debug
This commit is contained in:
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f7eea0ed02
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ebe98ca229
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@ -2,7 +2,7 @@ use crate::{BotStrategy, CheckerMove, Color, GameState, PlayerId, PointsRules};
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use std::path::Path;
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use std::path::Path;
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use store::MoveRules;
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use store::MoveRules;
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use super::dqn_common::{DqnConfig, SimpleNeuralNetwork, TrictracAction, get_valid_actions, sample_valid_action};
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use super::dqn_common::{SimpleNeuralNetwork, TrictracAction, get_valid_actions, sample_valid_action};
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/// Stratégie DQN pour le bot - ne fait que charger et utiliser un modèle pré-entraîné
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/// Stratégie DQN pour le bot - ne fait que charger et utiliser un modèle pré-entraîné
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#[derive(Debug)]
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#[derive(Debug)]
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@ -1,5 +1,4 @@
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use crate::{CheckerMove};
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/// Types d'actions possibles dans le jeu
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/// Types d'actions possibles dans le jeu
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#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
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#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
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@ -24,7 +23,7 @@ impl TrictracAction {
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TrictracAction::Roll => 0,
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TrictracAction::Roll => 0,
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TrictracAction::Mark { points } => {
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TrictracAction::Mark { points } => {
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1 + (*points as usize).min(12) // Indices 1-13 pour 0-12 points
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1 + (*points as usize).min(12) // Indices 1-13 pour 0-12 points
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},
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}
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TrictracAction::Go => 14,
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TrictracAction::Go => 14,
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TrictracAction::Move { move1, move2 } => {
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TrictracAction::Move { move1, move2 } => {
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// Encoder les mouvements dans l'espace d'actions
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// Encoder les mouvements dans l'espace d'actions
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@ -38,13 +37,15 @@ impl TrictracAction {
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pub fn from_action_index(index: usize) -> Option<TrictracAction> {
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pub fn from_action_index(index: usize) -> Option<TrictracAction> {
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match index {
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match index {
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0 => Some(TrictracAction::Roll),
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0 => Some(TrictracAction::Roll),
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1..=13 => Some(TrictracAction::Mark { points: (index - 1) as u8 }),
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1..=13 => Some(TrictracAction::Mark {
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points: (index - 1) as u8,
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}),
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14 => Some(TrictracAction::Go),
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14 => Some(TrictracAction::Go),
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i if i >= 15 => {
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i if i >= 15 => {
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let move_code = i - 15;
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let move_code = i - 15;
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let (move1, move2) = decode_move_pair(move_code);
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let (move1, move2) = decode_move_pair(move_code);
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Some(TrictracAction::Move { move1, move2 })
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Some(TrictracAction::Move { move1, move2 })
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},
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}
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_ => None,
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_ => None,
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}
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}
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}
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}
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@ -236,7 +237,7 @@ impl SimpleNeuralNetwork {
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/// Obtient les actions valides pour l'état de jeu actuel
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/// Obtient les actions valides pour l'état de jeu actuel
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pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
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pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
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use crate::{Color, PointsRules};
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use crate::PointsRules;
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use store::{MoveRules, TurnStage};
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use store::{MoveRules, TurnStage};
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let mut valid_actions = Vec::new();
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let mut valid_actions = Vec::new();
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@ -287,7 +288,6 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
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});
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});
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}
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}
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}
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}
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_ => {}
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}
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}
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}
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}
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@ -304,10 +304,9 @@ pub fn get_valid_action_indices(game_state: &crate::GameState) -> Vec<usize> {
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/// Sélectionne une action valide aléatoire
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/// Sélectionne une action valide aléatoire
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pub fn sample_valid_action(game_state: &crate::GameState) -> Option<TrictracAction> {
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pub fn sample_valid_action(game_state: &crate::GameState) -> Option<TrictracAction> {
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use rand::{thread_rng, seq::SliceRandom};
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use rand::{seq::SliceRandom, thread_rng};
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let valid_actions = get_valid_actions(game_state);
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let valid_actions = get_valid_actions(game_state);
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let mut rng = thread_rng();
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let mut rng = thread_rng();
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valid_actions.choose(&mut rng).cloned()
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valid_actions.choose(&mut rng).cloned()
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}
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}
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@ -5,7 +5,7 @@ use serde::{Deserialize, Serialize};
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use std::collections::VecDeque;
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use std::collections::VecDeque;
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use store::{GameEvent, MoveRules, PointsRules, Stage, TurnStage};
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use store::{GameEvent, MoveRules, PointsRules, Stage, TurnStage};
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use super::dqn_common::{DqnConfig, SimpleNeuralNetwork, TrictracAction, get_valid_actions, get_valid_action_indices, sample_valid_action};
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use super::dqn_common::{get_valid_actions, DqnConfig, SimpleNeuralNetwork, TrictracAction};
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/// Expérience pour le buffer de replay
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/// Expérience pour le buffer de replay
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#[derive(Debug, Clone, Serialize, Deserialize)]
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#[derive(Debug, Clone, Serialize, Deserialize)]
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@ -99,7 +99,10 @@ impl DqnAgent {
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let mut rng = thread_rng();
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let mut rng = thread_rng();
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if rng.gen::<f64>() < self.epsilon {
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if rng.gen::<f64>() < self.epsilon {
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// Exploration : action valide aléatoire
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// Exploration : action valide aléatoire
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valid_actions.choose(&mut rng).cloned().unwrap_or(TrictracAction::Roll)
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valid_actions
