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bcc4b977c4
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e15dba167b |
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@ -13,6 +13,10 @@ path = "src/dqn/burnrl_valid/main.rs"
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name = "train_dqn_burn_big"
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path = "src/dqn/burnrl_big/main.rs"
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[[bin]]
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name = "train_dqn_burn_before"
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path = "src/dqn/burnrl_before/main.rs"
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[[bin]]
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name = "train_dqn_burn"
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path = "src/dqn/burnrl/main.rs"
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211
bot/src/dqn/burnrl_before/dqn_model.rs
Normal file
211
bot/src/dqn/burnrl_before/dqn_model.rs
Normal file
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@ -0,0 +1,211 @@
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use crate::dqn::burnrl_before::environment::TrictracEnvironment;
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use crate::dqn::burnrl_before::utils::soft_update_linear;
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use burn::module::Module;
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use burn::nn::{Linear, LinearConfig};
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use burn::optim::AdamWConfig;
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use burn::tensor::activation::relu;
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use burn::tensor::backend::{AutodiffBackend, Backend};
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use burn::tensor::Tensor;
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use burn_rl::agent::DQN;
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use burn_rl::agent::{DQNModel, DQNTrainingConfig};
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use burn_rl::base::{Action, ElemType, Environment, Memory, Model, State};
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use std::fmt;
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use std::time::SystemTime;
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#[derive(Module, Debug)]
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pub struct Net<B: Backend> {
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linear_0: Linear<B>,
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linear_1: Linear<B>,
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linear_2: Linear<B>,
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}
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impl<B: Backend> Net<B> {
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#[allow(unused)]
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pub fn new(input_size: usize, dense_size: usize, output_size: usize) -> Self {
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Self {
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linear_0: LinearConfig::new(input_size, dense_size).init(&Default::default()),
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linear_1: LinearConfig::new(dense_size, dense_size).init(&Default::default()),
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linear_2: LinearConfig::new(dense_size, output_size).init(&Default::default()),
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}
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}
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fn consume(self) -> (Linear<B>, Linear<B>, Linear<B>) {
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(self.linear_0, self.linear_1, self.linear_2)
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}
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}
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impl<B: Backend> Model<B, Tensor<B, 2>, Tensor<B, 2>> for Net<B> {
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fn forward(&self, input: Tensor<B, 2>) -> Tensor<B, 2> {
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let layer_0_output = relu(self.linear_0.forward(input));
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let layer_1_output = relu(self.linear_1.forward(layer_0_output));
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relu(self.linear_2.forward(layer_1_output))
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}
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fn infer(&self, input: Tensor<B, 2>) -> Tensor<B, 2> {
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self.forward(input)
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}
