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4 changed files with 122 additions and 112 deletions

View File

@@ -71,7 +71,7 @@ pub fn run() {
.to_vec()
})
.flat_map(move |prev_c| {
[ChildrenEvalMethod::MinMax, ChildrenEvalMethod::MinMaxFlat].map(move |method| {
[ChildrenEvalMethod::MinMax, ChildrenEvalMethod::MinMaxProb].map(move |method| {
FutureMoveConfig {
children_eval_method: method,
..prev_c

View File

@@ -33,10 +33,4 @@ impl BoardValueMap {
];
Self(PosMap::from(POSITION_VALUES))
}
pub const fn flat() -> Self {
Self(PosMap::from(
[[1; Board::SIZE as usize]; Board::SIZE as usize],
))
}
}

View File

@@ -1,3 +1,4 @@
use super::r#move::{MoveCoord, MoveValueConfig, MoveValueStats};
use crate::{
logic::r#move::Move,
repr::{Board, Piece, Winner},
@@ -15,8 +16,6 @@ use std::{
},
};
use super::r#move::MoveCoord;
#[derive(Allocative)]
pub struct FutureMoves {
/// Arena containing all [`Move`]
@@ -25,9 +24,6 @@ pub struct FutureMoves {
/// Index of the [`Move`] tree's root node
current_root: Option<usize>,
/// Current generated depth of the Arena
current_depth: usize,
/// Color w.r.t
agent_color: Piece,
@@ -94,15 +90,10 @@ impl std::fmt::Display for FutureMoveConfig {
#[derive(Debug, Clone, Copy, Allocative)]
#[allow(dead_code)]
pub enum ChildrenEvalMethod {
Average,
AverageDivDepth,
MinAvgDivDepth,
/// Best so far?
MinMax,
MinMaxFlat,
MinMaxProb,
}
impl Default for ChildrenEvalMethod {
@@ -116,7 +107,6 @@ impl FutureMoves {
Self {
arena: Vec::new(),
current_root: None,
current_depth: 0,
agent_color,
config,
board: Board::new(),
@@ -145,39 +135,34 @@ impl FutureMoves {
indexes
}
/// Find the current depth of the arena by
/// looking at leaf moves and finding the smallest value
fn determine_current_depth(&self) -> Option<usize> {
/// Return the current depth of the tree
fn current_depth(&self) -> usize {
// leaf_moves is sorted from min to max depth
self.leaf_moves().first().map(|&i| self.depth_of(i))
self.leaf_moves()
.first()
.map(|&i| self.depth_of(i))
.unwrap_or(0) // handle empty trees
}
/// Generate children for all children of `nodes`
/// only `pub` for the sake of benchmarking
pub fn extend_layers(&mut self) {
// recover from partial tree extention
if let Some(current_depth) = self.determine_current_depth() {
self.current_depth = current_depth;
}
let mut leafs = self.leaf_moves().into_iter().collect::<Vec<usize>>();
for _ in self.current_depth..self.config.max_depth {
for _ in self.current_depth()..self.config.max_depth {
let pstyle_inner = if cfg!(test) || !self.config.print {
""
} else {
&format!(
"Generating children (depth: {}/{}): ({{pos}}/{{len}}) {{per_sec}}",
self.current_depth + 1,
self.current_depth() + 1,
self.config.max_depth
)
};
let allowed_size = self.config.max_arena_size - self.arena.len();
let curr_size = Arc::new(AtomicUsize::new(0));
let got = self
.leaf_moves()
.into_iter()
.filter(|&i| self.depth_of(i) == self.current_depth)
.collect::<Vec<usize>>()
leafs = leafs
.into_par_iter()
.progress_with_style(ProgressStyle::with_template(pstyle_inner).unwrap())
.map(|parent_idx| (parent_idx, self.generate_children_raw(parent_idx)))
@@ -189,21 +174,22 @@ impl FutureMoves {
true
}
})
.collect::<Vec<(usize, Vec<Move>)>>();
.collect::<Vec<(usize, Vec<Move>)>>()
.into_iter()
.flat_map(|(parent_idx, moves)| {
let start_idx = self.arena.len();
self.arena.extend(moves);
let new_indices = start_idx..self.arena.len();
self.arena[parent_idx].children.extend(new_indices.clone());
new_indices
})
.collect();
// get total # of generated boards
let got_len = curr_size.load(Ordering::Acquire);
got.into_iter().for_each(|(parent_idx, moves)| {
let start_idx = self.arena.len();
self.arena.extend(moves);
let new_indices = start_idx..self.arena.len();
self.arena[parent_idx].children.extend(new_indices);
});
self.prune_bad_children();
self.current_depth += 1;
if got_len == allowed_size {
// arena has hit the upper limit of size permitted
break;
@@ -228,16 +214,7 @@ impl FutureMoves {
}
fn create_move(&self, coord: MoveCoord, board: Board, color: Piece) -> Move {
Move::new(
coord,
board,
color,
self.agent_color,
!matches!(
self.config.children_eval_method,
ChildrenEvalMethod::MinMaxFlat
),
)
Move::new(coord, board, color, self.agent_color, MoveValueConfig {})
}
fn generate_children_raw(&self, parent_idx: usize) -> Vec<Move> {
@@ -313,7 +290,7 @@ impl FutureMoves {
let by_depth_vec = self.by_depth(indexes);
// reversed so we build up the value of the closest (in time) moves from the future
for (depth, nodes) in by_depth_vec.into_iter().rev() {
for (_depth, nodes) in by_depth_vec.into_iter().rev() {
for idx in nodes {
let children_values = self.arena[idx]
.children
@@ -321,56 +298,63 @@ impl FutureMoves {
