25 KiB
spiel_bot: Rust-native AlphaZero Training Crate for Trictrac
0. Context and Scope
The existing bot crate already uses Burn 0.20 with the burn-rl library
(DQN, PPO, SAC) against a random opponent. It uses the old 36-value to_vec()
encoding and handles only the Move/HoldOrGoChoice stages, outsourcing every
other stage to an inline random-opponent loop.
spiel_bot is a new workspace crate that replaces the OpenSpiel C++ dependency
for self-play training. Its goals:
- Provide a minimal, clean game-environment abstraction (the "Rust OpenSpiel") that works with Trictrac's multi-stage turn model and stochastic dice.
- Implement AlphaZero (MCTS + policy-value network + self-play replay buffer) as the first algorithm.
- Remain modular: adding DQN or PPO later requires only a new
impl Algorithm for Dqnwithout touching the environment or network layers. - Use the 217-value
to_tensor()encoding andget_valid_actions()fromtrictrac-store.
1. Library Landscape
1.1 Neural Network Frameworks
| Crate | Autodiff | GPU | Pure Rust | Maturity | Notes |
|---|---|---|---|---|---|
| Burn 0.20 | yes | wgpu / CUDA (via tch) | yes | active, breaking API every minor | already used in bot/ |
| tch-rs 0.17 | yes (via LibTorch) | CUDA / MPS | no (requires LibTorch ~2 GB) | very mature | full PyTorch; best raw performance |
| Candle 0.8 | partial | CUDA | yes | stable, HuggingFace-backed | better for inference than training |
| ndarray alone | no | no | yes | mature | array ops only; no autograd |
Recommendation: Burn — consistent with the existing bot/ crate, no C++
runtime needed, the ndarray backend is sufficient for CPU training and can
switch to wgpu (GPU without CUDA driver) or tch (LibTorch, fastest) by
changing one type alias.
tch-rs would be the best choice for raw training throughput (it is the most
battle-tested backend for RL) but adds a 2 GB LibTorch download and breaks the
pure-Rust constraint. If training speed becomes the bottleneck after prototyping,
switching spiel_bot to tch-rs is a one-line backend swap.
1.2 Other Key Crates
| Crate | Role |
|---|---|
rand 0.9 |
dice sampling, replay buffer shuffling (already in store) |
rayon |
parallel self-play: (0..n_games).into_par_iter().map(play_game) |
crossbeam-channel |
optional producer/consumer pipeline (self-play workers → trainer) |
serde / serde_json |
replay buffer snapshots, checkpoint metadata |
anyhow |
error propagation (already used everywhere) |
indicatif |
training progress bars |
tracing |
structured logging per episode/iteration |
1.3 What burn-rl Provides (and Does Not)
The external burn-rl crate (from github.com/yunjhongwu/burn-rl-examples)
provides DQN, PPO, SAC agents via a burn_rl::base::{Environment, State, Action}
trait. It does not provide:
- MCTS or any tree-search algorithm
- Two-player self-play
- Legal action masking during training
- Chance-node handling
For AlphaZero, burn-rl is not useful. The spiel_bot crate will define its
own (simpler, more targeted) traits and implement MCTS from scratch.
2. Trictrac-Specific Design Constraints
2.1 Multi-Stage Turn Model
A Trictrac turn passes through up to six TurnStage values. Only two involve
genuine player choice:
| TurnStage | Node type | Handler |
|---|---|---|
RollDice |
Forced (player initiates roll) | Auto-apply GameEvent::Roll |
RollWaiting |
Chance (dice outcome) | Sample dice, apply RollResult |
MarkPoints |
Forced (score is deterministic) | Auto-apply GameEvent::Mark |
HoldOrGoChoice |
Player decision | MCTS / policy network |
Move |
Player decision | MCTS / policy network |
MarkAdvPoints |
Forced | Auto-apply GameEvent::Mark |
The environment wrapper advances through forced/chance stages automatically so that from the algorithm's perspective every node it sees is a genuine player decision.