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}
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impl<B: Backend> DQNModel<B> for Net<B> {
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fn soft_update(this: Self, that: &Self, tau: ElemType) -> Self {
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let (linear_0, linear_1, linear_2) = this.consume();
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Self {
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linear_0: soft_update_linear(linear_0, &that.linear_0, tau),
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linear_1: soft_update_linear(linear_1, &that.linear_1, tau),
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linear_2: soft_update_linear(linear_2, &that.linear_2, tau),
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}
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}
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}
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#[allow(unused)]
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const MEMORY_SIZE: usize = 8192;
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pub struct DqnConfig {
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pub min_steps: f32,
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pub max_steps: usize,
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pub num_episodes: usize,
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pub dense_size: usize,
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pub eps_start: f64,
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pub eps_end: f64,
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pub eps_decay: f64,
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pub gamma: f32,
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pub tau: f32,
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pub learning_rate: f32,
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pub batch_size: usize,
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pub clip_grad: f32,
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}
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impl fmt::Display for DqnConfig {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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let mut s = String::new();
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s.push_str(&format!("min_steps={:?}\n", self.min_steps));
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s.push_str(&format!("max_steps={:?}\n", self.max_steps));
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s.push_str(&format!("num_episodes={:?}\n", self.num_episodes));
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s.push_str(&format!("dense_size={:?}\n", self.dense_size));
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s.push_str(&format!("eps_start={:?}\n", self.eps_start));
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s.push_str(&format!("eps_end={:?}\n", self.eps_end));
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s.push_str(&format!("eps_decay={:?}\n", self.eps_decay));
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s.push_str(&format!("gamma={:?}\n", self.gamma));
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s.push_str(&format!("tau={:?}\n", self.tau));
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s.push_str(&format!("learning_rate={:?}\n", self.learning_rate));
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s.push_str(&format!("batch_size={:?}\n", self.batch_size));
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s.push_str(&format!("clip_grad={:?}\n", self.clip_grad));
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write!(f, "{s}")
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}
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}
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impl Default for DqnConfig {
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fn default() -> Self {
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Self {
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min_steps: 250.0,
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max_steps: 2000,
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num_episodes: 1000,
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dense_size: 256,
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eps_start: 0.9,
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eps_end: 0.05,
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eps_decay: 1000.0,
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gamma: 0.999,
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tau: 0.005,
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learning_rate: 0.001,
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batch_size: 32,
