tree_init: exit cleanly instead of core dump when running out of memory.
[pachi.git] / uct / walk.c
blob2e6a15f7872316d6872553d2374c8f7ffa86df2d
1 #include <assert.h>
2 #include <pthread.h>
3 #include <signal.h>
4 #include <stdio.h>
5 #include <stdlib.h>
6 #include <string.h>
8 #define DEBUG
10 #include "debug.h"
11 #include "board.h"
12 #include "move.h"
13 #include "playout.h"
14 #include "playout/elo.h"
15 #include "probdist.h"
16 #include "random.h"
17 #include "uct/dynkomi.h"
18 #include "uct/internal.h"
19 #include "uct/tree.h"
20 #include "uct/uct.h"
21 #include "uct/walk.h"
23 void
24 uct_progress_status(struct uct *u, struct tree *t, enum stone color, int playouts)
26 if (!UDEBUGL(0))
27 return;
29 /* Best move */
30 struct tree_node *best = u->policy->choose(u->policy, t->root, t->board, color, resign);
31 if (!best) {
32 fprintf(stderr, "... No moves left\n");
33 return;
35 fprintf(stderr, "[%d] ", playouts);
36 fprintf(stderr, "best %f ", tree_node_get_value(t, 1, best->u.value));
38 /* Max depth */
39 fprintf(stderr, "deepest % 2d ", t->max_depth - t->root->depth);
41 /* Best sequence */
42 fprintf(stderr, "| seq ");
43 for (int depth = 0; depth < 6; depth++) {
44 if (best && best->u.playouts >= 25) {
45 fprintf(stderr, "%3s ", coord2sstr(best->coord, t->board));
46 best = u->policy->choose(u->policy, best, t->board, color, resign);
47 } else {
48 fprintf(stderr, " ");
52 /* Best candidates */
53 fprintf(stderr, "| can ");
54 int cans = 4;
55 struct tree_node *can[cans];
56 memset(can, 0, sizeof(can));
57 best = t->root->children;
58 while (best) {
59 int c = 0;
60 while ((!can[c] || best->u.playouts > can[c]->u.playouts) && ++c < cans);
61 for (int d = 0; d < c; d++) can[d] = can[d + 1];
62 if (c > 0) can[c - 1] = best;
63 best = best->sibling;
65 while (--cans >= 0) {
66 if (can[cans]) {
67 fprintf(stderr, "%3s(%.3f) ",
68 coord2sstr(can[cans]->coord, t->board),
69 tree_node_get_value(t, 1, can[cans]->u.value));
70 } else {
71 fprintf(stderr, " ");
75 fprintf(stderr, "\n");
79 struct uct_playout_callback {
80 struct uct *uct;
81 struct tree *tree;
82 struct tree_node *lnode;
85 static void
86 uct_playout_probdist(void *data, struct board *b, enum stone to_play, struct probdist *pd)
88 /* Create probability distribution according to found local tree
89 * sequence. */
90 struct uct_playout_callback *upc = data;
91 assert(upc && upc->tree && pd && b);
92 coord_t c = b->last_move.coord;
93 enum stone color = b->last_move.color;
95 if (is_pass(c)) {
96 /* Break local sequence. */
97 upc->lnode = NULL;
98 } else if (upc->lnode) {
99 /* Try to follow local sequence. */
100 upc->lnode = tree_get_node(upc->tree, upc->lnode, c, false);
103 if (!upc->lnode || !upc->lnode->children) {
104 /* There's no local sequence, start new one! */
105 upc->lnode = color == S_BLACK ? upc->tree->ltree_black : upc->tree->ltree_white;
106 upc->lnode = tree_get_node(upc->tree, upc->lnode, c, false);
109 if (!upc->lnode || !upc->lnode->children) {
110 /* We have no local sequence and we cannot find any starting
111 * by node corresponding to last move. */
112 if (!upc->uct->local_tree_pseqroot) {
113 /* Give up then, we have nothing to contribute. */
114 return;
116 /* Construct probability distribution from possible first
117 * sequence move. Remember that @color is color of the
118 * *last* move. */
119 upc->lnode = color == S_BLACK ? upc->tree->ltree_white : upc->tree->ltree_black;
120 if (!upc->lnode->children) {
121 /* We don't even have anything in our tree yet. */
122 return;
126 /* The probdist has the right structure only if BOARD_GAMMA is defined. */
127 #ifndef BOARD_GAMMA
128 assert(0);
129 #endif
131 /* Construct probability distribution from lnode children. */
132 /* XXX: How to derive the appropriate gamma? */
133 #define li_value(color, li) (li->u.playouts * (color == S_BLACK ? li->u.value : (1 - li->u.value)))
134 #define li_gamma(color, li) (0.5 + li_value(color, li))
135 struct tree_node *li = upc->lnode->children;
136 assert(li);
137 if (is_pass(li->coord)) {
138 /* Tenuki. */
139 /* TODO: Spread tenuki gamma over all moves we don't touch. */
140 li = li->sibling;
142 for (; li; li = li->sibling) {
143 if (board_at(b, li->coord) != S_NONE)
144 continue;
145 probdist_set(pd, li->coord, pd->items[li->coord] * li_gamma(to_play, li));
150 static int
151 uct_leaf_node(struct uct *u, struct board *b, enum stone player_color,
152 struct playout_amafmap *amaf,
153 struct tree *t, struct tree_node *n, enum stone node_color,
154 char *spaces)
156 enum stone next_color = stone_other(node_color);
157 int parity = (next_color == player_color ? 1 : -1);
159 /* If we don't anticipate well the opponent move during pondering
160 * (the played move has few playouts) we still need more memory
161 * during genmove to explore the tree actually played.