2.2 Stochastic Dice in MCTS
AlphaZero was designed for deterministic games (Chess, Go). For Trictrac, dice introduce stochasticity. Three approaches exist:
A. Outcome sampling (recommended) During each MCTS simulation, when a chance node is reached, sample one dice outcome at random and continue. After many simulations the expected value converges. This is the approach used by OpenSpiel's MCTS for stochastic games and requires no changes to the standard PUCT formula.
B. Chance-node averaging (expectimax) At each chance node, expand all 21 unique dice pairs weighted by their probability (doublet: 1/36 each × 6; non-doublet: 2/36 each × 15). This is exact but multiplies the branching factor by ~21 at every dice roll, making it prohibitively expensive.
C. Condition on dice in the observation (current approach)
Dice values are already encoded at indices [192–193] of to_tensor(). The
network naturally conditions on the rolled dice when it evaluates a position.
MCTS only runs on player-decision nodes after the dice have been sampled;
chance nodes are bypassed by the environment wrapper (approach A). The policy
and value heads learn to play optimally given any dice pair.
Use approach A + C together: the environment samples dice automatically (chance node bypass), and the 217-dim tensor encodes the dice so the network can exploit them.
2.3 Perspective / Mirroring
All move rules and tensor encoding are defined from White's perspective.
to_tensor() must always be called after mirroring the state for Black.
The environment wrapper handles this transparently: every observation returned
to an algorithm is already in the active player's perspective.
2.4 Legal Action Masking
A crucial difference from the existing bot/ code: instead of penalizing
invalid actions with ERROR_REWARD, the policy head logits are masked
before softmax — illegal action logits are set to -inf. This prevents the
network from wasting capacity on illegal moves and eliminates the need for the
penalty-reward hack.
3. Proposed Crate Architecture
spiel_bot/
├── Cargo.toml
└── src/
├── lib.rs # re-exports; feature flags: "alphazero", "dqn", "ppo"
│
├── env/
│ ├── mod.rs # GameEnv trait — the minimal OpenSpiel interface
│ └── trictrac.rs # TrictracEnv: impl GameEnv using trictrac-store
│
├── mcts/
│ ├── mod.rs # MctsConfig, run_mcts() entry point
│ ├── node.rs # MctsNode (visit count, W, prior, children)
│ └── search.rs # simulate(), backup(), select_action()
│
├── network/
│ ├── mod.rs # PolicyValueNet trait
│ └── resnet.rs # Burn ResNet: Linear + residual blocks + two heads
│
├── alphazero/
│ ├── mod.rs # AlphaZeroConfig
│ ├── selfplay.rs # generate_episode() -> Vec<TrainSample>
│ ├── replay.rs # ReplayBuffer (VecDeque, capacity, shuffle)
│ └── trainer.rs # training loop: selfplay → sample → loss → update
│
└── agent/
├── mod.rs # Agent trait
├── random.rs # RandomAgent (baseline)
└── mcts_agent.rs # MctsAgent: uses trained network for inference
Future algorithms slot in without touching the above:
├── dqn/ # (future) DQN: impl Algorithm + own replay buffer
└── ppo/ # (future) PPO: impl Algorithm + rollout buffer
4. Core Traits
4.1 GameEnv — the minimal OpenSpiel interface
use rand::Rng;
/// Who controls the current node.
pub enum Player {
P1, // player index 0
P2, // player index 1
Chance, // dice roll
Terminal, // game over
}
pub trait GameEnv: Clone + Send + Sync + 'static {
type State: Clone + Send + Sync;
/// Fresh game state.
fn new_game(&self) -> Self::State;
/// Who acts at this node.
fn current_player(&self, s: &Self::State) -> Player;
/// Legal action indices (always in [0, action_space())).
/// Empty only at Terminal nodes.
fn legal_actions(&self, s: &Self::State) -> Vec<usize>;
/// Apply a player action (must be legal).
fn apply(&self, s: &mut Self::State, action: usize);
/// Advance a Chance node by sampling dice; no-op at non-Chance nodes.
fn apply_chance(&self, s: &mut Self::State, rng: &mut impl Rng);
/// Observation tensor from `pov`'s perspective (0 or 1).
