feat(spiel_bot): dqn
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spiel_bot/src/dqn/episode.rs
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247
spiel_bot/src/dqn/episode.rs
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//! DQN self-play episode generation.
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//!
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//! Both players share the same Q-network (the [`TrictracEnv`] handles board
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//! mirroring so that each player always acts from "White's perspective").
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//! Transitions for both players are stored in the returned sample list.
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//!
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//! # Reward
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//!
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//! After each full decision (action applied and the state has advanced through
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//! any intervening chance nodes back to the same player's next turn), the
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//! reward is:
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//!
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//! ```text
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//! r = (my_total_score_now − my_total_score_then)
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//! − (opp_total_score_now − opp_total_score_then)
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//! ```
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//!
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//! where `total_score = holes × 12 + points`.
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//!
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//! # Transition structure
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//!
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//! We use a "pending transition" per player. When a player acts again, we
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//! *complete* the previous pending transition by filling in `next_obs`,
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//! `next_legal`, and computing `reward`. Terminal transitions are completed
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//! when the game ends.
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use burn::tensor::{backend::Backend, Tensor, TensorData};
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use rand::Rng;
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use crate::env::{GameEnv, TrictracEnv};
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use crate::network::QValueNet;
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use super::DqnSample;
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// ── Internals ─────────────────────────────────────────────────────────────────
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struct PendingTransition {
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obs: Vec<f32>,
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action: usize,
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/// Score snapshot `[p1_total, p2_total]` at the moment of the action.
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score_before: [i32; 2],
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}
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/// Pick an action ε-greedily: random with probability `epsilon`, greedy otherwise.
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fn epsilon_greedy<B: Backend, Q: QValueNet<B>>(
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q_net: &Q,
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obs: &[f32],
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legal: &[usize],
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epsilon: f32,
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rng: &mut impl Rng,
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device: &B::Device,
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) -> usize {
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debug_assert!(!legal.is_empty(), "epsilon_greedy: no legal actions");
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if rng.random::<f32>() < epsilon {
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legal[rng.random_range(0..legal.len())]
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} else {
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let obs_tensor = Tensor::<B, 2>::from_data(
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TensorData::new(obs.to_vec(), [1, obs.len()]),
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device,
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);
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let q_values: Vec<f32> = q_net.forward(obs_tensor).into_data().to_vec().unwrap();
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legal
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.iter()
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.copied()
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.max_by(|&a, &b| {
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q_values[a].partial_cmp(&q_values[b]).unwrap_or(std::cmp::Ordering::Equal)
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})
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.unwrap()
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}
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}
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/// Reward for `player_idx` (0 = P1, 1 = P2) given score snapshots before/after.
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fn compute_reward(player_idx: usize, score_before: &[i32; 2], score_after: &[i32; 2]) -> f32 {
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let opp_idx = 1 - player_idx;
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((score_after[player_idx] - score_before[player_idx])
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- (score_after[opp_idx] - score_before[opp_idx])) as f32
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}
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// ── Public API ────────────────────────────────────────────────────────────────
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/// Play one full game and return all transitions for both players.
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///
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/// - `q_net` uses the **inference backend** (no autodiff wrapper).
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/// - `epsilon` in `[0, 1]`: probability of taking a random action.
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/// - `reward_scale`: reward divisor (e.g. `12.0` to map one hole → `±1`).
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pub fn generate_dqn_episode<B: Backend, Q: QValueNet<B>>(
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env: &TrictracEnv,
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q_net: &Q,
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epsilon: f32,
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rng: &mut impl Rng,
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device: &B::Device,
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reward_scale: f32,
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) -> Vec<DqnSample> {
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let obs_size = env.obs_size();
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let mut state = env.new_game();
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let mut pending: [Option<PendingTransition>; 2] = [None, None];
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let mut samples: Vec<DqnSample> = Vec::new();
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loop {
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// ── Advance past chance nodes ──────────────────────────────────────
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while env.current_player(&state).is_chance() {
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env.apply_chance(&mut state, rng);
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}
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let score_now = TrictracEnv::score_snapshot(&state);
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if env.current_player(&state).is_terminal() {
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// Complete all pending transitions as terminal.
