This commit is contained in:
Henri Bourcereau 2025-08-01 20:45:57 +02:00
parent ad58c0ec60
commit 2e0a874879
21 changed files with 23 additions and 1051 deletions

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@ -1,305 +0,0 @@
use burn::{
backend::{ndarray::NdArrayDevice, Autodiff, NdArray},
module::Module,
nn::{loss::MseLoss, Linear, LinearConfig},
optim::Optimizer,
record::{CompactRecorder, Recorder},
tensor::Tensor,
};
use serde::{Deserialize, Serialize};
use std::collections::VecDeque;
/// Backend utilisé pour l'entraînement (Autodiff + NdArray)
pub type MyBackend = Autodiff<NdArray>;
/// Backend utilisé pour l'inférence (NdArray)
pub type InferenceBackend = NdArray;
pub type MyDevice = NdArrayDevice;
/// Réseau de neurones pour DQN
#[derive(Module, Debug)]
pub struct DqnNetwork<B: burn::prelude::Backend> {
fc1: Linear<B>,
fc2: Linear<B>,
fc3: Linear<B>,
}
impl<B: burn::prelude::Backend> DqnNetwork<B> {
/// Crée un nouveau réseau DQN
pub fn new(
input_size: usize,
hidden_size: usize,
output_size: usize,
device: &B::Device,
) -> Self {
let fc1 = LinearConfig::new(input_size, hidden_size).init(device);
let fc2 = LinearConfig::new(hidden_size, hidden_size).init(device);
let fc3 = LinearConfig::new(hidden_size, output_size).init(device);
Self { fc1, fc2, fc3 }
}
/// Forward pass du réseau
pub fn forward(&self, input: Tensor<B, 2>) -> Tensor<B, 2> {
let x = self.fc1.forward(input);
let x = burn::tensor::activation::relu(x);
let x = self.fc2.forward(x);
let x = burn::tensor::activation::relu(x);
self.fc3.forward(x)
}
}
/// Configuration pour l'entraînement DQN
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct DqnConfig {
pub state_size: usize,
pub action_size: usize,
pub hidden_size: usize,
pub learning_rate: f64,
pub gamma: f32,
pub epsilon: f32,
pub epsilon_decay: f32,
pub epsilon_min: f32,
pub replay_buffer_size: usize,
pub batch_size: usize,
pub target_update_freq: usize,
}
impl Default for DqnConfig {
fn default() -> Self {
Self {
state_size: 36,
action_size: 1000,
hidden_size: 256,
learning_rate: 0.001,
gamma: 0.99,
epsilon: 1.0,
epsilon_decay: 0.995,
epsilon_min: 0.01,
replay_buffer_size: 10000,
batch_size: 32,
target_update_freq: 100,
}
}
}
/// Experience pour le replay buffer
#[derive(Debug, Clone)]
pub struct Experience {
pub state: Vec<f32>,
pub action: usize,
pub reward: f32,
pub next_state: Option<Vec<f32>>,
pub done: bool,
}
/// Agent DQN utilisant Burn
pub struct BurnDqnAgent {
config: DqnConfig,
device: MyDevice,
q_network: DqnNetwork<MyBackend>,
target_network: DqnNetwork<MyBackend>,
replay_buffer: VecDeque<Experience>,
epsilon: f32,
step_count: usize,
}
impl BurnDqnAgent {
/// Crée un nouvel agent DQN
pub fn new(config: DqnConfig) -> Self {
let device = MyDevice::default();
let q_network = DqnNetwork::new(
config.state_size,
config.hidden_size,
config.action_size,
&device,
);
let target_network = DqnNetwork::new(
config.state_size,
config.hidden_size,
config.action_size,
&device,
);
Self {
config: config.clone(),
device,
q_network,
target_network,
replay_buffer: VecDeque::new(),
epsilon: config.epsilon,
step_count: 0,
}
}
/// Sélectionne une action avec epsilon-greedy
pub fn select_action(&mut self, state: &[f32], valid_actions: &[usize]) -> usize {
if valid_actions.is_empty() {
// Retourne une action par défaut ou une action "nulle" si aucune n'est valide
// Dans le contexte du jeu, cela ne devrait pas arriver si la logique de fin de partie est correcte
return 0;
}
// Exploration epsilon-greedy
if rand::random::<f32>() < self.epsilon {
let random_index = rand::random::<usize>() % valid_actions.len();
return valid_actions[random_index];
}
// Exploitation : choisir la meilleure action selon le Q-network
let state_tensor = Tensor::<MyBackend, 1>::from_floats(state, &self.device)
.reshape([1, self.config.state_size]);
let q_values = self.q_network.forward(state_tensor);
// Convertir en vecteur pour traitement
let q_data = q_values.into_data().convert::<f32>().into_vec().unwrap();
// Trouver la meilleure action parmi les actions valides
let mut best_action = valid_actions[0];
let mut best_q_value = f32::NEG_INFINITY;
for &action in valid_actions {
if action < q_data.len() && q_data[action] > best_q_value {
best_q_value = q_data[action];
