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UCTreeThread.pas
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unit UCTreeThread;
interface
uses
UCTree,Tree,BoardControls,DataTypes,MonteCarlo,System.Classes,System.SysUtils,Threading.Playout;
type
TUCTreeThread = class (TThread)
private
FBestX,FBestY:Integer;
FExpectedScore:Double;
FMovePlayouts:Int64;
FMovePlayoutsAMAF:Int64;
FAllPlayouts:Int64;
FUCTree:TUCTree;
FWinrate:Double;
FNodeCount:Int64;
FTreeLocked:Boolean;
FDynKomi:Double;
FThreads:array[0..MC_MAX_THREADS-1] of TMCPlayoutThread;
function PlayoutNode(ANode:PUCTData):Boolean; //true if player on turn wins
procedure AddRandomSubNode(AParent:TTreeNode<TUCTNode>);
function AddSpecificSubNode(AParent:TTreeNode<TUCTNode>;AX,AY:Integer):Boolean;
procedure OnMCThreadFinished(ANode:TTreeNode<TUCTNode>;APlayouts:Integer;AWhiteWins:Integer;AScoreSum:Double);
procedure SpawnMCThread(ANode:TTreeNode<TUCTNode>;APlayouts:Integer);
protected
procedure Execute;override;
public
constructor Create(ABoard:TBoard;const ADynKomi:Double = 0);
property BestX:Integer read FBestX;
property BestY:Integer read FBestY;
property Winrate:Double read FWinrate;
property NodeCount:Int64 read FNodeCount;
property MovePlayouts:Int64 read FMovePlayouts;
property MovePlayoutsAMAF:Int64 read FMovePlayoutsAMAF;
property AllPlayouts:Int64 read FAllPlayouts;
property Tree:TUCTree read FUCTree; //NOT THREADSAFE !!!
property DynKomi:Double read FDynKomi;
property ExpectedScore:Double read FExpectedScore;
destructor Destroy;override;
end;
implementation
destructor TUCTreeThread.Destroy;
var
i:Integer;
begin
Inherited Destroy;
for i := 0 to MC_MAX_THREADS-1 do
begin
FThreads[i].Terminate;
FThreads[i].WaitFor;
FThreads[i].Free;
end;
FUCTree.Destroy;
end;
procedure TUCTreeThread.SpawnMCThread(ANode:TTreeNode<TUCTNode>;APlayouts:Integer);
var
i:Integer;
LAssigned:Boolean;
begin
{
lets search the first unoccupied thread
and assign the job to it
if there is no thread available, we just repeat the loop until we find one
}
repeat
LAssigned:=False;
for i := 0 to MC_MAX_THREADS-1 do
begin
if not FThreads[i].IsRunning then
begin
FThreads[i].AddJob(ANode.Content.Data.FBoard,APlayouts,ANode,OnMCThreadFinished,Self,FDynKomi);
LAssigned:=true;
Break;
end;
end;
until LAssigned;
end;
procedure TUCTreeThread.OnMCThreadFinished(ANode:TTreeNode<TUCTNode>;APlayouts:Integer;AWhiteWins:Integer;AScoreSum:Double);
var
AB:Integer;
begin
while FTreeLocked do
begin
Sleep(0);
end;
{
update all white wins
with the white wins, we also update the summed up scores
