refact:remove server & bevy client ; remove _big bot algs

This commit is contained in:
Henri Bourcereau 2026-01-04 12:43:21 +01:00
parent 1e773671d9
commit 74f692d7ba
38 changed files with 24 additions and 3281 deletions

View file

@ -1,9 +1,12 @@
use crate::training_common_big;
use crate::training_common;
use burn::{prelude::Backend, tensor::Tensor};
use burn_rl::base::{Action, Environment, Snapshot, State};
use rand::{thread_rng, Rng};
use store::{GameEvent, GameState, PlayerId, PointsRules, Stage, TurnStage};
const ERROR_REWARD: f32 = -1.0012121;
const REWARD_RATIO: f32 = 0.1;
/// État du jeu Trictrac pour burn-rl
#[derive(Debug, Clone, Copy)]
pub struct TrictracState {
@ -214,16 +217,16 @@ impl TrictracEnvironment {
const REWARD_RATIO: f32 = 1.0;
/// Convertit une action burn-rl vers une action Trictrac
pub fn convert_action(action: TrictracAction) -> Option<training_common_big::TrictracAction> {
training_common_big::TrictracAction::from_action_index(action.index.try_into().unwrap())
pub fn convert_action(action: TrictracAction) -> Option<training_common::TrictracAction> {
training_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,
) -> Option<training_common_big::TrictracAction> {
use training_common_big::get_valid_actions;
) -> Option<training_common::TrictracAction> {
use training_common::get_valid_actions;
// Obtenir les actions valides dans le contexte actuel
let valid_actions = get_valid_actions(&self.game);
@ -240,72 +243,19 @@ impl TrictracEnvironment {
/// Exécute une action Trictrac dans le jeu
// fn execute_action(
// &mut self,
// action: training_common_big::TrictracAction,
// action: training_common::TrictracAction,
// ) -> Result<f32, Box<dyn std::error::Error>> {
fn execute_action(&mut self, action: training_common_big::TrictracAction) -> (f32, bool) {
use training_common_big::TrictracAction;
fn execute_action(&mut self, action: training_common::TrictracAction) -> (f32, bool) {
use training_common::TrictracAction;
let mut reward = 0.0;
let mut is_rollpoint = false;
let event = match action {
TrictracAction::Roll => {
// Lancer les dés
Some(GameEvent::Roll {
player_id: self.active_player_id,
})
}
// 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,
// })
// }
TrictracAction::Go => {
// Continuer après avoir gagné un trou
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();
Some(GameEvent::Move {
player_id: self.active_player_id,
moves: (checker_move1, checker_move2),
})
}
};
// Appliquer l'événement si valide
if let Some(event) = event {
if let Some(event) = action.to_event(&self.game) {
if self.game.validate(&event) {
self.game.consume(&event);
// reward += REWARD_VALID_MOVE;
// Simuler le résultat des dés après un Roll
if matches!(action, TrictracAction::Roll) {
let mut rng = thread_rng();
@ -319,7 +269,7 @@ impl TrictracEnvironment {
if self.game.validate(&dice_event) {
self.game.consume(&dice_event);
let (points, adv_points) = self.game.dice_points;
reward += Self::REWARD_RATIO * (points - adv_points) as f32;
reward += REWARD_RATIO * (points as f32 - adv_points as f32);
if points > 0 {
is_rollpoint = true;
// println!("info: rolled for {reward}");
@ -331,9 +281,12 @@ impl TrictracEnvironment {
// Pénalité pour action invalide
// on annule les précédents reward
// et on indique une valeur reconnaissable pour statistiques
println!("info: action invalide -> err_reward");
reward = Self::ERROR_REWARD;
reward = ERROR_REWARD;
self.game.mark_points_for_bot_training(self.opponent_id, 1);
}
} else {
reward = ERROR_REWARD;
self.game.mark_points_for_bot_training(self.opponent_id, 1);
}
(reward, is_rollpoint)