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clip_grad: 100.0,
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}
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}
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}
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type MyAgent<E, B> = DQN<E, B, Net<B>>;
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#[allow(unused)]
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pub fn run<E: Environment + AsMut<TrictracEnvironment>, B: AutodiffBackend>(
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conf: &DqnConfig,
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visualized: bool,
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) -> DQN<E, B, Net<B>> {
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// ) -> impl Agent<E> {
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let mut env = E::new(visualized);
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env.as_mut().min_steps = conf.min_steps;
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env.as_mut().max_steps = conf.max_steps;
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let model = Net::<B>::new(
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<<E as Environment>::StateType as State>::size(),
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conf.dense_size,
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<<E as Environment>::ActionType as Action>::size(),
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);
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let mut agent = MyAgent::new(model);
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// let config = DQNTrainingConfig::default();
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let config = DQNTrainingConfig {
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gamma: conf.gamma,
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tau: conf.tau,
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learning_rate: conf.learning_rate,
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batch_size: conf.batch_size,
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clip_grad: Some(burn::grad_clipping::GradientClippingConfig::Value(
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conf.clip_grad,
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)),
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};
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let mut memory = Memory::<E, B, MEMORY_SIZE>::default();
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let mut optimizer = AdamWConfig::new()
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.with_grad_clipping(config.clip_grad.clone())
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.init();
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let mut policy_net = agent.model().as_ref().unwrap().clone();
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let mut step = 0_usize;
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for episode in 0..conf.num_episodes {
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let mut episode_done = false;
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let mut episode_reward: ElemType = 0.0;
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let mut episode_duration = 0_usize;
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let mut state = env.state();
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let mut now = SystemTime::now();
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while !episode_done {
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let eps_threshold = conf.eps_end
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+ (conf.eps_start - conf.eps_end) * f64::exp(-(step as f64) / conf.eps_decay);
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let action =
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DQN::<E, B, Net<B>>::react_with_exploration(&policy_net, state, eps_threshold);
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let snapshot = env.step(action);
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episode_reward +=
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<<E as Environment>::RewardType as Into<ElemType>>::into(snapshot.reward().clone());
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memory.push(
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state,
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*snapshot.state(),
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action,
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snapshot.reward().clone(),
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snapshot.done(),
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);
