uct_progress_json(): Remove extra curly braces around choice value
[pachi.git] / uct / walk.c
blob6cec36d31c90cfdc02118e3a294c62eafe6ed1d5
1 #include <assert.h>
2 #include <math.h>
3 #include <pthread.h>
4 #include <signal.h>
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
9 #define DEBUG
11 #include "debug.h"
12 #include "board.h"
13 #include "move.h"
14 #include "playout.h"
15 #include "probdist.h"
16 #include "random.h"
17 #include "tactics/util.h"
18 #include "uct/dynkomi.h"
19 #include "uct/internal.h"
20 #include "uct/search.h"
21 #include "uct/tree.h"
22 #include "uct/uct.h"
23 #include "uct/walk.h"
25 #define DESCENT_DLEN 512
28 void
29 uct_progress_text(struct uct *u, struct tree *t, enum stone color, int playouts)
31 if (!UDEBUGL(0))
32 return;
34 /* Best move */
35 struct tree_node *best = u->policy->choose(u->policy, t->root, t->board, color, resign);
36 if (!best) {
37 fprintf(stderr, "... No moves left\n");
38 return;
40 fprintf(stderr, "[%d] ", playouts);
41 fprintf(stderr, "best %f ", tree_node_get_value(t, 1, best->u.value));
43 /* Dynamic komi */
44 if (t->use_extra_komi)
45 fprintf(stderr, "xkomi %.1f ", t->extra_komi);
47 /* Best sequence */
48 fprintf(stderr, "| seq ");
49 for (int depth = 0; depth < 4; depth++) {
50 if (best && best->u.playouts >= 25) {
51 fprintf(stderr, "%3s ", coord2sstr(node_coord(best), t->board));
52 best = u->policy->choose(u->policy, best, t->board, color, resign);
53 } else {
54 fprintf(stderr, " ");
58 /* Best candidates */
59 fprintf(stderr, "| can ");
60 int cans = 4;
61 struct tree_node *can[cans];
62 memset(can, 0, sizeof(can));
63 best = t->root->children;
64 while (best) {
65 int c = 0;
66 while ((!can[c] || best->u.playouts > can[c]->u.playouts) && ++c < cans);
67 for (int d = 0; d < c; d++) can[d] = can[d + 1];
68 if (c > 0) can[c - 1] = best;
69 best = best->sibling;
71 while (--cans >= 0) {
72 if (can[cans]) {
73 fprintf(stderr, "%3s(%.3f) ",
74 coord2sstr(node_coord(can[cans]), t->board),
75 tree_node_get_value(t, 1, can[cans]->u.value));
76 } else {
77 fprintf(stderr, " ");
81 fprintf(stderr, "\n");
84 void
85 uct_progress_json(struct uct *u, struct tree *t, enum stone color, int playouts, coord_t *final, bool big)
87 /* Prefix indicating JSON line. */
88 fprintf(stderr, "{\"%s\": {", final ? "move" : "frame");
90 /* Plaout count */
91 fprintf(stderr, "\"playouts\": %d", playouts);
93 /* Dynamic komi */
94 if (t->use_extra_komi)
95 fprintf(stderr, ", \"extrakomi\": %.1f", t->extra_komi);
97 if (final) {
98 /* Final move choice */
99 fprintf(stderr, ", \"choice\": \"%s\"",
100 coord2sstr(*final, t->board));
101 } else {
102 struct tree_node *best = u->policy->choose(u->policy, t->root, t->board, color, resign);
103 if (best) {
104 /* Best move */
105 fprintf(stderr, ", \"best\": {\"%s\": %f}",
106 coord2sstr(best->coord, t->board),
107 tree_node_get_value(t, 1, best->u.value));
111 /* Best candidates */
112 int cans = 4;
113 struct tree_node *can[cans];
114 memset(can, 0, sizeof(can));
115 struct tree_node *best = t->root->children;
116 while (best) {
117 int c = 0;
118 while ((!can[c] || best->u.playouts > can[c]->u.playouts) && ++c < cans);
119 for (int d = 0; d < c; d++) can[d] = can[d + 1];
120 if (c > 0) can[c - 1] = best;
121 best = best->sibling;
123 fprintf(stderr, ", \"can\": [");
124 while (--cans >= 0) {
