Compare commits
10 Commits
4120c4e7fb
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8146c11d48
| Author | SHA1 | Date | |
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8146c11d48
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c9fda80c81
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1ebfeb9f65
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ff7cf6cb0d
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693b5c1f7c
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9fff000746
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cf21f981e5
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0d81dca8df
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87c386c9a4
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386c8a342e
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@@ -71,7 +71,7 @@ pub fn run() {
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.to_vec()
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})
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.flat_map(move |prev_c| {
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[ChildrenEvalMethod::MinMax, ChildrenEvalMethod::MinMaxFlat].map(move |method| {
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[ChildrenEvalMethod::MinMax, ChildrenEvalMethod::MinMaxProb].map(move |method| {
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FutureMoveConfig {
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children_eval_method: method,
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..prev_c
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@@ -33,10 +33,4 @@ impl BoardValueMap {
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];
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Self(PosMap::from(POSITION_VALUES))
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}
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pub const fn flat() -> Self {
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Self(PosMap::from(
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[[1; Board::SIZE as usize]; Board::SIZE as usize],
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))
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}
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}
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@@ -1,3 +1,4 @@
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use super::r#move::{MoveCoord, MoveValueConfig, MoveValueStats};
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use crate::{
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logic::r#move::Move,
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repr::{Board, Piece, Winner},
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@@ -15,8 +16,6 @@ use std::{
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},
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};
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use super::r#move::MoveCoord;
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#[derive(Allocative)]
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pub struct FutureMoves {
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/// Arena containing all [`Move`]
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@@ -25,9 +24,6 @@ pub struct FutureMoves {
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/// Index of the [`Move`] tree's root node
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current_root: Option<usize>,
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/// Current generated depth of the Arena
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current_depth: usize,
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/// Color w.r.t
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agent_color: Piece,
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@@ -94,15 +90,10 @@ impl std::fmt::Display for FutureMoveConfig {
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#[derive(Debug, Clone, Copy, Allocative)]
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#[allow(dead_code)]
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pub enum ChildrenEvalMethod {
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Average,
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AverageDivDepth,
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MinAvgDivDepth,
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/// Best so far?
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MinMax,
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MinMaxFlat,
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MinMaxProb,
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}
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impl Default for ChildrenEvalMethod {
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@@ -116,7 +107,6 @@ impl FutureMoves {
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Self {
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arena: Vec::new(),
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current_root: None,
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current_depth: 0,
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agent_color,
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config,
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board: Board::new(),
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@@ -145,39 +135,34 @@ impl FutureMoves {
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indexes
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}
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/// Find the current depth of the arena by
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/// looking at leaf moves and finding the smallest value
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fn determine_current_depth(&self) -> Option<usize> {
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/// Return the current depth of the tree
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fn current_depth(&self) -> usize {
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// leaf_moves is sorted from min to max depth
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self.leaf_moves().first().map(|&i| self.depth_of(i))
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self.leaf_moves()
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.first()
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.map(|&i| self.depth_of(i))
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.unwrap_or(0) // handle empty trees
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}
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/// Generate children for all children of `nodes`
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/// only `pub` for the sake of benchmarking
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pub fn extend_layers(&mut self) {