162 * For fast_alloc, the tree compaction will free enough memory
163 * immediately. */
164 unsigned long max_tree_size = u->max_tree_size;
165 if (u->pondering && !u->fast_alloc)
166 max_tree_size = (max_tree_size * (100 - MIN_FREE_MEM_PERCENT)) / 100;
168 /* We need to make sure only one thread expands the node. If
169 * we are unlucky enough for two threads to meet in the same
170 * node, the latter one will simply do another simulation from
171 * the node itself, no big deal. t->nodes_size may exceed
172 * the maximum in multi-threaded case but not by much so it's ok.
173 * The size test must be before the test&set not after, to allow
174 * expansion of the node later if enough nodes have been freed. */
175 if (n->u.playouts >= u->expand_p && t->nodes_size < max_tree_size
176 && !__sync_lock_test_and_set(&n->is_expanded, 1)) {
177 tree_expand_node(t, n, b, next_color, u, parity);
179 if (UDEBUGL(7))
180 fprintf(stderr, "%s*-- UCT playout #%d start [%s] %f\n",
181 spaces, n->u.playouts, coord2sstr(n->coord, t->board),
182 tree_node_get_value(t, parity, n->u.value));
184 /* TODO: Don't necessarily restart the sequence walk when entering
185 * playout. */
186 struct uct_playout_callback upc = { .uct = u, .tree = t, .lnode = NULL };
187 if (u->local_tree_playout) {
188 /* N.B.: We know this is ELO playout. */
189 playout_elo_callback(u->playout, uct_playout_probdist, &upc);
192 struct playout_setup ps = { .gamelen = u->gamelen, .mercymin = u->mercymin };
193 int result = play_random_game(&ps, b, next_color,
194 u->playout_amaf ? amaf : NULL,
195 &u->ownermap, u->playout);
196 if (next_color == S_WHITE) {
197 /* We need the result from black's perspective. */
198 result = - result;
200 if (UDEBUGL(7))
201 fprintf(stderr, "%s -- [%d..%d] %s random playout result %d\n",
202 spaces, player_color, next_color, coord2sstr(n->coord, t->board), result);
204 return result;
207 static float
208 scale_value(struct uct *u, struct board *b, int result)
210 float rval = result > 0;
211 if (u->val_scale) {
212 int vp = u->val_points;
213 if (!vp) {
214 vp = board_size(b) - 1; vp *= vp; vp *= 2;
217 float sval = (float) abs(result) / vp;
218 sval = sval > 1 ? 1 : sval;
219 if (result < 0) sval = 1 - sval;
220 if (u->val_extra)
221 rval += u->val_scale * sval;
222 else
223 rval = (1 - u->val_scale) * rval + u->val_scale * sval;
224 // fprintf(stderr, "score %d => sval %f, rval %f\n", result, sval, rval);
226 return rval;
229 static void
230 record_local_sequence(struct uct *u, struct tree *t,
231 struct uct_descent *descent, int dlen, int di,
232 enum stone seq_color, float rval)
234 /* Ignore pass sequences. */
235 if (is_pass(descent[di].node->coord))
236 return;
238 #define LTREE_DEBUG if (UDEBUGL(6))
239 LTREE_DEBUG fprintf(stderr, "recording result %f in local %s sequence: ",
240 rval, stone2str(seq_color));
241 int di0 = di;
243 /* Pick the right local tree root... */
244 struct tree_node *lnode = seq_color == S_BLACK ? t->ltree_black : t->ltree_white;
245 lnode->u.playouts++;
247 /* ...and record the sequence. */
248 while (di < dlen && (di == di0 || descent[di].node->d < u->tenuki_d)) {
249 LTREE_DEBUG fprintf(stderr, "%s[%d] ",
250 coord2sstr(descent[di].node->coord, t->board),
251 descent[di].node->d);
252 lnode = tree_get_node(t, lnode, descent[di++].node->coord, true);
253 assert(lnode);
254 stats_add_result(&lnode->u, rval, 1);
257 /* Add lnode for tenuki (pass) if we descended further. */
258 if (di < dlen) {
259 LTREE_DEBUG fprintf(stderr, "pass ");
260 lnode = tree_get_node(t, lnode, pass, true);
261 assert(lnode);
262 stats_add_result(&lnode->u, rval, 1);
265 LTREE_DEBUG fprintf(stderr, "\n");