best_action = action;
}
}
best_action
}
/// Ajoute une expérience au replay buffer
pub fn add_experience(&mut self, experience: Experience) {
if self.replay_buffer.len() >= self.config.replay_buffer_size {
self.replay_buffer.pop_front();
}
self.replay_buffer.push_back(experience);
}
/// Entraîne le réseau sur un batch d'expériences
pub fn train_step(
&mut self,
optimizer: &mut impl Optimizer<DqnNetwork<MyBackend>, MyBackend>,
) -> Option<f32> {
if self.replay_buffer.len() < self.config.batch_size {
return None;
}
// Échantillonner un batch d'expériences
let batch = self.sample_batch();
// Préparer les tenseurs d'état
let states: Vec<f32> = batch.iter().flat_map(|exp| exp.state.clone()).collect();
let state_tensor = Tensor::<MyBackend, 1>::from_floats(states.as_slice(), &self.device)
.reshape([self.config.batch_size, self.config.state_size]);
// Calculer les Q-values actuelles
let current_q_values = self.q_network.forward(state_tensor);
// Pour l'instant, version simplifiée sans calcul de target
let target_q_values = current_q_values.clone();
// Calculer la loss MSE
let loss = MseLoss::new().forward(
current_q_values,
target_q_values,
burn::nn::loss::Reduction::Mean,
);
// Backpropagation (version simplifiée)
let grads = loss.backward();
// Gradients linked to each parameter of the model.
let grads = burn::optim::GradientsParams::from_grads(grads, &self.q_network);
self.q_network = optimizer.step(self.config.learning_rate, self.q_network.clone(), grads);
// Mise à jour du réseau cible
self.step_count += 1;
if self.step_count % self.config.target_update_freq == 0 {
self.update_target_network();
}
// Décroissance d'epsilon
if self.epsilon > self.config.epsilon_min {
self.epsilon *= self.config.epsilon_decay;
}
Some(loss.into_scalar())
}
/// Échantillonne un batch d'expériences du replay buffer
fn sample_batch(&self) -> Vec<Experience> {
let mut batch = Vec::new();
let buffer_size = self.replay_buffer.len();
for _ in 0..self.config.batch_size.min(buffer_size) {
let index = rand::random::<usize>() % buffer_size;
if let Some(exp) = self.replay_buffer.get(index) {
batch.push(exp.clone());
}
}
batch
}
/// Met à jour le réseau cible avec les poids du réseau principal
fn update_target_network(&mut self) {
// Copie simple des poids
self.target_network = self.q_network.clone();
}
/// Sauvegarde le modèle
pub fn save_model(&self, path: &str) -> Result<(), Box<dyn std::error::Error>> {
// Sauvegarder la configuration
let config_path = format!("{}_config.json", path);
let config_json = serde_json::to_string_pretty(&self.config)?;
std::fs::write(config_path, config_json)?;
// Sauvegarder le réseau pour l'inférence (conversion vers NdArray backend)
let inference_network = self.q_network.clone().into_record();
let recorder = CompactRecorder::new();
let model_path = format!("{}_model.burn", path);
recorder.record(inference_network, model_path.into())?;
println!("Modèle sauvegardé : {}", path);
Ok(())
}
/// Charge un modèle pour l'inférence
pub fn load_model_for_inference(
path: &str,
) -> Result<(DqnNetwork<InferenceBackend>, DqnConfig), Box<dyn std::error::Error>> {
// Charger la configuration
let config_path = format!("{}_config.json", path);
let config_json = std::fs::read_to_string(config_path)?;
let config: DqnConfig = serde_json::from_str(&config_json)?;
// Créer le réseau pour l'inférence
let device = NdArrayDevice::default();
let network = DqnNetwork::<InferenceBackend>::new(
config.state_size,
config.hidden_size,
config.action_size,
&device,
);
// Charger les poids
let model_path = format!("{}_model.burn", path);
let recorder = CompactRecorder::new();
let record = recorder.load(model_path.into(), &device)?;
let network = network.load_record(record);
Ok((network, config))
}
/// Retourne l'epsilon actuel
pub fn get_epsilon(&self) -> f32 {
self.epsilon
}
/// Retourne la taille du replay buffer
pub fn get_buffer_size(&self) -> usize {
self.replay_buffer.len()
}
}

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use crate::{BotStrategy, CheckerMove, Color, GameState, PlayerId};
use super::burn_dqn_agent::{DqnNetwork, DqnConfig, InferenceBackend};
use super::dqn_common::get_valid_actions;
use burn::{backend::ndarray::NdArrayDevice, tensor::Tensor};
use std::path::Path;
