コード例 #1
0
ファイル: UCTSearch.cpp プロジェクト: eras44/sparcraft
// generate the children of state 'node'
// state is the GameState after node's moves have been performed
void UCTSearch::generateChildren(UCTNode & node, GameState & state)
{
    // figure out who is next to move in the game
    const IDType playerToMove(getPlayerToMove(node, state));

    // generate all the moves possible from this state
	state.generateMoves(_moveArray, playerToMove);
    _moveArray.shuffleMoveActions();

    // generate the 'ordered moves' for move ordering
    generateOrderedMoves(state, _moveArray, playerToMove);

    // for each child of this state, add a child to the current node
    for (size_t child(0); (child < _params.maxChildren()) && getNextMove(playerToMove, _moveArray, child, _actionVec); ++child)
    {
        // add the child to the tree
        node.addChild(&node, playerToMove, getChildNodeType(node, state), _actionVec, _params.maxChildren(), _memoryPool ? _memoryPool->alloc() : NULL);
        _results.nodesCreated++;
    }
}
コード例 #2
0
ファイル: AlphaBeta.cpp プロジェクト: welwa/ualbertabot
AlphaBetaValue AlphaBeta::alphaBeta(GameState & state, size_t depth, const IDType lastPlayerToMove, const MoveTuple * prevSimMove, AlphaBetaScore alpha, AlphaBetaScore beta)
{
	// update statistics
	_results.nodesExpanded++;

	if (searchTimeOut())
	{
		throw 1;
	}

	if (terminalState(state, depth))
	{
		// return the value, but the move will not be valid since none was performed
		AlphaBetaScore evalScore = state.eval(_params.maxPlayer(), _params.evalMethod(), _params.modelSimMethod());
		
		return AlphaBetaValue(AlphaBetaScore(evalScore.val(), state.getNumMovements(_params.maxPlayer()) + evalScore.numMoves() ), AlphaBetaMove(0, false));
	}

	// figure out which player is to move
	const IDType playerToMove(getPlayerToMove(state, depth, lastPlayerToMove, !prevSimMove));

	// is the player to move the max player?
	bool maxPlayer = (playerToMove == _params.maxPlayer());

	// Transposition Table Logic
	TTLookupValue TTval;
	if (isTranspositionLookupState(state, prevSimMove))
	{
		TTval = TTlookup(state, alpha, beta, depth);

		// if this is a TT cut, return the proper value
		if (TTval.cut())
		{
			return AlphaBetaValue(TTval.entry()->getScore(), getAlphaBetaMove(TTval, playerToMove));
		}
	}

	bool bestMoveSet(false);

	// move generation
	MoveArray & moves = _allMoves[depth];
	state.generateMoves(moves, playerToMove);
	generateOrderedMoves(state, moves, TTval, playerToMove, depth);

	// while we have more simultaneous move tuples
	AlphaBetaMove bestMove, bestSimResponse;
	MoveTuple numMoveTuples(getNumMoveTuples(moves, TTval, playerToMove, depth));
	for (MoveTuple t(0); t < numMoveTuples; ++t)
	{
		// get the tuple that will be implemented
		const MoveTuple tuple = getNextMoveTuple(t, depth);

		// the value of the recursive AB we will call
		AlphaBetaValue val;
		
		// generate the child state
		GameState child(state);

		bool firstMove = true;

		// if this is the first player in a simultaneous move state
		if (state.bothCanMove() && !prevSimMove && (depth != 1))
		{
			firstMove = true;
			// don't generate a child yet, just pass on the move we are investigating
			val = alphaBeta(state, depth-1, playerToMove, &tuple, alpha, beta);
		}
		else
		{
			firstMove = false;

			// if this is the 2nd move of a simultaneous move state
			if (prevSimMove)
			{
				// do the previous move tuple selected by the first player to move during this state
				doTupleMoves(child, _allMoves[depth+1], *prevSimMove);
			}