}
FTreeLocked:=True;
if AWhiteWins > 0 then
begin
FUCTree.UpdatePlayout(ANode,True,True,False,AWhiteWins,AScoreSum);
FUCTree.UpdateAllAMAFSiblings(ANode,FUCTree.RootNode,True,AWhiteWins);
end;
{
Update all black wins
}
AB:=APlayouts-AWhiteWins;
if AB > 0 then
begin
{
if we don't ahve any white wins to update, we need to update the scores together with the black wins
}
if AWhiteWins = 0 then
FUCTree.UpdatePlayout(ANode,False,True,False,AB,AScoreSum)
else
FUCTree.UpdatePlayout(ANode,False,True,False,AB);
FUCTree.UpdateAllAMAFSiblings(ANode,FUCTree.RootNode,False,AB);
end;
FTreeLocked:=False;
end;
function TUCTreeThread.AddSpecificSubNode(AParent:TTreeNode<TUCTNode>;AX,AY:Integer):Boolean;
var
LPUCTData:PUCTData;
LUctNode:TUCTNode;
LBoard:PBoard;
LMoveList1,LMoveList2:TMoveList;
begin
Result:=False;
if Terminated then
Exit;
if AParent.Content.Data.FBoard.Over then
begin
AParent.Content.Data.HasAllChilds:=True;
Exit;
end;
if AParent.Content.Data.HasAllChilds then
Exit; //no more submoves to simulate here
{
if we have this move here already, we quit
}
if FUCTree.DoesNodeHaveChild(AParent,AX,AY) then
begin
Exit;
end;
LBoard:=new(PBoard);
SetLength(LMoveList1,0);
SetLength(LMoveList2,0);
Move(AParent.Content.Data.FBoard^,LBoard^,SizeOf(TBoard));
LPUCTData:= new(PUCTData);
Result:=False;
if IsValidMove(AX,AY,LBoard.PlayerOnTurn,LBoard) then
begin
Result:=True;
ExecuteMove(AX,AY,LBoard.PlayerOnTurn,LBoard,False,False);
end
else
Exit;
LPUCTData.X:=AX;
LPUCTData.Y:=AY;
LPUCTData.FBoard:=LBoard;
LPUCTData.IsPassMove:= ((AX=0) and(AY=0)) ;
LPUCTData.IsValid:=True;
LPUCTData.WinsWhite:=0;
LPUCTData.WinsBlack:=0;
LPUCTData.WinsWhiteAMAF:=0;
LPUCTData.WinsBlackAMAF:=0;
LPUCTData.Depth:=AParent.Depth+1;
LPUCTData.HasAllChilds:=False;
LPUCTData.ISUCTUpToDate:=False;
LUctNode:=TUCTNode.Create;
LUctNode.Data:= LPUCTData;
LPUCTData.AssignedNode:=LUctNode;
FUCtree.SetPointers(LUCTNode);
AParent.AddChild(LUctNode);
LUctNode.Parent:=AParent;
{for i := 1 to 1 do
begin
LWhiteWin:=PlayoutNode(LPUCTData);
FUCTree.UpdatePlayout(LNode,LWhiteWin,True);
FUCTree.UpdateAllAMAFSiblings(LNode,FUCTree.RootNode,LWhiteWin);
end; }
// LUctNode.CalculateUCTValue;
end;
procedure TUCTreeThread.AddRandomSubNode(AParent:TTreeNode<TUCTNode>);
var
LPUCTData:PUCTData;
LUctNode:TUCTNode;
LBoard:PBoard;
LMoveList1,LMoveList2:TMoveList;
LSuccess:Boolean;
i,j:Integer;
LX,LY:Integer;
Ltmp:Integer;
LRandX,LRandY:array [1..BOARD_SIZE] of Integer;
begin
if Terminated then
Exit;
if AParent.Depth > (BOARD_SIZE*BOARD_SIZE) then //don't go too deep!
