コード例 #1
0
        /// Determines how much time or nodes resource to
        /// allocate to the the current move in a game subject to
        /// a limit on total numbrer of time or nodes over
        /// some number of moves (or possibly all moves).
        public ManagerGameLimitOutputs ComputeMoveAllocation(ManagerGameLimitInputs inputs)
        {
            if (inputs.MaxMovesToGo.HasValue && inputs.MaxMovesToGo < 2)
            {
                return(new ManagerGameLimitOutputs(new SearchLimit(inputs.TargetLimitType,
                                                                   inputs.RemainingFixedSelf * 0.99f)));
            }

            ManagerGameLimitOutputs outputs = DoComputeMoveTime(inputs);

            return(outputs);
        }
コード例 #2
0
        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="store"></param>
        /// <param name="nnParams"></param>
        /// <param name="searchParams"></param>
        /// <param name="childSelectParams"></param>
        /// <param name="priorMoves">if null, the prior moves are taken from the passed store</param>
        /// <param name="searchLimit"></param>
        public MCTSManager(MCTSNodeStore store,
                           MCTSIterator reuseOtherContextForEvaluatedNodes,
                           PositionEvalCache reusePositionCache,
                           TranspositionRootsDict reuseTranspositionRoots,
                           NNEvaluatorSet nnEvaluators,
                           ParamsSearch searchParams,
                           ParamsSelect childSelectParams,
                           SearchLimit searchLimit,
                           ParamsSearchExecutionModifier paramsSearchExecutionPostprocessor,
                           IManagerGameLimit timeManager,
                           DateTime startTime,
                           MCTSManager priorManager,
                           List <GameMoveStat> gameMoveHistory,
                           bool isFirstMoveOfGame)
        {
            StartTimeThisSearch                = startTime;
            RootNWhenSearchStarted             = store.Nodes.nodes[store.RootIndex.Index].N;
            ParamsSearchExecutionPostprocessor = paramsSearchExecutionPostprocessor;
            IsFirstMoveOfGame = isFirstMoveOfGame;

            PriorMoveStats = new List <GameMoveStat>();

            // Make our own copy of move history.
            if (gameMoveHistory != null)
            {
                PriorMoveStats.AddRange(gameMoveHistory);
            }

            // Possibly convert time limit per game into time for this move.
            if (searchLimit.IsPerGameLimit)
            {
                SearchLimitType type = searchLimit.Type == SearchLimitType.SecondsForAllMoves
                                                       ? SearchLimitType.SecondsPerMove
                                                       : SearchLimitType.NodesPerMove;
                float rootQ = priorManager == null ? float.NaN : (float)store.RootNode.Q;
                ManagerGameLimitInputs timeManagerInputs = new(store.Nodes.PriorMoves.FinalPosition,
                                                               searchParams, PriorMoveStats,
                                                               type, store.RootNode.N, rootQ,
                                                               searchLimit.Value, searchLimit.ValueIncrement,
                                                               float.NaN, float.NaN,
                                                               maxMovesToGo : searchLimit.MaxMovesToGo,
                                                               isFirstMoveOfGame : isFirstMoveOfGame);

                ManagerGameLimitOutputs timeManagerOutputs = timeManager.ComputeMoveAllocation(timeManagerInputs);
                SearchLimit = timeManagerOutputs.LimitTarget;
            }
            else
            {
                SearchLimit = searchLimit;
            }

            // Possibly autoselect new optimal parameters
            ParamsSearchExecutionChooser paramsChooser = new ParamsSearchExecutionChooser(nnEvaluators.EvaluatorDef,
                                                                                          searchParams, childSelectParams, searchLimit);

            // TODO: technically this is overwriting the params belonging to the prior search, that's ugly (but won't actually cause a problem)
            paramsChooser.ChooseOptimal(searchLimit.EstNumNodes(50_000), paramsSearchExecutionPostprocessor); // TODO: make 50_000 smarter


            int estNumNodes = EstimatedNumSearchNodesForEvaluator(searchLimit, nnEvaluators);

            // Adjust the nodes estimate if we are continuing an existing search
            if (searchLimit.Type == SearchLimitType.NodesPerMove && RootNWhenSearchStarted > 0)
            {
                estNumNodes = Math.Max(0, estNumNodes - RootNWhenSearchStarted);
            }
            Context = new MCTSIterator(store, reuseOtherContextForEvaluatedNodes, reusePositionCache, reuseTranspositionRoots,
                                       nnEvaluators, searchParams, childSelectParams, searchLimit, estNumNodes);
            ThreadSearchContext = Context;

            TerminationManager = new MCTSFutilityPruning(this, Context);
            LimitManager       = timeManager;

            CeresEnvironment.LogInfo("MCTS", "Init", $"SearchManager created for store {store}", InstanceID);
        }