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if config.batch_size < memory.len() {
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policy_net =
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agent.train::<MEMORY_SIZE>(policy_net, &memory, &mut optimizer, &config);
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}
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step += 1;
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episode_duration += 1;
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if snapshot.done() || episode_duration >= conf.max_steps {
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let envmut = env.as_mut();
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println!(
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"{{\"episode\": {episode}, \"reward\": {episode_reward:.4}, \"steps count\": {episode_duration}, \"epsilon\": {eps_threshold:.3}, \"goodmoves\": {}, \"rollpoints\":{}, \"duration\": {}}}",
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envmut.goodmoves_count,
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envmut.pointrolls_count,
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now.elapsed().unwrap().as_secs(),
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);
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env.reset();
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episode_done = true;
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now = SystemTime::now();
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} else {
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state = *snapshot.state();
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}
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}
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}
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agent
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}
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449
bot/src/dqn/burnrl_before/environment.rs
Normal file
449
bot/src/dqn/burnrl_before/environment.rs
Normal file
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@ -0,0 +1,449 @@
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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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|
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fn state(&self) -> Self::StateType {
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self.current_state
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}
|
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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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|
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// Commencer la partie
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self.game.consume(&GameEvent::BeginGame { goes_first: 1 });
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|
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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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|
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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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|
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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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|
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let mut reward = 0.0;
|
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let mut is_rollpoint = false;
|
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let mut terminated = false;
|
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|
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// Exécuter l'action si c'est le tour de l'agent DQN
|
||||
if self.game.active_player_id == self.active_player_id {
|
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if let Some(action) = trictrac_action {
|
||||
(reward, is_rollpoint) = self.execute_action(action);
|
||||
if is_rollpoint {
|
||||
self.pointrolls_count += 1;
|
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}
|
||||
if reward != Self::ERROR_REWARD {
|
||||
self.goodmoves_count += 1;
|
||||
}
|
||||
} else {
|
||||
// Action non convertible, pénalité
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reward = -0.5;
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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();
|
||||
}
|
||||
|
||||
// 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)
|
||||
* f32::exp((self.goodmoves_ratio - 1.0) / 0.25);
|
||||
let done = self.game.stage == Stage::Ended || self.game.determine_winner().is_some();
|
||||
|
||||
if done {
|
||||
// Récompense finale basée sur le résultat
|
||||
