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use crate::core::logic::{CardDatabase, GameState};
#[cfg(feature = "extension-module")]
use pyo3::prelude::*;
use rand::prelude::*;
use rand::rngs::SmallRng;
use rand::SeedableRng;
// use crate::core::logic::{Phase, ActionReceiver};
#[cfg(feature = "nn")]
#[cfg(feature = "nn")]
use crate::core::logic::ai_encoding::GameStateEncoding;
#[cfg(feature = "nn")]
use ort::session::Session;
#[cfg(feature = "parallel")]
use rayon::prelude::*;
use smallvec::SmallVec;
use std::collections::HashMap;
use std::f32;
#[cfg(feature = "nn")]
use std::sync::{Arc, Mutex};
use std::time::Duration;
#[derive(Default, Clone, Copy)]
pub struct MCTSProfiler {
pub determinization: Duration,
pub selection: Duration,
pub expansion: Duration,
pub simulation: Duration,
pub backpropagation: Duration,
}
// DeckStats and EvalMode moved to heuristics.rs
impl MCTSProfiler {
pub fn merge(&mut self, other: &Self) {
self.determinization += other.determinization;
self.selection += other.selection;
self.expansion += other.expansion;
self.simulation += other.simulation;
self.backpropagation += other.backpropagation;
}
pub fn print(&self, total: Duration) {
let total_secs = total.as_secs_f64();
if total_secs == 0.0 {
return;
}
println!("[MCTS Profile] Breakdown:");
let items = [
("Determinization", self.determinization),
("Selection", self.selection),
("Expansion", self.expansion),
("Simulation", self.simulation),
("Backpropagation", self.backpropagation),
];
for (name, dur) in items {
let secs = dur.as_secs_f64();
println!(
" - {:<16}: {:>8.3}s ({:>6.1}%)",
name,
secs,
(secs / total_secs) * 100.0
);
}
}
}
struct Node {
visit_count: u32,
value_sum: f32,
player_just_moved: u8,
prior_prob: f32, // AlphaZero Policy P(s,a)
untried_actions: SmallVec<[i32; 32]>,
children: SmallVec<[(i32, usize); 16]>, // (Action, NodeIndex in Arena)
parent: Option<usize>,
parent_action: i32,
}
pub struct MCTS {
nodes: Vec<Node>,
rng: SmallRng,
unseen_buffer: SmallVec<[i32; 64]>,
legal_buffer: SmallVec<[i32; 32]>,
reusable_state: GameState,
pub evaluator:
Option<std::sync::Arc<Box<dyn crate::core::alphazero_evaluator::AlphaZeroEvaluator>>>,
pub cpu_batch_size: usize,
pub leaf_batch_size: usize,
pub exploration_weight: f32,
}
#[cfg_attr(feature = "extension-module", pyclass)]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum SearchHorizon {
GameEnd(),
TurnEnd(),
Limited(u32),
}
// EvalMode moved to heuristics.rs
impl MCTS {
pub fn new() -> Self {
Self {
nodes: Vec::with_capacity(256), // 128 sims → ~128 nodes max; was 16384 = 7.2MB per tree
rng: SmallRng::from_os_rng(),
unseen_buffer: SmallVec::with_capacity(64),
legal_buffer: SmallVec::with_capacity(32),
reusable_state: GameState::default(),
evaluator: None,
cpu_batch_size: 16,
leaf_batch_size: 512,
exploration_weight: 1.41,
}
}
pub fn with_evaluator(
eval: std::sync::Arc<Box<dyn crate::core::alphazero_evaluator::AlphaZeroEvaluator>>,
batch_size: usize,
) -> Self {
let mut mcts = Self::new();
mcts.evaluator = Some(eval);
mcts.cpu_batch_size = batch_size;
mcts
}
pub fn get_tree_size(&self) -> usize {
self.nodes.len()
}
pub fn get_max_depth(&self) -> usize {
let mut max_d = 0;
for i in 0..self.nodes.len() {
let mut d = 0;
let mut curr = i;
while let Some(p) = self.nodes[curr].parent {
d += 1;
curr = p;
}
if d > max_d {
max_d = d;
}
}
max_d
}
pub fn search_parallel(
&self,
root_state: &GameState,
db: &CardDatabase,