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for player_idx in 0..2 {
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if let Some(prev) = pending[player_idx].take() {
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let reward =
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compute_reward(player_idx, &prev.score_before, &score_now) / reward_scale;
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samples.push(DqnSample {
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obs: prev.obs,
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action: prev.action,
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reward,
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next_obs: vec![0.0; obs_size],
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next_legal: vec![],
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done: true,
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});
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}
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}
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break;
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}
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let player_idx = env.current_player(&state).index().unwrap();
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let legal = env.legal_actions(&state);
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let obs = env.observation(&state, player_idx);
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// ── Complete the previous transition for this player ───────────────
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if let Some(prev) = pending[player_idx].take() {
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let reward =
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compute_reward(player_idx, &prev.score_before, &score_now) / reward_scale;
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samples.push(DqnSample {
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obs: prev.obs,
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action: prev.action,
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reward,
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next_obs: obs.clone(),
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next_legal: legal.clone(),
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done: false,
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});
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}
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// ── Pick and apply action ──────────────────────────────────────────
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let action = epsilon_greedy(q_net, &obs, &legal, epsilon, rng, device);
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env.apply(&mut state, action);
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// ── Record new pending transition ──────────────────────────────────
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pending[player_idx] = Some(PendingTransition {
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obs,
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action,
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score_before: score_now,
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});
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}
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samples
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}
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// ── Tests ─────────────────────────────────────────────────────────────────────
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#[cfg(test)]
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mod tests {
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use super::*;
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use burn::backend::NdArray;
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use rand::{SeedableRng, rngs::SmallRng};
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use crate::network::{QNet, QNetConfig};
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type B = NdArray<f32>;
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fn device() -> <B as Backend>::Device { Default::default() }
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fn rng() -> SmallRng { SmallRng::seed_from_u64(7) }
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fn tiny_q() -> QNet<B> {
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QNet::new(&QNetConfig::default(), &device())
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}
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#[test]
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fn episode_terminates_and_produces_samples() {
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let env = TrictracEnv;
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let q = tiny_q();
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let samples = generate_dqn_episode(&env, &q, 1.0, &mut rng(), &device(), 1.0);
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assert!(!samples.is_empty(), "episode must produce at least one sample");
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}
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#[test]
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fn episode_obs_size_correct() {
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let env = TrictracEnv;
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let q = tiny_q();
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let samples = generate_dqn_episode(&env, &q, 1.0, &mut rng(), &device(), 1.0);
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for s in &samples {
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assert_eq!(s.obs.len(), 217, "obs size mismatch");
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if s.done {
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assert_eq!(s.next_obs.len(), 217, "done next_obs should be zeros of obs_size");
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assert!(s.next_legal.is_empty());
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} else {
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assert_eq!(s.next_obs.len(), 217, "next_obs size mismatch");
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assert!(!s.next_legal.is_empty());
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}
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}
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}
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#[test]
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fn episode_actions_within_action_space() {
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let env = TrictracEnv;
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let q = tiny_q();
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let samples = generate_dqn_episode(&env, &q, 1.0, &mut rng(), &device(), 1.0);
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for s in &samples {
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assert!(s.action < 514, "action {} out of bounds", s.action);
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}
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}
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#[test]
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fn greedy_episode_also_terminates() {
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let env = TrictracEnv;
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let q = tiny_q();
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let samples = generate_dqn_episode(&env, &q, 0.0, &mut rng(), &device(), 1.0);
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assert!(!samples.is_empty());
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}
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#[test]
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fn at_least_one_done_sample() {
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let env = TrictracEnv;
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let q = tiny_q();
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let samples = generate_dqn_episode(&env, &q, 1.0, &mut rng(), &device(), 1.0);
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let n_done = samples.iter().filter(|s| s.done).count();
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// Two players, so 1 or 2 terminal transitions.
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assert!(n_done >= 1 && n_done <= 2, "expected 1-2 done samples, got {n_done}");
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}
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#[test]
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fn compute_reward_correct() {
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// P1 gains 4 points (2 holes 10 pts → 3 holes 2 pts), opp unchanged.
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let before = [2 * 12 + 10, 0];
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let after = [3 * 12 + 2, 0];
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let r = compute_reward(0, &before, &after);
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assert!((r - 4.0).abs() < 1e-6, "expected 4.0, got {r}");
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}
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#[test]
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fn compute_reward_with_opponent_scoring() {
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// P1 gains 2, opp gains 3 → net = -1 from P1's perspective.
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let before = [0, 0];
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let after = [2, 3];
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let r = compute_reward(0, &before, &after);
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assert!((r - (-1.0)).abs() < 1e-6, "expected -1.0, got {r}");
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}
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}
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