if let Some(winner_id) = self.game.determine_winner() {
|
||||
if winner_id == self.active_player_id {
|
||||
reward += 50.0; // Victoire
|
||||
} else {
|
||||
reward -= 25.0; // Défaite
|
||||
}
|
||||
}
|
||||
}
|
||||
let terminated = done || self.step_count >= max_steps.round() as usize;
|
||||
|
||||
// Mettre à jour l'état
|
||||
self.current_state = TrictracState::from_game_state(&self.game);
|
||||
self.episode_reward += reward;
|
||||
|
||||
if self.visualized && terminated {
|
||||
println!(
|
||||
"Episode terminé. Récompense totale: {:.2}, Étapes: {}",
|
||||
self.episode_reward, self.step_count
|
||||
);
|
||||
}
|
||||
|
||||
Snapshot::new(self.current_state, reward, terminated)
|
||||
}
|
||||
}
|
||||
|
||||
impl TrictracEnvironment {
|
||||
const ERROR_REWARD: f32 = -1.12121;
|
||||
const REWARD_RATIO: f32 = 1.0;
|
||||
|
||||
/// Convertit une action burn-rl vers une action Trictrac
|
||||
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,
|
||||
game_state: &GameState,
|
||||
) -> 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(game_state);
|
||||
|
||||
if valid_actions.is_empty() {
|
||||
return None;
|
||||
}
|
||||
|
||||
// Mapper l'index d'action sur une action valide
|
||||
let action_index = (action.index as usize) % valid_actions.len();
|
||||
Some(valid_actions[action_index].clone())
|
||||
}
|
||||
|
||||
/// 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 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::MarkPoints => {
|
||||
panic!("in play_opponent_if_needed > 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, adv_points) = points_rules.get_points(dice_roll_count);
|
||||
// reward -= Self::REWARD_RATIO * (points - adv_points) as f32; // Récompense proportionnelle aux points
|
||||
|
||||
GameEvent::Mark {
|
||||
player_id: self.opponent_id,
|
||||
points,
|
||||
}
|
||||
}
|
||||
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);
|
||||
let points = points_rules.get_points(dice_roll_count).1;
|
||||
// pas de reward : déjà comptabilisé lors du tour de blanc
|
||||
GameEvent::Mark {
|
||||
player_id: self.opponent_id,
|
||||
points,
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
reward
|
||||
}
|
||||
}
|
||||
|
||||
impl AsMut<TrictracEnvironment> for TrictracEnvironment {
|
||||
fn as_mut(&mut self) -> &mut Self {
|
||||
self
|
||||
}
|
||||
}
|
||||
53
bot/src/dqn/burnrl_before/main.rs
Normal file
53
bot/src/dqn/burnrl_before/main.rs
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
use bot::dqn::burnrl_before::{
|
||||
dqn_model, environment,
|
||||
utils::{demo_model, load_model, save_model},
|
||||
};
|
||||
use burn::backend::{Autodiff, NdArray};
|
||||
use burn_rl::agent::DQN;
|
||||
use burn_rl::base::ElemType;
|
||||
|
||||
type Backend = Autodiff<NdArray<ElemType>>;
|
||||
type Env = environment::TrictracEnvironment;
|
||||
|
||||
fn main() {
|
||||
// println!("> Entraînement");
|
||||
|
||||
// See also MEMORY_SIZE in dqn_model.rs : 8192
|
||||
let conf = dqn_model::DqnConfig {
|
||||
// defaults
|
||||
num_episodes: 40, // 40
|
||||
min_steps: 500.0, // 1000 min of max steps by episode (mise à jour par la fonction)
|
||||
max_steps: 3000, // 1000 max steps by episode
|
||||
dense_size: 256, // 128 neural network complexity (default 128)
|
||||
eps_start: 0.9, // 0.9 epsilon initial value (0.9 => more exploration)
|
||||
eps_end: 0.05, // 0.05
|
||||
// eps_decay higher = epsilon decrease slower
|
||||
// used in : epsilon = eps_end + (eps_start - eps_end) * e^(-step / eps_decay);
|
||||
// epsilon is updated at the start of each episode
|
||||
eps_decay: 2000.0, // 1000 ?
|
||||
|
||||
gamma: 0.999, // 0.999 discount factor. Plus élevé = encourage stratégies à long terme
|
||||
tau: 0.005, // 0.005 soft update rate. Taux de mise à jour du réseau cible. Plus bas = adaptation
|
||||
// plus lente moins sensible aux coups de chance
|
||||
learning_rate: 0.001, // 0.001 taille du pas. Bas : plus lent, haut : risque de ne jamais
|
||||
// converger
|
||||
batch_size: 32, // 32 nombre d'expériences passées sur lesquelles pour calcul de l'erreur moy.
|
||||
clip_grad: 100.0, // 100 limite max de correction à apporter au gradient (default 100)
|
||||
};
|
||||
println!("{conf}----------");
|
||||
let agent = dqn_model::run::<Env, Backend>(&conf, false); //true);
|
||||
|
||||
let valid_agent = agent.valid();
|
||||
|
||||
println!("> Sauvegarde du modèle de validation");
|
||||
|
||||
let path = "models/burn_dqn_40".to_string();
|
||||
save_model(valid_agent.model().as_ref().unwrap(), &path);
|
||||
|
||||
println!("> Chargement du modèle pour test");
|
||||
let loaded_model = load_model(conf.dense_size, &path);
|
||||
let loaded_agent = DQN::new(loaded_model.unwrap());
|
||||
|
||||
println!("> Test avec le modèle chargé");
