fix burn environment

This commit is contained in:
Henri Bourcereau 2025-06-22 18:34:36 +02:00
parent dcd97d1df1
commit cf1175e497
4 changed files with 214 additions and 145 deletions

View file

@ -1,3 +1,4 @@
pub mod burn_environment;
pub mod client; pub mod client;
pub mod default; pub mod default;
pub mod dqn; pub mod dqn;

View file

@ -1,13 +1,12 @@
use burn::{backend::Backend, tensor::Tensor}; use burn::{prelude::Backend, tensor::Tensor};
use burn_rl::base::{Action, Environment, Snapshot, State}; use burn_rl::base::{Action, Environment, Snapshot, State};
use crate::GameState; use rand::{thread_rng, Rng};
use store::{Color, Game, PlayerId}; use store::{GameEvent, GameState, PlayerId, PointsRules, Stage, TurnStage};
use std::collections::HashMap;
/// État du jeu Trictrac pour burn-rl /// État du jeu Trictrac pour burn-rl
#[derive(Debug, Clone, Copy)] #[derive(Debug, Clone, Copy)]
pub struct TrictracState { pub struct TrictracState {
pub data: [f32; 36], // Représentation vectorielle de l'état du jeu pub data: [i8; 36], // Représentation vectorielle de l'état du jeu
} }
impl State for TrictracState { impl State for TrictracState {
@ -26,7 +25,7 @@ impl TrictracState {
/// Convertit un GameState en TrictracState /// Convertit un GameState en TrictracState
pub fn from_game_state(game_state: &GameState) -> Self { pub fn from_game_state(game_state: &GameState) -> Self {
let state_vec = game_state.to_vec(); let state_vec = game_state.to_vec();
let mut data = [0.0f32; 36]; let mut data = [0; 36];
// Copier les données en s'assurant qu'on ne dépasse pas la taille // Copier les données en s'assurant qu'on ne dépasse pas la taille
let copy_len = state_vec.len().min(36); let copy_len = state_vec.len().min(36);
@ -81,7 +80,7 @@ impl From<TrictracAction> for u32 {
/// Environnement Trictrac pour burn-rl /// Environnement Trictrac pour burn-rl
#[derive(Debug)] #[derive(Debug)]
pub struct TrictracEnvironment { pub struct TrictracEnvironment {
game: Game, game: GameState,
active_player_id: PlayerId, active_player_id: PlayerId,
opponent_id: PlayerId, opponent_id: PlayerId,
current_state: TrictracState, current_state: TrictracState,
@ -98,17 +97,15 @@ impl Environment for TrictracEnvironment {
const MAX_STEPS: usize = 1000; // Limite max pour éviter les parties infinies const MAX_STEPS: usize = 1000; // Limite max pour éviter les parties infinies
fn new(visualized: bool) -> Self { fn new(visualized: bool) -> Self {
let mut game = Game::new(); let mut game = GameState::new(false);
// Ajouter deux joueurs // Ajouter deux joueurs
let player1_id = game.add_player("DQN Agent".to_string(), Color::White); game.init_player("DQN Agent");
let player2_id = game.add_player("Opponent".to_string(), Color::Black); game.init_player("Opponent");
let player1_id = 1;
game.start(); let player2_id = 2;
let game_state = game.get_state();
let current_state = TrictracState::from_game_state(&game_state);
let current_state = TrictracState::from_game_state(&game);
TrictracEnvironment { TrictracEnvironment {
game, game,
active_player_id: player1_id, active_player_id: player1_id,
@ -126,36 +123,28 @@ impl Environment for TrictracEnvironment {
fn reset(&mut self) -> Snapshot<Self> { fn reset(&mut self) -> Snapshot<Self> {
// Réinitialiser le jeu // Réinitialiser le jeu
self.game = Game::new(); self.game = GameState::new(false);
self.active_player_id = self.game.add_player("DQN Agent".to_string(), Color::White); self.game.init_player("DQN Agent");
self.opponent_id = self.game.add_player("Opponent".to_string(), Color::Black); self.game.init_player("Opponent");
self.game.start();
let game_state = self.game.get_state(); self.current_state = TrictracState::from_game_state(&self.game);
self.current_state = TrictracState::from_game_state(&game_state);
self.episode_reward = 0.0; self.episode_reward = 0.0;
self.step_count = 0; self.step_count = 0;
Snapshot { Snapshot::new(self.current_state, 0.0, false)
state: self.current_state,
reward: 0.0,
terminated: false,
}
} }
fn step(&mut self, action: Self::ActionType) -> Snapshot<Self> { fn step(&mut self, action: Self::ActionType) -> Snapshot<Self> {
self.step_count += 1; self.step_count += 1;
let game_state = self.game.get_state();
// Convertir l'action burn-rl vers une action Trictrac // Convertir l'action burn-rl vers une action Trictrac
let trictrac_action = self.convert_action(action, &game_state); let trictrac_action = self.convert_action(action, &self.game);
let mut reward = 0.0; let mut reward = 0.0;
let mut terminated = false; let mut terminated = false;
// Exécuter l'action si c'est le tour de l'agent DQN // Exécuter l'action si c'est le tour de l'agent DQN
if game_state.active_player_id == self.active_player_id { if self.game.active_player_id == self.active_player_id {
if let Some(action) = trictrac_action { if let Some(action) = trictrac_action {
match self.execute_action(action) { match self.execute_action(action) {
Ok(action_reward) => { Ok(action_reward) => {
@ -173,47 +162,51 @@ impl Environment for TrictracEnvironment {
} }
// Jouer l'adversaire si c'est son tour // Jouer l'adversaire si c'est son tour
self.play_opponent_if_needed(); reward += self.play_opponent_if_needed();
// Vérifier fin de partie // Vérifier si la partie est terminée
let updated_state = self.game.get_state(); let done = self.game.stage == Stage::Ended
if updated_state.is_finished() || self.step_count >= Self::MAX_STEPS { || self.game.determine_winner().is_some()
|| self.step_count >= Self::MAX_STEPS;
if done {
terminated = true; terminated = true;
// Récompense finale basée sur le résultat // Récompense finale basée sur le résultat
if let Some(winner_id) = updated_state.winner { if let Some(winner_id) = self.game.determine_winner() {
if winner_id == self.active_player_id { if winner_id == self.active_player_id {
reward += 10.0; // Victoire reward += 100.0; // Victoire
