163 lines
4.8 KiB
Rust
163 lines
4.8 KiB
Rust
use crate::{
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agent::Agent,
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complexagent::ComplexAgent,
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game_inner::GameInner,
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logic::{ChildrenEvalMethod, FutureMoveConfig},
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repr::{Board, Piece, Winner},
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};
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use rayon::iter::{IntoParallelIterator, ParallelIterator};
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use skillratings::{
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elo::{elo, EloConfig, EloRating},
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Outcomes, Rating,
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};
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pub fn run() {
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const FMV_BASE: FutureMoveConfig = FutureMoveConfig {
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max_depth: 20,
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min_arena_depth: 14,
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top_k_children: 2,
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up_to_minus: 10,
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max_arena_size: usize::MAX,
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do_not_prune: true,
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print: false,
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children_eval_method: ChildrenEvalMethod::Max,
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};
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let vec: Vec<(String, Box<dyn Fn(Piece) -> Box<dyn Agent>>)> = (1..=6)
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.flat_map(|d| {
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[
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ChildrenEvalMethod::Average,
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// ChildrenEvalMethod::Max,
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// ChildrenEvalMethod::Min,
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]
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.into_iter()
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.map(move |m| -> (String, Box<dyn Fn(Piece) -> Box<dyn Agent>>) {
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(
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format!("ComplexAgentD{}{:?}", d, m),
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Box::new(move |piece| {
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Box::new(ComplexAgent::new(
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piece,
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FutureMoveConfig {
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max_depth: d,
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children_eval_method: m,
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..FMV_BASE
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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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.collect();
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let mut arena = PlayerArena::new(vec);
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arena.prop_arena(300);
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println!("{}", arena);
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}
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pub struct PlayerArena {
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/// Name, Creator Function, Elo
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players: Vec<(String, Box<dyn Fn(Piece) -> Box<dyn Agent>>, EloRating)>,
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}
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impl std::fmt::Display for PlayerArena {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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let mut players_i: Vec<usize> = (0..self.players.len()).collect();
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players_i.sort_by_key(|&i| -(self.players[i].2.rating() * 100.0) as i64);
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for i in players_i {
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writeln!(
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f,
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"({:.2}): {}",
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self.players[i].2.rating(),
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self.players[i].0
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)?;
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}
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Ok(())
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}
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}
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impl PlayerArena {
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pub fn new(players: Vec<(String, Box<dyn Fn(Piece) -> Box<dyn Agent>>)>) -> Self {
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Self {
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players: players
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.into_iter()
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.zip([EloRating::new()].into_iter().cycle())
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.map(|((a, b), c)| (a, b, c))
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.collect(),
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}
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}
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fn play(&mut self, pairs: &[(usize, usize)]) {
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pairs
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.iter()
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.map(|&(i, j)| {
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(
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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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})
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.collect::<Vec<_>>()
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// after the agents are created, we can multithread the games being played
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.into_par_iter()
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.map(|((i, j), (p1, p2))| (i, j, Self::play_two_inner(p1, p2)))
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.collect::<Vec<_>>()
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// collect and process the outcomes of all the games
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.into_iter()
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.for_each(|(i, j, o)| self.process_outcome(i, j, &o));
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}
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fn prop_arena(&mut self, n: usize) {
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self.play(
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&(0..self.players.len())
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.flat_map(|i| {
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(0..self.players.len())
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.map(move |j| (i, j))
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.filter(|(i, j)| i != j)
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.collect::<Vec<_>>()
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})
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.collect::<Vec<_>>()
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.repeat(n),
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);
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}
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fn process_outcome(&mut self, player1: usize, player2: usize, outcome: &Outcomes) {
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let (np1, np2) = elo(
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&self.players[player1].2,
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&self.players[player2].2,
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outcome,
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&EloConfig::new(),
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);
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self.players[player1].2 = np1;
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self.players[player2].2 = np2;
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}
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fn create_agents(
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player_1_fn: &dyn Fn(Piece) -> Box<dyn Agent>,
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player_2_fn: &dyn Fn(Piece) -> Box<dyn Agent>,
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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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let result = GameInner::new(
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player_1,
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player_2,
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false,
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Board::random(rand::random_range(3..8)),
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)
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.loop_until_result();
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match result {
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Winner::Player(piece) => match piece {
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Piece::Black => Outcomes::WIN,
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Piece::White => Outcomes::LOSS,
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},
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Winner::Tie => Outcomes::DRAW,
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Winner::None => panic!("somehow met None"),
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}
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}
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}
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