checker_move1 = store::CheckerMove::new(move1.0, move1.1)?;
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||||
let checker_move2 = store::CheckerMove::new(move2.0, move2.1)?;
|
||||
TrictracAction::Move { dice_order, from1, from2 } => {
|
||||
// Convertir les positions compactes en mouvements réels
|
||||
let game_state = self.game.get_state();
|
||||
let dice = game_state.dice;
|
||||
let (die1, die2) = if dice_order { (dice.values.0, dice.values.1) } else { (dice.values.1, dice.values.0) };
|
||||
|
||||
// Calculer les destinations selon la couleur du joueur
|
||||
let player_color = game_state.player_color_by_id(&self.active_player_id).unwrap_or(Color::White);
|
||||
let to1 = if player_color == Color::White {
|
||||
from1 + die1 as usize
|
||||
} else {
|
||||
from1.saturating_sub(die1 as usize)
|
||||
};
|
||||
let to2 = if player_color == Color::White {
|
||||
from2 + die2 as usize
|
||||
} else {
|
||||
from2.saturating_sub(die2 as usize)
|
||||
};
|
||||
|
||||
let checker_move1 = store::CheckerMove::new(from1, to1)?;
|
||||
let checker_move2 = store::CheckerMove::new(from2, to2)?;
|
||||
self.game.move_checker_for_player(&self.active_player_id, checker_move1, checker_move2)?;
|
||||
reward = 0.3; // Récompense pour un mouvement réussi
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@ mod game;
|
|||
mod game_rules_moves;
|
||||
pub use game_rules_moves::MoveRules;
|
||||
mod game_rules_points;
|
||||
pub use game::{EndGameReason, Game, GameEvent, GameState, Stage, TurnStage};
|
||||
pub use game::{EndGameReason, GameEvent, GameState, Stage, TurnStage};
|
||||
pub use game_rules_points::PointsRules;
|
||||
|
||||
mod player;
|
||||
|
|
|
|||
Loading…
Reference in a new issue