/// Returns 217 f32 values for Trictrac.
fn observation(&self, s: &Self::State, pov: usize) -> Vec<f32>;
/// Flat observation size (217 for Trictrac).
fn obs_size(&self) -> usize;
/// Total action-space size (514 for Trictrac).
fn action_space(&self) -> usize;
/// Game outcome per player, or None if not Terminal.
/// Values in [-1, 1]: +1 = win, -1 = loss, 0 = draw.
fn returns(&self, s: &Self::State) -> Option<[f32; 2]>;
}
4.2 PolicyValueNet — neural network interface
use burn::prelude::*;
pub trait PolicyValueNet<B: Backend>: Send + Sync {
/// Forward pass.
/// `obs`: [batch, obs_size] tensor.
/// Returns: (policy_logits [batch, action_space], value [batch]).
fn forward(&self, obs: Tensor<B, 2>) -> (Tensor<B, 2>, Tensor<B, 1>);
/// Save weights to `path`.
fn save(&self, path: &std::path::Path) -> anyhow::Result<()>;
/// Load weights from `path`.
fn load(path: &std::path::Path) -> anyhow::Result<Self>
where
Self: Sized;
}
4.3 Agent — player policy interface
pub trait Agent: Send {
/// Select an action index given the current game state observation.
/// `legal`: mask of valid action indices.
fn select_action(&mut self, obs: &[f32], legal: &[usize]) -> usize;
}
5. MCTS Implementation
5.1 Node
pub struct MctsNode {
n: u32, // visit count N(s, a)
w: f32, // sum of backed-up values W(s, a)
p: f32, // prior from policy head P(s, a)
children: Vec<(usize, MctsNode)>, // (action_idx, child)
is_expanded: bool,
}
impl MctsNode {
pub fn q(&self) -> f32 {
if self.n == 0 { 0.0 } else { self.w / self.n as f32 }
}
/// PUCT score used for selection.
pub fn puct(&self, parent_n: u32, c_puct: f32) -> f32 {
self.q() + c_puct * self.p * (parent_n as f32).sqrt() / (1.0 + self.n as f32)
}
}
5.2 Simulation Loop
One MCTS simulation (for deterministic decision nodes):
1. SELECTION — traverse from root, always pick child with highest PUCT,
auto-advancing forced/chance nodes via env.apply_chance().
2. EXPANSION — at first unvisited leaf: call network.forward(obs) to get
(policy_logits, value). Mask illegal actions, softmax
the remaining logits → priors P(s,a) for each child.
3. BACKUP — propagate -value up the tree (negate at each level because
perspective alternates between P1 and P2).
After n_simulations iterations, action selection at the root:
// During training: sample proportional to N^(1/temperature)
// During evaluation: argmax N
fn select_action(root: &MctsNode, temperature: f32) -> usize { ... }
5.3 Configuration
pub struct MctsConfig {
pub n_simulations: usize, // e.g. 200
pub c_puct: f32, // exploration constant, e.g. 1.5
pub dirichlet_alpha: f32, // root noise for exploration, e.g. 0.3
pub dirichlet_eps: f32, // noise weight, e.g. 0.25
pub temperature: f32, // action sampling temperature (anneals to 0)
}
5.4 Handling Chance Nodes Inside MCTS
When simulation reaches a Chance node (dice roll), the environment automatically samples dice and advances to the next decision node. The MCTS tree does not branch on dice outcomes — it treats the sampled outcome as the state. This corresponds to "outcome sampling" (approach A from §2.2). Because each simulation independently samples dice, the Q-values at player nodes converge to their expected value over many simulations.
