use game state context to reduce actions space

This commit is contained in:
Henri Bourcereau 2025-06-03 21:41:07 +02:00
parent ebe98ca229
commit bae0632f82
2 changed files with 224 additions and 3 deletions

View file

@ -16,6 +16,105 @@ pub enum TrictracAction {
},
}
/// Actions compactes basées sur le contexte du jeu
/// Réduit drastiquement l'espace d'actions en utilisant l'état du jeu
#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
pub enum CompactAction {
/// Lancer les dés
Roll,
/// Marquer des points (0-12)
Mark { points: u8 },
/// Continuer après avoir gagné un trou
Go,
/// Choix de mouvement simplifié
MoveChoice {
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)
},
}
impl CompactAction {
/// Convertit CompactAction vers TrictracAction en utilisant l'état du jeu
pub fn to_trictrac_action(&self, game_state: &crate::GameState) -> Option<TrictracAction> {
match self {
CompactAction::Roll => Some(TrictracAction::Roll),
CompactAction::Mark { points } => Some(TrictracAction::Mark { points: *points }),
CompactAction::Go => Some(TrictracAction::Go),
CompactAction::MoveChoice { dice_order, from1, from2 } => {
// Calculer les positions de destination basées sur les dés
if let Some(player_color) = game_state.player_color_by_id(&game_state.active_player_id) {
let dice = game_state.dice;
let (die1, die2) = if *dice_order { (dice.values.0, dice.values.1) } else { (dice.values.1, dice.values.0) };
// Calculer les destinations (simplifiée - à adapter selon les règles de mouvement)
let to1 = if player_color == store::Color::White {
from1 + die1 as usize
} else {
from1.saturating_sub(die1 as usize)
};
let to2 = if player_color == store::Color::White {
from2 + die2 as usize
} else {
from2.saturating_sub(die2 as usize)
};
Some(TrictracAction::Move {
move1: (*from1, to1),
move2: (*from2, to2),
})
} else {
None
}
}
}
}
/// Taille de l'espace d'actions compactes selon le contexte
pub fn context_action_space_size(game_state: &crate::GameState) -> usize {
use store::TurnStage;
match game_state.turn_stage {
TurnStage::RollDice | TurnStage::RollWaiting => 1, // Seulement Roll
TurnStage::MarkPoints | TurnStage::MarkAdvPoints => 13, // Mark 0-12 points
TurnStage::HoldOrGoChoice => {
// Go + mouvements possibles
if let Some(player_color) = game_state.player_color_by_id(&game_state.active_player_id) {
let rules = store::MoveRules::new(&player_color, &game_state.board, game_state.dice);
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
1 + Self::estimate_compact_moves(game_state, &possible_moves)
} else {
1
}
}
TurnStage::Move => {
// Seulement les mouvements
if let Some(player_color) = game_state.player_color_by_id(&game_state.active_player_id) {
let rules = store::MoveRules::new(&player_color, &game_state.board, game_state.dice);
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
Self::estimate_compact_moves(game_state, &possible_moves)
} else {
0
}
}
}
}
/// Estime le nombre d'actions compactes pour les mouvements
fn estimate_compact_moves(game_state: &crate::GameState, _possible_moves: &[(store::CheckerMove, store::CheckerMove)]) -> usize {
// Au lieu d'encoder tous les mouvements possibles,
// on utilise : 2 (ordre des dés) * 25 (from1) * 25 (from2) = 1250 maximum
// En pratique, beaucoup moins car on ne peut partir que des positions avec des pions
let max_dice_orders = if game_state.dice.values.0 != game_state.dice.values.1 { 2 } else { 1 };
let _max_positions = 25; // positions 0-24
// Estimation conservatrice : environ 10 positions de départ possibles en moyenne
max_dice_orders * 10 * 10 // ≈ 200 au lieu de 331,791
}
}
impl TrictracAction {
/// Encode une action en index pour le réseau de neurones
pub fn to_action_index(&self) -> usize {
@ -238,7 +337,7 @@ impl SimpleNeuralNetwork {
/// 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::{MoveRules, TurnStage};
use store::TurnStage;
let mut valid_actions = Vec::new();
@ -267,7 +366,7 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
valid_actions.push(TrictracAction::Go);
// Ajouter aussi les mouvements possibles
let rules = MoveRules::new(&color, &game_state.board, game_state.dice);
let rules = store::MoveRules::new(&color, &game_state.board, game_state.dice);
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
for (move1, move2) in possible_moves {
@ -278,7 +377,7 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
}
}
TurnStage::Move => {
let rules = MoveRules::new(&color, &game_state.board, game_state.dice);
let rules = store::MoveRules::new(&color, &game_state.board, game_state.dice);
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
for (move1, move2) in possible_moves {
@ -294,6 +393,92 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
valid_actions
}
/// Génère les actions compactes valides selon l'état du jeu
pub fn get_valid_compact_actions(game_state: &crate::GameState) -> Vec<CompactAction> {
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(CompactAction::Roll);
}
TurnStage::MarkPoints | TurnStage::MarkAdvPoints => {
// Calculer les points possibles
if let Some(player) = game_state.players.get(&active_player_id) {
let dice_roll_count = player.dice_roll_count;
let points_rules = PointsRules::new(&color, &game_state.board, game_state.dice);
let (max_points, _) = points_rules.get_points(dice_roll_count);
// Permettre de marquer entre 0 et max_points
for points in 0..=max_points {
valid_actions.push(CompactAction::Mark { points });
}
}
}
TurnStage::HoldOrGoChoice => {
valid_actions.push(CompactAction::Go);
// Ajouter les choix de mouvements compacts
add_compact_move_actions(game_state, &color, &mut valid_actions);
}
TurnStage::Move => {
// Seulement les mouvements compacts
add_compact_move_actions(game_state, &color, &mut valid_actions);
}
}
}
valid_actions
}
/// Ajoute les actions de mouvement compactes basées sur le contexte
fn add_compact_move_actions(game_state: &crate::GameState, color: &store::Color, valid_actions: &mut Vec<CompactAction>) {
let rules = store::MoveRules::new(color, &game_state.board, game_state.dice);
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
// Extraire les positions de départ uniques des mouvements possibles
let mut valid_from_positions = std::collections::HashSet::new();
for (move1, move2) in &possible_moves {
valid_from_positions.insert(move1.get_from());
valid_from_positions.insert(move2.get_from());
}
let dice = game_state.dice;
let dice_orders = if dice.values.0 != dice.values.1 { vec![true, false] } else { vec![true] };
// Générer les combinaisons compactes valides
for dice_order in dice_orders {
for &from1 in &valid_from_positions {
for &from2 in &valid_from_positions {
// Vérifier si cette combinaison produit un mouvement valide
let compact_action = CompactAction::MoveChoice {
dice_order,
from1,
from2
};
if let Some(trictrac_action) = compact_action.to_trictrac_action(game_state) {
// Vérifier si ce mouvement est dans la liste des mouvements possibles
if let TrictracAction::Move { move1, move2 } = trictrac_action {
if let (Ok(checker_move1), Ok(checker_move2)) =
(store::CheckerMove::new(move1.0, move1.1), store::CheckerMove::new(move2.0, move2.1)) {
if possible_moves.contains(&(checker_move1, checker_move2)) {
valid_actions.push(compact_action);
}
}
}
}
}
}
}
}
/// Retourne les indices des actions valides
pub fn get_valid_action_indices(game_state: &crate::GameState) -> Vec<usize> {
get_valid_actions(game_state)