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bcc4b977c4
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@ -13,14 +13,14 @@ PLOT_EXT="png"
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train() {
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cargo build --release --bin=$BINBOT
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NAME="train_$(date +%Y-%m-%d_%H:%M:%S)"
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NAME=$BINBOT"_$(date +%Y-%m-%d_%H:%M:%S)"
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LOGS="$LOGS_DIR/$NAME.out"
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mkdir -p "$LOGS_DIR"
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LD_LIBRARY_PATH="$ROOT/target/release" "$ROOT/target/release/$BINBOT" | tee "$LOGS"
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}
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plot() {
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NAME=$(ls -rt "$LOGS_DIR" | tail -n 1)
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NAME=$(ls -rt "$LOGS_DIR" | grep $BINBOT | tail -n 1)
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LOGS="$LOGS_DIR/$NAME"
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cfgs=$(head -n $CFG_SIZE "$LOGS")
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for cfg in $cfgs; do
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@ -1,4 +1,4 @@
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use crate::dqn::dqn_common_before;
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use crate::dqn::dqn_common_big;
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use burn::{prelude::Backend, tensor::Tensor};
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use burn_rl::base::{Action, Environment, Snapshot, State};
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use rand::{thread_rng, Rng};
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@ -227,8 +227,8 @@ impl TrictracEnvironment {
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const REWARD_RATIO: f32 = 1.0;
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/// Convertit une action burn-rl vers une action Trictrac
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pub fn convert_action(action: TrictracAction) -> Option<dqn_common_before::TrictracAction> {
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dqn_common_before::TrictracAction::from_action_index(action.index.try_into().unwrap())
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pub fn convert_action(action: TrictracAction) -> Option<dqn_common_big::TrictracAction> {
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dqn_common_big::TrictracAction::from_action_index(action.index.try_into().unwrap())
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}
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/// Convertit l'index d'une action au sein des actions valides vers une action Trictrac
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@ -236,8 +236,8 @@ impl TrictracEnvironment {
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&self,
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action: TrictracAction,
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game_state: &GameState,
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) -> Option<dqn_common_before::TrictracAction> {
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use dqn_common_before::get_valid_actions;
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) -> Option<dqn_common_big::TrictracAction> {
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use dqn_common_big::get_valid_actions;
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// Obtenir les actions valides dans le contexte actuel
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let valid_actions = get_valid_actions(game_state);
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@ -254,10 +254,10 @@ impl TrictracEnvironment {
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/// Exécute une action Trictrac dans le jeu
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// fn execute_action(
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// &mut self,
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// action: dqn_common_before::TrictracAction,
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// action:dqn_common_big::TrictracAction,
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// ) -> Result<f32, Box<dyn std::error::Error>> {
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fn execute_action(&mut self, action: dqn_common_before::TrictracAction) -> (f32, bool) {
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use dqn_common_before::TrictracAction;
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fn execute_action(&mut self, action: dqn_common_big::TrictracAction) -> (f32, bool) {
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use dqn_common_big::TrictracAction;
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let mut reward = 0.0;
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let mut is_rollpoint = false;
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@ -387,6 +387,7 @@ impl TrictracEnvironment {
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}
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}
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TurnStage::MarkPoints => {
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panic!("in play_opponent_if_needed > TurnStage::MarkPoints");
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let opponent_color = store::Color::Black;
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let dice_roll_count = self
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.game
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@ -397,7 +398,7 @@ impl TrictracEnvironment {
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let points_rules =
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PointsRules::new(&opponent_color, &self.game.board, self.game.dice);
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let (points, adv_points) = points_rules.get_points(dice_roll_count);
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reward -= Self::REWARD_RATIO * (points - adv_points) as f32; // Récompense proportionnelle aux points
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// reward -= Self::REWARD_RATIO * (points - adv_points) as f32; // Récompense proportionnelle aux points
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GameEvent::Mark {
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player_id: self.opponent_id,
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@ -2,7 +2,7 @@ use crate::dqn::burnrl_before::{
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dqn_model,
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environment::{TrictracAction, TrictracEnvironment},
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};