270 uct_playout(struct uct *u, struct board *b, enum stone player_color, struct tree *t)
272 struct board b2;
273 board_copy(&b2, b);
275 struct playout_amafmap *amaf = NULL;
276 if (u->policy->wants_amaf) {
277 amaf = calloc(1, sizeof(*amaf));
278 amaf->map = calloc(board_size2(&b2) + 1, sizeof(*amaf->map));
279 amaf->map++; // -1 is pass
282 /* Walk the tree until we find a leaf, then expand it and do
283 * a random playout. */
284 struct tree_node *n = t->root;
285 enum stone node_color = stone_other(player_color);
286 assert(node_color == t->root_color);
288 /* Tree descent history. */
289 /* XXX: This is somewhat messy since @n and descent[dlen-1].node are
290 * redundant. */
291 #define DLEN 512
292 struct uct_descent descent[DLEN];
293 descent[0].node = n; descent[0].lnode = NULL;
294 int dlen = 1;
295 /* Total value of the sequence. */
296 struct move_stats seq_value = { .playouts = 0 };
298 int result;
299 int pass_limit = (board_size(&b2) - 2) * (board_size(&b2) - 2) / 2;
300 int passes = is_pass(b->last_move.coord) && b->moves > 0;
302 /* debug */
303 int depth = 0;
304 static char spaces[] = "\0 ";
305 /* /debug */
306 if (UDEBUGL(8))
307 fprintf(stderr, "--- UCT walk with color %d\n", player_color);
309 while (!tree_leaf_node(n) && passes < 2) {
310 spaces[depth++] = ' '; spaces[depth] = 0;
313 /*** Choose a node to descend to: */
315 /* Parity is chosen already according to the child color, since
316 * it is applied to children. */
317 node_color = stone_other(node_color);
318 int parity = (node_color == player_color ? 1 : -1);
320 assert(dlen < DLEN);
321 descent[dlen] = descent[dlen - 1];
322 if (u->local_tree && (!descent[dlen].lnode || descent[dlen].node->d >= u->tenuki_d)) {
323 /* Start new local sequence. */
324 /* Remember that node_color already holds color of the
325 * to-be-found child. */
326 descent[dlen].lnode = node_color == S_BLACK ? t->ltree_black : t->ltree_white;
329 if (!u->random_policy_chance || fast_random(u->random_policy_chance))
330 u->policy->descend(u->policy, t, &descent[dlen], parity, b2.moves > pass_limit);
331 else
332 u->random_policy->descend(u->random_policy, t, &descent[dlen], parity, b2.moves > pass_limit);
335 /*** Perform the descent: */
337 seq_value.playouts += descent[dlen].value.playouts;
338 seq_value.value += descent[dlen].value.value * descent[dlen].value.playouts;
339 n = descent[dlen++].node;
340 assert(n == t->root || n->parent);
341 if (UDEBUGL(7))
342 fprintf(stderr, "%s+-- UCT sent us to [%s:%d] %f\n",
343 spaces, coord2sstr(n->coord, t->board), n->coord,
344 tree_node_get_value(t, parity, n->u.value));
346 /* Add virtual loss if we need to; this is used to discourage
347 * other threads from visiting this node in case of multiple
348 * threads doing the tree search. */
349 if (u->virtual_loss)
350 stats_add_result(&n->u, tree_parity(t, parity) > 0 ? 0 : 1, 1);
352 assert(n->coord >= -1);
353 if (amaf && !is_pass(n->coord)) {
354 if (amaf->map[n->coord] == S_NONE || amaf->map[n->coord] == node_color) {
355 amaf->map[n->coord] = node_color;
356 } else { // XXX: Respect amaf->record_nakade
357 amaf_op(amaf->map[n->coord], +);
359 amaf->game[amaf->gamelen].coord = n->coord;
360 amaf->game[amaf->gamelen].color = node_color;
361 amaf->gamelen++;
362 assert(amaf->gamelen < sizeof(amaf->game) / sizeof(amaf->game[0]));
365 struct move m = { n->coord, node_color };
366 int res = board_play(&b2, &m);
368 if (res < 0 || (!is_pass(m.coord) && !group_at(&b2, m.coord)) /* suicide */
369 || b2.superko_violation) {
370 if (UDEBUGL(3)) {
371 for (struct tree_node *ni = n; ni; ni = ni->parent)
372 fprintf(stderr, "%s<%"PRIhash"> ", coord2sstr(ni->coord, t->board), ni->hash);