num_sims: usize,
timeout_sec: f32,
horizon: SearchHorizon,
heuristic: &dyn Heuristic,
shuffle_self: bool,
) -> Vec<(i32, f32, u32)> {
#[cfg(feature = "parallel")]
let mut _num_threads = rayon::current_num_threads().max(1);
#[cfg(not(feature = "parallel"))]
let _num_threads = 1;
let num_threads = _num_threads;
let start_overall = std::time::Instant::now();
let leaf_batch_size = self.leaf_batch_size;
let sims_per_thread = if num_sims > 0 {
(num_sims + num_threads - 1) / num_threads
} else {
0
};
// Collect results
#[cfg(feature = "parallel")]
let results: Vec<(Vec<(i32, f32, u32)>, MCTSProfiler)> = {
let pool = rayon::ThreadPoolBuilder::new()
.stack_size(16 * 1024 * 1024)
.num_threads(num_threads)
.build()
.unwrap_or_else(|_| {
rayon::ThreadPoolBuilder::default()
.num_threads(num_threads)
.build()
.unwrap()
});
pool.install(|| {
(0..num_threads)
.into_par_iter()
.map(|_| {
let mut mcts = MCTS::new();
mcts.leaf_batch_size = leaf_batch_size;
mcts.search_custom(
root_state,
db,
sims_per_thread,
timeout_sec,
horizon,
heuristic,
shuffle_self,
true,
)
})
.collect()
})
};
#[cfg(not(feature = "parallel"))]
let results: Vec<(Vec<(i32, f32, u32)>, MCTSProfiler)> = vec![{
let mut mcts = MCTS::new();
mcts.leaf_batch_size = leaf_batch_size;
mcts.search_custom(
root_state,
db,
num_sims,
timeout_sec,
horizon,
heuristic,
shuffle_self,
true,
)
}];
// Merge results
let mut agg_map: HashMap<i32, (f32, u32)> = HashMap::new();
let mut total_visits = 0;
let mut agg_profile = MCTSProfiler::default();
for (res, profile) in results {
agg_profile.merge(&profile);
for (action, score, visits) in res {
let entry = agg_map.entry(action).or_insert((0.0, 0));
let total_value = score * visits as f32;
entry.0 += total_value;
entry.1 += visits;
total_visits += visits;
}
}
// Logging Speed
let duration = start_overall.elapsed();
let _sims_per_sec = total_visits as f64 / duration.as_secs_f64();
if total_visits > 100 {
// println!("[MCTS] Completed {} sims in {:.3}s ({:.0} sims/s)", total_visits, duration.as_secs_f64(), sims_per_sec);
// agg_profile.print(duration);
}
let mut stats: Vec<(i32, f32, u32)> = agg_map
.into_iter()
.map(|(action, (sum_val, visits))| {
if visits > 0 {
(action, sum_val / visits as f32, visits)
} else {
(action, 0.0, 0)
}
})
.collect();
stats.sort_by_key(|&(_, _, v)| std::cmp::Reverse(v));
stats
}
fn root_action_tiebreak(
root_state: &GameState,
db: &CardDatabase,
action: i32,
) -> (i32, i32) {
let mut sim = root_state.clone();
if sim.step(db, action).is_err() {
return (i32::MIN, i32::MIN);
}
let me = root_state.current_player as usize;
let opp = 1 - me;
let live_diff = sim.core.players[me].success_lives.len() as i32
- sim.core.players[opp].success_lives.len() as i32;
let score_diff = sim.core.players[me].score as i32 - sim.core.players[opp].score as i32;
(live_diff, score_diff)
}
pub fn search_parallel_mode(
&self,
root_state: &GameState,
db: &CardDatabase,
num_sims: usize,
timeout_sec: f32,
horizon: SearchHorizon,
eval_mode: crate::core::heuristics::EvalMode,
heuristic: &dyn Heuristic,
) -> Vec<(i32, f32, u32)> {
let start_overall = std::time::Instant::now();
#[cfg(feature = "parallel")]
let mut _num_threads = rayon::current_num_threads().max(1);
#[cfg(not(feature = "parallel"))]
let mut _num_threads = 1;
let num_threads = _num_threads;
let leaf_batch_size = self.leaf_batch_size;
let sims_per_thread = if num_sims > 0 {
(num_sims + num_threads - 1) / num_threads
} else {
0