.map(|&child| self.arena[child].value)
.collect::<Vec<_>>();
let children_value = match self.config.children_eval_method {
ChildrenEvalMethod::Average => children_values
.into_iter()
.sum::<i32>()
.checked_div(self.arena[idx].children.len() as i32),
ChildrenEvalMethod::AverageDivDepth => children_values
.into_iter()
.sum::<i32>()
.checked_div(self.arena[idx].children.len() as i32)
.and_then(|x| x.checked_div(depth as i32)),
ChildrenEvalMethod::MinAvgDivDepth => {
if self.arena[idx].color == self.agent_color {
match self.config.children_eval_method {
ChildrenEvalMethod::MinMax => {
let children_value = if self.arena[idx].color == self.agent_color {
// get best (for the adversary) enemy play
// this assumes the adversary is playing optimally
children_values.into_iter().min()
children_values
.into_iter()
.min_by_key(|x| x.value)
.map(|x| x.value)
} else {
children_values
.into_iter()
.sum::<i32>()
.checked_div(self.arena[idx].children.len() as i32)
.and_then(|x| x.checked_div(depth as i32))
.max_by_key(|x| x.value)
.map(|x| x.value)
}
.unwrap_or(0);
// we use `depth` and divided `self_value` by it, idk if this is worth it
// we should really setup some sort of ELO rating for each commit, playing them against
// each other or something, could be cool to benchmark these more subjective things, not
// just performance (cycles/time wise)
self.arena[idx].value.value =
self.arena[idx].self_value as i32 + children_value;
}
ChildrenEvalMethod::MinMax | ChildrenEvalMethod::MinMaxFlat => {
if self.arena[idx].color == self.agent_color {
ChildrenEvalMethod::MinMaxProb => {
let children_value = if self.arena[idx].color == self.agent_color {
// get best (for the adversary) enemy play
// this assumes the adversary is playing optimally
children_values.into_iter().min()
children_values.iter().min()
} else {
children_values.into_iter().max()
children_values.iter().max()
}
.cloned()
.unwrap_or(Default::default());
// we use `depth` and divided `self_value` by it, idk if this is worth it
// we should really setup some sort of ELO rating for each commit, playing them against
// each other or something, could be cool to benchmark these more subjective things, not
// just performance (cycles/time wise)
let wins = children_values.iter().map(|x| x.wins).sum();
let losses = children_values.iter().map(|x| x.losses).sum();
let final_value = MoveValueStats {
wins,
losses,
value: self.arena[idx].self_value as i32 + children_value.value,
};
self.arena[idx].value = final_value;
}
}
.unwrap_or(0);
// we use `depth` and divided `self_value` by it, idk if this is worth it
// we should really setup some sort of ELO rating for each commit, playing them against
// each other or something, could be cool to benchmark these more subjective things, not
// just performance (cycles/time wise)
self.arena[idx].value = self.arena[idx].self_value as i32 + children_value;
}
}
}
fn move_history(&self, idx: usize) -> Option<Vec<(MoveCoord, Piece)>> {
if let Some(root) = self.current_root {
self.current_root.and_then(|root| {
let mut hist = Vec::new();
let mut current = Some(idx);
@@ -390,23 +374,19 @@ impl FutureMoves {
}
Some(hist)
} else {
None
}
})
}
fn get_board_from_idx(&self, idx: usize) -> Option<Board> {
if let Some(hist) = self.move_history(idx) {
self.move_history(idx).and_then(|hist| {
let mut board = self.board;
for (m, c) in hist {
if let Some(m) = m {
board.place(m, c).expect("move would not propegate");
board.place(m, c).ok()?;
}
}
Some(board)
} else {
None
}
})
}
/// Return the best move which is a child of `self.current_root`
@@ -461,7 +441,6 @@ impl FutureMoves {
fn rebuild_from_board(&mut self, board: Board) {
self.arena = vec![self.create_move(None, board, !self.agent_color)];
self.current_root = Some(0);
self.current_depth = 0;
self.board = board;
}
@@ -469,7 +448,6 @@ impl FutureMoves {
let board = self
.get_board_from_idx(idx)
.expect("unable to get board at idx");
self.current_depth -= self.depth_of(idx);
self.current_root = Some(idx);
self.board = board;
self.refocus_tree();
@@ -521,7 +499,7 @@ impl FutureMoves {
}
fn prune_bad_children(&mut self) {
if self.current_depth < self.config.min_arena_depth || !self.config.do_prune {
if self.current_depth() < self.config.min_arena_depth || !self.config.do_prune {
return;
}
@@ -530,7 +508,7 @@ impl FutureMoves {
for (depth, indexes) in self.by_depth(0..self.arena.len()) {
// TODO! maybe update by_depth every iteration or something?
if depth > self.current_depth.saturating_sub(self.config.up_to_minus) {
if depth > self.current_depth().saturating_sub(self.config.up_to_minus) {
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;
};

View File

@@ -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`