|
||||
demo_model(loaded_agent);
|
||||
}
|
||||
3
bot/src/dqn/burnrl_before/mod.rs
Normal file
3
bot/src/dqn/burnrl_before/mod.rs
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
pub mod dqn_model;
|
||||
pub mod environment;
|
||||
pub mod utils;
|
||||
114
bot/src/dqn/burnrl_before/utils.rs
Normal file
114
bot/src/dqn/burnrl_before/utils.rs
Normal file
|
|
@ -0,0 +1,114 @@
|
|||
use crate::dqn::burnrl_before::{
|
||||
dqn_model,
|
||||
environment::{TrictracAction, TrictracEnvironment},
|
||||
};
|
||||
use crate::dqn::dqn_common_big::get_valid_action_indices;
|
||||
use burn::backend::{ndarray::NdArrayDevice, Autodiff, NdArray};
|
||||
use burn::module::{Module, Param, ParamId};
|
||||
use burn::nn::Linear;
|
||||
use burn::record::{CompactRecorder, Recorder};
|
||||
use burn::tensor::backend::Backend;
|
||||
use burn::tensor::cast::ToElement;
|
||||
use burn::tensor::Tensor;
|
||||
use burn_rl::agent::{DQNModel, DQN};
|
||||
use burn_rl::base::{Action, ElemType, Environment, State};
|
||||
|
||||
pub fn save_model(model: &dqn_model::Net<NdArray<ElemType>>, path: &String) {
|
||||
let recorder = CompactRecorder::new();
|
||||
let model_path = format!("{path}_model.mpk");
|
||||
println!("Modèle de validation sauvegardé : {model_path}");
|
||||
recorder
|
||||
.record(model.clone().into_record(), model_path.into())
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
pub fn load_model(dense_size: usize, path: &String) -> Option<dqn_model::Net<NdArray<ElemType>>> {
|
||||
let model_path = format!("{path}_model.mpk");
|
||||
// println!("Chargement du modèle depuis : {model_path}");
|
||||
|
||||
CompactRecorder::new()
|
||||
.load(model_path.into(), &NdArrayDevice::default())
|
||||
.map(|record| {
|
||||
dqn_model::Net::new(
|
||||
<TrictracEnvironment as Environment>::StateType::size(),
|
||||
dense_size,
|
||||
<TrictracEnvironment as Environment>::ActionType::size(),
|
||||
)
|
||||
.load_record(record)
|
||||
})
|
||||
.ok()
|
||||
}
|
||||
|
||||
pub fn demo_model<B: Backend, M: DQNModel<B>>(agent: DQN<TrictracEnvironment, B, M>) {
|
||||
let mut env = TrictracEnvironment::new(true);
|
||||
let mut done = false;
|
||||
while !done {
|
||||
// let action = match infer_action(&agent, &env, state) {
|
||||
let action = match infer_action(&agent, &env) {
|
||||
Some(value) => value,
|
||||
None => break,
|
||||
};
|
||||
// Execute action
|
||||
let snapshot = env.step(action);
|
||||
done = snapshot.done();
|
||||
}
|
||||
}
|
||||
|
||||
fn infer_action<B: Backend, M: DQNModel<B>>(
|
||||
agent: &DQN<TrictracEnvironment, B, M>,
|
||||
env: &TrictracEnvironment,
|
||||
) -> Option<TrictracAction> {
|
||||
let state = env.state();
|
||||
// Get q-values
|
||||
let q_values = agent
|
||||
.model()
|
||||
.as_ref()
|
||||
.unwrap()
|
||||
.infer(state.to_tensor().unsqueeze());
|
||||
// Get valid actions
|
||||
let valid_actions_indices = get_valid_action_indices(&env.game);
|
||||
if valid_actions_indices.is_empty() {
|
||||
return None; // No valid actions, end of episode
|
||||
}
|
||||
// Set non valid actions q-values to lowest
|
||||
let mut masked_q_values = q_values.clone();
|
||||
let q_values_vec: Vec<f32> = q_values.into_data().into_vec().unwrap();
|
||||
for (index, q_value) in q_values_vec.iter().enumerate() {
|
||||
if !valid_actions_indices.contains(&index) {
|
||||
masked_q_values = masked_q_values.clone().mask_fill(
|
||||
masked_q_values.clone().equal_elem(*q_value),
|
||||
f32::NEG_INFINITY,
|
||||
);
|
||||
}
|
||||
}
|
||||
// Get best action (highest q-value)
|
||||
let action_index = masked_q_values.argmax(1).into_scalar().to_u32();
|
||||
let action = TrictracAction::from(action_index);
|
||||
Some(action)
|
||||
}
|
||||
|
||||
fn soft_update_tensor<const N: usize, B: Backend>(
|
||||
this: &Param<Tensor<B, N>>,
|
||||
that: &Param<Tensor<B, N>>,
|
||||
tau: ElemType,
|
||||
) -> Param<Tensor<B, N>> {
|
||||
let that_weight = that.val();
|
||||
let this_weight = this.val();
|
||||
let new_weight = this_weight * (1.0 - tau) + that_weight * tau;
|
||||
|
||||
Param::initialized(ParamId::new(), new_weight)
|
||||
}
|
||||
|
||||
pub fn soft_update_linear<B: Backend>(
|
||||
this: Linear<B>,
|
||||
that: &Linear<B>,
|
||||
tau: ElemType,
|
||||
) -> Linear<B> {
|
||||
let weight = soft_update_tensor(&this.weight, &that.weight, tau);
|
||||
let bias = match (&this.bias, &that.bias) {
|
||||
(Some(this_bias), Some(that_bias)) => Some(soft_update_tensor(this_bias, that_bias, tau)),
|
||||
_ => None,
|
||||
};
|
||||
|
||||
Linear::<B> { weight, bias }
|
||||
}
|
||||
|
|
@ -165,7 +165,8 @@ impl Environment for TrictracEnvironment {
|
|||
let trictrac_action = Self::convert_action(action);
|
||||
|
||||
let mut reward = 0.0;
|
||||
let is_rollpoint;
|
||||