};
// Collect results
#[cfg(feature = "parallel")]
let results: Vec<(Vec<(i32, f32, u32)>, MCTSProfiler)> = (0..num_threads)
.into_par_iter()
.map(|_| {
let mut mcts = MCTS::new();
mcts.leaf_batch_size = leaf_batch_size;
mcts.search_mode(
root_state,
db,
sims_per_thread,
timeout_sec,
horizon,
eval_mode,
heuristic,
)
})
.collect();
#[cfg(not(feature = "parallel"))]
let results: Vec<(Vec<(i32, f32, u32)>, MCTSProfiler)> = vec![{
let mut mcts = MCTS::new();
mcts.leaf_batch_size = leaf_batch_size;
mcts.search_mode(
root_state,
db,
num_sims,
timeout_sec,
horizon,
eval_mode,
heuristic,
)
}];
// Merge results
let mut agg_map: HashMap<i32, (f32, u32)> = HashMap::new();
let mut total_visits = 0;
let mut agg_profile = MCTSProfiler::default();
for (res, profile) in results {
agg_profile.merge(&profile);
for (action, score, visits) in res {
let entry = agg_map.entry(action).or_insert((0.0, 0));
let total_value = score * visits as f32;
entry.0 += total_value;
entry.1 += visits;
total_visits += visits;
}
}
// Logging Speed
let duration = start_overall.elapsed();
let _sims_per_sec = total_visits as f64 / duration.as_secs_f64();
if total_visits > 100 {
// println!("[MCTS Mode] Completed {} sims in {:.3}s ({:.0} sims/s)", total_visits, duration.as_secs_f64(), sims_per_sec);
// agg_profile.print(duration);
}
let mut stats: Vec<(i32, f32, u32)> = agg_map
.into_iter()
.map(|(action, (sum_val, visits))| {
if visits > 0 {
(action, sum_val / visits as f32, visits)
} else {
(action, 0.0, 0)
}
})
.collect();
stats.sort_by_key(|&(_, _, v)| std::cmp::Reverse(v));
stats
}
pub fn search(
&mut self,
root_state: &GameState,
db: &CardDatabase,
num_sims: usize,
timeout_sec: f32,
horizon: SearchHorizon,
heuristic: &dyn Heuristic,
) -> (Vec<(i32, f32, u32)>, MCTSProfiler) {
self.search_custom(
root_state,
db,
num_sims,
timeout_sec,
horizon,
heuristic,
false,
false,
)
}
pub fn search_custom(
&mut self,
root_state: &GameState,
db: &CardDatabase,
num_sims: usize,
timeout_sec: f32,
horizon: SearchHorizon,
heuristic: &dyn Heuristic,
shuffle_self: bool,
enable_rollout: bool,
) -> (Vec<(i32, f32, u32)>, MCTSProfiler) {
use crate::core::heuristics::calculate_deck_expectations;
let p0_stats = calculate_deck_expectations(&root_state.players[0].deck, db);
let mut p1_unseen = root_state.players[1].hand.clone();
p1_unseen.extend(root_state.players[1].deck.iter().cloned());
let p1_stats = calculate_deck_expectations(&p1_unseen, db);
self.run_mcts_config(
root_state,
db,
num_sims,
timeout_sec,
horizon,
shuffle_self,
enable_rollout,
|state, _db| {
if state.is_terminal() {
match state.get_winner() {
0 => 1.0,
1 => 0.0,
_ => 0.5,
}
} else {
heuristic.evaluate(
state,
db,
root_state.players[0].score,
root_state.players[1].score,
crate::core::heuristics::EvalMode::Normal,
Some(p0_stats),
Some(p1_stats),
)
}
},
)
}
pub fn search_mode(
&mut self,
root_state: &GameState,
db: &CardDatabase,
num_sims: usize,
timeout_sec: f32,
horizon: SearchHorizon,
eval_mode: crate::core::heuristics::EvalMode,
heuristic: &dyn Heuristic,
) -> (Vec<(i32, f32, u32)>, MCTSProfiler) {
use crate::core::heuristics::{calculate_deck_expectations, EvalMode};
// Pre-calculate deck expectations for optimization
let p0_stats = calculate_deck_expectations(&root_state.players[0].deck, db);
let mut p1_unseen = root_state.players[1].hand.clone();
p1_unseen.extend(root_state.players[1].deck.iter().cloned());
let p1_stats = calculate_deck_expectations(&p1_unseen, db);