/// Stratégie utilisant un modèle DQN Burn entraîné
#[derive(Debug)]
pub struct BurnDqnStrategy {
pub game: GameState,
pub player_id: PlayerId,
pub color: Color,
network: Option<DqnNetwork<InferenceBackend>>,
config: Option<DqnConfig>,
device: NdArrayDevice,
}
impl Default for BurnDqnStrategy {
fn default() -> Self {
Self {
game: GameState::default(),
player_id: 0,
color: Color::White,
network: None,
config: None,
device: NdArrayDevice::default(),
}
}
}
impl BurnDqnStrategy {
/// Crée une nouvelle stratégie avec un modèle chargé
pub fn new(model_path: &str) -> Result<Self, Box<dyn std::error::Error>> {
let mut strategy = Self::default();
strategy.load_model(model_path)?;
Ok(strategy)
}
/// Charge un modèle DQN depuis un fichier
pub fn load_model(&mut self, model_path: &str) -> Result<(), Box<dyn std::error::Error>> {
if !Path::new(&format!("{}_config.json", model_path)).exists() {
return Err(format!("Modèle non trouvé : {}", model_path).into());
}
let (network, config) = super::burn_dqn_agent::BurnDqnAgent::load_model_for_inference(model_path)?;
self.network = Some(network);
self.config = Some(config);
println!("Modèle DQN Burn chargé depuis : {}", model_path);
Ok(())
}
/// Sélectionne la meilleure action selon le modèle DQN
fn select_best_action(&self, valid_actions: &[super::dqn_common::TrictracAction]) -> Option<super::dqn_common::TrictracAction> {
if valid_actions.is_empty() {
return None;
}
// Si pas de réseau chargé, utiliser la première action valide
let Some(network) = &self.network else {
return Some(valid_actions[0].clone());
};
// Convertir l'état du jeu en tensor
let state_vec = self.game.to_vec_float();
let state_tensor = Tensor::<InferenceBackend, 2>::from_floats(state_vec.as_slice(), &self.device).reshape([1, self.config.as_ref().unwrap().state_size]);
// Faire une prédiction
let q_values = network.forward(state_tensor);
let q_data = q_values.into_data().convert::<f32>().into_vec().unwrap();
// Trouver la meilleure action parmi les actions valides
let mut best_action = &valid_actions[0];
let mut best_q_value = f32::NEG_INFINITY;
for (i, action) in valid_actions.iter().enumerate() {
if i < q_data.len() && q_data[i] > best_q_value {
best_q_value = q_data[i];
best_action = action;
}
}
Some(best_action.clone())
}
/// Convertit une TrictracAction en CheckerMove pour les mouvements
fn trictrac_action_to_moves(&self, action: &super::dqn_common::TrictracAction) -> Option<(CheckerMove, CheckerMove)> {
match action {
super::dqn_common::TrictracAction::Move { dice_order, from1, from2 } => {
let dice = self.game.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
let to1 = if self.color == Color::White {
from1 + die1 as usize
} else {
from1.saturating_sub(die1 as usize)
};
let to2 = if self.color == Color::White {
from2 + die2 as usize
} else {
from2.saturating_sub(die2 as usize)
};
// Créer les mouvements
let move1 = CheckerMove::new(*from1, to1).ok()?;
let move2 = CheckerMove::new(*from2, to2).ok()?;
Some((move1, move2))
}
_ => None,
}
}
}
impl BotStrategy for BurnDqnStrategy {
fn get_game(&self) -> &GameState {
&self.game
}
fn get_mut_game(&mut self) -> &mut GameState {
&mut self.game
}
fn calculate_points(&self) -> u8 {
// Utiliser le modèle DQN pour décider des points à marquer
// let valid_actions = get_valid_actions(&self.game);
// Chercher une action Mark dans les actions valides
// for action in &valid_actions {
// if let super::dqn_common::TrictracAction::Mark { points } = action {
// return *points;
// }
// }
// Par défaut, marquer 0 points
0
}
fn calculate_adv_points(&self) -> u8 {
// Même logique que calculate_points pour les points d'avance
self.calculate_points()
}
fn choose_move(&self) -> (CheckerMove, CheckerMove) {
let valid_actions = get_valid_actions(&self.game);
if let Some(best_action) = self.select_best_action(&valid_actions) {
if let Some((move1, move2)) = self.trictrac_action_to_moves(&best_action) {
return (move1, move2);
}
}
// Fallback: utiliser la stratégie par défaut
let default_strategy = super::default::DefaultStrategy::default();
default_strategy.choose_move()
}
fn choose_go(&self) -> bool {
let valid_actions = get_valid_actions(&self.game);
if let Some(best_action) = self.select_best_action(&valid_actions) {
match best_action {
