wip fix workflow

This commit is contained in:
Henri Bourcereau 2025-06-09 20:17:00 +02:00
parent f6ec3ef5ae
commit 5f33737c1b
5 changed files with 126 additions and 88 deletions

View file

@ -36,18 +36,20 @@ impl BotStrategy for DefaultStrategy {
}
fn calculate_points(&self) -> u8 {
let dice_roll_count = self
.get_game()
.players
.get(&self.player_id)
.unwrap()
.dice_roll_count;
let points_rules = PointsRules::new(&Color::White, &self.game.board, self.game.dice);
points_rules.get_points(dice_roll_count).0
// let dice_roll_count = self
// .get_game()
// .players
// .get(&self.player_id)
// .unwrap()
// .dice_roll_count;
// let points_rules = PointsRules::new(&Color::White, &self.game.board, self.game.dice);
// points_rules.get_points(dice_roll_count).0
self.game.dice_points.0
}
fn calculate_adv_points(&self) -> u8 {
self.calculate_points()
// self.calculate_points()
self.game.dice_points.1
}
fn choose_go(&self) -> bool {

View file

@ -2,7 +2,9 @@ use crate::{BotStrategy, CheckerMove, Color, GameState, PlayerId, PointsRules};
use std::path::Path;
use store::MoveRules;
use super::dqn_common::{SimpleNeuralNetwork, TrictracAction, get_valid_actions, sample_valid_action};
use super::dqn_common::{
get_valid_actions, sample_valid_action, SimpleNeuralNetwork, TrictracAction,
};
/// Stratégie DQN pour le bot - ne fait que charger et utiliser un modèle pré-entraîné
#[derive(Debug)]
@ -42,18 +44,18 @@ impl DqnStrategy {
if let Some(ref model) = self.model {
let state = self.game.to_vec_float();
let valid_actions = get_valid_actions(&self.game);
if valid_actions.is_empty() {
return None;
}
// Obtenir les Q-values pour toutes les actions
let q_values = model.forward(&state);
// Trouver la meilleure action valide
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() {
@ -64,7 +66,7 @@ impl DqnStrategy {
}
}
}
Some(best_action.clone())
} else {
// Fallback : action aléatoire valide
@ -91,26 +93,11 @@ impl BotStrategy for DqnStrategy {
}
fn calculate_points(&self) -> u8 {
// Utiliser le DQN pour choisir le nombre de points à marquer
if let Some(action) = self.get_dqn_action() {
if let TrictracAction::Mark { points } = action {
return points;
}
}
// Fallback : utiliser la méthode standard
let dice_roll_count = self
.get_game()
.players
.get(&self.player_id)
.unwrap()
.dice_roll_count;
let points_rules = PointsRules::new(&self.color, &self.game.board, self.game.dice);
points_rules.get_points(dice_roll_count).0
self.game.dice_points.0
}
fn calculate_adv_points(&self) -> u8 {
self.calculate_points()
self.game.dice_points.1
}
fn choose_go(&self) -> bool {
@ -126,24 +113,55 @@ impl BotStrategy for DqnStrategy {
fn choose_move(&self) -> (CheckerMove, CheckerMove) {
// Utiliser le DQN pour choisir le mouvement
if let Some(action) = self.get_dqn_action() {
if let TrictracAction::Move { move1, move2 } = action {
let checker_move1 = CheckerMove::new(move1.0, move1.1).unwrap_or_default();
let checker_move2 = CheckerMove::new(move2.0, move2.1).unwrap_or_default();
if let TrictracAction::Move {
dice_order,
from1,
from2,
} = action
{
let dicevals = self.game.dice.values;
let (mut dice1, mut dice2) = if dice_order {
(dicevals.0, dicevals.1)
} else {
(dicevals.1, dicevals.0)
};
if from1 == 0 {
// empty move
dice1 = 0;
}
let mut to1 = from1 + dice1 as usize;
if 24 < to1 {
// sortie
to1 = 0;
}
if from2 == 0 {
// empty move
dice2 = 0;
}
let mut to2 = from2 + dice2 as usize;
if 24 < to2 {
// sortie
to2 = 0;
}
let checker_move1 = CheckerMove::new(from1, to1).unwrap_or_default();
let checker_move2 = CheckerMove::new(from2, to2).unwrap_or_default();
let chosen_move = if self.color == Color::White {
(checker_move1, checker_move2)
} else {
(checker_move1.mirror(), checker_move2.mirror())
};
return chosen_move;
}
}
// Fallback : utiliser la stratégie par défaut
let rules = MoveRules::new(&self.color, &self.game.board, self.game.dice);
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
let chosen_move = *possible_moves
.first()
.unwrap_or(&(CheckerMove::default(), CheckerMove::default()));
@ -155,4 +173,3 @@ impl BotStrategy for DqnStrategy {
}
}
}