self.run_mcts_config(
root_state,
db,
num_sims,
timeout_sec,
horizon,
eval_mode == EvalMode::Blind,
true,
|state, _db| {
if state.is_terminal() {
if eval_mode == EvalMode::Solitaire {
match state.get_winner() {
0 => 1.0,
1 => 0.0,
_ => 0.5,
}
} else {
match state.get_winner() {
0 => 1.0,
1 => 0.0,
_ => 0.5,
}
}
} else {
heuristic.evaluate(
state,
db,
root_state.players[0].score,
root_state.players[1].score,
eval_mode,
Some(p0_stats),
Some(p1_stats),
)
}
},
)
}
pub fn run_mcts_config<F>(
&mut self,
root_state: &GameState,
db: &CardDatabase,
num_sims: usize,
timeout_sec: f32,
horizon: SearchHorizon,
shuffle_self: bool,
enable_rollout: bool,
mut eval_fn: F,
) -> (Vec<(i32, f32, u32)>, MCTSProfiler)
where
F: FnMut(&GameState, &CardDatabase) -> f32,
{
self.nodes.clear();
// Reserve exactly enough for the entire search upfront.
// Each simulation adds ≤1 node, so this is a tight upper bound.
// Prevents Vec from doubling (8192→16384 = 7.2MB) when system RAM is low.
if num_sims > 0 {
self.nodes.reserve(num_sims + 1);
}
let start_time = std::time::Instant::now();
let timeout = if timeout_sec > 0.0 {
Some(std::time::Duration::from_secs_f32(timeout_sec))
} else {
None
};
let root_start_turn = root_state.turn;
let mut profiler = MCTSProfiler::default();
// Root Node
let mut legal_indices: SmallVec<[i32; 32]> = SmallVec::with_capacity(32);
root_state.generate_legal_actions(
db,
root_state.current_player as usize,
&mut legal_indices,
);
if legal_indices.is_empty() {
return (vec![(0, 0.5, 0)], profiler);
}
if legal_indices.len() == 1 {
return (vec![(legal_indices[0], 0.5, 1)], profiler);
}
self.nodes.push(Node {
visit_count: 0,
value_sum: 0.0,
player_just_moved: 1 - root_state.current_player,
prior_prob: 1.0,
untried_actions: legal_indices,
children: SmallVec::new(),
parent: None,
parent_action: 0,
});
let mut sims_done = 0;
loop {
if num_sims > 0 && sims_done >= num_sims {
break;
}
if let Some(to) = timeout {
if start_time.elapsed() >= to {
break;
}
}
if num_sims == 0 && timeout.is_none() {
break;
} // Safety
let is_trace = num_sims == 1
&& std::env::var("RABUKA_MCTS_TRACE")
.map(|value| value == "1")
.unwrap_or(false);
let t_setup = std::time::Instant::now();
// --- BRANCH: AlphaZero Batch or Sequential ---
if let Some(ref evaluator) = self.evaluator {
let remaining_sims = num_sims.saturating_sub(sims_done).max(1);
let batch_size = self.cpu_batch_size.max(1).min(remaining_sims);
let mut batch_leaf_indices = Vec::with_capacity(batch_size);
let mut batch_leaf_states = Vec::with_capacity(batch_size);
for _ in 0..batch_size {
// 1. Setup (Determinization)
self.reusable_state.copy_from(&root_state);
let state = &mut self.reusable_state;
state.ui.silent = true;
// (Determinization logic duplicated for now within batch loop)
let me = root_state.current_player as usize;
let opp = 1 - me;
let opp_hand_len = state.players[opp].hand.len();
self.unseen_buffer.clear();
self.unseen_buffer
.extend_from_slice(&state.players[opp].hand);
self.unseen_buffer
.extend_from_slice(&state.players[opp].deck);
self.unseen_buffer.shuffle(&mut self.rng);
state.players[opp]
.hand
.copy_from_slice(&self.unseen_buffer[0..opp_hand_len]);
state.players[opp]
.deck
.copy_from_slice(&self.unseen_buffer[opp_hand_len..]);
// 2. Selection
let mut node_idx = 0;
while self.nodes[node_idx].untried_actions.is_empty()
&& !self.nodes[node_idx].children.is_empty()
{
node_idx = Self::select_child_logic(