} else { } else {
reward -= 10.0; // Défaite reward -= 50.0; // Défaite
} }
} }
} }
// Mettre à jour l'état // Mettre à jour l'état
self.current_state = TrictracState::from_game_state(&updated_state); self.current_state = TrictracState::from_game_state(&self.game);
self.episode_reward += reward; self.episode_reward += reward;
if self.visualized && terminated { if self.visualized && terminated {
println!("Episode terminé. Récompense totale: {:.2}, Étapes: {}", println!(
self.episode_reward, self.step_count); "Episode terminé. Récompense totale: {:.2}, Étapes: {}",
self.episode_reward, self.step_count
);
} }
Snapshot { Snapshot::new(self.current_state, reward, terminated)
state: self.current_state,
reward,
terminated,
}
} }
} }
impl TrictracEnvironment { impl TrictracEnvironment {
/// Convertit une action burn-rl vers une action Trictrac /// Convertit une action burn-rl vers une action Trictrac
fn convert_action(&self, action: TrictracAction, game_state: &GameState) -> Option<super::dqn_common::TrictracAction> { fn convert_action(
use super::dqn_common::{get_valid_compact_actions, CompactAction}; &self,
action: TrictracAction,
game_state: &GameState,
) -> Option<super::dqn_common::TrictracAction> {
use super::dqn_common::get_valid_actions;
// Obtenir les actions valides dans le contexte actuel // Obtenir les actions valides dans le contexte actuel
let valid_actions = get_valid_compact_actions(game_state); let valid_actions = get_valid_actions(game_state);
if valid_actions.is_empty() { if valid_actions.is_empty() {
return None; return None;
@ -221,36 +214,96 @@ impl TrictracEnvironment {
// Mapper l'index d'action sur une action valide // Mapper l'index d'action sur une action valide
let action_index = (action.index as usize) % valid_actions.len(); let action_index = (action.index as usize) % valid_actions.len();
let compact_action = &valid_actions[action_index]; Some(valid_actions[action_index].clone())
// Convertir l'action compacte vers une action Trictrac complète
compact_action.to_trictrac_action(game_state)
} }
/// Exécute une action Trictrac dans le jeu /// Exécute une action Trictrac dans le jeu
fn execute_action(&mut self, action: super::dqn_common::TrictracAction) -> Result<f32, Box<dyn std::error::Error>> { fn execute_action(
&mut self,
action: super::dqn_common::TrictracAction,
) -> Result<f32, Box<dyn std::error::Error>> {
use super::dqn_common::TrictracAction; use super::dqn_common::TrictracAction;
let mut reward = 0.0; let mut reward = 0.0;
match action { let event = match action {
TrictracAction::Roll => { TrictracAction::Roll => {
self.game.roll_dice_for_player(&self.active_player_id)?; // Lancer les dés
reward = 0.1; // Petite récompense pour une action valide reward += 0.1;
} Some(GameEvent::Roll {
TrictracAction::Mark { points } => { player_id: self.active_player_id,
self.game.mark_points_for_player(&self.active_player_id, points)?; })
reward = points as f32 * 0.1; // Récompense proportionnelle aux points
} }
// 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 => { TrictracAction::Go => {
self.game.go_for_player(&self.active_player_id)?; // Continuer après avoir gagné un trou
reward = 0.2; // Récompense pour continuer reward += 0.2;
Some(GameEvent::Go {
player_id: self.active_player_id,
})
} }
TrictracAction::Move { move1, move2 } => { TrictracAction::Move {
let checker_move1 = store::CheckerMove::new(move1.0, move1.1)?; dice_order,
let checker_move2 = store::CheckerMove::new(move2.0, move2.1)?; from1,
self.game.move_checker_for_player(&self.active_player_id, checker_move1, checker_move2)?; from2,
reward = 0.3; // Récompense pour un mouvement réussi } => {
// 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);
}
}
} else {
// Pénalité pour action invalide
reward -= 2.0;
} }
} }
@ -258,15 +311,75 @@ impl TrictracEnvironment {
} }
/// Fait jouer l'adversaire avec une stratégie simple /// Fait jouer l'adversaire avec une stratégie simple
fn play_opponent_if_needed(&mut self) { fn play_opponent_if_needed(&mut self) -> f32 {
let game_state = self.game.get_state(); let mut reward = 0.0;
// Si c'est le tour de l'adversaire, jouer automatiquement // Si c'est le tour de l'adversaire, jouer automatiquement
if game_state.active_player_id == self.opponent_id && !game_state.is_finished() { if self.game.active_player_id == self.opponent_id && self.game.stage != Stage::Ended {
// Utiliser une stratégie simple pour l'adversaire (dummy bot) // Utiliser la stratégie default pour l'adversaire
if let Ok(_) = crate::strategy::dummy::get_dummy_action(&mut self.game, &self.opponent_id) { use super::default::DefaultStrategy;
// L'action a été exécutée par get_dummy_action use crate::BotStrategy;
let mut default_strategy = DefaultStrategy::default();
default_strategy.set_player_id(self.opponent_id);
if let Some(color) = self.game.player_color_by_id(&self.opponent_id) {
default_strategy.set_color(color);
}
*default_strategy.get_mut_game() = self.game.clone();
// Exécuter l'action selon le turn_stage
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));
GameEvent::RollResult {
player_id: self.opponent_id,
dice: store::Dice {
values: dice_values,
},
} }
} }
TurnStage::MarkAdvPoints | TurnStage::MarkPoints => {
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);
let points = points_rules.get_points(dice_roll_count).0;
reward -= 0.3 * points as f32; // Récompense proportionnelle aux points
GameEvent::Mark {
player_id: self.opponent_id,
points,
} }
} }
TurnStage::HoldOrGoChoice => {
// Stratégie simple : toujours continuer
GameEvent::Go {
player_id: self.opponent_id,
}
}
TurnStage::Move => {
let (move1, move2) = default_strategy.choose_move();
GameEvent::Move {
player_id: self.opponent_id,
moves: (move1.mirror(), move2.mirror()),
}
}
};
if self.game.validate(&event) {
self.game.consume(&event);
}
}
reward
}
}