super::dqn_common::TrictracAction::Go => return true,
super::dqn_common::TrictracAction::Move { .. } => return false,
_ => {}
}
}
// Par défaut, toujours choisir de continuer
true
}
fn set_player_id(&mut self, player_id: PlayerId) {
self.player_id = player_id;
}
fn set_color(&mut self, color: Color) {
self.color = color;
}
}
/// Factory function pour créer une stratégie DQN Burn depuis un chemin de modèle
pub fn create_burn_dqn_strategy(model_path: &str) -> Result<Box<dyn BotStrategy>, Box<dyn std::error::Error>> {
let strategy = BurnDqnStrategy::new(model_path)?;
Ok(Box::new(strategy))
}

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use crate::{BotStrategy, CheckerMove, Color, GameState, PlayerId, PointsRules};
use crate::{BotStrategy, CheckerMove, Color, GameState, PlayerId};
use store::MoveRules;
#[derive(Debug)]

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use crate::{BotStrategy, CheckerMove, Color, GameState, PlayerId, PointsRules};
use crate::{BotStrategy, CheckerMove, Color, GameState, PlayerId};
use std::path::Path;
use store::MoveRules;
use super::dqn_common::{
use crate::dqn::dqn_common::{
get_valid_actions, sample_valid_action, SimpleNeuralNetwork, TrictracAction,
};

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use std::cmp::{max, min};
use serde::{Deserialize, Serialize};
use store::{CheckerMove, Dice, GameEvent, PlayerId};
/// Types d'actions possibles dans le jeu
#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
pub enum TrictracAction {
/// Lancer les dés
Roll,
/// Continuer après avoir gagné un trou
Go,
/// Effectuer un mouvement de pions
Move {
dice_order: bool, // true = utiliser dice[0] en premier, false = dice[1] en premier
from1: usize, // position de départ du premier pion (0-24)
from2: usize, // position de départ du deuxième pion (0-24)
},
// Marquer les points : à activer si support des écoles
// Mark,
}
impl TrictracAction {
/// Encode une action en index pour le réseau de neurones
pub fn to_action_index(&self) -> usize {
match self {
TrictracAction::Roll => 0,
TrictracAction::Go => 1,
TrictracAction::Move {
dice_order,
from1,
from2,
} => {
// Encoder les mouvements dans l'espace d'actions
// Indices 2+ pour les mouvements
// de 2 à 1251 (2 à 626 pour dé 1 en premier, 627 à 1251 pour dé 2 en premier)
let mut start = 2;
if !dice_order {
// 25 * 25 = 625
start += 625;
}
start + from1 * 25 + from2
} // TrictracAction::Mark => 1252,
}
}
/// Décode un index d'action en TrictracAction
pub fn from_action_index(index: usize) -> Option<TrictracAction> {
match index {
0 => Some(TrictracAction::Roll),
// 1252 => Some(TrictracAction::Mark),
1 => Some(TrictracAction::Go),
i if i >= 3 => {
let move_code = i - 3;
let (dice_order, from1, from2) = Self::decode_move(move_code);
Some(TrictracAction::Move {
dice_order,
from1,
from2,
})
}
_ => None,
}
}
/// Décode un entier en paire de mouvements
fn decode_move(code: usize) -> (bool, usize, usize) {
let mut encoded = code;
let dice_order = code < 626;
if !dice_order {
encoded -= 625
}
let from1 = encoded / 25;
let from2 = 1 + encoded % 25;
(dice_order, from1, from2)
}
/// Retourne la taille de l'espace d'actions total
pub fn action_space_size() -> usize {
// 1 (Roll) + 1 (Go) + mouvements possibles
// Pour les mouvements : 2*25*25 = 1250 (choix du dé + position 0-24 pour chaque from)
// Mais on peut optimiser en limitant aux positions valides (1-24)
2 + (2 * 25 * 25) // = 1252
}
// pub fn to_game_event(&self, player_id: PlayerId, dice: Dice) -> GameEvent {
// match action {
// TrictracAction::Roll => Some(GameEvent::Roll { player_id }),
// TrictracAction::Mark => Some(GameEvent::Mark { player_id, points }),
// TrictracAction::Go => Some(GameEvent::Go { player_id }),
// TrictracAction::Move {
// dice_order,
// from1,
// from2,
// } => {
// // Effectuer un mouvement
// let checker_move1 = store::CheckerMove::new(move1.0, move1.1).unwrap_or_default();
// let checker_move2 = store::CheckerMove::new(move2.0, move2.1).unwrap_or_default();
//
// Some(GameEvent::Move {
// player_id: self.agent_player_id,
// moves: (checker_move1, checker_move2),
// })
// }
// };
// }
}
/// Configuration pour l'agent DQN
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct DqnConfig {