&self.nodes,
node_idx,
self.exploration_weight,
);
let action = self.nodes[node_idx].parent_action;
let _ = state.step(db, action);
}
// 3. Expansion
if !self.nodes[node_idx].untried_actions.is_empty() {
let idx = self
.rng
.random_range(0..self.nodes[node_idx].untried_actions.len());
let action = self.nodes[node_idx].untried_actions.swap_remove(idx);
let actor = state.current_player;
let _ = state.step(db, action);
state.sync_stat_caches(0, db);
state.sync_stat_caches(1, db);
self.legal_buffer.clear();
state.generate_legal_actions(
db,
state.current_player as usize,
&mut self.legal_buffer,
);
let new_legal_indices = self.legal_buffer.clone();
let prob = 1.0 / (new_legal_indices.len().max(1) as f32);
let new_idx = self.nodes.len();
self.nodes.push(Node {
visit_count: 0,
value_sum: 0.0,
player_just_moved: actor,
prior_prob: prob,
untried_actions: new_legal_indices,
children: SmallVec::new(),
parent: Some(node_idx),
parent_action: action,
});
self.nodes[node_idx].children.push((action, new_idx));
node_idx = new_idx;
}
batch_leaf_indices.push(node_idx);
batch_leaf_states.push(state.clone());
}
// 4. Collective Inference
let outputs = evaluator.evaluate_batch(&batch_leaf_states, db);
// 5. Apply results & Backprop
for (i, output) in outputs.into_iter().enumerate() {
let leaf_idx = batch_leaf_indices[i];
// Update Policy Priors for children (if expanded)
if !self.nodes[leaf_idx].children.is_empty() {
// Assuming ACTION_SPACE is 8192
for j in 0..self.nodes[leaf_idx].children.len() {
let (action, child_idx) = self.nodes[leaf_idx].children[j];
if (action as usize) < output.policy.len() {
self.nodes[child_idx].prior_prob = output.policy[action as usize];
}
}
}
// Hybrid Reward: NN Value + Heuristic Weighting
let leaf_state: &GameState = &batch_leaf_states[i];
let reward_p0 = if leaf_state.is_terminal() {
match leaf_state.get_winner() {
0 => 1.0,
1 => 0.0,
_ => 0.5,
}
} else {
let current_player_win_prob = ((output.value.clamp(-1.0, 1.0) + 1.0) * 0.5).clamp(0.0, 1.0);
if leaf_state.current_player == 0 {
current_player_win_prob
} else {
1.0 - current_player_win_prob
}
};
// Backprop
let mut curr = Some(leaf_idx);
while let Some(idx) = curr {
let node_p_moved = self.nodes[idx].player_just_moved;
let node = &mut self.nodes[idx];
node.visit_count += 1;
if node_p_moved == 0 {
node.value_sum += reward_p0;
} else {
node.value_sum += 1.0 - reward_p0;
}
curr = node.parent;
}
}
sims_done += batch_size;
} else {
sims_done += 1;
let mut node_idx = 0;
// 1. Setup & Determinization (Sequential)
self.reusable_state.copy_from(&root_state);
let state = &mut self.reusable_state;
state.ui.silent = true;
let me = root_state.current_player as usize;
let opp = 1 - me;
let opp_hand_len = state.players[opp].hand.len();
self.unseen_buffer.clear();
self.unseen_buffer
.extend_from_slice(&state.players[opp].hand);
self.unseen_buffer
.extend_from_slice(&state.players[opp].deck);
self.unseen_buffer.shuffle(&mut self.rng);
state.players[opp]
.hand
.copy_from_slice(&self.unseen_buffer[0..opp_hand_len]);
state.players[opp]
.deck
.copy_from_slice(&self.unseen_buffer[opp_hand_len..]);
if shuffle_self {
let mut my_deck = state.players[me].deck.clone();
my_deck.shuffle(&mut self.rng);
state.players[me].deck = my_deck;
}
// --- SEQUENTIAL PATH (Original logic) ---
profiler.determinization += t_setup.elapsed();
// 2. Selection
let t_selection = std::time::Instant::now();