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use crate::dqn::dqn_common_before::get_valid_action_indices;
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use crate::dqn::dqn_common_big::get_valid_action_indices;
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use burn::backend::{ndarray::NdArrayDevice, Autodiff, NdArray};
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use burn::module::{Module, Param, ParamId};
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use burn::nn::Linear;
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@ -165,7 +165,8 @@ impl Environment for TrictracEnvironment {
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let trictrac_action = Self::convert_action(action);
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let mut reward = 0.0;
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let is_rollpoint;
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let mut is_rollpoint = false;
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let mut terminated = false;
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// Exécuter l'action si c'est le tour de l'agent DQN
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if self.game.active_player_id == self.active_player_id {
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@ -253,7 +254,7 @@ impl TrictracEnvironment {
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/// Exécute une action Trictrac dans le jeu
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// fn execute_action(
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// &mut self,
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// action: dqn_common_big::TrictracAction,
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// action:dqn_common_big::TrictracAction,
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// ) -> Result<f32, Box<dyn std::error::Error>> {
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fn execute_action(&mut self, action: dqn_common_big::TrictracAction) -> (f32, bool) {
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use dqn_common_big::TrictracAction;
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@ -371,8 +372,6 @@ impl TrictracEnvironment {
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*strategy.get_mut_game() = self.game.clone();
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// Exécuter l'action selon le turn_stage
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let mut calculate_points = false;
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let opponent_color = store::Color::Black;
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let event = match self.game.turn_stage {
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TurnStage::RollDice => GameEvent::Roll {
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player_id: self.opponent_id,
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@ -380,7 +379,6 @@ impl TrictracEnvironment {
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TurnStage::RollWaiting => {
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let mut rng = thread_rng();
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let dice_values = (rng.gen_range(1..=6), rng.gen_range(1..=6));
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// calculate_points = true; // comment to replicate burnrl_before
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GameEvent::RollResult {
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player_id: self.opponent_id,
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dice: store::Dice {
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@ -390,6 +388,7 @@ impl TrictracEnvironment {
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}
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TurnStage::MarkPoints => {
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panic!("in play_opponent_if_needed > TurnStage::MarkPoints");
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let opponent_color = store::Color::Black;
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let dice_roll_count = self
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.game
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.players
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@ -398,9 +397,12 @@ impl TrictracEnvironment {
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.dice_roll_count;
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let points_rules =
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PointsRules::new(&opponent_color, &self.game.board, self.game.dice);
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let (points, adv_points) = points_rules.get_points(dice_roll_count);
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// reward -= Self::REWARD_RATIO * (points - adv_points) as f32; // Récompense proportionnelle aux points
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GameEvent::Mark {
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player_id: self.opponent_id,
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points: points_rules.get_points(dice_roll_count).0,
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points,
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}
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}
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TurnStage::MarkAdvPoints => {
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@ -413,10 +415,11 @@ impl TrictracEnvironment {
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.dice_roll_count;
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let points_rules =
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PointsRules::new(&opponent_color, &self.game.board, self.game.dice);
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let points = points_rules.get_points(dice_roll_count).1;
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// pas de reward : déjà comptabilisé lors du tour de blanc
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GameEvent::Mark {
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player_id: self.opponent_id,
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points: points_rules.get_points(dice_roll_count).1,
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points,
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}
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}
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TurnStage::HoldOrGoChoice => {
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@ -433,19 +436,6 @@ impl TrictracEnvironment {
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if self.game.validate(&event) {
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self.game.consume(&event);
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if calculate_points {
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let dice_roll_count = self
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.game
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.players
