dqn trainer

This commit is contained in:
Henri Bourcereau 2025-06-11 17:31:35 +02:00
parent 5f33737c1b
commit 8e6a94425c
3 changed files with 107 additions and 38 deletions

View file

@ -1,4 +1,4 @@
use std::cmp::max;
use std::cmp::{max, min};
use serde::{Deserialize, Serialize};
use store::{CheckerMove, Dice, GameEvent, PlayerId};
@ -8,8 +8,6 @@ use store::{CheckerMove, Dice, GameEvent, PlayerId};
pub enum TrictracAction {
/// Lancer les dés
Roll,
/// Marquer les points
Mark,
/// Continuer après avoir gagné un trou
Go,
/// Effectuer un mouvement de pions
@ -18,6 +16,8 @@ pub enum TrictracAction {
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 {
@ -25,22 +25,22 @@ impl TrictracAction {
pub fn to_action_index(&self) -> usize {
match self {
TrictracAction::Roll => 0,
TrictracAction::Mark => 1,
TrictracAction::Go => 2,
TrictracAction::Go => 1,
TrictracAction::Move {
dice_order,
from1,
from2,
} => {
// Encoder les mouvements dans l'espace d'actions
// Indices 3+ pour les mouvements
let mut start = 3;
// 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,
}
}
@ -48,8 +48,8 @@ impl TrictracAction {
pub fn from_action_index(index: usize) -> Option<TrictracAction> {
match index {
0 => Some(TrictracAction::Roll),
1 => Some(TrictracAction::Mark),
2 => Some(TrictracAction::Go),
// 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);
@ -77,10 +77,10 @@ impl TrictracAction {
/// Retourne la taille de l'espace d'actions total
pub fn action_space_size() -> usize {
// 1 (Roll) + 1 (Mark) + 1 (Go) + mouvements possibles
// 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)
3 + (2 * 25 * 25) // = 1253
2 + (2 * 25 * 25) // = 1252
}
// pub fn to_game_event(&self, player_id: PlayerId, dice: Dice) -> GameEvent {
@ -273,35 +273,37 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
valid_actions.push(TrictracAction::Roll);
}
TurnStage::MarkPoints | TurnStage::MarkAdvPoints => {
valid_actions.push(TrictracAction::Mark);
// valid_actions.push(TrictracAction::Mark);
}
TurnStage::HoldOrGoChoice => {
valid_actions.push(TrictracAction::Go);
// Ajouter aussi les mouvements possibles
// 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 {
let diff_move1 = move1.get_to() - move1.get_from();
valid_actions.push(TrictracAction::Move {
dice_order: diff_move1 == game_state.dice.values.0 as usize,
from1: move1.get_from(),
from2: move2.get_from(),
});
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 {
let diff_move1 = move1.get_to() - move1.get_from();
valid_actions.push(TrictracAction::Move {
dice_order: diff_move1 == game_state.dice.values.0 as usize,
from1: move1.get_from(),
from2: move2.get_from(),
});
valid_actions.push(checker_moves_to_trictrac_action(
&move1,
&move2,
&game_state.dice,
));
}
}
}
@ -310,6 +312,56 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
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)

View file

@ -251,14 +251,15 @@ impl TrictracEnv {
player_id: self.agent_player_id,
})
}
TrictracAction::Mark { points } => {
// Marquer des points
reward += 0.1 * points as f32;
Some(GameEvent::Mark {
player_id: self.agent_player_id,
points,
})
}
// 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;
@ -272,8 +273,23 @@ impl TrictracEnv {
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();
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 {
@ -443,7 +459,6 @@ impl DqnTrainer {
for episode in 1..=episodes {
let reward = self.train_episode();
print!(".");
if episode % 100 == 0 {
println!(
"Épisode {}/{}: Récompense = {:.2}, Epsilon = {:.3}, Steps = {}",

View file

@ -757,6 +757,7 @@ mod tests {
#[test]
fn hold_or_go() {
let mut game_state = init_test_gamestate(TurnStage::MarkPoints);
game_state.schools_enabled = true;
let pid = game_state.active_player_id;
game_state.consume(
&(GameEvent::Mark {
@ -782,6 +783,7 @@ mod tests {
// Hold
let mut game_state = init_test_gamestate(TurnStage::MarkPoints);
game_state.schools_enabled = true;
let pid = game_state.active_player_id;
game_state.consume(
&(GameEvent::Mark {
@ -802,6 +804,6 @@ mod tests {
assert_ne!(game_state.active_player_id, pid);
assert_eq!(game_state.players.get(&pid).unwrap().points, 1);
assert_eq!(game_state.get_active_player().unwrap().points, 0);
assert_eq!(game_state.turn_stage, TurnStage::RollDice);
assert_eq!(game_state.turn_stage, TurnStage::MarkAdvPoints);
}
}