while self.nodes[node_idx].untried_actions.is_empty()
&& !self.nodes[node_idx].children.is_empty()
{
node_idx =
Self::select_child_logic(&self.nodes, node_idx, self.exploration_weight);
let action = self.nodes[node_idx].parent_action;
if is_trace {
println!("[MCTS TRACE] Selection: Action {}", action);
}
let _ = state.step(db, action);
}
profiler.selection += t_selection.elapsed();
// 3. Expansion
let t_expansion = std::time::Instant::now();
if !self.nodes[node_idx].untried_actions.is_empty() {
let idx = self
.rng
.random_range(0..self.nodes[node_idx].untried_actions.len());
let action = self.nodes[node_idx].untried_actions.swap_remove(idx);
if is_trace {
println!("[MCTS TRACE] Expansion: Action {}", action);
}
let actor = state.current_player;
let _ = state.step(db, action);
state.sync_stat_caches(0, db);
state.sync_stat_caches(1, db);
self.legal_buffer.clear();
let mut is_capped = false;
if let SearchHorizon::TurnEnd() = horizon {
if state.turn > root_start_turn {
is_capped = true;
}
}
if !is_capped {
state.generate_legal_actions(
db,
state.current_player as usize,
&mut self.legal_buffer,
);
}
let new_legal_indices = self.legal_buffer.clone();
let prob = 1.0 / (new_legal_indices.len().max(1) as f32);
let new_node = Node {
visit_count: 0,
value_sum: 0.0,
player_just_moved: actor,
prior_prob: prob,
untried_actions: new_legal_indices,
children: SmallVec::new(),
parent: Some(node_idx),
parent_action: action,
};
let new_idx = self.nodes.len();
self.nodes.push(new_node);
self.nodes[node_idx].children.push((action, new_idx));
node_idx = new_idx;
}
profiler.expansion += t_expansion.elapsed();
// 4. Simulation
let t_simulation = std::time::Instant::now();
let reward_p0 = {
// Standard CPU Rollout
let mut depth = 0;
if enable_rollout {
while !state.is_terminal() && depth < 200 {
if let SearchHorizon::Limited(max_depth) = horizon {
if depth >= max_depth as usize {
break;
}
}
if let SearchHorizon::TurnEnd() = horizon {
if state.turn > root_start_turn {
break;
}
}
state.generate_legal_actions(
db,
state.current_player as usize,
&mut self.legal_buffer,
);
if self.legal_buffer.is_empty() {
break;
}
let chunk_action = *self.legal_buffer.choose(&mut self.rng).unwrap();
let _ = state.step(db, chunk_action);
depth += 1;
}
}
eval_fn(&state, db)
};
profiler.simulation += t_simulation.elapsed();
// 5. Backpropagation
let _t_backprop = std::time::Instant::now();
let mut curr = Some(node_idx);
let batch_weight = 1.0;
let batch_visits = 1;
while let Some(idx) = curr {
let node_p_moved = self.nodes[idx].player_just_moved;
let node = &mut self.nodes[idx];
node.visit_count += batch_visits as u32;
if node_p_moved == 0 {
node.value_sum += reward_p0 * batch_weight;
} else {
node.value_sum += (1.0 - reward_p0) * batch_weight;
}
curr = node.parent;
}
sims_done += 1;
}
}
let mut stats: Vec<(i32, f32, u32)> = self.nodes[0]
.children
.iter()
.map(|&(act, idx)| {
let child = &self.nodes[idx];
(
act,
child.value_sum / child.visit_count as f32,
child.visit_count,
)
})
.collect();
stats.sort_by(|left, right| {
let left_tiebreak = Self::root_action_tiebreak(root_state, db, left.0);
let right_tiebreak = Self::root_action_tiebreak(root_state, db, right.0);
right
.2
.cmp(&left.2)
.then_with(|| right.1.partial_cmp(&left.1).unwrap_or(std::cmp::Ordering::Equal))
.then_with(|| right_tiebreak.0.cmp(&left_tiebreak.0))
.then_with(|| right_tiebreak.1.cmp(&left_tiebreak.1))
});
(stats, profiler)
}