125 if (!can[cans]) break;
126 /* Best sequence */
127 fprintf(stderr, "%s[", cans < 3 ? ", " : "");
128 best = can[cans];
129 for (int depth = 0; depth < 4; depth++) {
130 if (!best || best->u.playouts < 25) break;
131 fprintf(stderr, "%s{\"%s\":%.3f}", depth > 0 ? "," : "",
132 coord2sstr(best->coord, t->board),
133 tree_node_get_value(t, 1, best->u.value));
134 best = u->policy->choose(u->policy, best, t->board, color, resign);
136 fprintf(stderr, "]");
138 fprintf(stderr, "]");
140 if (big) {
141 /* Average score. */
142 if (t->avg_score.playouts > 0)
143 fprintf(stderr, ", \"avg\": {\"score\": %.3f}", t->avg_score.value);
144 /* Per-intersection information. */
145 fprintf(stderr, ", \"boards\": {");
146 /* Position coloring information. */
147 fprintf(stderr, "\"colors\": [");
148 int f = 0;
149 foreach_point(t->board) {
150 if (board_at(t->board, c) == S_OFFBOARD) continue;
151 fprintf(stderr, "%s%d", f++ > 0 ? "," : "", board_at(t->board, c));
152 } foreach_point_end;
153 fprintf(stderr, "]");
154 /* Ownership statistics. Value (0..1000) for each possible
155 * point describes likelihood of this point becoming black.
156 * Normally, white rate is 1000-value; exception are possible
157 * seki points, but these should be rare. */
158 fprintf(stderr, ", \"territory\": [");
159 f = 0;
160 foreach_point(t->board) {
161 if (board_at(t->board, c) == S_OFFBOARD) continue;
162 int rate = u->ownermap.map[c][S_BLACK] * 1000 / u->ownermap.playouts;
163 fprintf(stderr, "%s%d", f++ > 0 ? "," : "", rate);
164 } foreach_point_end;
165 fprintf(stderr, "]");
166 fprintf(stderr, "}");
169 fprintf(stderr, "}}\n");
172 void
173 uct_progress_status(struct uct *u, struct tree *t, enum stone color, int playouts, coord_t *final)
175 switch (u->reporting) {
176 case UR_TEXT:
177 uct_progress_text(u, t, color, playouts);
178 break;
179 case UR_JSON:
180 case UR_JSON_BIG:
181 uct_progress_json(u, t, color, playouts, final,
182 u->reporting == UR_JSON_BIG);
183 break;
184 default: assert(0);
189 static inline void
190 record_amaf_move(struct playout_amafmap *amaf, coord_t coord, bool is_ko_capture)
192 assert(amaf->gamelen < MAX_GAMELEN);
193 amaf->is_ko_capture[amaf->gamelen] = is_ko_capture;
194 amaf->game[amaf->gamelen++] = coord;
198 struct uct_playout_callback {
199 struct uct *uct;
200 struct tree *tree;
201 struct tree_node *lnode;
205 static coord_t
206 uct_playout_hook(struct playout_policy *playout, struct playout_setup *setup, struct board *b, enum stone color, int mode)
208 /* XXX: This is used in some non-master branches. */
209 return pass;
212 static coord_t
213 uct_playout_prepolicy(struct playout_policy *playout, struct playout_setup *setup, struct board *b, enum stone color)
215 return uct_playout_hook(playout, setup, b, color, 0);
218 static coord_t
219 uct_playout_postpolicy(struct playout_policy *playout, struct playout_setup *setup, struct board *b, enum stone color)
221 return uct_playout_hook(playout, setup, b, color, 1);
225 static int
226 uct_leaf_node(struct uct *u, struct board *b, enum stone player_color,
227 struct playout_amafmap *amaf,
228 struct uct_descent *descent, int *dlen,
229 struct tree_node *significant[2],
230 struct tree *t, struct tree_node *n, enum stone node_color,
231 char *spaces)
233 enum stone next_color = stone_other(node_color);