begin
AParent.Content.Data.HasAllChilds:=True;
Exit;
end;
if AParent.Content.Data.HasAllChilds then
Exit; //no more submoves to simulate here
for i := 1 to BOARD_SIZE do
begin
LRandX[i]:=i;
LRandY[i]:=i;
end;
for i := 1 to BOARD_SIZE do //generate random initialised sequences from 1 to boardsize for both dimensions
begin
LX:=Random(BOARD_SIZE)+1;
LY:=Random(BOARD_SIZE)+1;
Ltmp:=LRandX[i];
LRandX[i]:=LRandX[LX];
LRandX[LX]:=Ltmp;
Ltmp:=LRandY[i];
LRandY[i]:=LRandY[LY];
LRandY[LY]:=Ltmp;
end;
LBoard:=new(PBoard);
SetLength(LMoveList1,0);
SetLength(LMoveList2,0);
Move(AParent.Content.Data.FBoard^,LBoard^,SizeOf(TBoard));
LPUCTData:= new(PUCTData);
LSuccess:=False;
for i := 1 to BOARD_SIZE do
begin
for j := 1 to BOARD_SIZE do
begin
if not FUCTree.DoesNodeHaveChild(AParent,LRandX[i],LRandY[j]) then
begin
if IsValidMove(LRandX[i],LRandY[j],LBoard.PlayerOnTurn,LBoard) then
begin
LSuccess:=True;
LX:=LRandX[i];
LY:=LRandY[j];
ExecuteMove(LRandX[i],LRandY[j],LBoard.PlayerOnTurn,LBoard,False,False);
Break;
end;
end;
end;
if LSuccess then Break;
end;
if not LSuccess then
begin
if (not LBoard.Over) AND
(not FUCTree.DoesNodeHaveChild(AParent,0,0)) then
begin
LX:=0;
LY:=0;
ExecuteMove(LRandX[i],LRandY[j],LBoard.PlayerOnTurn,LBoard,True,False);
end
else
begin
AParent.Content.Data.HasAllChilds:=True;
Exit;
Exit; //if two players passed, nothing more to do here.
end;
end;
LPUCTData.X:=LX;
LPUCTData.Y:=lY;
LPUCTData.FBoard:=LBoard;
LPUCTData.IsPassMove:=((LX=0)and(LY=0));
LPUCTData.IsValid:=True;
LPUCTData.WinsWhite:=0;
LPUCTData.WinsBlack:=0;
LPUCTData.WinsWhiteAMAF:=0;
LPUCTData.WinsBlackAMAF:=0;
LPUCTData.Depth:=AParent.Depth+1;
LPUCTData.HasAllChilds:=LPUCTData.IsPassMove; //since pass move is the last considered move, it will decide if the node is "full"
LPUCTData.ISUCTUpToDate:=False;
LUctNode:=TUCTNode.Create;
LUctNode.Data:=LPUCTData;
LPUCTData.AssignedNode:=LUctNode;
FUCtree.SetPointers(LUCTNode);
AParent.AddChild(LUctNode);
LUctNode.Parent:=AParent;
{ for i := 1 to 1 do
begin
LWhiteWin:=PlayoutNode(LPUCTData);
FUCTree.UpdatePlayout(LNode,LWhiteWin,True);
FUCTree.UpdateAllAMAFSiblings(LNode,FUCTree.RootNode,LWhiteWin);
end; }
LUctNode.CalculateUCTValue;
{ for i := 1 to BOARD_SIZE do
begin
for j := 1 to BOARD_SIZE do
begin
AddSpecificSubNode(LNode,i,j);
end;
end;
AddSpecificSubNode(LNode,0,0); }
end;
function TUCTreeThread.PlayoutNode(ANode:PUCTData):Boolean; //true if white wins
var SimBoard:TBoard; score:Double;
LWinningPlayer:SmallInt;
begin
Move(Anode.FBoard^,SimBoard,SizeOf(TBoard));
LWinningPlayer:= PlayoutPosition (@SimBoard,score);// SingleMonteCarloWin(@SimBoard,score);
Result:= LWinningPlayer = 1;
end;
constructor TUCTreeThread.Create(ABoard:TBoard;const ADynKomi:Double);
var
LPUCTData:PUCTData;
LUctNode:TUCTNode;
LBoard:PBoard;
LWhiteWin:Boolean;
begin
FTreeLocked:=False;
FDynKomi:=ADynKomi;
LBoard:=new(PBoard);
Move(ABoard,LBoard^,SizeOf(TBoard));
LPUCTData:= new(PUCTData);
LPUCTData.X:=0;
LPUCTData.Y:=0;
LPUCTData.FBoard:=LBoard;
LPUCTData.IsPassMove:=False;