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.get(&self.opponent_id)
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.unwrap()
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.dice_roll_count;
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let points_rules =
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PointsRules::new(&opponent_color, &self.game.board, self.game.dice);
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let (points, adv_points) = points_rules.get_points(dice_roll_count);
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// Récompense proportionnelle aux points
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reward -= Self::REWARD_RATIO * (points - adv_points) as f32;
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}
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}
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}
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reward
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459
bot/src/dqn/burnrl_big/environmentDiverge.rs
Normal file
459
bot/src/dqn/burnrl_big/environmentDiverge.rs
Normal file
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@ -0,0 +1,459 @@
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use crate::dqn::dqn_common_big;
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use burn::{prelude::Backend, tensor::Tensor};
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use burn_rl::base::{Action, Environment, Snapshot, State};
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use rand::{thread_rng, Rng};
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use store::{GameEvent, GameState, PlayerId, PointsRules, Stage, TurnStage};
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/// État du jeu Trictrac pour burn-rl
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#[derive(Debug, Clone, Copy)]
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pub struct TrictracState {
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pub data: [i8; 36], // Représentation vectorielle de l'état du jeu
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}
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impl State for TrictracState {
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type Data = [i8; 36];
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fn to_tensor<B: Backend>(&self) -> Tensor<B, 1> {
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Tensor::from_floats(self.data, &B::Device::default())
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}
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fn size() -> usize {
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36
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}
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}
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impl TrictracState {
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/// Convertit un GameState en TrictracState
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pub fn from_game_state(game_state: &GameState) -> Self {
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let state_vec = game_state.to_vec();
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let mut data = [0; 36];
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// Copier les données en s'assurant qu'on ne dépasse pas la taille
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let copy_len = state_vec.len().min(36);
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data[..copy_len].copy_from_slice(&state_vec[..copy_len]);
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TrictracState { data }
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}
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}
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/// Actions possibles dans Trictrac pour burn-rl
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub struct TrictracAction {
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// u32 as required by burn_rl::base::Action type
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pub index: u32,
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}
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impl Action for TrictracAction {
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fn random() -> Self {
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use rand::{thread_rng, Rng};
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let mut rng = thread_rng();
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TrictracAction {
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index: rng.gen_range(0..Self::size() as u32),
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}
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}
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fn enumerate() -> Vec<Self> {
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(0..Self::size() as u32)
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.map(|index| TrictracAction { index })
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.collect()
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}
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fn size() -> usize {
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1252
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}
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}
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impl From<u32> for TrictracAction {
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fn from(index: u32) -> Self {
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TrictracAction { index }
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}
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}
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impl From<TrictracAction> for u32 {
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fn from(action: TrictracAction) -> u32 {
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action.index
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}
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}
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/// Environnement Trictrac pour burn-rl
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#[derive(Debug)]
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pub struct TrictracEnvironment {
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pub game: GameState,
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active_player_id: PlayerId,
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opponent_id: PlayerId,
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current_state: TrictracState,
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episode_reward: f32,
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pub step_count: usize,
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pub min_steps: f32,
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pub max_steps: usize,