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// recover from partial tree extention
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if let Some(current_depth) = self.determine_current_depth() {
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self.current_depth = current_depth;
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}
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let mut leafs = self.leaf_moves().into_iter().collect::<Vec<usize>>();
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for _ in self.current_depth..self.config.max_depth {
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for _ in self.current_depth()..self.config.max_depth {
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let pstyle_inner = if cfg!(test) || !self.config.print {
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""
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} else {
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&format!(
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"Generating children (depth: {}/{}): ({{pos}}/{{len}}) {{per_sec}}",
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self.current_depth + 1,
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self.current_depth() + 1,
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self.config.max_depth
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)
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};
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let allowed_size = self.config.max_arena_size - self.arena.len();
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let curr_size = Arc::new(AtomicUsize::new(0));
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let got = self
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.leaf_moves()
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.into_iter()
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.filter(|&i| self.depth_of(i) == self.current_depth)
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.collect::<Vec<usize>>()
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leafs = leafs
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.into_par_iter()
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.progress_with_style(ProgressStyle::with_template(pstyle_inner).unwrap())
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.map(|parent_idx| (parent_idx, self.generate_children_raw(parent_idx)))
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@@ -189,21 +174,22 @@ impl FutureMoves {
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true
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}
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})
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.collect::<Vec<(usize, Vec<Move>)>>();
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.collect::<Vec<(usize, Vec<Move>)>>()
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.into_iter()
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.flat_map(|(parent_idx, moves)| {
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let start_idx = self.arena.len();
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self.arena.extend(moves);
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let new_indices = start_idx..self.arena.len();
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self.arena[parent_idx].children.extend(new_indices.clone());
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new_indices
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})
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.collect();
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// get total # of generated boards
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let got_len = curr_size.load(Ordering::Acquire);
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got.into_iter().for_each(|(parent_idx, moves)| {
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let start_idx = self.arena.len();
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self.arena.extend(moves);
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let new_indices = start_idx..self.arena.len();
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self.arena[parent_idx].children.extend(new_indices);
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});
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self.prune_bad_children();
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self.current_depth += 1;
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if got_len == allowed_size {
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// arena has hit the upper limit of size permitted
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break;
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@@ -228,16 +214,7 @@ impl FutureMoves {
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}
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fn create_move(&self, coord: MoveCoord, board: Board, color: Piece) -> Move {
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Move::new(
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coord,
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board,
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color,
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self.agent_color,
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!matches!(
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self.config.children_eval_method,
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ChildrenEvalMethod::MinMaxFlat
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),
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)
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Move::new(coord, board, color, self.agent_color, MoveValueConfig {})
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}
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fn generate_children_raw(&self, parent_idx: usize) -> Vec<Move> {
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@@ -313,7 +290,7 @@ impl FutureMoves {
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let by_depth_vec = self.by_depth(indexes);
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// reversed so we build up the value of the closest (in time) moves from the future
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for (depth, nodes) in by_depth_vec.into_iter().rev() {
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for (_depth, nodes) in by_depth_vec.into_iter().rev() {
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for idx in nodes {
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let children_values = self.arena[idx]
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.children
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@@ -321,56 +298,63 @@ impl FutureMoves {
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.map(|&child| self.arena[child].value)
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.collect::<Vec<_>>();