			// do the moves of the current player
			doTupleMoves(child, moves, tuple);
			child.finishedMoving(true);

			// get the alpha beta value
			val = alphaBeta(child, depth-1, playerToMove, NULL, alpha, beta);
		}

		// set alpha or beta based on maxplayer
		if (maxPlayer && (val.score() > alpha)) 
		{
			alpha = val.score();
			bestMove = AlphaBetaMove(tuple, true);
			bestMoveSet = true;

			if (state.bothCanMove() && !prevSimMove)
			{
				bestSimResponse = val.abMove();
			}

			// if this is depth 1 of the first try at depth 1, store the best in results
		}
		else if (!maxPlayer && (val.score() < beta))
		{
			beta = val.score();
			bestMove = AlphaBetaMove(tuple, true);
			bestMoveSet = true;

			if (state.bothCanMove() && prevSimMove)
			{
				bestSimResponse = val.abMove();
			}
		}

		if (alpha.val() == -10000000 && beta.val() == 10000000)
		{
			fprintf(stderr, "\n\nALPHA BETA ERROR, NO VALUE SET\n\n");
		}

		// alpha-beta cut
		if (alpha >= beta) 
		{ 
			break; 
		}
	}
	
	if (isTranspositionLookupState(state, prevSimMove))
	{
		TTsave(state, maxPlayer ? alpha : beta, alpha, beta, depth, playerToMove, bestMove, bestSimResponse);
	}

	return maxPlayer ? AlphaBetaValue(alpha, bestMove) : AlphaBetaValue(beta, bestMove);
}
コード例 #3
0
ファイル: AlphaBeta.cpp プロジェクト: welwa/ualbertabot
void AlphaBeta::generateOrderedMoves(GameState & state, MoveArray & moves, const TTLookupValue & TTval, const IDType & playerToMove, const size_t & depth)
{
	// get the array where we will store the moves and clear it
	Array<MoveTuple, Search::Constants::Max_Ordered_Moves> & orderedMoves(_orderedMoves[depth]);
	orderedMoves.clear();

	// if we are using opponent modeling, get the move and then return, we don't want to put any more moves in
	if (_params.usePlayerModel(playerToMove))
	{
		MoveTuple playerModelMove = _params.getPlayer(playerToMove)->getMoveTuple(state, moves);
		orderedMoves.add(playerModelMove);
		return;
	}

	// if there is a transposition table entry for this state
	if (TTval.found())
	{
		// get the abMove we stored for this player
		const AlphaBetaMove & abMove = getAlphaBetaMove(TTval, playerToMove);

		// here we get an incorrect move from the transposition table
		if (abMove.moveTuple() >= moves.numMoveTuples())
		{
			HashType h0 = state.calculateHash(0);
			HashType h1 = state.calculateHash(1);

			MoveArray moves2;
			state.generateMoves(moves2, playerToMove);
			// figure out why
			//fprintf(stderr, "Something very wrong, this tuple (%d) doesn't exist, only (%d) moves\n", (int)abMove.moveTuple(), (int)moves.numMoveTuples());
		}

		_results.ttFoundCheck++;

		// Two checks:
		// 1) Is the move 'valid' ie: was it actually set inside the TT
		// 2) Is it a valid tuple number for this move set? This guards against double
		//    hash collision errors. Even if it is a collision, this is just a move
		//    ordering, so no errors should occur.
		if (abMove.isValid() && (abMove.moveTuple() < moves.numMoveTuples()))
		{
			orderedMoves.add(abMove.moveTuple());
			_results.ttMoveOrders++;
			return;
		}
		else
		{
			_results.ttFoundButNoMove++;
		}
	}

	// if we are using script modeling, insert the script moves we want
	if (_params.useScriptMoveFirst())
	{
		for (size_t s(0); s<_allScripts.size(); s++)
		{
			MoveTuple scriptMove = _allScripts[s]->getMoveTuple(state, moves);

			orderedMoves.addUnique(scriptMove);
		}
	}
}