6. Network Architecture
6.1 ResNet Policy-Value Network
A single trunk with residual blocks, then two heads:
Input: [batch, 217]
↓
Linear(217 → 512) + ReLU
↓
ResBlock × 4 (Linear(512→512) + BN + ReLU + Linear(512→512) + BN + skip + ReLU)
↓ trunk output [batch, 512]
├─ Policy head: Linear(512 → 514) → logits (masked softmax at use site)
└─ Value head: Linear(512 → 1) → tanh (output in [-1, 1])
Burn implementation sketch:
#[derive(Module, Debug)]
pub struct TrictracNet<B: Backend> {
input: Linear<B>,
res_blocks: Vec<ResBlock<B>>,
policy_head: Linear<B>,
value_head: Linear<B>,
}
impl<B: Backend> TrictracNet<B> {
pub fn forward(&self, obs: Tensor<B, 2>)
-> (Tensor<B, 2>, Tensor<B, 1>)
{
let x = activation::relu(self.input.forward(obs));
let x = self.res_blocks.iter().fold(x, |x, b| b.forward(x));
let policy = self.policy_head.forward(x.clone()); // raw logits
let value = activation::tanh(self.value_head.forward(x))
.squeeze(1);
(policy, value)
}
}
A simpler MLP (no residual blocks) is sufficient for a first version and much
faster to train: Linear(217→512) + ReLU + Linear(512→256) + ReLU then two
heads.
6.2 Loss Function
L = MSE(value_pred, z)
+ CrossEntropy(policy_logits_masked, π_mcts)
- c_l2 * L2_regularization
Where:
z= game outcome (±1) from the active player's perspectiveπ_mcts= normalized MCTS visit counts at the root (the policy target)- Legal action masking is applied before computing CrossEntropy
7. AlphaZero Training Loop
INIT
network ← random weights
replay ← empty ReplayBuffer(capacity = 100_000)
LOOP forever:
── Self-play phase ──────────────────────────────────────────────
(parallel with rayon, n_workers games at once)
for each game:
state ← env.new_game()
samples = []
while not terminal:
advance forced/chance nodes automatically
obs ← env.observation(state, current_player)
legal ← env.legal_actions(state)
π, root_value ← mcts.run(state, network, config)
action ← sample from π (with temperature)
samples.push((obs, π, current_player))
env.apply(state, action)
z ← env.returns(state) // final scores
for (obs, π, player) in samples:
replay.push(TrainSample { obs, policy: π, value: z[player] })
── Training phase ───────────────────────────────────────────────
for each gradient step:
batch ← replay.sample(batch_size)
(policy_logits, value_pred) ← network.forward(batch.obs)
loss ← mse(value_pred, batch.value) + xent(policy_logits, batch.policy)
optimizer.step(loss.backward())
── Evaluation (every N iterations) ─────────────────────────────
win_rate ← evaluate(network_new vs network_prev, n_eval_games)
if win_rate > 0.55: save checkpoint
7.1 Replay Buffer
pub struct TrainSample {
pub obs: Vec<f32>, // 217 values
pub policy: Vec<f32>, // 514 values (normalized MCTS visit counts)
pub value: f32, // game outcome ∈ {-1, 0, +1}
}
pub struct ReplayBuffer {
data: VecDeque<TrainSample>,
capacity: usize,
}
impl ReplayBuffer {
pub fn push(&mut self, s: TrainSample) {
if self.data.len() == self.capacity { self.data.pop_front(); }
self.data.push_back(s);
}
pub fn sample(&self, n: usize, rng: &mut impl Rng) -> Vec<&TrainSample> {
// sample without replacement
}
}
7.2 Parallelism Strategy
Self-play is embarrassingly parallel (each game is independent):
let samples: Vec<TrainSample> = (0..n_games)
.into_par_iter() // rayon
.flat_map(|_| generate_episode(&env, &network, &mcts_config))
.collect();
Note: Burn's NdArray backend is not Send by default when using autodiff.
Self-play uses inference-only (no gradient tape), so a NdArray<f32> backend
(without Autodiff wrapper) is Send. Training runs on the main thread with
Autodiff<NdArray<f32>>.
For larger scale, a producer-consumer architecture (crossbeam-channel) separates self-play workers from the training thread, allowing continuous data generation while the GPU trains.