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let children_value = match self.config.children_eval_method {
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ChildrenEvalMethod::Average => children_values
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.into_iter()
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.sum::<i32>()
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.checked_div(self.arena[idx].children.len() as i32),
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ChildrenEvalMethod::AverageDivDepth => children_values
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.into_iter()
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.sum::<i32>()
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.checked_div(self.arena[idx].children.len() as i32)
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.and_then(|x| x.checked_div(depth as i32)),
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ChildrenEvalMethod::MinAvgDivDepth => {
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if self.arena[idx].color == self.agent_color {
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match self.config.children_eval_method {
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ChildrenEvalMethod::MinMax => {
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let children_value = if self.arena[idx].color == self.agent_color {
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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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children_values.into_iter().min()
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children_values
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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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children_values
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.into_iter()
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.sum::<i32>()
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.checked_div(self.arena[idx].children.len() as i32)
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.and_then(|x| x.checked_div(depth as i32))
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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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.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].self_value as i32 + children_value;
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}
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ChildrenEvalMethod::MinMax | ChildrenEvalMethod::MinMaxFlat => {
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if self.arena[idx].color == self.agent_color {
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ChildrenEvalMethod::MinMaxProb => {
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let children_value = if self.arena[idx].color == self.agent_color {
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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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children_values.into_iter().min()
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children_values.iter().min()
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} else {
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children_values.into_iter().max()
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children_values.iter().max()
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}
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.cloned()
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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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// 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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let wins = children_values.iter().map(|x| x.wins).sum();
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let losses = children_values.iter().map(|x| x.losses).sum();
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let final_value = MoveValueStats {
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wins,
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losses,
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value: self.arena[idx].self_value as i32 + children_value.value,
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};
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self.arena[idx].value = final_value;
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}
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}
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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 = self.arena[idx].self_value as i32 + children_value;
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}
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}
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}
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fn move_history(&self, idx: usize) -> Option<Vec<(MoveCoord, Piece)>> {
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if let Some(root) = self.current_root {
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self.current_root.and_then(|root| {
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let mut hist = Vec::new();
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let mut current = Some(idx);
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@@ -390,23 +374,19 @@ impl FutureMoves {
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}
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Some(hist)
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} else {
|
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None
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}
|
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})
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}
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fn get_board_from_idx(&self, idx: usize) -> Option<Board> {
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if let Some(hist) = self.move_history(idx) {
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self.move_history(idx).and_then(|hist| {
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let mut board = self.board;
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for (m, c) in hist {
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if let Some(m) = m {
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board.place(m, c).expect("move would not propegate");
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board.place(m, c).ok()?;
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}
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}
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Some(board)
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} else {
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None
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}
