claude (compile fails)

This commit is contained in:
Henri Bourcereau 2025-06-22 15:42:55 +02:00
parent dc197fbc6f
commit 5b133cfe0a
3 changed files with 321 additions and 0 deletions

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@ -16,3 +16,5 @@ serde_json = "1.0"
store = { path = "../store" } store = { path = "../store" }
rand = "0.8" rand = "0.8"
env_logger = "0.10" env_logger = "0.10"
burn = { version = "0.17", features = ["ndarray", "autodiff"] }
burn-rl = { git = "https://github.com/yunjhongwu/burn-rl-examples.git", package = "burn-rl" }

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@ -0,0 +1,272 @@
use burn::{backend::Backend, tensor::Tensor};
use burn_rl::base::{Action, Environment, Snapshot, State};
use crate::GameState;
use store::{Color, Game, PlayerId};
use std::collections::HashMap;
/// État du jeu Trictrac pour burn-rl
#[derive(Debug, Clone, Copy)]
pub struct TrictracState {
pub data: [f32; 36], // Représentation vectorielle de l'état du jeu
}
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 {
let state_vec = game_state.to_vec();
let mut data = [0.0f32; 36];
// Copier les données en s'assurant qu'on ne dépasse pas la taille
let copy_len = state_vec.len().min(36);
for i in 0..copy_len {
data[i] = state_vec[i];
}
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 {
// Utiliser l'espace d'actions compactes pour réduire la complexité
// Maximum estimé basé sur les actions contextuelles
1000 // Estimation conservative, sera ajusté dynamiquement
}
}
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 {
game: Game,
active_player_id: PlayerId,
opponent_id: PlayerId,
current_state: TrictracState,
episode_reward: f32,
step_count: usize,
visualized: bool,
}
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
fn new(visualized: bool) -> Self {
let mut game = Game::new();
// Ajouter deux joueurs
let player1_id = game.add_player("DQN Agent".to_string(), Color::White);
let player2_id = game.add_player("Opponent".to_string(), Color::Black);
game.start();
let game_state = game.get_state();
let current_state = TrictracState::from_game_state(&game_state);
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
self.game = Game::new();
self.active_player_id = self.game.add_player("DQN Agent".to_string(), Color::White);
self.opponent_id = self.game.add_player("Opponent".to_string(), Color::Black);
self.game.start();
let game_state = self.game.get_state();
self.current_state = TrictracState::from_game_state(&game_state);
self.episode_reward = 0.0;
self.step_count = 0;
Snapshot {
state: self.current_state,
reward: 0.0,
terminated: false,
}
}
fn step(&mut self, action: Self::ActionType) -> Snapshot<Self> {
self.step_count += 1;
let game_state = self.game.get_state();
// Convertir l'action burn-rl vers une action Trictrac
let trictrac_action = self.convert_action(action, &game_state);
let mut reward = 0.0;
let mut terminated = false;
// Exécuter l'action si c'est le tour de l'agent DQN
if game_state.active_player_id == self.active_player_id {
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;
}
}
// Jouer l'adversaire si c'est son tour
self.play_opponent_if_needed();
// Vérifier fin de partie
let updated_state = self.game.get_state();
if updated_state.is_finished() || self.step_count >= Self::MAX_STEPS {
terminated = true;
// Récompense finale basée sur le résultat
if let Some(winner_id) = updated_state.winner {
if winner_id == self.active_player_id {
reward += 10.0; // Victoire
} else {
reward -= 10.0; // Défaite
}
}
}
// Mettre à jour l'état
self.current_state = TrictracState::from_game_state(&updated_state);
self.episode_reward += reward;
if self.visualized && terminated {
println!("Episode terminé. Récompense totale: {:.2}, Étapes: {}",
self.episode_reward, self.step_count);
}
Snapshot {
state: self.current_state,
reward,
terminated,
}
}
}
impl TrictracEnvironment {
/// Convertit une action burn-rl vers une action Trictrac
fn convert_action(&self, action: TrictracAction, game_state: &GameState) -> Option<super::dqn_common::TrictracAction> {
use super::dqn_common::{get_valid_compact_actions, CompactAction};
// Obtenir les actions valides dans le contexte actuel
let valid_actions = get_valid_compact_actions(game_state);
if valid_actions.is_empty() {
return None;
}
// Mapper l'index d'action sur une action valide
let action_index = (action.index as usize) % valid_actions.len();
let compact_action = &valid_actions[action_index];
// Convertir l'action compacte vers une action Trictrac complète
compact_action.to_trictrac_action(game_state)
}
/// Exécute une action Trictrac dans le jeu
fn execute_action(&mut self, action: super::dqn_common::TrictracAction) -> Result<f32, Box<dyn std::error::Error>> {
use super::dqn_common::TrictracAction;
let mut reward = 0.0;
match action {
TrictracAction::Roll => {
self.game.roll_dice_for_player(&self.active_player_id)?;
reward = 0.1; // Petite récompense pour une action valide
}
TrictracAction::Mark { points } => {
self.game.mark_points_for_player(&self.active_player_id, points)?;
reward = points as f32 * 0.1; // Récompense proportionnelle aux points
}
TrictracAction::Go => {
self.game.go_for_player(&self.active_player_id)?;
reward = 0.2; // Récompense pour continuer
}
TrictracAction::Move { move1, move2 } => {
let checker_move1 = store::CheckerMove::new(move1.0, move1.1)?;
let checker_move2 = store::CheckerMove::new(move2.0, move2.1)?;
self.game.move_checker_for_player(&self.active_player_id, checker_move1, checker_move2)?;
reward = 0.3; // Récompense pour un mouvement réussi
}
}
Ok(reward)
}
/// Fait jouer l'adversaire avec une stratégie simple
fn play_opponent_if_needed(&mut self) {
let game_state = self.game.get_state();
// Si c'est le tour de l'adversaire, jouer automatiquement
if game_state.active_player_id == self.opponent_id && !game_state.is_finished() {
// Utiliser une stratégie simple pour l'adversaire (dummy bot)
if let Ok(_) = crate::strategy::dummy::get_dummy_action(&mut self.game, &self.opponent_id) {
// L'action a été exécutée par get_dummy_action
}
}
}
}

