probabilistic progress
This commit is contained in:
parent
2586b43294
commit
c3c07fcb28
40
src/elo.rs
40
src/elo.rs
@ -29,7 +29,7 @@ pub fn run() {
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children_eval_method: Default::default(),
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children_eval_method: Default::default(),
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};
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};
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let configs = [4, 5, 6]
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let configs = [6]
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.into_iter()
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.into_iter()
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.map(move |d| FutureMoveConfig {
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.map(move |d| FutureMoveConfig {
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max_depth: d,
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max_depth: d,
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@ -119,14 +119,17 @@ pub fn run() {
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)
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)
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})
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})
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.collect();
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.collect();
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vec.push((
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"RandomAgent".to_string(),
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if false {
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Box::new(move |piece| Box::new(RandomAgent::new(piece))),
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vec.push((
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));
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"RandomAgent".to_string(),
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Box::new(move |piece| Box::new(RandomAgent::new(piece))),
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));
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}
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let mut arena = PlayerArena::new(vec);
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let mut arena = PlayerArena::new(vec);
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arena.prop_arena(1000);
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arena.prop_arena(100);
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println!("{}", arena);
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println!("{}", arena);
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}
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}
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@ -172,7 +175,10 @@ impl PlayerArena {
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.map(|&(i, j)| {
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.map(|&(i, j)| {
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(
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(
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(i, j),
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(i, j),
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Self::create_agents(&self.players[i].1, &self.players[j].1),
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(
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(&self.players[i].1)(Piece::Black),
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(&self.players[j].1)(Piece::White),
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),
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)
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)
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})
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})
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.collect::<Vec<_>>();
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.collect::<Vec<_>>();
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@ -221,14 +227,16 @@ impl PlayerArena {
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while let Ok((i, j, o)) = receiver.recv() {
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while let Ok((i, j, o)) = receiver.recv() {
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self.process_outcome(i, j, &o);
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self.process_outcome(i, j, &o);
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received_num += 1;
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p.inc(1);
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term.clear_last_lines(self.players.len())
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if received_num > 0 {
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.expect("unable to clear prev lines");
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term.clear_last_lines(self.players.len())
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.expect("unable to clear prev lines");
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}
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term.write_str(format!("{}", self).as_str())
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term.write_str(format!("{}", self).as_str())
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.expect("unable to write leaderboard");
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.expect("unable to write leaderboard");
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received_num += 1;
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p.inc(1);
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// break if all pairs were recieved
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// break if all pairs were recieved
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if received_num == num {
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if received_num == num {
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break;
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break;
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@ -265,19 +273,13 @@ impl PlayerArena {
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self.players[player2].2 = np2;
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self.players[player2].2 = np2;
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}
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}
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fn create_agents(
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player_1_fn: &AgentMaker,
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player_2_fn: &AgentMaker,
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) -> (Box<dyn Agent>, Box<dyn Agent>) {
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(player_1_fn(Piece::Black), player_2_fn(Piece::White))
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}
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fn play_two_inner(player_1: Box<dyn Agent>, player_2: Box<dyn Agent>) -> Outcomes {
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fn play_two_inner(player_1: Box<dyn Agent>, player_2: Box<dyn Agent>) -> Outcomes {
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let result = GameInner::new(
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let result = GameInner::new(
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player_1,
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player_1,
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player_2,
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player_2,
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false,
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false,
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Board::random(rand::random_range(1..=15)),
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// Board::random(rand::random_range(20..=30)),
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Board::STARTING_POSITION,
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)
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)
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.expect("unable to create game")
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.expect("unable to create game")
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.loop_until_result();
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.loop_until_result();
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@ -315,23 +315,14 @@ impl FutureMoves {
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// get best (for the adversary) enemy play
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// get best (for the adversary) enemy play
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// this assumes the adversary is playing optimally
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// this assumes the adversary is playing optimally
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children_values
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children_values.into_iter().map(|x| x.value).min()
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.into_iter()
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.min_by_key(|x| x.value)
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.map(|x| x.value)
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} else {
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} else {
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children_values
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children_values.into_iter().map(|x| x.value).max()
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.into_iter()
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.max_by_key(|x| x.value)
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.map(|x| x.value)
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}
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}
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.unwrap_or(0);
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.unwrap_or(0);
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// we use `depth` and divided `self_value` by it, idk if this is worth it
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// we should really setup some sort of ELO rating for each commit, playing them against
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// each other or something, could be cool to benchmark these more subjective things, not
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// just performance (cycles/time wise)
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self.arena[idx].value.value =
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self.arena[idx].value.value =
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self.arena[idx].self_value as i32 + child_value;
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self.arena[idx].self_value.value as i32 + child_value;
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}
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}
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ChildrenEvalMethod::MinMaxProb => {
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ChildrenEvalMethod::MinMaxProb => {
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let child_value = if self.arena[idx].color == self.agent_color {
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let child_value = if self.arena[idx].color == self.agent_color {
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@ -344,16 +335,12 @@ impl FutureMoves {
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}
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}
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.cloned()
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.cloned()
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.unwrap_or(Default::default());
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.unwrap_or(Default::default());
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// we use `depth` and divided `self_value` by it, idk if this is worth it
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// we should really setup some sort of ELO rating for each commit, playing them against
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self.arena[idx].value = self.arena[idx].self_value;
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// each other or something, could be cool to benchmark these more subjective things, not
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// just performance (cycles/time wise)
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self.arena[idx]
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self.arena[idx]
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.value
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.value
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.populate_self_from_children(&children_values);
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.populate_self_from_children(&children_values);
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self.arena[idx].value.value += child_value.value;
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self.arena[idx].value.value =
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self.arena[idx].self_value as i32 + child_value.value;
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}
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}
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}
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}
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}
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}
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@ -29,7 +29,7 @@ pub struct Move {
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pub value: MoveValueStats,
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pub value: MoveValueStats,
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/// What is the inherit value of this move (not including children)
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/// What is the inherit value of this move (not including children)
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pub self_value: i16,
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pub self_value: MoveValueStats,
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/// Which color made a move on this move?