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pub pointrolls_count: usize,
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pub goodmoves_count: usize,
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pub goodmoves_ratio: f32,
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pub visualized: bool,
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}
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impl Environment for TrictracEnvironment {
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type StateType = TrictracState;
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type ActionType = TrictracAction;
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type RewardType = f32;
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fn new(visualized: bool) -> Self {
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let mut game = GameState::new(false);
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// Ajouter deux joueurs
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game.init_player("DQN Agent");
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game.init_player("Opponent");
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let player1_id = 1;
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let player2_id = 2;
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// Commencer la partie
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game.consume(&GameEvent::BeginGame { goes_first: 1 });
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let current_state = TrictracState::from_game_state(&game);
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TrictracEnvironment {
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game,
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active_player_id: player1_id,
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opponent_id: player2_id,
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current_state,
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episode_reward: 0.0,
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step_count: 0,
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min_steps: 250.0,
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max_steps: 2000,
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pointrolls_count: 0,
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goodmoves_count: 0,
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goodmoves_ratio: 0.0,
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visualized,
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}
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}
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fn state(&self) -> Self::StateType {
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self.current_state
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}
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fn reset(&mut self) -> Snapshot<Self> {
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// Réinitialiser le jeu
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self.game = GameState::new(false);
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self.game.init_player("DQN Agent");
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self.game.init_player("Opponent");
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// Commencer la partie
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self.game.consume(&GameEvent::BeginGame { goes_first: 1 });
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self.current_state = TrictracState::from_game_state(&self.game);
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self.episode_reward = 0.0;
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self.goodmoves_ratio = if self.step_count == 0 {
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0.0
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} else {
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self.goodmoves_count as f32 / self.step_count as f32
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};
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println!(
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"info: correct moves: {} ({}%)",
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self.goodmoves_count,
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(100.0 * self.goodmoves_ratio).round() as u32
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);
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self.step_count = 0;
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self.pointrolls_count = 0;
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self.goodmoves_count = 0;
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Snapshot::new(self.current_state, 0.0, false)
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}
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fn step(&mut self, action: Self::ActionType) -> Snapshot<Self> {
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self.step_count += 1;
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// Convertir l'action burn-rl vers une action Trictrac
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let trictrac_action = Self::convert_action(action);
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let mut reward = 0.0;
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let is_rollpoint;
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// Exécuter l'action si c'est le tour de l'agent DQN
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if self.game.active_player_id == self.active_player_id {
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if let Some(action) = trictrac_action {
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(reward, is_rollpoint) = self.execute_action(action);
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if is_rollpoint {
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self.pointrolls_count += 1;
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}
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if reward != Self::ERROR_REWARD {
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self.goodmoves_count += 1;
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}
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} else {
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// Action non convertible, pénalité
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reward = -0.5;
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}
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}
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// Faire jouer l'adversaire (stratégie simple)
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while self.game.active_player_id == self.opponent_id && self.game.stage != Stage::Ended {
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reward += self.play_opponent_if_needed();
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}