47
bot/src/strategy/mod.rs Normal file
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@ -0,0 +1,47 @@
pub mod burn_environment;
pub mod client;
pub mod default;
pub mod dqn;
pub mod dqn_common;
pub mod dqn_trainer;
pub mod erroneous_moves;
pub mod stable_baselines3;
pub mod dummy {
use store::{Color, Game, PlayerId};
/// Action simple pour l'adversaire dummy
pub fn get_dummy_action(game: &mut Game, player_id: &PlayerId) -> Result<(), Box<dyn std::error::Error>> {
let game_state = game.get_state();
match game_state.turn_stage {
store::TurnStage::RollDice => {
game.roll_dice_for_player(player_id)?;
}
store::TurnStage::MarkPoints | store::TurnStage::MarkAdvPoints => {
// Marquer 0 points (stratégie conservatrice)
game.mark_points_for_player(player_id, 0)?;
}
store::TurnStage::HoldOrGoChoice => {
// Toujours choisir "Go" (stratégie simple)
game.go_for_player(player_id)?;
}
store::TurnStage::Move => {
// Utiliser la logique de mouvement par défaut
use super::default::DefaultStrategy;
use crate::BotStrategy;
let mut default_strategy = DefaultStrategy::default();
default_strategy.set_player_id(*player_id);
default_strategy.set_color(game_state.player_color_by_id(player_id).unwrap_or(Color::White));
*default_strategy.get_mut_game() = game_state.clone();
let (move1, move2) = default_strategy.choose_move();
game.move_checker_for_player(player_id, move1, move2)?;
}
_ => {}
}
Ok(())
}
}