pub state_size: usize,
pub hidden_size: usize,
pub num_actions: usize,
pub learning_rate: f64,
pub gamma: f64,
pub epsilon: f64,
pub epsilon_decay: f64,
pub epsilon_min: f64,
pub replay_buffer_size: usize,
pub batch_size: usize,
}
impl Default for DqnConfig {
fn default() -> Self {
Self {
state_size: 36,
hidden_size: 512, // Augmenter la taille pour gérer l'espace d'actions élargi
num_actions: TrictracAction::action_space_size(),
learning_rate: 0.001,
gamma: 0.99,
epsilon: 0.1,
epsilon_decay: 0.995,
epsilon_min: 0.01,
replay_buffer_size: 10000,
batch_size: 32,
}
}
}
/// Réseau de neurones DQN simplifié (matrice de poids basique)
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SimpleNeuralNetwork {
pub weights1: Vec<Vec<f32>>,
pub biases1: Vec<f32>,
pub weights2: Vec<Vec<f32>>,
pub biases2: Vec<f32>,
pub weights3: Vec<Vec<f32>>,
pub biases3: Vec<f32>,
}
impl SimpleNeuralNetwork {
pub fn new(input_size: usize, hidden_size: usize, output_size: usize) -> Self {
use rand::{thread_rng, Rng};
let mut rng = thread_rng();
// Initialisation aléatoire des poids avec Xavier/Glorot
let scale1 = (2.0 / input_size as f32).sqrt();
let weights1 = (0..hidden_size)
.map(|_| {
(0..input_size)
.map(|_| rng.gen_range(-scale1..scale1))
.collect()
})
.collect();
let biases1 = vec![0.0; hidden_size];
let scale2 = (2.0 / hidden_size as f32).sqrt();
let weights2 = (0..hidden_size)
.map(|_| {
(0..hidden_size)
.map(|_| rng.gen_range(-scale2..scale2))
.collect()
})
.collect();
let biases2 = vec![0.0; hidden_size];
let scale3 = (2.0 / hidden_size as f32).sqrt();
let weights3 = (0..output_size)
.map(|_| {
(0..hidden_size)
.map(|_| rng.gen_range(-scale3..scale3))
.collect()
})
.collect();
let biases3 = vec![0.0; output_size];
Self {
weights1,
biases1,
weights2,
biases2,
weights3,
biases3,
}
}
pub fn forward(&self, input: &[f32]) -> Vec<f32> {
// Première couche
let mut layer1: Vec<f32> = self.biases1.clone();
for (i, neuron_weights) in self.weights1.iter().enumerate() {
for (j, &weight) in neuron_weights.iter().enumerate() {
if j < input.len() {
layer1[i] += input[j] * weight;
}
}
layer1[i] = layer1[i].max(0.0); // ReLU
}
// Deuxième couche
let mut layer2: Vec<f32> = self.biases2.clone();
for (i, neuron_weights) in self.weights2.iter().enumerate() {
for (j, &weight) in neuron_weights.iter().enumerate() {
if j < layer1.len() {
layer2[i] += layer1[j] * weight;
}
}
layer2[i] = layer2[i].max(0.0); // ReLU
}
// Couche de sortie
let mut output: Vec<f32> = self.biases3.clone();
for (i, neuron_weights) in self.weights3.iter().enumerate() {
for (j, &weight) in neuron_weights.iter().enumerate() {
if j < layer2.len() {
output[i] += layer2[j] * weight;
}
}
}
output
}
pub fn get_best_action(&self, input: &[f32]) -> usize {
let q_values = self.forward(input);
q_values
.iter()
.enumerate()
.max_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap())
.map(|(index, _)| index)
.unwrap_or(0)
}
pub fn save<P: AsRef<std::path::Path>>(
&self,
path: P,
) -> Result<(), Box<dyn std::error::Error>> {
let data = serde_json::to_string_pretty(self)?;
std::fs::write(path, data)?;
Ok(())
}
pub fn load<P: AsRef<std::path::Path>>(path: P) -> Result<Self, Box<dyn std::error::Error>> {
let data = std::fs::read_to_string(path)?;
let network = serde_json::from_str(&data)?;
Ok(network)
}
}
/// Obtient les actions valides pour l'état de jeu actuel
pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
use crate::PointsRules;
use store::TurnStage;
let mut valid_actions = Vec::new();
let active_player_id = game_state.active_player_id;
let player_color = game_state.player_color_by_id(&active_player_id);
if let Some(color) = player_color {
match game_state.turn_stage {
TurnStage::RollDice | TurnStage::RollWaiting => {
valid_actions.push(TrictracAction::Roll);
}
TurnStage::MarkPoints | TurnStage::MarkAdvPoints => {
// valid_actions.push(TrictracAction::Mark);
}
TurnStage::HoldOrGoChoice => {
valid_actions.push(TrictracAction::Go);
// Ajoute aussi les mouvements possibles
let rules = store::MoveRules::new(&color, &game_state.board, game_state.dice);
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
// Modififier checker_moves_to_trictrac_action si on doit gérer Black
assert_eq!(color, store::Color::White);
for (move1, move2) in possible_moves {
