コード例 #1
0
        /// <summary>
        /// Runs a single iteration of MCTS, returning a resulting delta value.
        /// </summary>
        public float OneIteration(UctNode root, TeamColor startingTeam)
        {
            UctNode v     = TreePolicy(root, startingTeam);
            float   delta = DefaultPolicy(v.State, startingTeam);

            Backup(v, delta);
            return(delta);
        }
コード例 #2
0
        /// <summary>
        /// Runs the actual MCTS search on a given initial state.
        /// </summary>
        public UctSearchResult UctSearch(GameInstance initialState)
        {
            var root = new UctNode(0, 0, UctAction.NullAction(), initialState.CopyStateOnly());

            if (!initialState.CurrentTeam.HasValue)
            {
                throw new ArgumentException("Trying to do UCT search on a finished game.");
            }

            var stopwatch = new Stopwatch();

            stopwatch.Start();

            var iterationStopwatch = new Stopwatch();
            var startingTeam       = initialState.CurrentTeam.Value;
            int iterations         = 0;

            do
            {
                iterations++;
                TotalIterationCount++;

                iterationStopwatch.Restart();
                OneIteration(root, startingTeam);
                iterationStopwatch.Stop();

                MillisecondsPerIterationAverage.Add(iterationStopwatch.Elapsed.TotalMilliseconds);

                if (_iterationsOverTime)
                {
                    if (iterations >= _thinkTime)
                    {
                        break;
                    }
                }
                else
                {
                    if (stopwatch.ElapsedMilliseconds >= _thinkTime)
                    {
                        break;
                    }
                }
            } while (true);

            stopwatch.Stop();

#if DOTGRAPH
            UctDebug.PrintTreeRepresentation(root);
#endif
            Interlocked.Increment(ref SearchCount);

            var actions = SelectBestActions(root);

            var millisecondsPerIteration = (double)stopwatch.ElapsedMilliseconds / (double)iterations;

            return(new UctSearchResult(actions, millisecondsPerIteration));
        }
コード例 #3
0
        /// <summary>
        /// Returns the best child based on the UCB-1 value.
        /// </summary>
        public static UctNode BestChild(UctNode node, TeamColor startingTeam, double k = 2)
        {
            if (node.Children.Count == 0)
            {
                return(null);
            }

            return(node.Children.FastMax(c => UcbValue(node, c, k, startingTeam)));
        }
コード例 #4
0
 /// <summary>
 /// Backpropagates the reward up the tree.
 /// </summary>
 public static void Backup(UctNode node, float delta)
 {
     while (node != null)
     {
         node.N++;
         node.Q += delta;
         node    = node.Parent;
     }
 }
コード例 #5
0
        /// <summary>
        /// Calculates the UCB-1 value of a given node.
        /// </summary>
        public static float UcbValue(UctNode parent, UctNode node, double k, TeamColor startingTeam)
        {
            float value = node.Q / node.N;

            if (node.State.CurrentTeam != startingTeam)
            {
                value = 1 - value;
            }

            return((float)(value + Math.Sqrt(k * Math.Log(parent.N) / node.N)));
        }
コード例 #6
0
        /// <summary>
        /// Returns a list of best possible actions until the end of a turn.
        /// </summary>
        private List <UctAction> SelectBestActions(UctNode root)
        {
            var     result  = new List <UctAction>();
            UctNode current = root;

            do
            {
                if (current.Children.Count == 0)
                {
                    break;
                }

                UctNode max = current.Children.FastMax(c => c.Q / c.N);
                if (max.Q / max.N < 0.2)
                {
                    var state = current.State.CopyStateOnly();
                    do
                    {
                        var action = ActionGenerator.RuleBasedAction(state);
                        state = ActionEvaluator.F(state, action);
                        if (action.Type == UctActionType.EndTurn)
                        {
                            goto done;
                        }
                        else
                        {
                            result.Add(action);

                            if (action.Type == UctActionType.DefensiveMove)
                            {
                                goto done;
                            }
                        }
                    } while (true);
                }

                if (max.Action.Type != UctActionType.EndTurn)
                {
                    if (max.IsTerminal)
                    {
                        //Console.WriteLine("Found terminal");
                    }
                    result.Add(max.Action);
                }

                current = max;
            } while (current.Action.Type != UctActionType.EndTurn);

done:

            return(result);
        }
コード例 #7
0
        /// <summary>
        /// Generates a list of possible actions, truncated for the purposes of MCTS.
        /// </summary>
        public static List <UctAction> PossibleActions(GameInstance game, UctNode parent, bool allowMove,
                                                       bool allowEndTurn)
        {
            var result = new List <UctAction>(10);

            var currentMob = game.CurrentMob;

            if (currentMob.HasValue)
            {
                var mob = game.CachedMob(currentMob.Value);