234 int parity = (next_color == player_color ? 1 : -1);
236 if (UDEBUGL(7))
237 fprintf(stderr, "%s*-- UCT playout #%d start [%s] %f\n",
238 spaces, n->u.playouts, coord2sstr(node_coord(n), t->board),
239 tree_node_get_value(t, -parity, n->u.value));
241 struct uct_playout_callback upc = {
242 .uct = u,
243 .tree = t,
244 /* TODO: Don't necessarily restart the sequence walk when
245 * entering playout. */
246 .lnode = NULL,
249 struct playout_setup ps = {
250 .gamelen = u->gamelen,
251 .mercymin = u->mercymin,
252 .prepolicy_hook = uct_playout_prepolicy,
253 .postpolicy_hook = uct_playout_postpolicy,
254 .hook_data = &upc,
256 int result = play_random_game(&ps, b, next_color,
257 u->playout_amaf ? amaf : NULL,
258 &u->ownermap, u->playout);
259 if (next_color == S_WHITE) {
260 /* We need the result from black's perspective. */
261 result = - result;
263 if (UDEBUGL(7))
264 fprintf(stderr, "%s -- [%d..%d] %s random playout result %d\n",
265 spaces, player_color, next_color, coord2sstr(node_coord(n), t->board), result);
267 return result;
270 static floating_t
271 scale_value(struct uct *u, struct board *b, enum stone node_color, struct tree_node *significant[2], int result)
273 floating_t rval = result > 0 ? 1.0 : result < 0 ? 0.0 : 0.5;
274 if (u->val_scale && result != 0) {
275 if (u->val_byavg) {
276 if (u->t->avg_score.playouts < 50)
277 return rval;
278 result -= u->t->avg_score.value * 2;
281 double scale = u->val_scale;
282 if (u->val_bytemp) {
283 /* xvalue is 0 at 0.5, 1 at 0 or 1 */
284 /* No correction for parity necessary. */
285 double xvalue = significant[node_color - 1] ? fabs(significant[node_color - 1]->u.value - 0.5) * 2 : 0;
286 scale = u->val_bytemp_min + (u->val_scale - u->val_bytemp_min) * xvalue;
289 int vp = u->val_points;
290 if (!vp) {
291 vp = board_size(b) - 1; vp *= vp; vp *= 2;
294 floating_t sval = (floating_t) abs(result) / vp;
295 sval = sval > 1 ? 1 : sval;
296 if (result < 0) sval = 1 - sval;
297 if (u->val_extra)
298 rval += scale * sval;
299 else
300 rval = (1 - scale) * rval + scale * sval;
301 // fprintf(stderr, "score %d => sval %f, rval %f\n", result, sval, rval);
303 return rval;
306 static double
307 local_value(struct uct *u, struct board *b, coord_t coord, enum stone color)
309 /* Tactical evaluation of move @coord by color @color, given
310 * simulation end position @b. I.e., a move is tactically good
311 * if the resulting group stays on board until the game end. */
312 /* We can also take into account surrounding stones, e.g. to
313 * encourage taking off external liberties during a semeai. */
314 double val = board_local_value(u->local_tree_neival, b, coord, color);
315 return (color == S_WHITE) ? 1.f - val : val;
318 static void
319 record_local_sequence(struct uct *u, struct tree *t, struct board *endb,
320 struct uct_descent *descent, int dlen, int di,
321 enum stone seq_color)
323 #define LTREE_DEBUG if (UDEBUGL(6))
325 /* Ignore pass sequences. */
326 if (is_pass(node_coord(descent[di].node)))
327 return;
329 LTREE_DEBUG board_print(endb, stderr);
330 LTREE_DEBUG fprintf(stderr, "recording local %s sequence: ",
331 stone2str(seq_color));
333 /* Sequences starting deeper are less relevant in general. */
334 int pval = LTREE_PLAYOUTS_MULTIPLIER;
335 if (u->local_tree && u->local_tree_depth_decay > 0)