LPUCTData.IsValid:=True;
LPUCTData.WinsWhite:=0;
LPUCTData.WinsBlack:=0;
LPUCTData.WinsWhiteAMAF:=0;
LPUCTData.WinsBlackAMAF:=0;
LPUCTData.Depth:=0;
LPUCTData.HasAllChilds:=False;
LUctNode:=TUCTNode.Create;
LUctNode.Data:= LPUCTData;
LUctNode.Parent:=nil;
LPUCTData.AssignedNode:=LUctNode;
FUCTree:=TUCTree.Create(LUctNode);
FUCtree.SetPointers(LUCTNode);
LWhiteWin:=PlayoutNode(LPUCTData);
FUCTree.UpdatePlayout(FUCTree.RootNode,LWhiteWin,True);
LUctNode.CalculateUCTValue;
inherited Create(False);
end;
procedure TUCTreeThread.Execute;
var
LHighestNode:TTreeNode<TUCTNode>;
LMoveNode:TTreeNode<TUCTNode>;
Ply:Integer;
i,j,k:Integer;
begin
{
first we spawn our MC threads
}
NameThreadForDebugging('UCTThread');
for i := 0 to MC_MAX_THREADS-1 do
begin
FThreads[i]:=TMCPlayoutThread.Create;
end;
//first lets add all possible moves as first nodes in the tree
for i := 1 to BOARD_SIZE do
begin
for j := 1 to BOARD_SIZE do
begin
AddSpecificSubNode(FUCTree.RootNode,i,j);
end;
end;
AddSpecificSubNode(FUCTree.RootNode,0,0);
while true do
begin
while Suspended do
begin
sleep(0);
if Terminated then
Exit;
end;
if Terminated then
Exit;
{
First we start with the best UCT root node
}
LHighestNode:=FUCTree.RootNode.GetHighestDirectChild(False);
while true do
begin
{
The highest node should never be nil here
}
if LHighestNode = nil then
begin
break;
raise Exception.Create('Should not happen!');
end;
{
If the node was never played out, we do so, and exit the loop
}
if LHighestNode.Content.Data.WinsWhite+LHighestNode.Content.Data.WinsBlack < MC_MIN_NODE_PLAYOUT then
begin
SpawnMCThread(LHighestNode,MC_PLAYOUT_CHUNK_SIZE);
Break;
end else
begin
{
for the case we landed in a final position,
we update the score and just exit the loop
}
if LHighestNode.Content.Data.FBoard.Over then
begin
SpawnMCThread(LHighestNode,MC_PLAYOUT_CHUNK_SIZE);
Break;
end;
{
now, since the node was already played out,
we add all children to that node
if it has no childs yet
}
if not LHighestNode.Content.Data.HasAllChilds then
begin
for j := 1 to BOARD_SIZE do
begin
for k := 1 to BOARD_SIZE do
begin
AddSpecificSubNode(LHighestNode,j,k);
end;
end;
AddSpecificSubNode(LHighestNode,0,0);
LHighestNode.Content.Data.HasAllChilds:=true;
Break;
end;
{
now we select the best move, which is now
either a random with 0 visits
or the best child
}
LHighestNode:=LHighestNode.GetHighestDirectChild(False);
end;
end;
//this is only move chosing stuff now-----
LMoveNode:=FUCTree.GetBestMoveNode(FUCTree.RootNode,True,0);
FBestX:=LMoveNode.Content.Data.X;
FBestY:=LMoveNode.Content.Data.Y;
Ply:=LMoveNode.Content.Data.WinsWhite+LMoveNode.Content.Data.WinsBlack;
FExpectedScore:=LMoveNode.Content.Data.ScoreSum/Ply;
if Ply>0 then
FWinrate:=LMoveNode.Content.Data.WinsWhite/Ply
else
FWinrate:=-1;
FMovePlayouts:=Ply;
FMovePlayoutsAMAF:=LMoveNode.Content.Data.WinsWhiteAMAF+LMoveNode.Content.Data.WinsBlackAMAF;
FAllPlayouts:=LMoveNode.Content.Data.WinsWhiteTotal^+LMoveNode.Content.Data.WinsBlackTotal^;
FNodeCount:=FUCTree.NodeCount;
end;
end;
end.