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@ -1,47 +0,0 @@
pub mod burn_environment;
pub mod client;
pub mod default;
pub mod dqn;
pub mod dqn_common;
pub mod dqn_trainer;
pub mod erroneous_moves;
pub mod stable_baselines3;
pub mod dummy {
use store::{Color, Game, PlayerId};
/// Action simple pour l'adversaire dummy
pub fn get_dummy_action(game: &mut Game, player_id: &PlayerId) -> Result<(), Box<dyn std::error::Error>> {
let game_state = game.get_state();
match game_state.turn_stage {
store::TurnStage::RollDice => {
game.roll_dice_for_player(player_id)?;
}
store::TurnStage::MarkPoints | store::TurnStage::MarkAdvPoints => {
// Marquer 0 points (stratégie conservatrice)
game.mark_points_for_player(player_id, 0)?;
}
store::TurnStage::HoldOrGoChoice => {
// Toujours choisir "Go" (stratégie simple)
game.go_for_player(player_id)?;
}
store::TurnStage::Move => {
// Utiliser la logique de mouvement par défaut
use super::default::DefaultStrategy;
use crate::BotStrategy;
let mut default_strategy = DefaultStrategy::default();
default_strategy.set_player_id(*player_id);
default_strategy.set_color(game_state.player_color_by_id(player_id).unwrap_or(Color::White));
*default_strategy.get_mut_game() = game_state.clone();
let (move1, move2) = default_strategy.choose_move();
game.move_checker_for_player(player_id, move1, move2)?;
}
_ => {}
}
Ok(())
}
}

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@ -4,7 +4,9 @@
packages = [ packages = [
# pour burn-rs (compilation sdl2-sys) # pour burn-rs
pkgs.SDL2_gfx
# (compilation sdl2-sys)
pkgs.cmake pkgs.cmake
pkgs.libffi pkgs.libffi
pkgs.wayland-scanner pkgs.wayland-scanner