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/// Which color made a move on this move?
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pub color: Piece,
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pub color: Piece,
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@ -58,28 +58,29 @@ impl Move {
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value: Default::default(),
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value: Default::default(),
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color,
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color,
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is_trimmed: false,
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is_trimmed: false,
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self_value: 0,
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self_value: Default::default(),
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};
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};
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// set wins/losses values appropriately
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// set wins/losses values appropriately
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match m.winner {
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match m.winner {
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Winner::Player(piece) => {
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Winner::Player(piece) => {
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if piece == agent_color {
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if piece == agent_color {
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m.value.set_state(Some(MVSGameState::Win));
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m.self_value.set_state(Some(MVSGameState::Win));
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} else {
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} else {
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m.value.set_state(Some(MVSGameState::Loss));
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m.self_value.set_state(Some(MVSGameState::Loss));
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}
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}
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}
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}
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Winner::Tie => {
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Winner::Tie => {
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m.value.set_state(Some(MVSGameState::Tie));
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m.self_value.set_state(Some(MVSGameState::Tie));
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}
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}
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Winner::None => {}
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Winner::None => {}
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}
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}
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if mvc.self_value_raw {
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if mvc.self_value_raw {
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m.self_value = const { BoardValueMap::weighted() }.board_value(&board, agent_color);
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m.self_value.value =
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const { BoardValueMap::weighted() }.board_value(&board, agent_color) as i32;
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} else {
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} else {
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m.self_value = m.compute_self_value(agent_color, &board, mvc);
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m.self_value.value = m.compute_self_value(agent_color, &board, mvc) as i32;
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}
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}
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m
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m
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}
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}
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@ -8,48 +8,44 @@ pub enum MVSGameState {
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Loss = -1,
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Loss = -1,
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}
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}
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#[derive(Clone, Copy, Debug, Allocative, PartialEq, Eq, Default)]
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#[derive(Clone, Copy, Debug, Allocative, PartialEq, Eq, Default, PartialOrd)]
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pub struct MoveValueStats {
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pub struct MoveValueStats {
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state: Option<MVSGameState>,
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state: Option<MVSGameState>,
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wins: u16,
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wins: u16,
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losses: u16,
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losses: u16,
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ties: u16,
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pub value: i32,
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pub value: i32,
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}
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}
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impl MoveValueStats {
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impl MoveValueStats {
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#[cfg(test)]
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#[cfg(test)]
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pub const fn new_from_wins_losses(wins: u16, losses: u16) -> Self {
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pub fn new_from_wins_losses(wins: u16, losses: u16) -> Self {
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Self {
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Self {
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state: None,
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wins,
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wins,
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losses,
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losses,
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value: 0,
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..Default::default()
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}
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}
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}
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}
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#[cfg(test)]
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#[cfg(test)]
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pub const fn new_from_value(value: i32) -> Self {
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pub fn new_from_value(value: i32) -> Self {
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Self {
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Self {
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state: None,
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wins: 0,
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losses: 0,
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value,
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value,
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..Default::default()
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}
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}
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}
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}
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#[cfg(test)]
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#[cfg(test)]
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pub const fn new_from_state(state: Option<MVSGameState>) -> Self {
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pub fn new_from_state(state: Option<MVSGameState>) -> Self {
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Self {
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Self {
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state,
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state,
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wins: 0,
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..Default::default()
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losses: 0,
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value: 0,
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}
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}
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}
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}
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fn chance_win(&self) -> Option<f32> {
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fn chance_win(&self) -> Option<f32> {
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let sum = self.losses + self.wins;
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let sum = self.losses + self.wins + self.ties;
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if sum == 0 {
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if 20 > sum {
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return None;
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return None;
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}
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}
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Some(self.wins as f32 / sum as f32)
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Some(self.wins as f32 / sum as f32)
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@ -70,12 +66,11 @@ impl MoveValueStats {
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.iter()
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.iter()
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.filter(|x| x.state == Some(MVSGameState::Loss))
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.filter(|x| x.state == Some(MVSGameState::Loss))
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.count() as u16;
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.count() as u16;
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}
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self.ties = others.iter().map(|x| x.ties).sum::<u16>()
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}
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+ others
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.iter()
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impl PartialOrd for MoveValueStats {
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.filter(|x| x.state == Some(MVSGameState::Tie))
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fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
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.count() as u16;
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Some(self.cmp(other))
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}
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}
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}
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}
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@ -122,4 +117,11 @@ mod tests {
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let two = MoveValueStats::new_from_state(Some(MVSGameState::Win));
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let two = MoveValueStats::new_from_state(Some(MVSGameState::Win));
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assert!(one < two);
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assert!(one < two);
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}
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}
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#[test]
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fn two_prob_zero() {
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let one = MoveValueStats::new_from_wins_losses(10, 0);
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let two = MoveValueStats::new_from_wins_losses(0, 6);
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assert!(one > two);
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}
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}
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}
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