336 pval = ((floating_t) pval) / pow(u->local_tree_depth_decay, di - 1);
337 if (!pval) {
338 LTREE_DEBUG fprintf(stderr, "too deep @%d\n", di);
339 return;
342 /* Pick the right local tree root... */
343 struct tree_node *lnode = seq_color == S_BLACK ? t->ltree_black : t->ltree_white;
344 lnode->u.playouts++;
346 /* ...determine the sequence value... */
347 double sval = 0.5;
348 if (u->local_tree_eval != LTE_EACH) {
349 sval = local_value(u, endb, node_coord(descent[di].node), seq_color);
350 LTREE_DEBUG fprintf(stderr, "(goal %s[%s %1.3f][%d]) ",
351 coord2sstr(node_coord(descent[di].node), t->board),
352 stone2str(seq_color), sval, descent[di].node->d);
354 if (u->local_tree_eval == LTE_TOTAL) {
355 int di0 = di;
356 while (di < dlen && (di == di0 || descent[di].node->d < u->tenuki_d)) {
357 enum stone color = (di - di0) % 2 ? stone_other(seq_color) : seq_color;
358 double rval = local_value(u, endb, node_coord(descent[di].node), color);
359 if ((di - di0) % 2)
360 rval = 1 - rval;
361 sval += rval;
362 di++;
364 sval /= (di - di0 + 1);
365 di = di0;
369 /* ...and record the sequence. */
370 int di0 = di;
371 while (di < dlen && !is_pass(node_coord(descent[di].node))
372 && (di == di0 || descent[di].node->d < u->tenuki_d)) {
373 enum stone color = (di - di0) % 2 ? stone_other(seq_color) : seq_color;
374 double rval;
375 if (u->local_tree_eval != LTE_EACH)
376 rval = sval;
377 else
378 rval = local_value(u, endb, node_coord(descent[di].node), color);
379 LTREE_DEBUG fprintf(stderr, "%s[%s %1.3f][%d] ",
380 coord2sstr(node_coord(descent[di].node), t->board),
381 stone2str(color), rval, descent[di].node->d);
382 lnode = tree_get_node(t, lnode, node_coord(descent[di++].node), true);
383 assert(lnode);
384 stats_add_result(&lnode->u, rval, pval);
387 /* Add lnode for tenuki (pass) if we descended further. */
388 if (di < dlen) {
389 double rval = u->local_tree_eval != LTE_EACH ? sval : 0.5;
390 LTREE_DEBUG fprintf(stderr, "pass ");
391 lnode = tree_get_node(t, lnode, pass, true);
392 assert(lnode);
393 stats_add_result(&lnode->u, rval, pval);
396 LTREE_DEBUG fprintf(stderr, "\n");
401 uct_playout(struct uct *u, struct board *b, enum stone player_color, struct tree *t)
403 struct board b2;
404 board_copy(&b2, b);
406 struct playout_amafmap amaf;
407 amaf.gamelen = amaf.game_baselen = 0;
409 /* Walk the tree until we find a leaf, then expand it and do
410 * a random playout. */
411 struct tree_node *n = t->root;
412 enum stone node_color = stone_other(player_color);
413 assert(node_color == t->root_color);
415 /* Make sure the root node is expanded. */
416 if (tree_leaf_node(n) && !__sync_lock_test_and_set(&n->is_expanded, 1))
417 tree_expand_node(t, n, &b2, player_color, u, 1);
419 /* Tree descent history. */
420 /* XXX: This is somewhat messy since @n and descent[dlen-1].node are
421 * redundant. */
422 struct uct_descent descent[DESCENT_DLEN];
423 descent[0].node = n; descent[0].lnode = NULL;
424 int dlen = 1;
425 /* Total value of the sequence. */
426 struct move_stats seq_value = { .playouts = 0 };
427 /* The last "significant" node along the descent (i.e. node
428 * with higher than configured number of playouts). For black
429 * and white. */
430 struct tree_node *significant[2] = { NULL, NULL };
431 if (n->u.playouts >= u->significant_threshold)
432 significant[node_color - 1] = n;