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// Vérifier si la partie est terminée
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let max_steps = self.min_steps
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+ (self.max_steps as f32 - self.min_steps)
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* f32::exp((self.goodmoves_ratio - 1.0) / 0.25);
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let done = self.game.stage == Stage::Ended || self.game.determine_winner().is_some();
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if done {
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// Récompense finale basée sur le résultat
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if let Some(winner_id) = self.game.determine_winner() {
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if winner_id == self.active_player_id {
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reward += 50.0; // Victoire
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} else {
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reward -= 25.0; // Défaite
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}
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}
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}
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let terminated = done || self.step_count >= max_steps.round() as usize;
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// Mettre à jour l'état
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self.current_state = TrictracState::from_game_state(&self.game);
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self.episode_reward += reward;
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if self.visualized && terminated {
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println!(
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"Episode terminé. Récompense totale: {:.2}, Étapes: {}",
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self.episode_reward, self.step_count
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);
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}
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Snapshot::new(self.current_state, reward, terminated)
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}
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}
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impl TrictracEnvironment {
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const ERROR_REWARD: f32 = -1.12121;
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const REWARD_RATIO: f32 = 1.0;
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/// Convertit une action burn-rl vers une action Trictrac
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pub fn convert_action(action: TrictracAction) -> Option<dqn_common_big::TrictracAction> {
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dqn_common_big::TrictracAction::from_action_index(action.index.try_into().unwrap())
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}
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/// Convertit l'index d'une action au sein des actions valides vers une action Trictrac
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fn convert_valid_action_index(
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&self,
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action: TrictracAction,
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game_state: &GameState,
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) -> Option<dqn_common_big::TrictracAction> {
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use dqn_common_big::get_valid_actions;
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|
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// Obtenir les actions valides dans le contexte actuel
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let valid_actions = get_valid_actions(game_state);
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if valid_actions.is_empty() {
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return None;
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}
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// Mapper l'index d'action sur une action valide
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let action_index = (action.index as usize) % valid_actions.len();
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Some(valid_actions[action_index].clone())
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}
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|
||||
/// Exécute une action Trictrac dans le jeu
|
||||
// fn execute_action(
|
||||
// &mut self,
|
||||
// action: dqn_common_big::TrictracAction,
|
||||
// ) -> Result<f32, Box<dyn std::error::Error>> {
|
||||
fn execute_action(&mut self, action: dqn_common_big::TrictracAction) -> (f32, bool) {
|
||||
use dqn_common_big::TrictracAction;
|
||||
|
||||
let mut reward = 0.0;
|
||||
let mut is_rollpoint = false;
|
||||
|
||||
let event = match action {
|
||||
TrictracAction::Roll => {
|
||||
// Lancer les dés
|
||||
reward += 0.1;
|
||||
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
|
||||
reward += 0.2;
|
||||
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();
|
||||
|
||||
reward += 0.2;
|
||||
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 self.game.validate(&event) {
|
||||
self.game.consume(&event);
|
||||
|
||||
// Simuler le résultat des dés après un Roll
|
||||
if matches!(action, TrictracAction::Roll) {
|
||||
let mut rng = thread_rng();
|
||||
let dice_values = (rng.gen_range(1..=6), rng.gen_range(1..=6));
|
||||
let dice_event = GameEvent::RollResult {
|
||||
player_id: self.active_player_id,
|
||||
dice: store::Dice {
|
||||
values: dice_values,
|
||||
},
|
||||
};
|
||||
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;
|
||||
if points > 0 {
|
||||
is_rollpoint = true;
|
||||
// println!("info: rolled for {reward}");
|
||||
}
|
||||
// Récompense proportionnelle aux points
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Pénalité pour action invalide
|
||||
// on annule les précédents reward
|
||||
// et on indique une valeur reconnaissable pour statistiques
|
||||
reward = Self::ERROR_REWARD;
|
||||
}
|
||||
}
|
||||
|
||||
(reward, is_rollpoint)
|
||||
}
|
||||
|
||||
/// Fait jouer l'adversaire avec une stratégie simple
|
||||
fn play_opponent_if_needed(&mut self) -> f32 {
|
||||
let mut reward = 0.0;
|
||||
|
||||
// Si c'est le tour de l'adversaire, jouer automatiquement
|
||||
if self.game.active_player_id == self.opponent_id && self.game.stage != Stage::Ended {
|
||||
// Utiliser la stratégie default pour l'adversaire
|
||||
use crate::BotStrategy;
|
||||
|
||||
let mut strategy = crate::strategy::random::RandomStrategy::default();
|
||||
strategy.set_player_id(self.opponent_id);
|
||||
if let Some(color) = self.game.player_color_by_id(&self.opponent_id) {
|
||||
strategy.set_color(color);
|
||||
}
|
||||
*strategy.get_mut_game() = self.game.clone();
|
||||
|
||||