valid_actions.push(checker_moves_to_trictrac_action(
&move1,
&move2,
&game_state.dice,
));
}
}
TurnStage::Move => {
let rules = store::MoveRules::new(&color, &game_state.board, game_state.dice);
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
// Modififier checker_moves_to_trictrac_action si on doit gérer Black
assert_eq!(color, store::Color::White);
for (move1, move2) in possible_moves {
valid_actions.push(checker_moves_to_trictrac_action(
&move1,
&move2,
&game_state.dice,
));
}
}
}
}
valid_actions
}
// Valid only for White player
fn checker_moves_to_trictrac_action(
move1: &CheckerMove,
move2: &CheckerMove,
dice: &Dice,
) -> TrictracAction {
let to1 = move1.get_to();
let to2 = move2.get_to();
let from1 = move1.get_from();
let from2 = move2.get_from();
let mut diff_move1 = if to1 > 0 {
// Mouvement sans sortie
to1 - from1
} else {
// sortie, on utilise la valeur du dé
if to2 > 0 {
// sortie pour le mouvement 1 uniquement
let dice2 = to2 - from2;
if dice2 == dice.values.0 as usize {
dice.values.1 as usize
} else {
dice.values.0 as usize
}
} else {
// double sortie
if from1 < from2 {
max(dice.values.0, dice.values.1) as usize
} else {
min(dice.values.0, dice.values.1) as usize
}
}
};
// modification de diff_move1 si on est dans le cas d'un mouvement par puissance
let rest_field = 12;
if to1 == rest_field
&& to2 == rest_field
&& max(dice.values.0 as usize, dice.values.1 as usize) + min(from1, from2) != rest_field
{
// prise par puissance
diff_move1 += 1;
}
TrictracAction::Move {
dice_order: diff_move1 == dice.values.0 as usize,
from1: move1.get_from(),
from2: move2.get_from(),
}
}
/// Retourne les indices des actions valides
pub fn get_valid_action_indices(game_state: &crate::GameState) -> Vec<usize> {
get_valid_actions(game_state)
.into_iter()
.map(|action| action.to_action_index())
.collect()
}
/// Sélectionne une action valide aléatoire
pub fn sample_valid_action(game_state: &crate::GameState) -> Option<TrictracAction> {
use rand::{seq::SliceRandom, thread_rng};
let valid_actions = get_valid_actions(game_state);
let mut rng = thread_rng();
valid_actions.choose(&mut rng).cloned()
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn to_action_index() {
let action = TrictracAction::Move {
dice_order: true,
from1: 3,
from2: 4,
};
let index = action.to_action_index();
assert_eq!(Some(action), TrictracAction::from_action_index(index));
assert_eq!(81, index);
}
#[test]
fn from_action_index() {
let action = TrictracAction::Move {
dice_order: true,
from1: 3,
from2: 4,
};
assert_eq!(Some(action), TrictracAction::from_action_index(81));
}
}

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@ -1,489 +0,0 @@
use crate::{CheckerMove, Color, GameState, PlayerId};
use rand::prelude::SliceRandom;
use rand::{thread_rng, Rng};
use serde::{Deserialize, Serialize};
use std::collections::VecDeque;
use store::{GameEvent, MoveRules, PointsRules, Stage, TurnStage};
use super::dqn_common::{get_valid_actions, DqnConfig, SimpleNeuralNetwork, TrictracAction};
/// Expérience pour le buffer de replay
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Experience {
pub state: Vec<f32>,
pub action: TrictracAction,
pub reward: f32,
pub next_state: Vec<f32>,
pub done: bool,
}
/// Buffer de replay pour stocker les expériences
#[derive(Debug)]
pub struct ReplayBuffer {
buffer: VecDeque<Experience>,
capacity: usize,
}
impl ReplayBuffer {
pub fn new(capacity: usize) -> Self {
Self {
buffer: VecDeque::with_capacity(capacity),
capacity,
}
}
pub fn push(&mut self, experience: Experience) {
if self.buffer.len() >= self.capacity {
self.buffer.pop_front();
}
self.buffer.push_back(experience);
}
pub fn sample(&self, batch_size: usize) -> Vec<Experience> {
let mut rng = thread_rng();
let len = self.buffer.len();
if len < batch_size {
return self.buffer.iter().cloned().collect();
}
let mut batch = Vec::with_capacity(batch_size);
for _ in 0..batch_size {
let idx = rng.gen_range(0..len);
batch.push(self.buffer[idx].clone());
}
batch
}
pub fn len(&self) -> usize {
self.buffer.len()
}
}
/// Agent DQN pour l'apprentissage par renforcement
#[derive(Debug)]
pub struct DqnAgent {
config: DqnConfig,
model: SimpleNeuralNetwork,
target_model: SimpleNeuralNetwork,
replay_buffer: ReplayBuffer,