fn select_child_logic(nodes: &[Node], node_idx: usize, exploration_weight: f32) -> usize {
let node = &nodes[node_idx];
let mut best_score = f32::NEG_INFINITY;
let mut best_child = 0;
let total_visits_sqrt = (node.visit_count as f32).sqrt();
for &(_, child_idx) in &node.children {
let child = &nodes[child_idx];
// Average Value (Q). If no visits, evaluate slightly optimistically (0.5)
let exploit = if child.visit_count > 0 {
child.value_sum / child.visit_count as f32
} else {
0.5
};
// PUCT Exploration (AlphaZero)
let explore = exploration_weight
* child.prior_prob
* (total_visits_sqrt / (1.0 + child.visit_count as f32));
let score = exploit + explore;
if score > best_score {
best_score = score;
best_child = child_idx;
}
}
best_child
}
#[allow(dead_code)]
fn select_child(&self, node_idx: usize) -> usize {
Self::select_child_logic(&self.nodes, node_idx, self.exploration_weight)
}
// Evaluation functions moved to heuristics.rs
}
#[cfg(feature = "nn")]
pub struct HybridMCTS {
pub session: Arc<Mutex<Session>>,
pub neural_weight: f32,
pub skip_rollout: bool,
pub rng: SmallRng,
}
#[cfg(feature = "nn")]
impl HybridMCTS {
pub fn new(session: Arc<Mutex<Session>>, neural_weight: f32, skip_rollout: bool) -> Self {
Self {
session,
neural_weight,
skip_rollout,
rng: SmallRng::from_os_rng(),
}
}
pub fn get_suggestions(
&mut self,
state: &GameState,
db: &CardDatabase,
num_sims: usize,
timeout_sec: f32,
) -> Vec<(i32, f32, u32)> {
let start = std::time::Instant::now();
let (stats, profile) = self.search(state, db, num_sims, timeout_sec);
let duration = start.elapsed();
if num_sims > 10 {
profile.print(duration);
}
stats
}
pub fn search(
&mut self,
root_state: &GameState,
db: &CardDatabase,
num_sims: usize,
timeout_sec: f32,
) -> (Vec<(i32, f32, u32)>, MCTSProfiler) {
let session_arc = self.session.clone();
let neural_weight = self.neural_weight;
let mut mcts = MCTS::new();
mcts.run_mcts_config(
root_state,
db,
num_sims,
timeout_sec,
SearchHorizon::GameEnd(),
false,
!self.skip_rollout,
|state: &GameState, db: &CardDatabase| {
if state.is_terminal() {
return match state.get_winner() {
0 => 1.0,
1 => 0.0,
_ => 0.5,
};
}
// Normal Heuristic Baseline
use crate::core::heuristics::{EvalMode, OriginalHeuristic};
let h = OriginalHeuristic::default();
let h_val = h.evaluate(
state,
db,
root_state.players[0].score,
root_state.players[1].score,
EvalMode::Normal,
None,
None,
);
// NN Evaluation
let input_vec = state.encode_state(db);
let mut session = session_arc.lock().unwrap();
let input_shape = [1, input_vec.len()];
// Try to create input tensor and run using (shape, vec) which is version-agnostic
if let Ok(input_tensor) = ort::value::Value::from_array((input_shape, input_vec)) {
if let Ok(outputs) = session.run(ort::inputs![input_tensor]) {
// Try to get value output. AlphaNet has 'output_1' or index 1
let val_opt = outputs.get("output_1").or_else(|| outputs.get("value"));
if let Some(v_val) = val_opt {
if let Ok((_, v_slice)) = v_val.try_extract_tensor::<f32>() {
let nn_val = v_slice[0];
let nn_norm = (nn_val * 0.5 + 0.5).clamp(0.0, 1.0) as f32;
return h_val * (1.0 - neural_weight) + nn_norm * neural_weight;
}
} else if outputs.len() > 1 {
// Fallback to index if names missing
if let Ok((_, v_slice)) = outputs[1].try_extract_tensor::<f32>() {
let nn_val = v_slice[0];
let nn_norm = (nn_val * 0.5 + 0.5).clamp(0.0, 1.0) as f32;
return h_val * (1.0 - neural_weight) + nn_norm * neural_weight;
}
}
}
}
h_val
},
)
}
}
|