Example #1
0
        public void Expand(IPatchworkServerClient client)
        {
#if DEBUG
            if (Children.Count != 0)
            {
                throw new Exception("Cannot expand an already expanded node");
            }
            if (IsGameEnd)
            {
                throw new Exception("Cannot expand a GameEnd node");
            }
#endif

            //Advance
            {
                var node = MonteCarloTreeSearchAlphaZero.NodePool.Value.Get();

                State.CloneTo(node.State);
                node.State.Fidelity = SimulationFidelity.NoPiecePlacing;
                node.State.PerformAdvanceMove();

                node.Parent            = this;
                node.PieceToPurchase   = null;
                node.NetworkChildIndex = 0;
                Children.Add(node);
            }

            //Purchase
            for (var i = 0; i < 3; i++)
            {
                //This cares if they can actually place the piece only when expanding the root node
                if (Helpers.ActivePlayerCanPurchasePiece(State, Helpers.GetNextPiece(State, i)))
                {
                    var node = MonteCarloTreeSearchAlphaZero.NodePool.Value.Get();

                    State.CloneTo(node.State);
                    node.State.Fidelity = SimulationFidelity.NoPiecePlacing;
                    var pieceIndex = node.State.NextPieceIndex + i;
                    node.State.PerformPurchasePiece(pieceIndex);

                    node.Parent            = this;
                    node.PieceToPurchase   = pieceIndex;
                    node.NetworkChildIndex = i + 1;
                    Children.Add(node);
                }
            }

            //Evaluate the networks of our children
            var req = new EvaluateRequest();
            for (var i = 0; i < Children.Count; i++)
            {
                req.State.Add(GameStateFactory.CreateGameState(Children[i].State));
            }
            var res = client.Evaluate(req);
            for (var i = 0; i < Children.Count; i++)
            {
                Children[i].NetworkResult = res.Evaluations[i];
            }
        }
Example #2
0
        /// <summary>
        /// Performs a MCTS search starting at the given state.
        /// Returns the root of the search tree, you must call NodePool.Value.ReturnAll() afterwards.
        /// </summary>
        internal MCTSAZNode PerformMCTS(SimulationState state)
        {
            var root = NodePool.Value.Get();

            state.CloneTo(root.State);

            var req = new EvaluateRequest();

            req.State.Add(GameStateFactory.CreateGameState(root.State));
            var res = _client.Evaluate(req);

            root.NetworkResult = res.Evaluations[0];

            for (var i = 0; i < Iterations; i++)
            {
                //Selection
                var leaf = Select(root);

                float leafValue;
                if (leaf.IsGameEnd)
                {
                    //Value at a leaf is from the perspective of the player who performed an action to move the simulation to that state
                    leafValue = (leaf.State.WinningPlayer == leaf.Parent.State.ActivePlayer) ? 1 : -1;
                }
                else
                {
                    //Expansion
                    Expand(leaf);

                    //Randomly choose one of the newly expanded nodes
                    leaf = Select(leaf);

                    //Simulation
                    leafValue = leaf.NetworkResult.WinRate;
                }

                //Backpropagation
                do
                {
                    leaf.ReceiveBackpropagation(leafValue);
                    leaf = leaf.Parent;

                    //Value at a leaf is from the perspective of the player who performed an action to move the simulation to that state
                    //When the player changes we need to negative the value so it is from the other players perspective
                    if (leaf != null && leaf.Parent != null && leaf.Parent.State.ActivePlayer != leaf.State.ActivePlayer)
                    {
                        leafValue = -leafValue;
                    }
                } while (leaf != null);
            }

            return(root);
        }
Example #3
0
        internal TrainSample MakeMoveWithResult(SimulationState state)
        {
            var res = new TrainSample();

            res.State = GameStateFactory.CreateGameState(state);

            var root = _mcts.PerformMCTS(state);

            var bestChild = _mcts.FindBestChild(root);

            //DumpChildren(root);

            if (bestChild.PieceToPurchase.HasValue)
            {
                state.PerformPurchasePiece(bestChild.PieceToPurchase.Value);
            }
            else
            {
                state.PerformAdvanceMove();
            }

            //Add all the moves, with 0 if they aren't possible
            res.MoveRating.Add(root.Children[0].VisitCount / (float)root.VisitCount);

            for (var i = 0; i < 3; i++)
            {
                bool foundIt = false;

                for (var j = 0; j < root.Children.Count; j++)
                {
                    if (root.Children[j].PieceToPurchase == i)
                    {
                        foundIt = true;
                        res.MoveRating.Add(root.Children[j].VisitCount / (float)root.VisitCount);
                        break;
                    }
                }

                if (!foundIt)
                {
                    res.MoveRating.Add(0);
                }
            }

            MonteCarloTreeSearchAlphaZero.NodePool.Value.ReturnAll();

            return(res);
        }