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//!
//! Supports random opponents (pure Rust) and UCI engine opponents
//! (via the `ruci` crate with `engine-sync` feature).
use rand_chacha::ChaCha8Rng;
use rand::SeedableRng;
use crate::board::GameState;
use crate::types::Termination;
/// Per-game metadata tracked alongside the Rust GameState.
struct GameMeta {
agent_is_white: bool,
terminated: bool,
forfeited: bool,
outcome_reward: f32,
agent_plies: u32,
termination_code: i8, // -1 if not terminated
}
impl GameMeta {
fn new(agent_is_white: bool) -> Self {
Self {
agent_is_white,
terminated: false,
forfeited: false,
outcome_reward: 0.0,
agent_plies: 0,
termination_code: -1,
}
}
}
/// Batch RL environment owning N concurrent chess games.
pub struct BatchRLEnv {
games: Vec<GameState>,
meta: Vec<GameMeta>,
n_games: usize,
max_ply: usize,
rng: ChaCha8Rng,
}
impl BatchRLEnv {
pub fn new(n_games: usize, max_ply: usize, seed: u64) -> Self {
Self {
games: Vec::with_capacity(n_games),
meta: Vec::with_capacity(n_games),
n_games,
max_ply,
rng: ChaCha8Rng::seed_from_u64(seed),
}
}
/// Reset all games. First half: agent=white, second half: agent=black.
pub fn reset(&mut self) {
self.games.clear();
self.meta.clear();
let n_white = self.n_games / 2;
for i in 0..self.n_games {
self.games.push(GameState::new());
self.meta.push(GameMeta::new(i < n_white));
}
}
pub fn n_games(&self) -> usize {
self.n_games
}
pub fn all_terminated(&self) -> bool {
self.meta.iter().all(|m| m.terminated)
}
/// Game indices where it's the agent's turn and game is not over.
pub fn active_agent_games(&self) -> Vec<u32> {
(0..self.n_games)
.filter(|&i| {
let m = &self.meta[i];
if m.terminated {
return false;
}
let white_to_move = self.games[i].is_white_to_move();
white_to_move == m.agent_is_white
})
.map(|i| i as u32)
.collect()
}
/// Game indices where it's the opponent's turn and game is not over.
pub fn active_opponent_games(&self) -> Vec<u32> {
(0..self.n_games)
.filter(|&i| {
let m = &self.meta[i];
if m.terminated {
return false;
}
let white_to_move = self.games[i].is_white_to_move();
white_to_move != m.agent_is_white
})
.map(|i| i as u32)
.collect()
}
// ------------------------------------------------------------------
// Finalization
// ------------------------------------------------------------------
fn finalize(&mut self, gi: usize) {
let m = &mut self.meta[gi];
m.terminated = true;
if let Some(term) = self.games[gi].check_termination(self.max_ply) {
m.termination_code = term.as_u8() as i8;
match term {
Termination::Checkmate => {
// The side to move is checkmated (lost).
let loser_is_white = self.games[gi].is_white_to_move();
if loser_is_white == m.agent_is_white {
m.outcome_reward = -1.0; // agent lost
} else {
m.outcome_reward = 1.0; // agent won
}
}
// All other terminations are draws
_ => {
m.outcome_reward = 0.0;
}
}
}
}
// ------------------------------------------------------------------
// Side-agnostic moves (for autoregressive generation)
// ------------------------------------------------------------------
/// Apply moves to the specified games regardless of whose turn it is.
/// Returns (legality_flags, termination_codes).
/// Termination code is -1 if the game continues after the move.
pub fn apply_moves(&mut self, game_indices: &[u32], tokens: &[u16]) -> (Vec<bool>, Vec<i8>) {
let mut flags = Vec::with_capacity(game_indices.len());
let mut term_codes = Vec::with_capacity(game_indices.len());
for (&gi, &token) in game_indices.iter().zip(tokens.iter()) {
let gi = gi as usize;
if self.meta[gi].terminated {
flags.push(false);
term_codes.push(self.meta[gi].termination_code);
continue;
}
if self.games[gi].make_move(token).is_err() {
self.meta[gi].terminated = true;
self.meta[gi].forfeited = true;
self.meta[gi].termination_code = -3; // forfeit
flags.push(false);
term_codes.push(-3);
continue;
}
flags.push(true);
if let Some(term) = self.games[gi].check_termination(self.max_ply) {
self.meta[gi].terminated = true;
self.meta[gi].termination_code = term.as_u8() as i8;
term_codes.push(term.as_u8() as i8);
} else {
term_codes.push(-1);
}
}
(flags, term_codes)
}
/// Load prefix move sequences into games. Each game replays the given
/// moves from the start position. Returns per-game termination codes
/// (-1 if still going, >=0 if terminated during prefix).
pub fn load_prefixes(&mut self, move_ids: &[u16], lengths: &[u32], n_games: usize, max_ply: usize) -> Vec<i8> {
let mut term_codes = Vec::with_capacity(n_games);
for gi in 0..n_games {
let len = lengths[gi] as usize;
let mut tc: i8 = -1;
for t in 0..len {
let token = move_ids[gi * max_ply + t];
if self.games[gi].make_move(token).is_err() {
self.meta[gi].terminated = true;
self.meta[gi].forfeited = true;
self.meta[gi].termination_code = -3;
tc = -3;
break;
}
if let Some(term) = self.games[gi].check_termination(self.max_ply) {
self.meta[gi].terminated = true;
self.meta[gi].termination_code = term.as_u8() as i8;
tc = term.as_u8() as i8;
break;
}
}
term_codes.push(tc);
}
term_codes
}
// ------------------------------------------------------------------
// Agent moves
// ------------------------------------------------------------------
/// Apply agent moves to the specified games. Returns legality flags.
pub fn apply_agent_moves(&mut self, game_indices: &[u32], tokens: &[u16]) -> Vec<bool> {
let mut flags = Vec::with_capacity(game_indices.len());
for (&gi, &token) in game_indices.iter().zip(tokens.iter()) {
let gi = gi as usize;
if self.meta[gi].terminated {
flags.push(false);
continue;
}
if self.games[gi].make_move(token).is_err() {
self.meta[gi].terminated = true;
self.meta[gi].forfeited = true;
self.meta[gi].outcome_reward = -1.0;
flags.push(false);
continue;
}
flags.push(true);
self.meta[gi].agent_plies += 1;
if self.games[gi].check_termination(self.max_ply).is_some() {
self.finalize(gi);
}
}
flags
}
// ------------------------------------------------------------------
// Opponent moves (random)
// ------------------------------------------------------------------
/// Make random legal moves for all games where it's the opponent's turn.
/// Returns indices of games that were acted upon.
pub fn apply_random_opponent_moves(&mut self) -> Vec<u32> {
let opp_games = self.active_opponent_games();
for &gi in &opp_games {
let gi = gi as usize;
self.games[gi].make_random_move(&mut self.rng);
if self.games[gi].check_termination(self.max_ply).is_some() {
self.finalize(gi);
}
}
opp_games
}
// ------------------------------------------------------------------
// Opponent moves (UCI engine token from Python)
// ------------------------------------------------------------------
/// Apply opponent moves received from an external UCI engine.
/// Does NOT increment agent_plies. Returns legality flags.
pub fn apply_opponent_moves(&mut self, game_indices: &[u32], tokens: &[u16]) -> Vec<bool> {
let mut flags = Vec::with_capacity(game_indices.len());
for (&gi, &token) in game_indices.iter().zip(tokens.iter()) {
let gi = gi as usize;
if self.meta[gi].terminated {
flags.push(false);
continue;
}
if self.games[gi].make_move(token).is_err() {
// Engine move was illegal — shouldn't happen. Terminate as draw.
self.meta[gi].terminated = true;
self.meta[gi].outcome_reward = 0.0;
flags.push(false);
continue;
}
flags.push(true);
if self.games[gi].check_termination(self.max_ply).is_some() {
self.finalize(gi);
}
}
flags
}
// ------------------------------------------------------------------
// Bulk data extraction
// ------------------------------------------------------------------
/// Get legal move token masks for a batch of games.
/// Returns flat bool vec of len(game_indices) * vocab_size.
pub fn get_legal_token_masks_batch(
&self,
game_indices: &[u32],
vocab_size: usize,
) -> Vec<bool> {
let b = game_indices.len();
let mut masks = vec![false; b * vocab_size];
for (bi, &gi) in game_indices.iter().enumerate() {
for tok in self.games[gi as usize].legal_move_tokens() {
let idx = bi * vocab_size + tok as usize;
if idx < masks.len() {
masks[idx] = true;
}
}
}
masks
}
/// Get legal moves for a batch of games: structured data + dense masks.
/// Returns (per_game_structured, flat_dense_masks).
/// flat_dense_masks is a flat vec of len(game_indices) * 4096 bools.
pub fn get_legal_moves_batch(
&self,
game_indices: &[u32],
) -> (Vec<(Vec<u16>, Vec<(u16, Vec<u8>)>)>, Vec<bool>) {
let b = game_indices.len();
let mut structured = Vec::with_capacity(b);
let mut flat_masks = vec![false; b * 4096];
for (bi, &gi) in game_indices.iter().enumerate() {
let (indices, promos, mask) = self.games[gi as usize].legal_moves_full();
structured.push((indices, promos));
flat_masks[bi * 4096..(bi + 1) * 4096].copy_from_slice(&mask);
}
(structured, flat_masks)
}
/// Get move histories as a flat i64 vec of shape (B, max_ply) + lengths.
pub fn get_move_histories(&self, game_indices: &[u32]) -> (Vec<i64>, Vec<i32>) {
let b = game_indices.len();
let mut flat = vec![0i64; b * self.max_ply];
let mut lengths = Vec::with_capacity(b);
for (bi, &gi) in game_indices.iter().enumerate() {
let hist = self.games[gi as usize].move_history();
let len = hist.len().min(self.max_ply);
for t in 0..len {
flat[bi * self.max_ply + t] = hist[t] as i64;
}
lengths.push(len as i32);
}
(flat, lengths)
}
/// Get sentinel tokens (first legal move token) for specified games.
pub fn get_sentinel_tokens(&self, game_indices: &[u32]) -> Vec<u16> {
game_indices
.iter()
.map(|&gi| {
let tokens = self.games[gi as usize].legal_move_tokens();
if tokens.is_empty() { 1 } else { tokens[0] }
})
.collect()
}
/// Get FEN strings for specified games (for Stockfish eval).
pub fn get_fens(&self, game_indices: &[u32]) -> Vec<String> {
game_indices
.iter()
.map(|&gi| self.games[gi as usize].fen())
.collect()
}
/// Get UCI position strings for specified games (for UCI engine communication).
pub fn get_uci_positions(&self, game_indices: &[u32]) -> Vec<String> {
game_indices
.iter()
.map(|&gi| self.games[gi as usize].uci_position_string())
.collect()
}
/// Get ply counts for specified games.
pub fn get_plies(&self, game_indices: &[u32]) -> Vec<u32> {
game_indices
.iter()
.map(|&gi| self.games[gi as usize].ply() as u32)
.collect()
}
/// Per-game outcome data for all N games.
/// Returns (terminated, forfeited, outcome_reward, agent_plies,
/// termination_codes, agent_is_white).
pub fn get_outcomes(&self) -> (Vec<bool>, Vec<bool>, Vec<f32>, Vec<u32>, Vec<i8>, Vec<bool>) {
let mut terminated = Vec::with_capacity(self.n_games);
let mut forfeited = Vec::with_capacity(self.n_games);
let mut rewards = Vec::with_capacity(self.n_games);
let mut plies = Vec::with_capacity(self.n_games);
let mut codes = Vec::with_capacity(self.n_games);
let mut colors = Vec::with_capacity(self.n_games);
for m in &self.meta {
terminated.push(m.terminated);
forfeited.push(m.forfeited);
rewards.push(m.outcome_reward);
plies.push(m.agent_plies);
codes.push(m.termination_code);
colors.push(m.agent_is_white);
}
(terminated, forfeited, rewards, plies, codes, colors)
}
/// Access a single game's state (for debugging/testing).
pub fn game(&self, gi: usize) -> &GameState {
&self.games[gi]
}
pub fn meta(&self, gi: usize) -> (bool, bool, bool, f32, u32, i8) {
let m = &self.meta[gi];
(
m.agent_is_white,
m.terminated,
m.forfeited,
m.outcome_reward,
m.agent_plies,
m.termination_code,
)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_reset_and_active_games() {
let mut env = BatchRLEnv::new(4, 256, 42);
env.reset();
assert_eq!(env.n_games(), 4);
assert!(!env.all_terminated());
// First half (0,1) = agent white, should be active (white moves first)
// Second half (2,3) = agent black, opponent moves first
let agent = env.active_agent_games();
let opp = env.active_opponent_games();
assert_eq!(agent, vec![0, 1]);
assert_eq!(opp, vec![2, 3]);
}
#[test]
fn test_random_opponent_moves() {
let mut env = BatchRLEnv::new(4, 256, 42);
env.reset();
// Apply random opponent opening moves for black-agent games
let acted = env.apply_random_opponent_moves();
assert_eq!(acted, vec![2, 3]); // only the games where opponent goes first
// Now all 4 games should be active for the agent
let agent = env.active_agent_games();
assert_eq!(agent, vec![0, 1, 2, 3]);
}
#[test]
fn test_fen_export() {
let mut env = BatchRLEnv::new(1, 256, 42);
env.reset();
let fens = env.get_fens(&[0]);
assert!(fens[0].contains("rnbqkbnr")); // starting position
}
#[test]
fn test_legal_moves_batch() {
let mut env = BatchRLEnv::new(2, 256, 42);
env.reset();
let (structured, masks) = env.get_legal_moves_batch(&[0, 1]);
assert_eq!(structured.len(), 2);
assert_eq!(masks.len(), 2 * 4096);
// Starting position has 20 legal moves
assert_eq!(structured[0].0.len(), 20);
}
}
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