let mut is_rollpoint = false;
|
||||
let mut terminated = false;
|
||||
|
||||
// Exécuter l'action si c'est le tour de l'agent DQN
|
||||
if self.game.active_player_id == self.active_player_id {
|
||||
|
|
@ -371,8 +372,6 @@ impl TrictracEnvironment {
|
|||
*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,
|
||||
|
|
@ -380,7 +379,6 @@ impl TrictracEnvironment {
|
|||
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 {
|
||||
|
|
@ -390,6 +388,7 @@ impl TrictracEnvironment {
|
|||
}
|
||||
TurnStage::MarkPoints => {
|
||||
panic!("in play_opponent_if_needed > TurnStage::MarkPoints");
|
||||
let opponent_color = store::Color::Black;
|
||||
let dice_roll_count = self
|
||||
.game
|
||||
.players
|
||||
|
|
@ -398,12 +397,16 @@ impl TrictracEnvironment {
|
|||
.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);
|
||||
// reward -= Self::REWARD_RATIO * (points - adv_points) as f32; // Récompense proportionnelle aux points
|
||||
|
||||
GameEvent::Mark {
|
||||
player_id: self.opponent_id,
|
||||
points: points_rules.get_points(dice_roll_count).0,
|
||||
points,
|
||||
}
|
||||
}
|
||||
TurnStage::MarkAdvPoints => {
|
||||
let opponent_color = store::Color::Black;
|
||||
let dice_roll_count = self
|
||||
.game
|
||||
.players
|
||||
|
|
@ -412,10 +415,11 @@ impl TrictracEnvironment {
|
|||
.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).1;
|
||||
// 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,
|
||||
points,
|
||||
}
|
||||
}
|
||||
TurnStage::HoldOrGoChoice => {
|
||||
|
|
@ -432,19 +436,6 @@ impl TrictracEnvironment {
|
|||
|
||||
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
|
||||
|
|
|
|||
459
bot/src/dqn/burnrl_big/environmentDiverge.rs
Normal file
459
bot/src/dqn/burnrl_big/environmentDiverge.rs
Normal file
|
|
@ -0,0 +1,459 @@
|
|||
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};
|
||||
use store::{GameEvent, GameState, PlayerId, PointsRules, Stage, TurnStage};
|
||||
|
||||
/// État du jeu Trictrac pour burn-rl
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct TrictracState {
|
||||
pub data: [i8; 36], // Représentation vectorielle de l'état du jeu
|
||||
}
|
||||
|
||||
impl State for TrictracState {
|
||||
type Data = [i8; 36];
|
||||
|
||||
fn to_tensor<B: Backend>(&self) -> Tensor<B, 1> {
|
||||
Tensor::from_floats(self.data, &B::Device::default())
|
||||
}
|
||||
|
||||
fn size() -> usize {
|
||||
36
|
||||
}
|
||||
}
|
||||
|
||||
impl TrictracState {
|
||||
/// Convertit un GameState en TrictracState
|
||||
pub fn from_game_state(game_state: &GameState) -> Self {
|
||||
let state_vec = game_state.to_vec();
|
||||
let mut data = [0; 36];
|
||||
|
||||
// Copier les données en s'assurant qu'on ne dépasse pas la taille
|
||||
let copy_len = state_vec.len().min(36);
|
||||
data[..copy_len].copy_from_slice(&state_vec[..copy_len]);
|
||||
|
||||
TrictracState { data }
|
||||
}
|
||||
}
|
||||
|
||||
/// Actions possibles dans Trictrac pour burn-rl
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub struct TrictracAction {
|
||||
// u32 as required by burn_rl::base::Action type
|
||||
pub index: u32,
|
||||
}
|
||||
|
||||
impl Action for TrictracAction {
|
||||
fn random() -> Self {
|
||||
use rand::{thread_rng, Rng};
|
||||
let mut rng = thread_rng();
|
||||
TrictracAction {
|
||||
index: rng.gen_range(0..Self::size() as u32),
|
||||
}
|
||||
}
|
||||
|
||||
fn enumerate() -> Vec<Self> {
|
||||
(0..Self::size() as u32)
|
||||
.map(|index| TrictracAction { index })
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn size() -> usize {
|
||||
1252
|
||||
}
|
||||
}
|
||||
|
||||
impl From<u32> for TrictracAction {
|
||||
fn from(index: u32) -> Self {
|
||||
TrictracAction { index }
|
||||
}
|
||||
}
|
||||
|
||||
impl From<TrictracAction> for u32 {
|
||||
fn from(action: TrictracAction) -> u32 {
|
||||
action.index
|
||||
}
|
||||
}
|
||||
|
||||
/// Environnement Trictrac pour burn-rl
|
||||
#[derive(Debug)]
|
||||
pub struct TrictracEnvironment {
|
||||
pub game: GameState,
|
||||
active_player_id: PlayerId,
|
||||
opponent_id: PlayerId,
|
||||
current_state: TrictracState,
|
||||
episode_reward: f32,
|
||||
pub step_count: usize,
|
||||
pub min_steps: f32,
|
||||
pub max_steps: usize,
|
||||
pub pointrolls_count: usize,
|
||||
pub goodmoves_count: usize,
|
||||
pub goodmoves_ratio: f32,
|
||||
pub visualized: bool,
|
||||
}
|
||||
|
||||
impl Environment for TrictracEnvironment {
|
||||
type StateType = TrictracState;
|
||||
type ActionType = TrictracAction;
|
||||
type RewardType = f32;
|
||||
|
||||
fn new(visualized: bool) -> Self {
|
||||
let mut game = GameState::new(false);
|
||||
|
||||
// Ajouter deux joueurs
|
||||
game.init_player("DQN Agent");
|
||||
game.init_player("Opponent");
|
||||
let player1_id = 1;
|
||||