434 int result;
435 int pass_limit = (board_size(&b2) - 2) * (board_size(&b2) - 2) / 2;
436 int passes = is_pass(b->last_move.coord) && b->moves > 0;
438 /* debug */
439 static char spaces[] = "\0 ";
440 /* /debug */
441 if (UDEBUGL(8))
442 fprintf(stderr, "--- UCT walk with color %d\n", player_color);
444 while (!tree_leaf_node(n) && passes < 2) {
445 spaces[dlen - 1] = ' '; spaces[dlen] = 0;
448 /*** Choose a node to descend to: */
450 /* Parity is chosen already according to the child color, since
451 * it is applied to children. */
452 node_color = stone_other(node_color);
453 int parity = (node_color == player_color ? 1 : -1);
455 assert(dlen < DESCENT_DLEN);
456 descent[dlen] = descent[dlen - 1];
457 if (u->local_tree && (!descent[dlen].lnode || descent[dlen].node->d >= u->tenuki_d)) {
458 /* Start new local sequence. */
459 /* Remember that node_color already holds color of the
460 * to-be-found child. */
461 descent[dlen].lnode = node_color == S_BLACK ? t->ltree_black : t->ltree_white;
464 if (!u->random_policy_chance || fast_random(u->random_policy_chance))
465 u->policy->descend(u->policy, t, &descent[dlen], parity, b2.moves > pass_limit);
466 else
467 u->random_policy->descend(u->random_policy, t, &descent[dlen], parity, b2.moves > pass_limit);
470 /*** Perform the descent: */
472 if (descent[dlen].node->u.playouts >= u->significant_threshold) {
473 significant[node_color - 1] = descent[dlen].node;
476 seq_value.playouts += descent[dlen].value.playouts;
477 seq_value.value += descent[dlen].value.value * descent[dlen].value.playouts;
478 n = descent[dlen++].node;
479 assert(n == t->root || n->parent);
480 if (UDEBUGL(7))
481 fprintf(stderr, "%s+-- UCT sent us to [%s:%d] %d,%f\n",
482 spaces, coord2sstr(node_coord(n), t->board),
483 node_coord(n), n->u.playouts,
484 tree_node_get_value(t, parity, n->u.value));
486 /* Add virtual loss if we need to; this is used to discourage
487 * other threads from visiting this node in case of multiple
488 * threads doing the tree search. */
489 if (u->virtual_loss)
490 stats_add_result(&n->u, node_color == S_BLACK ? 0.0 : 1.0, u->virtual_loss);
492 struct move m = { node_coord(n), node_color };
493 int res = board_play(&b2, &m);
495 if (res < 0 || (!is_pass(m.coord) && !group_at(&b2, m.coord)) /* suicide */
496 || b2.superko_violation) {
497 if (UDEBUGL(4)) {
498 for (struct tree_node *ni = n; ni; ni = ni->parent)
499 fprintf(stderr, "%s<%"PRIhash"> ", coord2sstr(node_coord(ni), t->board), ni->hash);
500 fprintf(stderr, "marking invalid %s node %d,%d res %d group %d spk %d\n",
501 stone2str(node_color), coord_x(node_coord(n),b), coord_y(node_coord(n),b),
502 res, group_at(&b2, m.coord), b2.superko_violation);
504 n->hints |= TREE_HINT_INVALID;
505 result = 0;
506 goto end;
509 assert(node_coord(n) >= -1);
510 record_amaf_move(&amaf, node_coord(n), board_playing_ko_threat(&b2));
512 if (is_pass(node_coord(n)))
513 passes++;
514 else
515 passes = 0;
517 enum stone next_color = stone_other(node_color);
518 /* We need to make sure only one thread expands the node. If
519 * we are unlucky enough for two threads to meet in the same
520 * node, the latter one will simply do another simulation from
521 * the node itself, no big deal. t->nodes_size may exceed
522 * the maximum in multi-threaded case but not by much so it's ok.
