wip reduction TrictracAction

This commit is contained in:
Henri Bourcereau 2025-08-12 17:56:41 +02:00
parent 5370eb4307
commit ec6ae26d38
9 changed files with 418 additions and 48 deletions

View file

@ -59,7 +59,7 @@ impl Action for TrictracAction {
}
fn size() -> usize {
1252
514
}
}
@ -288,8 +288,8 @@ impl TrictracEnvironment {
}
TrictracAction::Move {
dice_order,
from1,
from2,
checker1,
checker2,
} => {
// Effectuer un mouvement
let (dice1, dice2) = if dice_order {
@ -297,7 +297,21 @@ impl TrictracEnvironment {
} else {
(self.game.dice.values.1, self.game.dice.values.0)
};
let color = &store::Color::White;
let from1 = self
.game
.board
.get_checker_field(color, checker1 as u8)
.unwrap_or(0);
let mut to1 = from1 + dice1 as usize;
let checker_move1 = store::CheckerMove::new(from1, to1).unwrap_or_default();
let mut tmp_board = self.game.board.clone();
tmp_board.move_checker(color, checker_move1);
let from2 = tmp_board
.get_checker_field(color, checker2 as u8)
.unwrap_or(0);
let mut to2 = from2 + dice2 as usize;
// Gestion prise de coin par puissance

View file

@ -1,4 +1,4 @@
use crate::dqn::dqn_common;
use crate::dqn::dqn_common_big;
use burn::{prelude::Backend, tensor::Tensor};
use burn_rl::base::{Action, Environment, Snapshot, State};
use rand::{thread_rng, Rng};
@ -205,16 +205,16 @@ impl TrictracEnvironment {
const REWARD_RATIO: f32 = 1.0;
/// Convertit une action burn-rl vers une action Trictrac
pub fn convert_action(action: TrictracAction) -> Option<dqn_common::TrictracAction> {
dqn_common::TrictracAction::from_action_index(action.index.try_into().unwrap())
pub fn convert_action(action: TrictracAction) -> Option<dqn_common_big::TrictracAction> {
dqn_common_big::TrictracAction::from_action_index(action.index.try_into().unwrap())
}
/// Convertit l'index d'une action au sein des actions valides vers une action Trictrac
fn convert_valid_action_index(
&self,
action: TrictracAction,
) -> Option<dqn_common::TrictracAction> {
use dqn_common::get_valid_actions;
) -> Option<dqn_common_big::TrictracAction> {
use dqn_common_big::get_valid_actions;
// Obtenir les actions valides dans le contexte actuel
let valid_actions = get_valid_actions(&self.game);
@ -231,10 +231,10 @@ impl TrictracEnvironment {
/// Exécute une action Trictrac dans le jeu
// fn execute_action(
// &mut self,
// action: dqn_common::TrictracAction,
// action: dqn_common_big::TrictracAction,
// ) -> Result<f32, Box<dyn std::error::Error>> {
fn execute_action(&mut self, action: dqn_common::TrictracAction) -> (f32, bool) {
use dqn_common::TrictracAction;
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;