let player2_id = 2;
|
||||
|
||||
// Commencer la partie
|
||||
game.consume(&GameEvent::BeginGame { goes_first: 1 });
|
||||
|
||||
let current_state = TrictracState::from_game_state(&game);
|
||||
TrictracEnvironment {
|
||||
game,
|
||||
active_player_id: player1_id,
|
||||
opponent_id: player2_id,
|
||||
current_state,
|
||||
episode_reward: 0.0,
|
||||
step_count: 0,
|
||||
min_steps: 250.0,
|
||||
max_steps: 2000,
|
||||
pointrolls_count: 0,
|
||||
goodmoves_count: 0,
|
||||
goodmoves_ratio: 0.0,
|
||||
visualized,
|
||||
}
|
||||
}
|
||||
|
||||
fn state(&self) -> Self::StateType {
|
||||
self.current_state
|
||||
}
|
||||
|
||||
fn reset(&mut self) -> Snapshot<Self> {
|
||||
// Réinitialiser le jeu
|
||||
self.game = GameState::new(false);
|
||||
self.game.init_player("DQN Agent");
|
||||
self.game.init_player("Opponent");
|
||||
|
||||
// Commencer la partie
|
||||
self.game.consume(&GameEvent::BeginGame { goes_first: 1 });
|
||||
|
||||
self.current_state = TrictracState::from_game_state(&self.game);
|
||||
self.episode_reward = 0.0;
|
||||
self.goodmoves_ratio = if self.step_count == 0 {
|
||||
0.0
|
||||
} else {
|
||||
self.goodmoves_count as f32 / self.step_count as f32
|
||||
};
|
||||
println!(
|
||||
"info: correct moves: {} ({}%)",
|
||||
self.goodmoves_count,
|
||||
(100.0 * self.goodmoves_ratio).round() as u32
|
||||
);
|
||||
self.step_count = 0;
|
||||
self.pointrolls_count = 0;
|
||||
self.goodmoves_count = 0;
|
||||
|
||||
Snapshot::new(self.current_state, 0.0, false)
|
||||
}
|
||||
|
||||
fn step(&mut self, action: Self::ActionType) -> Snapshot<Self> {
|
||||
self.step_count += 1;
|
||||
|
||||
// Convertir l'action burn-rl vers une action Trictrac
|
||||
let trictrac_action = Self::convert_action(action);
|
||||
|
||||
let mut reward = 0.0;
|
||||
let is_rollpoint;
|
||||
|
||||
// Exécuter l'action si c'est le tour de l'agent DQN
|
||||
if self.game.active_player_id == self.active_player_id {
|
||||
if let Some(action) = trictrac_action {
|
||||
(reward, is_rollpoint) = self.execute_action(action);
|
||||
if is_rollpoint {
|
||||
self.pointrolls_count += 1;
|
||||
}
|
||||
if reward != Self::ERROR_REWARD {
|
||||
self.goodmoves_count += 1;
|
||||
}
|
||||
} else {
|
||||
// Action non convertible, pénalité
|
||||
reward = -0.5;
|
||||
}
|
||||
}
|
||||
|
||||
// Faire jouer l'adversaire (stratégie simple)
|
||||
while self.game.active_player_id == self.opponent_id && self.game.stage != Stage::Ended {
|
||||
reward += self.play_opponent_if_needed();
|
||||
}
|
||||
|
||||
// Vérifier si la partie est terminée
|
||||
let max_steps = self.min_steps
|
||||
+ (self.max_steps as f32 - self.min_steps)
|
||||
* f32::exp((self.goodmoves_ratio - 1.0) / 0.25);
|
||||
let done = self.game.stage == Stage::Ended || self.game.determine_winner().is_some();
|
||||
|
||||
if done {
|
||||
// Récompense finale basée sur le résultat
|
||||
if let Some(winner_id) = self.game.determine_winner() {
|
||||
if winner_id == self.active_player_id {
|
||||
reward += 50.0; // Victoire
|
||||
} else {
|
||||
reward -= 25.0; // Défaite
|
||||
}
|
||||
}
|
||||
}
|
||||
let terminated = done || self.step_count >= max_steps.round() as usize;
|
||||
|
||||
// Mettre à jour l'état
|
||||
self.current_state = TrictracState::from_game_state(&self.game);
|
||||
self.episode_reward += reward;
|
||||
|
||||
if self.visualized && terminated {
|
||||
println!(
|
||||
"Episode terminé. Récompense totale: {:.2}, Étapes: {}",
|
||||
self.episode_reward, self.step_count
|
||||
);
|
||||
}
|
||||
|
||||
Snapshot::new(self.current_state, reward, terminated)
|
||||
}
|
||||
}
|
||||
|
||||
impl TrictracEnvironment {
|
||||
const ERROR_REWARD: f32 = -1.12121;
|
||||
const REWARD_RATIO: f32 = 1.0;
|
||||
|
||||
/// Convertit une action burn-rl vers une action Trictrac
|
||||
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,
|
||||
game_state: &GameState,
|
||||
) -> 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(game_state);
|
||||
|
||||
if valid_actions.is_empty() {
|
||||
return None;
|
||||
}
|
||||
|
||||
// Mapper l'index d'action sur une action valide
|
||||
let action_index = (action.index as usize) % valid_actions.len();
|
||||
Some(valid_actions[action_index].clone())
|
||||
}
|
||||
|
||||
/// 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
|
||||
}
|
||||
}
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
use bot::dqn::burnrl_big::{
|
||||
use bot::dqn::burnrl::{
|
||||
dqn_model, environment,
|
||||
utils::{demo_model, load_model, save_model},
|
||||
};
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
pub mod burnrl;
|
||||
pub mod burnrl_before;
|
||||
pub mod burnrl_big;
|
||||
pub mod dqn_common;
|
||||
pub mod dqn_common_big;
|
||||
|
|
|
|||
Loading…
Reference in a new issue