                GameInvariants.AssertMobPlayable(game, mob);

                bool foundAbilityUse = GenerateDirectAbilityUse(game, mob,
                                                                result);

                // We disable movement if there is a possibility to cast abilities.
                if (allowMove && (Constants.AlwaysAttackMove || !foundAbilityUse))
                {
                    GenerateAttackMoveActions(game, game.CachedMob(mob.MobId), result);
                }

                if (allowMove)
                {
                    if (parent == null || parent.Action.Type != UctActionType.DefensiveMove)
                    {
                        GenerateDefensiveMoveActions(game, mob, result);
                    }
                }
            }
            else
            {
                Utils.Log(LogSeverity.Warning, nameof(UctNode),
                          "Final state reached while trying to compute possible actions.");
                throw new InvalidOperationException();
            }

            if (allowEndTurn)
            {
                // We would skip end turn if there are not enough actions.
                if (!Constants.EndTurnAsLastResort || result.Count <= 1)
                {
                    result.Add(UctAction.EndTurnAction());
                }
            }

            GameInvariants.AssertValidActions(game, result);

            return(result);
        }
コード例 #8
0
        /// <summary>
        /// Expands a given node, adding a new possible state.
        /// </summary>
        /// <param name="node"></param>
        /// <returns></returns>
        public static UctNode Expand(UctNode node)
        {
            var type = node.Action.Type;

            var allowMove = type != UctActionType.Move && type != UctActionType.DefensiveMove;

            node.PrecomputePossibleActions(allowMove, true || type != UctActionType.EndTurn);

            var action = node.PossibleActions[node.Children.Count];
            var child  = new UctNode(0, 0, action, ActionEvaluator.F(node.State, action));

            child.Parent = node;

            node.Children.Add(child);

            return(child);
        }
コード例 #9
0
        /// <summary>
        /// Runs the tree policy on a given node, selecting the most promising child.
        /// </summary>
        public UctNode TreePolicy(UctNode node, TeamColor startingTeam)
        {
            bool wasDefense = node.Action.Type == UctActionType.DefensiveMove;

            while (!node.IsTerminal)
            {
                if (!node.IsFullyExpanded)
                {
                    Interlocked.Increment(ref ExpandCount);
                    var expanded = Expand(node);

                    var type      = expanded.Action.Type;
                    var allowMove = type != UctActionType.Move && type != UctActionType.DefensiveMove;

                    // We double-expand nodes which are a single child to reduce
                    // the number of needed simulations.
                    if (!expanded.IsTerminal)
                    {
                        expanded.PrecomputePossibleActions(allowMove, true);
                        if (expanded.PossibleActions.Count == 1)
                        {
                            expanded = Expand(expanded);
                        }
                    }

                    return(expanded);
                }
                else
                {
                    Interlocked.Increment(ref BestChildCount);
                    node = BestChild(node, startingTeam);

                    if (node.Action.Type == UctActionType.DefensiveMove)
                    {
                        if (wasDefense)
                        {
                            throw new InvalidOperationException();
                        }
                    }
                    wasDefense = node.Action.Type == UctActionType.DefensiveMove;
                }
            }

            return(node);
        }
コード例 #10
0
        private XmlElement PrintNode(UctNode node, int budget)
        {
            var element = _doc.CreateElement("action");

            if (budget > 0)
            {
                foreach (var child in node.Children)
                {
                    var xmlElement = PrintNode(child, budget - 1);
                    element.AppendChild(xmlElement);
                }
            }

            element.SetAttribute("Q", node.Q.ToString());
            element.SetAttribute("N", node.N.ToString());
            element.SetAttribute("Action", node.Action.ToString());
            element.SetAttribute("IsTerminal", node.IsTerminal.ToString());

            return(element);
        }
コード例 #11
0
 public XmlTreePrinter(UctNode root)
 {
     _root = root;
     _doc  = new XmlDocument();
 }