8. TrictracEnv Implementation Sketch
use trictrac_store::{
training_common::{get_valid_actions, TrictracAction, ACTION_SPACE_SIZE},
Dice, DiceRoller, GameEvent, GameState, Stage, TurnStage,
};
#[derive(Clone)]
pub struct TrictracEnv;
impl GameEnv for TrictracEnv {
type State = GameState;
fn new_game(&self) -> GameState {
GameState::new_with_players("P1", "P2")
}
fn current_player(&self, s: &GameState) -> Player {
match s.stage {
Stage::Ended => Player::Terminal,
_ => match s.turn_stage {
TurnStage::RollWaiting => Player::Chance,
_ => if s.active_player_id == 1 { Player::P1 } else { Player::P2 },
},
}
}
fn legal_actions(&self, s: &GameState) -> Vec<usize> {
let view = if s.active_player_id == 2 { s.mirror() } else { s.clone() };
get_valid_action_indices(&view).unwrap_or_default()
}
fn apply(&self, s: &mut GameState, action_idx: usize) {
// advance all forced/chance nodes first, then apply the player action
self.advance_forced(s);
let needs_mirror = s.active_player_id == 2;
let view = if needs_mirror { s.mirror() } else { s.clone() };
if let Some(event) = TrictracAction::from_action_index(action_idx)
.and_then(|a| a.to_event(&view))
.map(|e| if needs_mirror { e.get_mirror(false) } else { e })
{
let _ = s.consume(&event);
}
// advance any forced stages that follow
self.advance_forced(s);
}
fn apply_chance(&self, s: &mut GameState, rng: &mut impl Rng) {
// RollDice → RollWaiting
let _ = s.consume(&GameEvent::Roll { player_id: s.active_player_id });
// RollWaiting → next stage
let dice = Dice { values: (rng.random_range(1u8..=6), rng.random_range(1u8..=6)) };
let _ = s.consume(&GameEvent::RollResult { player_id: s.active_player_id, dice });
self.advance_forced(s);
}
fn observation(&self, s: &GameState, pov: usize) -> Vec<f32> {
if pov == 0 { s.to_tensor() } else { s.mirror().to_tensor() }
}
fn obs_size(&self) -> usize { 217 }
fn action_space(&self) -> usize { ACTION_SPACE_SIZE }
fn returns(&self, s: &GameState) -> Option<[f32; 2]> {
if s.stage != Stage::Ended { return None; }
// Convert hole+point scores to ±1 outcome
let s1 = s.players.get(&1).map(|p| p.holes as i32 * 12 + p.points as i32).unwrap_or(0);
let s2 = s.players.get(&2).map(|p| p.holes as i32 * 12 + p.points as i32).unwrap_or(0);
Some(match s1.cmp(&s2) {
std::cmp::Ordering::Greater => [ 1.0, -1.0],
std::cmp::Ordering::Less => [-1.0, 1.0],
std::cmp::Ordering::Equal => [ 0.0, 0.0],
})
}
}
impl TrictracEnv {
/// Advance through all forced (non-decision, non-chance) stages.
fn advance_forced(&self, s: &mut GameState) {
use trictrac_store::PointsRules;
loop {
match s.turn_stage {
TurnStage::MarkPoints | TurnStage::MarkAdvPoints => {
// Scoring is deterministic; compute and apply automatically.
let color = s.player_color_by_id(&s.active_player_id)
.unwrap_or(trictrac_store::Color::White);
let drc = s.players.get(&s.active_player_id)
.map(|p| p.dice_roll_count).unwrap_or(0);
let pr = PointsRules::new(&color, &s.board, s.dice);
let pts = pr.get_points(drc);
let points = if s.turn_stage == TurnStage::MarkPoints { pts.0 } else { pts.1 };
let _ = s.consume(&GameEvent::Mark {
player_id: s.active_player_id, points,
});
}
TurnStage::RollDice => {
// RollDice is a forced "initiate roll" action with no real choice.