|
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})
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}
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/// Return the best move which is a child of `self.current_root`
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@@ -461,7 +441,6 @@ impl FutureMoves {
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fn rebuild_from_board(&mut self, board: Board) {
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self.arena = vec![self.create_move(None, board, !self.agent_color)];
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self.current_root = Some(0);
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self.current_depth = 0;
|
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self.board = board;
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}
|
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|
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@@ -469,7 +448,6 @@ impl FutureMoves {
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||||
let board = self
|
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.get_board_from_idx(idx)
|
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.expect("unable to get board at idx");
|
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self.current_depth -= self.depth_of(idx);
|
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self.current_root = Some(idx);
|
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self.board = board;
|
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self.refocus_tree();
|
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@@ -521,7 +499,7 @@ impl FutureMoves {
|
||||
}
|
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|
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fn prune_bad_children(&mut self) {
|
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if self.current_depth < self.config.min_arena_depth || !self.config.do_prune {
|
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if self.current_depth() < self.config.min_arena_depth || !self.config.do_prune {
|
||||
return;
|
||||
}
|
||||
|
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@@ -530,7 +508,7 @@ impl FutureMoves {
|
||||
|
||||
for (depth, indexes) in self.by_depth(0..self.arena.len()) {
|
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// TODO! maybe update by_depth every iteration or something?
|
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if depth > self.current_depth.saturating_sub(self.config.up_to_minus) {
|
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if depth > self.current_depth().saturating_sub(self.config.up_to_minus) {
|
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return;
|
||||
}
|
||||
|
||||
@@ -580,6 +558,8 @@ impl FutureMoves {
|
||||
/// Rebuilds the Arena based on `self.current_root`, prunes unrelated nodes
|
||||
fn refocus_tree(&mut self) {
|
||||
let Some(root) = self.current_root else {
|
||||
// handle current_root being empty (clear arena and return)
|
||||
self.arena.clear();
|
||||
return;
|
||||
};
|
||||
|
||||
|
||||
@@ -1,9 +1,48 @@
|
||||
use std::cmp::Ordering;
|
||||
|
||||
use super::board_value::BoardValueMap;
|
||||
use crate::repr::{Board, CoordPair, Piece, Winner};
|
||||
use allocative::Allocative;
|
||||
|
||||
pub type MoveCoord = Option<CoordPair>;
|
||||
|
||||
#[derive(Clone, Copy, Debug, Allocative, PartialEq, Eq, Default)]
|
||||
pub struct MoveValueStats {
|
||||
pub wins: u16,
|
||||
pub losses: u16,
|
||||
pub value: i32,
|
||||
}
|
||||
|
||||
impl MoveValueStats {
|
||||
pub fn chance_win(&self) -> f32 {
|
||||
self.wins as f32 / (self.losses + self.wins) as f32
|
||||
}
|
||||
}
|
||||
|
||||
impl PartialOrd for MoveValueStats {
|
||||
fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
|
||||
Some(self.cmp(other))
|
||||
}
|
||||
}
|
||||
|
||||
impl Ord for MoveValueStats {
|
||||
fn cmp(&self, other: &Self) -> Ordering {
|
||||
if self.wins != 0 || self.losses != 0 || other.wins != 0 || other.losses != 0 {
|
||||
let s_cw = self.chance_win();
|
||||
let o_cw = other.chance_win();
|
||||
if s_cw > o_cw {
|
||||
Ordering::Greater
|
||||
} else if o_cw > s_cw {
|
||||
Ordering::Less
|
||||
} else {
|
||||
Ordering::Equal
|
||||
}
|
||||
} else {
|
||||
self.value.cmp(&other.value)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Allocative)]
|
||||
pub struct Move {
|
||||
/// Coordinates (i, j) of the move (if it exists)
|
||||
@@ -23,7 +62,7 @@ pub struct Move {
|
||||
pub children: Vec<usize>,
|
||||
|
||||
/// Value of this move (including children)
|
||||
pub value: i32,
|
||||
pub value: MoveValueStats,
|
||||
|
||||
/// What is the inherit value of this move (not including children)
|
||||
pub self_value: i16,
|
||||
@@ -35,29 +74,35 @@ pub struct Move {
|
||||
pub is_trimmed: bool,
|
||||
}
|
||||
|
||||
pub struct MoveValueConfig {}
|
||||
|
||||
impl Move {
|
||||
pub fn new(
|
||||
coord: MoveCoord,
|
||||
board: Board,
|
||||
color: Piece,
|
||||
agent_color: Piece,
|
||||
use_weighted_bvm: bool,
|
||||
mvc: MoveValueConfig,
|
||||
) -> Self {
|
||||
let mut m = Move {
|
||||
coord,
|
||||
winner: board.game_winner(),
|
||||
parent: None,
|
||||
children: Vec::new(),
|
||||
value: i32::MIN,
|
||||
value: MoveValueStats {
|
||||
wins: 0,
|
||||
losses: 0,
|
||||
value: 0,
|
||||
},
|
||||
color,
|
||||
is_trimmed: false,
|
||||
self_value: 0,
|
||||
};
|
||||
m.self_value = m.compute_self_value(agent_color, &board, use_weighted_bvm);
|
||||
m.self_value = m.compute_self_value(agent_color, &board, mvc);
|
||||
m
|
||||
}
|
||||
|
||||
fn compute_self_value(&self, agent_color: Piece, board: &Board, use_weighted_bvm: bool) -> i16 {
|
||||
fn compute_self_value(&self, agent_color: Piece, board: &Board, _mvc: MoveValueConfig) -> i16 {
|
||||
if self.winner == Winner::Player(!agent_color) {
|
||||
// if this board results in the opponent winning, MAJORLY negatively weigh this move
|
||||
// NOTE! this branch isn't completely deleted because if so, the bot wouldn't make a move.
|
||||
@@ -67,19 +112,10 @@ impl Move {
|
||||
// results in a win for the agent
|
||||
return i16::MAX - 1;
|
||||
}
|
||||
// else if self.winner == Winner::Tie {
|
||||
// // idk what a Tie should be valued?
|
||||
// return 0;
|
||||
// }
|
||||
|
||||
// I guess ignore Ties here, don't give them an explicit value,
|
||||
// because even in the case of ties, we want to have a higher score
|
||||
|
||||
match use_weighted_bvm {
|
||||
true => const { BoardValueMap::weighted() },
|
||||
false => const { BoardValueMap::flat() },
|
||||
}
|
||||
.board_value(board, agent_color)
|
||||
const { BoardValueMap::weighted() }.board_value(board, agent_color)
|
||||
}
|
||||
|
||||
/// Sort children of the [`Move`] by their self_value in `arena`
|
||||
|
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Reference in New Issue
Block a user