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.choose(&mut rng)
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.cloned()
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.unwrap_or(TrictracAction::Roll)
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} else {
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} else {
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// Exploitation : meilleure action valide selon le modèle
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// Exploitation : meilleure action valide selon le modèle
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let q_values = self.model.forward(state);
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let q_values = self.model.forward(state);
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@ -287,7 +290,9 @@ impl TrictracEnv {
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let dice_values = (rng.gen_range(1..=6), rng.gen_range(1..=6));
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let dice_values = (rng.gen_range(1..=6), rng.gen_range(1..=6));
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let dice_event = GameEvent::RollResult {
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let dice_event = GameEvent::RollResult {
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player_id: self.agent_player_id,
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player_id: self.agent_player_id,
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dice: store::Dice { values: dice_values },
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dice: store::Dice {
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values: dice_values,
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},
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};
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};
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if self.game_state.validate(&dice_event) {
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if self.game_state.validate(&dice_event) {
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self.game_state.consume(&dice_event);
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self.game_state.consume(&dice_event);
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@ -393,8 +398,10 @@ impl DqnTrainer {
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pub fn train_episode(&mut self) -> f32 {
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pub fn train_episode(&mut self) -> f32 {
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let mut total_reward = 0.0;
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let mut total_reward = 0.0;
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let mut state = self.env.reset();
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let mut state = self.env.reset();
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// let mut step_count = 0;
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loop {
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loop {
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// step_count += 1;
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let action = self.agent.select_action(&self.env.game_state, &state);
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let action = self.agent.select_action(&self.env.game_state, &state);
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let (next_state, reward, done) = self.env.step(action.clone());
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let (next_state, reward, done) = self.env.step(action.clone());
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total_reward += reward;
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total_reward += reward;
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@ -412,6 +419,9 @@ impl DqnTrainer {
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if done {
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if done {
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break;
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break;
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}
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}
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// if step_count % 100 == 0 {
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// println!("{:?}", next_state);
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// }
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state = next_state;
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state = next_state;
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}
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}
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@ -429,6 +439,7 @@ impl DqnTrainer {
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for episode in 1..=episodes {
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for episode in 1..=episodes {
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let reward = self.train_episode();
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let reward = self.train_episode();
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print!(".");
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if episode % 100 == 0 {
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if episode % 100 == 0 {
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println!(
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println!(
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"Épisode {}/{}: Récompense = {:.2}, Epsilon = {:.3}, Steps = {}",
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"Épisode {}/{}: Récompense = {:.2}, Epsilon = {:.3}, Steps = {}",
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@ -1,11 +1,11 @@
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use crate::{BotStrategy, CheckerMove, Color, GameState, PlayerId, PointsRules};
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use crate::{BotStrategy, CheckerMove, Color, GameState, PlayerId, PointsRules};
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use store::MoveRules;
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use serde::{Deserialize, Serialize};
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use std::process::Command;
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use std::io::Write;
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use std::fs::File;
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use std::fs::File;
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use std::io::Read;
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use std::io::Read;
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use std::io::Write;
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use std::path::Path;
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use std::path::Path;
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use serde::{Serialize, Deserialize};
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use std::process::Command;
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use store::MoveRules;
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct StableBaselines3Strategy {
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pub struct StableBaselines3Strategy {
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@ -85,7 +85,6 @@ impl StableBaselines3Strategy {
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store::TurnStage::HoldOrGoChoice => 3,
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store::TurnStage::HoldOrGoChoice => 3,
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store::TurnStage::Move => 4,
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store::TurnStage::Move => 4,
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store::TurnStage::MarkAdvPoints => 5,
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store::TurnStage::MarkAdvPoints => 5,
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_ => 0,
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};
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};
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// Récupérer les points et trous des joueurs
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// Récupérer les points et trous des joueurs
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script_file.write_all(python_script.as_bytes()).ok()?;
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script_file.write_all(python_script.as_bytes()).ok()?;
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// Exécuter le script Python
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// Exécuter le script Python
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let status = Command::new("python")
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let status = Command::new("python").arg(temp_script_path).status().ok()?;
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.arg(temp_script_path)
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.status()
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.ok()?;
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if !status.success() {
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if !status.success() {
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return None;
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return None;
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@ -274,3 +270,4 @@ impl BotStrategy for StableBaselines3Strategy {
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}
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}
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}
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}
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}
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}
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state.push(self.dice.values.0 as i8);
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state.push(self.dice.values.0 as i8);
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state.push(self.dice.values.1 as i8);
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state.push(self.dice.values.1 as i8);
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// points length=4 x2 joueurs = 8
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// points, trous, bredouille, grande bredouille length=4 x2 joueurs = 8
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let white_player: Vec<i8> = self
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let white_player: Vec<i8> = self
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.get_white_player()
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.get_white_player()
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.unwrap()
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.unwrap()
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