// Exécuter l'action selon le turn_stage
|
||||
let mut calculate_points = false;
|
||||
let opponent_color = store::Color::Black;
|
||||
let event = match self.game.turn_stage {
|
||||
TurnStage::RollDice => GameEvent::Roll {
|
||||
player_id: self.opponent_id,
|
||||
},
|
||||
TurnStage::RollWaiting => {
|
||||
let mut rng = thread_rng();
|
||||
let dice_values = (rng.gen_range(1..=6), rng.gen_range(1..=6));
|
||||
// calculate_points = true; // comment to replicate burnrl_before
|
||||
GameEvent::RollResult {
|
||||
player_id: self.opponent_id,
|
||||
dice: store::Dice {
|
||||
values: dice_values,
|
||||
},
|
||||
}
|
||||
}
|
||||
TurnStage::MarkPoints => {
|
||||
panic!("in play_opponent_if_needed > TurnStage::MarkPoints");
|
||||
let dice_roll_count = self
|
||||
.game
|
||||
.players
|
||||
.get(&self.opponent_id)
|
||||
.unwrap()
|
||||
.dice_roll_count;
|
||||
let points_rules =
|
||||
PointsRules::new(&opponent_color, &self.game.board, self.game.dice);
|
||||
GameEvent::Mark {
|
||||
player_id: self.opponent_id,
|
||||
points: points_rules.get_points(dice_roll_count).0,
|
||||
}
|
||||
}
|
||||
TurnStage::MarkAdvPoints => {
|
||||
let opponent_color = store::Color::Black;
|
||||
let dice_roll_count = self
|
||||
.game
|
||||
.players
|
||||
.get(&self.opponent_id)
|
||||
.unwrap()
|
||||
.dice_roll_count;
|
||||
let points_rules =
|
||||
PointsRules::new(&opponent_color, &self.game.board, self.game.dice);
|
||||
// pas de reward : déjà comptabilisé lors du tour de blanc
|
||||
GameEvent::Mark {
|
||||
player_id: self.opponent_id,
|
||||
points: points_rules.get_points(dice_roll_count).1,
|
||||
}
|
||||
}
|
||||
TurnStage::HoldOrGoChoice => {
|
||||
// Stratégie simple : toujours continuer
|
||||
GameEvent::Go {
|
||||
player_id: self.opponent_id,
|
||||
}
|
||||
}
|
||||
TurnStage::Move => GameEvent::Move {
|
||||
player_id: self.opponent_id,
|
||||
moves: strategy.choose_move(),
|
||||
},
|
||||
};
|
||||
|
||||
if self.game.validate(&event) {
|
||||
self.game.consume(&event);
|
||||
if calculate_points {
|
||||
let dice_roll_count = self
|
||||
.game
|
||||
.players
|
||||
.get(&self.opponent_id)
|
||||
.unwrap()
|
||||
.dice_roll_count;
|
||||
let points_rules =
|
||||
PointsRules::new(&opponent_color, &self.game.board, self.game.dice);
|
||||
let (points, adv_points) = points_rules.get_points(dice_roll_count);
|
||||
// Récompense proportionnelle aux points
|
||||
reward -= Self::REWARD_RATIO * (points - adv_points) as f32;
|
||||
}
|
||||
}
|
||||
}
|
||||
reward
|
||||
}
|
||||
}
|
||||
|
||||
impl AsMut<TrictracEnvironment> for TrictracEnvironment {
|
||||
fn as_mut(&mut self) -> &mut Self {
|
||||
self
|
||||
}
|
||||
}
|
||||
|
|
@ -1,255 +0,0 @@
|
|||
use std::cmp::{max, min};
|
||||
|
||||
use serde::{Deserialize, Serialize};
|
||||
use store::{CheckerMove, Dice};
|
||||
|
||||
/// Types d'actions possibles dans le jeu
|
||||
#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
|
||||
pub enum TrictracAction {
|
||||
/// Lancer les dés
|
||||
Roll,
|
||||
/// Continuer après avoir gagné un trou
|
||||
Go,
|
||||
/// Effectuer un mouvement de pions
|
||||
Move {
|
||||
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)
|
||||
},
|
||||
// Marquer les points : à activer si support des écoles
|
||||
// Mark,
|
||||
}
|
||||
|
||||
impl TrictracAction {
|
||||
/// Encode une action en index pour le réseau de neurones
|
||||
pub fn to_action_index(&self) -> usize {
|
||||
match self {
|
||||
TrictracAction::Roll => 0,
|
||||
TrictracAction::Go => 1,
|
||||
TrictracAction::Move {
|
||||
dice_order,
|
||||
from1,
|
||||
from2,
|
||||
} => {
|
||||
// Encoder les mouvements dans l'espace d'actions
|
||||
// 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,
|
||||
}
|
||||
}
|
||||
|
||||
/// Décode un index d'action en TrictracAction
|
||||
pub fn from_action_index(index: usize) -> Option<TrictracAction> {
|
||||
match index {
|
||||
0 => Some(TrictracAction::Roll),
|
||||
// 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);
|
||||
Some(TrictracAction::Move {
|
||||
dice_order,
|
||||
from1,
|
||||
from2,
|
||||
})
|
||||
}
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
/// Décode un entier en paire de mouvements
|
||||
fn decode_move(code: usize) -> (bool, usize, usize) {
|
||||
let mut encoded = code;
|
||||
let dice_order = code < 626;
|
||||
if !dice_order {
|
||||
encoded -= 625
|
||||
}
|
||||
let from1 = encoded / 25;
|
||||
let from2 = 1 + encoded % 25;
|
||||
(dice_order, from1, from2)
|
||||
}
|
||||
|
||||
/// Retourne la taille de l'espace d'actions total
|
||||
pub fn action_space_size() -> usize {
|
||||
// 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)
|
||||
2 + (2 * 25 * 25) // = 1252
|
||||
}
|
||||
|
||||
// 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),
|
||||
// })
|
||||
// }
|
||||
// };
|
||||
// }
|
||||
}
|
||||
|
||||
/// Obtient les actions valides pour l'état de jeu actuel
|
||||
pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
|
||||
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(TrictracAction::Roll);
|
||||
}
|
||||
TurnStage::MarkPoints | TurnStage::MarkAdvPoints => {
|
||||
// valid_actions.push(TrictracAction::Mark);
|
||||
}
|
||||
TurnStage::HoldOrGoChoice => {
|
||||
valid_actions.push(TrictracAction::Go);
|
||||
|
||||
// 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 {
|
||||
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 {
|
||||
valid_actions.push(checker_moves_to_trictrac_action(
|
||||
&move1,
|
||||
&move2,
|
||||
&game_state.dice,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
.into_iter()
|
||||
.map(|action| action.to_action_index())
|
||||
.collect()
|
||||
}
|
||||
|
||||
/// Sélectionne une action valide aléatoire
|
||||
pub fn sample_valid_action(game_state: &crate::GameState) -> Option<TrictracAction> {
|
||||
use rand::{seq::SliceRandom, thread_rng};
|
||||
|
||||
let valid_actions = get_valid_actions(game_state);
|
||||
let mut rng = thread_rng();
|
||||
valid_actions.choose(&mut rng).cloned()
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn to_action_index() {
|
||||
let action = TrictracAction::Move {
|
||||
dice_order: true,
|
||||
from1: 3,
|
||||
from2: 4,
|
||||
};
|
||||
let index = action.to_action_index();
|
||||
assert_eq!(Some(action), TrictracAction::from_action_index(index));
|
||||
assert_eq!(81, index);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn from_action_index() {
|
||||
let action = TrictracAction::Move {
|
||||
dice_order: true,
|
||||
from1: 3,
|
||||
from2: 4,
|
||||
};
|
||||
assert_eq!(Some(action), TrictracAction::from_action_index(81));
|
||||
}
|
||||
}
|
||||
|
|
@ -2,7 +2,6 @@ pub mod burnrl;
|
|||
pub mod burnrl_before;
|
||||
pub mod burnrl_big;
|
||||
pub mod dqn_common;
|
||||
pub mod dqn_common_before;
|
||||
pub mod dqn_common_big;
|
||||
pub mod simple;
|
||||
|
||||
|
|
|
|||
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Reference in a new issue