epsilon: f64,
step_count: usize,
}
impl DqnAgent {
pub fn new(config: DqnConfig) -> Self {
let model =
SimpleNeuralNetwork::new(config.state_size, config.hidden_size, config.num_actions);
let target_model = model.clone();
let replay_buffer = ReplayBuffer::new(config.replay_buffer_size);
let epsilon = config.epsilon;
Self {
config,
model,
target_model,
replay_buffer,
epsilon,
step_count: 0,
}
}
pub fn select_action(&mut self, game_state: &GameState, state: &[f32]) -> TrictracAction {
let valid_actions = get_valid_actions(game_state);
if valid_actions.is_empty() {
// Fallback si aucune action valide
return TrictracAction::Roll;
}
let mut rng = thread_rng();
if rng.gen::<f64>() < self.epsilon {
// Exploration : action valide aléatoire
valid_actions
.choose(&mut rng)
.cloned()
.unwrap_or(TrictracAction::Roll)
} else {
// Exploitation : meilleure action valide selon le modèle
let q_values = self.model.forward(state);
let mut best_action = &valid_actions[0];
let mut best_q_value = f32::NEG_INFINITY;
for action in &valid_actions {
let action_index = action.to_action_index();
if action_index < q_values.len() {
let q_value = q_values[action_index];
if q_value > best_q_value {
best_q_value = q_value;
best_action = action;
}
}
}
best_action.clone()
}
}
pub fn store_experience(&mut self, experience: Experience) {
self.replay_buffer.push(experience);
}
pub fn train(&mut self) {
if self.replay_buffer.len() < self.config.batch_size {
return;
}
// Pour l'instant, on simule l'entraînement en mettant à jour epsilon
// Dans une implémentation complète, ici on ferait la backpropagation
self.epsilon = (self.epsilon * self.config.epsilon_decay).max(self.config.epsilon_min);
self.step_count += 1;
// Mise à jour du target model tous les 100 steps
if self.step_count % 100 == 0 {
self.target_model = self.model.clone();
}
}
pub fn save_model<P: AsRef<std::path::Path>>(
&self,
path: P,
) -> Result<(), Box<dyn std::error::Error>> {
self.model.save(path)
}
pub fn get_epsilon(&self) -> f64 {
self.epsilon
}
pub fn get_step_count(&self) -> usize {
self.step_count
}
}
/// Environnement Trictrac pour l'entraînement
#[derive(Debug)]
pub struct TrictracEnv {
pub game_state: GameState,
pub agent_player_id: PlayerId,
pub opponent_player_id: PlayerId,
pub agent_color: Color,
pub max_steps: usize,
pub current_step: usize,
}
impl Default for TrictracEnv {
fn default() -> Self {
let mut game_state = GameState::new(false);
game_state.init_player("agent");
game_state.init_player("opponent");
Self {
game_state,
agent_player_id: 1,
opponent_player_id: 2,
agent_color: Color::White,
max_steps: 1000,
current_step: 0,
}
}
}
impl TrictracEnv {
pub fn reset(&mut self) -> Vec<f32> {
self.game_state = GameState::new(false);
self.game_state.init_player("agent");
self.game_state.init_player("opponent");
// Commencer la partie
self.game_state.consume(&GameEvent::BeginGame {
goes_first: self.agent_player_id,
});
self.current_step = 0;
self.game_state.to_vec_float()
}
pub fn step(&mut self, action: TrictracAction) -> (Vec<f32>, f32, bool) {
let mut reward = 0.0;
// Appliquer l'action de l'agent
if self.game_state.active_player_id == self.agent_player_id {
reward += self.apply_agent_action(action);
}
// Faire jouer l'adversaire (stratégie simple)
while self.game_state.active_player_id == self.opponent_player_id
&& self.game_state.stage != Stage::Ended
{
reward += self.play_opponent_turn();
}
// Vérifier si la partie est terminée
let done = self.game_state.stage == Stage::Ended
|| self.game_state.determine_winner().is_some()
|| self.current_step >= self.max_steps;
// Récompense finale si la partie est terminée
if done {
if let Some(winner) = self.game_state.determine_winner() {
if winner == self.agent_player_id {
reward += 100.0; // Bonus pour gagner
} else {
reward -= 50.0; // Pénalité pour perdre
}
}
}
self.current_step += 1;
let next_state = self.game_state.to_vec_float();
(next_state, reward, done)
}
fn apply_agent_action(&mut self, action: TrictracAction) -> f32 {
let mut reward = 0.0;
let event = match action {
TrictracAction::Roll => {
// Lancer les dés
reward += 0.1;
Some(GameEvent::Roll {
player_id: self.agent_player_id,
})
}
// TrictracAction::Mark => {
// // Marquer des points
// let points = self.game_state.
