use game state context to reduce actions space
This commit is contained in:
parent
ebe98ca229
commit
bae0632f82
2 changed files with 224 additions and 3 deletions
|
|
@ -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)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue