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GameAI_MCTS.cpp
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245 lines (221 loc) · 4.8 KB
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#include "GameAI_MCTS.h"
#include "GameAI_Minmax.h"
GameAI_MCTS::GameAI_MCTS(Color col) : GameAI(col)
{
start_time = 0;
pMain = nullptr;
need_move = false;
ready_move = false;
root = nullptr;
board = nullptr;
tboard = nullptr;
}
GameAI_MCTS::~GameAI_MCTS()
{
this->End();
if (pMain != nullptr)
delete pMain;
}
void GameAI_MCTS::Move(Point mv)
{
board->setPiece(mv.x, mv.y, board->moveColor());
MCTS_Node* tmp = root->son[mv.x][mv.y];
if (tmp == nullptr)
tmp = new MCTS_Node();
root->son[mv.x][mv.y] = nullptr;
delete root;
root = tmp;
}
double GameAI_MCTS::Rollout()
{
GameRule tmp = *tboard;
std::vector<Point> op[2];
unsigned int cnt[2], c;
for (int i = 0; i < 9; i++)
for (int j = 0; j < 9; j++)
{
if (tmp.isLegal(i, j, Color::BLACK))
op[0].push_back(Point(i, j));
if (tmp.isLegal(i, j, Color::WHITE))
op[1].push_back(Point(i, j));
}
cnt[0] = (unsigned int)op[0].size();
cnt[1] = (unsigned int)op[1].size();
if (cnt[0] && cnt[1])
{
for (int i = 0; i < RolloutStep; i++)
{
c = tmp.moveColor() == Color::WHITE;
int id = rand() % op[c].size();
while (cnt[c] && (op[c][id].x == -1 || !tmp.isLegal(op[c][id].x, op[c][id].y, tmp.moveColor())))
{
cnt[c]--;
op[c][id].x = -1;
id = rand() % op[c].size();
}
if (cnt[c] == 0)
break;
tmp.setPiece(op[c][id].x, op[c][id].y, tmp.moveColor());
op[c][id].x = -1;
cnt[c]--;
}
}
else
{
c = tmp.moveColor() == Color::WHITE;
if (cnt[c] == 0)
return ai_color == tmp.moveColor() ? -1e100 : 1e100;
if (cnt[c ^ 1] == 0)
return ai_color == tmp.moveColor() ? 1e100 : -1e100;
}
int ret = tmp.Evaluate(ai_color) - beginning_value;
return ret;
}
double GameAI_MCTS::Search(MCTS_Node* cur)
{
if (cur->que.empty())
{
if (cur->n < LeastVisitTime)
{
double up = Rollout();
if (tboard->moveColor() == ai_color)
up = -up;
cur->n++;
if (up > 0)
cur->value += up;
return up;
}
else
{
for (int i = 0; i < 9; i++)
for (int j = 0; j < 9; j++)
if (tboard->isLegal(i, j, tboard->moveColor()))
{
cur->son[i][j] = new MCTS_Node();
cur->que.push_back(Point(i, j));
}
if (cur->que.empty())
return tboard->moveColor() == ai_color ? -1e100 : 1e100;
}
}
Point t = cur->FindMaxUCB();
tboard->setPiece(t.x, t.y, tboard->moveColor());
double up = -Search(cur->son[t.x][t.y]);
cur->n++;
if (up > 0)
cur->value += up;
//cur->value += up;
return up;
}
void GameAI_MCTS::Run()
{
bool bQuit = false;
while (!bQuit)
{
//Process Message
for (;;)
{
Message message;
if (!this->qmsg.try_pop(message))
break;
if (message == Message::END)
{
bQuit = true;
break;
}
else if (message == Message::MOVE)
{
Move(player_move);
delete root;
root = new MCTS_Node();
}
else if (message == Message::CALC)
{
start_time = clock();
std::lock_guard<std::mutex> lg(this->mv_lock);
need_move = true;
ready_move = false;
}
}
if (bQuit)
break;
//´¦ÀíÒÆ¶¯
if (need_move)
{
int search_times = 0;
beginning_value = tboard->Evaluate(ai_color);
while /*(search_times<=1000)*/(clock() - start_time <= 950)
{
memcpy(tboard, board, sizeof(GameRule));
Search(root);
search_times++;
}
/*
std::cerr << "Search times:" << search_times << std::endl;
for (int i = 0; i < 9; i++)
for (int j = 0; j < 9; j++)
if (root->son[i][j])
std::cerr << "Operation(" << i << "," << j << ")'s ucb is " << root->son[i][j]->UCB(root->n)
<< " value is " << root->son[i][j]->value
<< " n is " << root->son[i][j]->n
<< " The rating is " << root->son[i][j]->value / root->son[i][j]->n
<< std::endl;
*/
ai_move = root->FindMaxRating();
Move(ai_move);
std::lock_guard <std::mutex> lg(this->mv_lock);
need_move = false;
ready_move = true;
}
else
std::this_thread::yield();
}
}
void GameAI_MCTS::SetBeginningState()
{
if (root != nullptr)
delete root;
root = new MCTS_Node();
if (board != nullptr)
delete board;
board = new GameRule();
if (tboard != nullptr)
delete tboard;
tboard = new GameRule();
}
void GameAI_MCTS::SetBeginningState(const Color A[9][9])
{
SetBeginningState();
for (int i = 0; i < 9; i++)
for (int j = 0; j < 9; j++)
board->A[i][j] = A[i][j];
board->Restucture();
}
void GameAI_MCTS::Start()
{
srand((unsigned int)time(0));
pMain = new std::thread(&GameAI_MCTS::Run, this);
}
void GameAI_MCTS::End()
{
this->SendGameMessage(Message::END);
pMain->join();
}
void GameAI_MCTS::SendGameMessage(Message msg)
{
qmsg.push(msg);
}
bool GameAI_MCTS::GetMove(Point& res)
{
if (!ready_move)
return false;
std::lock_guard<std::mutex> lg(this->mv_lock);
res = ai_move;
ready_move = false;
return true;
}
void GameAI_MCTS::PlayerMove(Point p)
{
this->SendGameMessage(Message::MOVE);
player_move = p;
}