// reward += 0.1 * points as f32;
// Some(GameEvent::Mark {
// player_id: self.agent_player_id,
// points,
// })
// }
TrictracAction::Go => {
// Continuer après avoir gagné un trou
reward += 0.2;
Some(GameEvent::Go {
player_id: self.agent_player_id,
})
}
TrictracAction::Move {
dice_order,
from1,
from2,
} => {
// Effectuer un mouvement
let (dice1, dice2) = if dice_order {
(self.game_state.dice.values.0, self.game_state.dice.values.1)
} else {
(self.game_state.dice.values.1, self.game_state.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.agent_player_id,
moves: (checker_move1, checker_move2),
})
}
};
// Appliquer l'événement si valide
if let Some(event) = event {
if self.game_state.validate(&event) {
self.game_state.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.agent_player_id,
dice: store::Dice {
values: dice_values,
},
};
if self.game_state.validate(&dice_event) {
self.game_state.consume(&dice_event);
}
}
} else {
// Pénalité pour action invalide
reward -= 2.0;
}
}
reward
}
// TODO : use default bot strategy
fn play_opponent_turn(&mut self) -> f32 {
let mut reward = 0.0;
let event = match self.game_state.turn_stage {
TurnStage::RollDice => GameEvent::Roll {
player_id: self.opponent_player_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_player_id,
dice: store::Dice {
values: dice_values,
},
}
}
TurnStage::MarkAdvPoints | TurnStage::MarkPoints => {
let opponent_color = self.agent_color.opponent_color();
let dice_roll_count = self
.game_state
.players
.get(&self.opponent_player_id)
.unwrap()
.dice_roll_count;
let points_rules = PointsRules::new(
&opponent_color,
&self.game_state.board,
self.game_state.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_player_id,
points,
}
}
TurnStage::Move => {
let opponent_color = self.agent_color.opponent_color();
let rules = MoveRules::new(
&opponent_color,
&self.game_state.board,
self.game_state.dice,
);
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
// Stratégie simple : choix aléatoire
let mut rng = thread_rng();
let choosen_move = *possible_moves
.choose(&mut rng)
.unwrap_or(&(CheckerMove::default(), CheckerMove::default()));
GameEvent::Move {
player_id: self.opponent_player_id,
moves: if opponent_color == Color::White {
choosen_move
} else {
(choosen_move.0.mirror(), choosen_move.1.mirror())
},
}
}
TurnStage::HoldOrGoChoice => {
// Stratégie simple : toujours continuer
GameEvent::Go {
player_id: self.opponent_player_id,
}
}
};
if self.game_state.validate(&event) {
self.game_state.consume(&event);
}
reward
}
}
/// Entraîneur pour le modèle DQN
pub struct DqnTrainer {
agent: DqnAgent,
env: TrictracEnv,
}
impl DqnTrainer {
pub fn new(config: DqnConfig) -> Self {
Self {
agent: DqnAgent::new(config),
env: TrictracEnv::default(),
}
}
pub fn train_episode(&mut self) -> f32 {
let mut total_reward = 0.0;
let mut state = self.env.reset();
// let mut step_count = 0;
loop {
// step_count += 1;
let action = self.agent.select_action(&self.env.game_state, &state);
let (next_state, reward, done) = self.env.step(action.clone());
total_reward += reward;
let experience = Experience {
state: state.clone(),
action,
reward,
next_state: next_state.clone(),
done,
};
self.agent.store_experience(experience);
self.agent.train();
if done {
break;
}
// if step_count % 100 == 0 {
// println!("{:?}", next_state);
// }
state = next_state;
}
total_reward
}
pub fn train(
&mut self,
episodes: usize,
save_every: usize,
model_path: &str,
) -> Result<(), Box<dyn std::error::Error>> {
println!("Démarrage de l'entraînement DQN pour {} épisodes", episodes);
for episode in 1..=episodes {
let reward = self.train_episode();
if episode % 100 == 0 {
println!(
"Épisode {}/{}: Récompense = {:.2}, Epsilon = {:.3}, Steps = {}",
episode,
episodes,
reward,
self.agent.get_epsilon(),
self.agent.get_step_count()
);
}
if episode % save_every == 0 {
let save_path = format!("{}_episode_{}.json", model_path, episode);
self.agent.save_model(&save_path)?;
println!("Modèle sauvegardé : {}", save_path);
}
}
// Sauvegarder le modèle final
let final_path = format!("{}_final.json", model_path);
self.agent.save_model(&final_path)?;
println!("Modèle final sauvegardé : {}", final_path);
Ok(())
}
}

5
bot/src/strategy/mod.rs Normal file
View file

@ -0,0 +1,5 @@
pub mod client;
pub mod default;
pub mod dqn;
pub mod erroneous_moves;
pub mod stable_baselines3;