View file

@ -52,7 +52,7 @@ impl TrictracAction {
2 => Some(TrictracAction::Go),
i if i >= 3 => {
let move_code = i - 3;
let (dice_order, from1, from2) = decode_move(move_code);
let (dice_order, from1, from2) = Self::decode_move(move_code);
Some(TrictracAction::Move {
dice_order,
from1,
@ -83,28 +83,27 @@ impl TrictracAction {
3 + (2 * 25 * 25) // = 1253
}
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();
reward += 0.2;
Some(GameEvent::Move {
player_id: self.agent_player_id,
moves: (checker_move1, checker_move2),
})
}
};
}
// 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

25
doc/workflow.md Normal file
View file

@ -0,0 +1,25 @@
# Workflow
@startuml
state c <<choice>>
state haswon <<choice>>
state MarkPoints #lightblue
state MarkAdvPoints #lightblue
note right of MarkPoints : automatic 'Mark' transition\nwhen no school
note right of MarkAdvPoints : automatic 'Mark' transition\nwhen no school
[*] -> RollDice : BeginGame
RollDice --> RollWaiting : Roll (current player)
RollWaiting --> MarkPoints : RollResult (engine)
MarkPoints --> c : Mark (current player)
c --> HoldHorGoChoice : [new hole]
c --> [*] : [has won]
c --> Move : [not new hole]
HoldHorGoChoice --> RollDice : Go
HoldHorGoChoice --> MarkAdvPoints : Move
Move --> MarkAdvPoints : Move
MarkAdvPoints --> haswon : Mark (adversary)
haswon --> RollDice : [has not won]
haswon --> [*] : [has won]
@enduml

View file

@ -71,7 +71,7 @@ pub struct GameState {
/// last dice pair rolled
pub dice: Dice,
/// players points computed for the last dice pair rolled
dice_points: (u8, u8),
pub dice_points: (u8, u8),
pub dice_moves: (CheckerMove, CheckerMove),
pub dice_jans: PossibleJans,
/// true if player needs to roll first
@ -505,13 +505,7 @@ impl GameState {
self.players.remove(player_id);
}
Roll { player_id: _ } => {
// Opponent has moved, we can mark pending points earned during opponent's turn
let new_hole = self.mark_points(self.active_player_id, self.dice_points.1);
if new_hole && self.get_active_player().unwrap().holes > 12 {
self.stage = Stage::Ended;
} else {
self.turn_stage = TurnStage::RollWaiting;
}
self.turn_stage = TurnStage::RollWaiting;
}
RollResult { player_id: _, dice } => {
self.dice = *dice;
@ -534,23 +528,25 @@ impl GameState {
}
}
Mark { player_id, points } => {
let new_hole = self.mark_points(*player_id, *points);
if new_hole {
if self.get_active_player().unwrap().holes > 12 {
self.stage = Stage::Ended;
if self.schools_enabled {
let new_hole = self.mark_points(*player_id, *points);
if new_hole {
if self.get_active_player().unwrap().holes > 12 {
self.stage = Stage::Ended;
} else {
self.turn_stage = if self.turn_stage == TurnStage::MarkAdvPoints {
TurnStage::RollDice
} else {
TurnStage::HoldOrGoChoice
};
}
} else {
self.turn_stage = if self.turn_stage == TurnStage::MarkAdvPoints {
TurnStage::RollDice
} else {
TurnStage::HoldOrGoChoice
TurnStage::Move
};
}
} else {
self.turn_stage = if self.turn_stage == TurnStage::MarkAdvPoints {
TurnStage::RollDice
} else {
TurnStage::Move
};
}
}
Go { player_id: _ } => self.new_pick_up(),
@ -563,6 +559,11 @@ impl GameState {
self.turn_stage = if self.schools_enabled {
TurnStage::MarkAdvPoints
} else {
// The player has moved, we can mark its opponent's points (which is now the current player)
let new_hole = self.mark_points(self.active_player_id, self.dice_points.1);
if new_hole && self.get_active_player().unwrap().holes > 12 {
self.stage = Stage::Ended;
}
TurnStage::RollDice
};
}
@ -571,12 +572,6 @@ impl GameState {
self.history.push(valid_event.clone());
}
fn dice_points(&self) -> u8 {
let player = self.players.get(&self.active_player_id).unwrap();
let points_rules = PointsRules::new(&player.color, &self.board, self.dice);
let (points, adv_points) = points_rules.get_points(player.dice_roll_count);
}
/// Set a new pick up ('relevé') after a player won a hole and choose to 'go',
/// or after a player has bore off (took of his men off the board)
fn new_pick_up(&mut self) {