View file

@ -13,8 +13,8 @@ pub enum TrictracAction {
/// 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)
checker1: usize, // premier pion à déplacer en numérotant depuis la colonne de départ (0-15) 0 : aucun pion
checker2: usize, // deuxième pion (0-15)
},
// Marquer les points : à activer si support des écoles
// Mark,
@ -28,19 +28,19 @@ impl TrictracAction {
TrictracAction::Go => 1,
TrictracAction::Move {
dice_order,
from1,
from2,
checker1,
checker2,
} => {
// 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)
// de 2 à 513 (2 à 257 pour dé 1 en premier, 258 à 513 pour dé 2 en premier)
let mut start = 2;
if !dice_order {
// 25 * 25 = 625
start += 625;
// 16 * 16 = 256
start += 256;
}
start + from1 * 25 + from2
} // TrictracAction::Mark => 1252,
start + checker1 * 16 + checker2
} // TrictracAction::Mark => 514,
}
}
@ -48,15 +48,15 @@ impl 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);
// 514 => Some(TrictracAction::Mark),
i if i >= 2 => {
let move_code = i - 2;
let (dice_order, checker1, checker2) = Self::decode_move(move_code);
Some(TrictracAction::Move {
dice_order,
from1,
from2,
checker1,
checker2,
})
}
_ => None,
@ -66,13 +66,13 @@ impl TrictracAction {
/// Décode un entier en paire de mouvements
fn decode_move(code: usize) -> (bool, usize, usize) {
let mut encoded = code;
let dice_order = code < 626;
let dice_order = code < 256;
if !dice_order {
encoded -= 625
encoded -= 256
}
let from1 = encoded / 25;
let from2 = 1 + encoded % 25;
(dice_order, from1, from2)
let checker1 = encoded / 16;
let checker2 = 1 + encoded % 16;
(dice_order, checker1, checker2)
}
/// Retourne la taille de l'espace d'actions total
@ -80,7 +80,7 @@ impl TrictracAction {
// 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
2 + (2 * 16 * 16) // = 514
}
// pub fn to_game_event(&self, player_id: PlayerId, dice: Dice) -> GameEvent {
@ -136,7 +136,8 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
valid_actions.push(checker_moves_to_trictrac_action(
&move1,
&move2,
&game_state.dice,
&color,
&game_state,
));
}
}
@ -150,7 +151,8 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
valid_actions.push(checker_moves_to_trictrac_action(
&move1,
&move2,
&game_state.dice,
&color,
&game_state,
));
}
}
@ -164,12 +166,14 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
fn checker_moves_to_trictrac_action(
move1: &CheckerMove,
move2: &CheckerMove,
dice: &Dice,
color: &store::Color,
state: &crate::GameState,
) -> TrictracAction {
let to1 = move1.get_to();
let to2 = move2.get_to();
let from1 = move1.get_from();
let from2 = move2.get_from();
let dice = state.dice;
let mut diff_move1 = if to1 > 0 {
// Mouvement sans sortie
@ -203,10 +207,17 @@ fn checker_moves_to_trictrac_action(
// prise par puissance
diff_move1 += 1;
}
let dice_order = diff_move1 == dice.values.0 as usize;
let checker1 = state.board.get_field_checker(color, from1) as usize;
let mut tmp_board = state.board.clone();
// should not raise an error for a valid action
tmp_board.move_checker(color, *move1);
let checker2 = tmp_board.get_field_checker(color, from2) as usize;
TrictracAction::Move {
dice_order: diff_move1 == dice.values.0 as usize,
from1: move1.get_from(),
from2: move2.get_from(),
dice_order,
checker1,
checker2,
}
}
@ -235,8 +246,8 @@ mod tests {
fn to_action_index() {
let action = TrictracAction::Move {
dice_order: true,
from1: 3,
from2: 4,
checker1: 3,
checker2: 4,
};
let index = action.to_action_index();
assert_eq!(Some(action), TrictracAction::from_action_index(index));
@ -247,8 +258,8 @@ mod tests {
fn from_action_index() {
let action = TrictracAction::Move {
dice_order: true,
from1: 3,
from2: 4,
checker1: 3,
checker2: 4,
};
assert_eq!(Some(action), TrictracAction::from_action_index(81));
}

View file

@ -0,0 +1,255 @@
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));
}
}

View file

@ -1,5 +1,6 @@
pub mod burnrl;
pub mod dqn_common;
pub mod dqn_common_big;
pub mod simple;
pub mod burnrl_valid;

View file

@ -6,7 +6,7 @@ use std::collections::VecDeque;
use store::{GameEvent, MoveRules, PointsRules, Stage, TurnStage};
use super::dqn_model::{DqnConfig, SimpleNeuralNetwork};
use crate::dqn::dqn_common::{get_valid_actions, TrictracAction};
use crate::dqn::dqn_common_big::{get_valid_actions, TrictracAction};
/// Expérience pour le buffer de replay
#[derive(Debug, Clone, Serialize, Deserialize)]