let _ = s.consume(&GameEvent::Roll { player_id: s.active_player_id });
}
_ => break,
}
}
}
}
9. Cargo.toml Changes
9.1 Add spiel_bot to the workspace
# Cargo.toml (workspace root)
[workspace]
resolver = "2"
members = ["client_cli", "bot", "store", "spiel_bot"]
9.2 spiel_bot/Cargo.toml
[package]
name = "spiel_bot"
version = "0.1.0"
edition = "2021"
[features]
default = ["alphazero"]
alphazero = []
# dqn = [] # future
# ppo = [] # future
[dependencies]
trictrac-store = { path = "../store" }
anyhow = "1"
rand = "0.9"
rayon = "1"
serde = { version = "1", features = ["derive"] }
serde_json = "1"
# Burn: NdArray for pure-Rust CPU training
# Replace NdArray with Wgpu or Tch for GPU.
burn = { version = "0.20", features = ["ndarray", "autodiff"] }
# Optional: progress display and structured logging
indicatif = "0.17"
tracing = "0.1"
[[bin]]
name = "az_train"
path = "src/bin/az_train.rs"
[[bin]]
name = "az_eval"
path = "src/bin/az_eval.rs"
10. Comparison: bot crate vs spiel_bot
| Aspect | bot (existing) |
spiel_bot (proposed) |
|---|---|---|
| State encoding | 36 i8 to_vec() |
217 f32 to_tensor() |
| Algorithms | DQN, PPO, SAC via burn-rl |
AlphaZero (MCTS) |
| Opponent | hardcoded random | self-play |
| Invalid actions | penalise with reward | legal action mask (no penalty) |
| Dice handling | inline sampling in step() | Chance node in GameEnv trait |
| Stochastic turns | manual per-stage code | advance_forced() in env wrapper |
| Burn dep | yes (0.20) | yes (0.20), same backend |
burn-rl dep |
yes | no |
| C++ dep | no | no |
| Python dep | no | no |
| Modularity | one entry point per algo | GameEnv + Agent traits; algo is a plugin |
The two crates are complementary: bot is a working DQN/PPO baseline;
spiel_bot adds MCTS-based self-play on top of a cleaner abstraction. The
TrictracEnv in spiel_bot can also back-fill into bot if desired (just
replace TrictracEnvironment with TrictracEnv).
11. Implementation Order
env/:GameEnvtrait +TrictracEnv+ unit tests (run a random game through the trait, verify terminal state and returns).network/:PolicyValueNettrait + MLP stub (no residual blocks yet) + Burn forward/backward pass test with dummy data.mcts/:MctsNode+simulate()+select_action()+ property tests (visit counts sum ton_simulations, legal mask respected).alphazero/:generate_episode()+ReplayBuffer+ training loop stub (one iteration, check loss decreases).- Integration test: run 100 self-play games with a tiny network (1 res block, 64 hidden units), verify the training loop completes without panics.
- Benchmarks: measure games/second, steps/second (target: ≥ 500 games/s
on CPU, consistent with
random_gamethroughput). - Upgrade network: 4 residual blocks, 512 hidden units; schedule hyperparameter sweep.
az_evalbinary: playMctsAgent(trained) vsRandomAgent, report win rate every checkpoint.
12. Key Open Questions
-
Scoring as returns: Trictrac scores (holes × 12 + points) are unbounded. AlphaZero needs ±1 returns. Simple option: win/loss at game end (whoever scored more holes). Better option: normalize the score margin. The final choice affects how the value head is trained.
-
Episode length: Trictrac games average ~600 steps (
random_gamedata). MCTS with 200 simulations per step means ~120k network evaluations per game. At batch inference this is feasible on CPU; on GPU it becomes fast. Consider limitingn_simulationsto 50–100 for early training. -
HoldOrGoChoicestrategy: TheGoaction resets the board (new relevé). This is a long-horizon decision that AlphaZero handles naturally via MCTS lookahead, but needs careful value normalization (a "Go" restarts scoring within the same game). -
burn-rlreuse: The existing DQN/PPO code inbot/could be migrated to useTrictracEnvfromspiel_bot, consolidating the environment logic. This is optional but reduces code duplication. -
Dirichlet noise parameters: Standard AlphaZero uses α = 0.3 for Chess, 0.03 for Go. For Trictrac with action space 514, empirical tuning is needed. A reasonable starting point: α = 10 / mean_legal_actions ≈ 0.1.