523 * The size test must be before the test&set not after, to allow
524 * expansion of the node later if enough nodes have been freed. */
525 if (tree_leaf_node(n)
526 && n->u.playouts - u->virtual_loss >= u->expand_p && t->nodes_size < u->max_tree_size
527 && !__sync_lock_test_and_set(&n->is_expanded, 1))
528 tree_expand_node(t, n, &b2, next_color, u, -parity);
531 amaf.game_baselen = amaf.gamelen;
533 if (t->use_extra_komi && u->dynkomi->persim) {
534 b2.komi += round(u->dynkomi->persim(u->dynkomi, &b2, t, n));
537 if (passes >= 2) {
538 /* XXX: No dead groups support. */
539 floating_t score = board_official_score(&b2, NULL);
540 /* Result from black's perspective (no matter who
541 * the player; black's perspective is always
542 * what the tree stores. */
543 result = - (score * 2);
545 if (UDEBUGL(5))
546 fprintf(stderr, "[%d..%d] %s p-p scoring playout result %d (W %f)\n",
547 player_color, node_color, coord2sstr(node_coord(n), t->board), result, score);
548 if (UDEBUGL(6))
549 board_print(&b2, stderr);
551 board_ownermap_fill(&u->ownermap, &b2);
553 } else { // assert(tree_leaf_node(n));
554 /* In case of parallel tree search, the assertion might
555 * not hold if two threads chew on the same node. */
556 result = uct_leaf_node(u, &b2, player_color, &amaf, descent, &dlen, significant, t, n, node_color, spaces);
559 if (u->policy->wants_amaf && u->playout_amaf_cutoff) {
560 unsigned int cutoff = amaf.game_baselen;
561 cutoff += (amaf.gamelen - amaf.game_baselen) * u->playout_amaf_cutoff / 100;
562 amaf.gamelen = cutoff;
565 /* Record the result. */
567 assert(n == t->root || n->parent);
568 floating_t rval = scale_value(u, b, node_color, significant, result);
569 u->policy->update(u->policy, t, n, node_color, player_color, &amaf, &b2, rval);
571 stats_add_result(&t->avg_score, result / 2, 1);
572 if (t->use_extra_komi) {
573 stats_add_result(&u->dynkomi->score, result / 2, 1);
574 stats_add_result(&u->dynkomi->value, rval, 1);
577 if (u->local_tree && n->parent && !is_pass(node_coord(n)) && dlen > 0) {
578 /* Get the local sequences and record them in ltree. */
579 /* We will look for sequence starts in our descent
580 * history, then run record_local_sequence() for each
581 * found sequence start; record_local_sequence() may
582 * pick longer sequences from descent history then,
583 * which is expected as it will create new lnodes. */
584 enum stone seq_color = player_color;
585 /* First move always starts a sequence. */
586 record_local_sequence(u, t, &b2, descent, dlen, 1, seq_color);
587 seq_color = stone_other(seq_color);
588 for (int dseqi = 2; dseqi < dlen; dseqi++, seq_color = stone_other(seq_color)) {
589 if (u->local_tree_allseq) {
590 /* We are configured to record all subsequences. */
591 record_local_sequence(u, t, &b2, descent, dlen, dseqi, seq_color);
592 continue;
594 if (descent[dseqi].node->d >= u->tenuki_d) {
595 /* Tenuki! Record the fresh sequence. */
596 record_local_sequence(u, t, &b2, descent, dlen, dseqi, seq_color);
597 continue;
599 if (descent[dseqi].lnode && !descent[dseqi].lnode) {
600 /* Record result for in-descent picked sequence. */
601 record_local_sequence(u, t, &b2, descent, dlen, dseqi, seq_color);
602 continue;
607 end:
608 /* We need to undo the virtual loss we added during descend. */
609 if (u->virtual_loss) {
610 floating_t loss = node_color == S_BLACK ? 0.0 : 1.0;
611 for (; n->parent; n = n->parent) {
612 stats_rm_result(&n->u, loss, u->virtual_loss);
613 loss = 1.0 - loss;
617 board_done_noalloc(&b2);
618 return result;
622 uct_playouts(struct uct *u, struct board *b, enum stone color, struct tree *t, struct time_info *ti)
624 int i;
625 if (ti && ti->dim == TD_GAMES) {
626 for (i = 0; t->root->u.playouts <= ti->len.games && !uct_halt; i++)
627 uct_playout(u, b, color, t);
628 } else {
629 for (i = 0; !uct_halt; i++)
630 uct_playout(u, b, color, t);
632 return i;