View file

@ -3,7 +3,7 @@ use log::info;
use std::path::Path;
use store::MoveRules;
use crate::dqn::dqn_common::{get_valid_actions, sample_valid_action, TrictracAction};
use crate::dqn::dqn_common_big::{get_valid_actions, sample_valid_action, TrictracAction};
use crate::dqn::simple::dqn_model::SimpleNeuralNetwork;
/// Stratégie DQN pour le bot - ne fait que charger et utiliser un modèle pré-entraîné

View file

@ -117,8 +117,8 @@ impl BotStrategy for DqnBurnStrategy {
// Utiliser le DQN pour choisir le mouvement
if let Some(TrictracAction::Move {
dice_order,
from1,
from2,
checker1,
checker2,
}) = self.get_dqn_action()
{
let dicevals = self.game.dice.values;
@ -128,15 +128,33 @@ impl BotStrategy for DqnBurnStrategy {
(dicevals.1, dicevals.0)
};
let from1 = self
.game
.board
.get_checker_field(&self.color, checker1 as u8)
.unwrap_or(0);
if from1 == 0 {
// empty move
dice1 = 0;
}
let mut to1 = from1 + dice1 as usize;
if 24 < to1 {
let mut to1 = if self.color == Color::White {
from1 + dice1 as usize
} else {
from1 - dice1 as usize
};
if 24 < to1 || to1 < 0 {
// sortie
to1 = 0;
}
let checker_move1 = store::CheckerMove::new(from1, to1).unwrap_or_default();
let mut tmp_board = self.game.board.clone();
tmp_board.move_checker(&self.color, checker_move1);
let from2 = tmp_board
.get_checker_field(&self.color, checker2 as u8)
.unwrap_or(0);
if from2 == 0 {
// empty move
dice2 = 0;
@ -147,6 +165,13 @@ impl BotStrategy for DqnBurnStrategy {
to2 = 0;
}
// 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 = CheckerMove::new(from1, to1).unwrap_or_default();
let checker_move2 = CheckerMove::new(from2, to2).unwrap_or_default();

View file

@ -158,6 +158,42 @@ impl Board {
.unsigned_abs()
}
// get the number of the last checker in a field
pub fn get_field_checker(&self, color: &Color, field: Field) -> u8 {
assert_eq!(color, &Color::White); // sinon ajouter la gestion des noirs avec mirror
let mut total_count: u8 = 0;
for (i, checker_count) in self.positions.iter().enumerate() {
// count white checkers (checker_count > 0)
if *checker_count > 0 {
total_count += *checker_count as u8;
if field == i + 1 {
return total_count;
}
}
}
0
}
// get the field of the nth checker
pub fn get_checker_field(&self, color: &Color, checker_pos: u8) -> Option<Field> {
assert_eq!(color, &Color::White); // sinon ajouter la gestion des noirs avec mirror
if checker_pos == 0 {
return None;
}
let mut total_count: u8 = 0;
for (i, checker_count) in self.positions.iter().enumerate() {
// count white checkers (checker_count > 0)
if *checker_count > 0 {
total_count += *checker_count as u8;
}
// return the current field if it contains the checker
if checker_pos <= total_count {
return Some(i + 1);
}
}
None
}
pub fn to_vec(&self) -> Vec<i8> {
self.positions.to_vec()
}
@ -721,4 +757,32 @@ mod tests {
);
assert_eq!(vec![2], board.get_quarter_filling_candidate(Color::White));
}
#[test]
fn get_checker_field() {
let mut board = Board::new();
board.set_positions(
&Color::White,
[
3, 1, 2, 2, 3, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
],
);
assert_eq!(None, board.get_checker_field(&Color::White, 0));
assert_eq!(Some(3), board.get_checker_field(&Color::White, 5));
assert_eq!(Some(3), board.get_checker_field(&Color::White, 6));
assert_eq!(None, board.get_checker_field(&Color::White, 14));
}
#[test]
fn get_field_checker() {
let mut board = Board::new();
board.set_positions(
&Color::White,
[
3, 1, 2, 2, 3, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
],
);
assert_eq!(4, board.get_field_checker(&Color::White, 2));
assert_eq!(6, board.get_field_checker(&Color::White, 3));
}
}