373 fprintf(stderr, "marking invalid %s node %d,%d res %d group %d spk %d\n",
374 stone2str(node_color), coord_x(n->coord,b), coord_y(n->coord,b),
375 res, group_at(&b2, m.coord), b2.superko_violation);
377 n->hints |= TREE_HINT_INVALID;
378 result = 0;
379 goto end;
382 if (is_pass(n->coord))
383 passes++;
384 else
385 passes = 0;
388 if (amaf) {
389 amaf->game_baselen = amaf->gamelen;
390 amaf->record_nakade = u->playout_amaf_nakade;
393 if (t->use_extra_komi && u->dynkomi->persim) {
394 b2.komi += round(u->dynkomi->persim(u->dynkomi, &b2, t, n));
397 if (passes >= 2) {
398 /* XXX: No dead groups support. */
399 float score = board_official_score(&b2, NULL);
400 /* Result from black's perspective (no matter who
401 * the player; black's perspective is always
402 * what the tree stores. */
403 result = - (score * 2);
405 if (UDEBUGL(5))
406 fprintf(stderr, "[%d..%d] %s p-p scoring playout result %d (W %f)\n",
407 player_color, node_color, coord2sstr(n->coord, t->board), result, score);
408 if (UDEBUGL(6))
409 board_print(&b2, stderr);
411 board_ownermap_fill(&u->ownermap, &b2);
413 } else { assert(u->parallel_tree || tree_leaf_node(n));
414 /* In case of parallel tree search, the assertion might
415 * not hold if two threads chew on the same node. */
416 result = uct_leaf_node(u, &b2, player_color, amaf, t, n, node_color, spaces);
419 if (amaf && u->playout_amaf_cutoff) {
420 int cutoff = amaf->game_baselen;
421 cutoff += (amaf->gamelen - amaf->game_baselen) * u->playout_amaf_cutoff / 100;
422 /* Now, reconstruct the amaf map. */
423 memset(amaf->map, 0, board_size2(&b2) * sizeof(*amaf->map));
424 for (int i = 0; i < cutoff; i++) {
425 coord_t coord = amaf->game[i].coord;
426 enum stone color = amaf->game[i].color;
427 if (amaf->map[coord] == S_NONE || amaf->map[coord] == color) {
428 amaf->map[coord] = color;
429 /* Nakade always recorded for in-tree part */
430 } else if (amaf->record_nakade || i <= amaf->game_baselen) {
431 amaf_op(amaf->map[n->coord], +);
436 assert(n == t->root || n->parent);
437 if (result != 0) {
438 stats_add_result(&t->score, result / 2, 1);
440 float rval = scale_value(u, b, result);
441 stats_add_result(&t->value, rval, 1);
442 u->policy->update(u->policy, t, n, node_color, player_color, amaf, rval);
444 if (u->local_tree && n->parent && !is_pass(n->coord) && dlen > 0) {
445 /* Possibly transform the rval appropriately. */
446 float expval = seq_value.value / seq_value.playouts;
447 rval = stats_temper_value(rval, expval, u->local_tree);
449 /* Get the local sequences and record them in ltree. */
450 /* We will look for sequence starts in our descent
451 * history, then run record_local_sequence() for each
452 * found sequence start; record_local_sequence() may
453 * pick longer sequences from descent history then,
454 * which is expected as it will create new lnodes. */
455 enum stone seq_color = player_color;
456 /* First move always starts a sequence. */
457 record_local_sequence(u, t, descent, dlen, 1, seq_color, rval);
458 seq_color = stone_other(seq_color);
459 for (int dseqi = 2; dseqi < dlen; dseqi++, seq_color = stone_other(seq_color)) {
460 if (u->local_tree_allseq) {
461 /* We are configured to record all subsequences. */
462 record_local_sequence(u, t, descent, dlen, dseqi, seq_color, rval);
463 continue;
465 if (descent[dseqi].node->d >= u->tenuki_d) {
466 /* Tenuki! Record the fresh sequence. */
467 record_local_sequence(u, t, descent, dlen, dseqi, seq_color, rval);
468 continue;
470 if (descent[dseqi].lnode && !descent[dseqi].lnode) {
471 /* Record result for in-descent picked sequence. */
472 record_local_sequence(u, t, descent, dlen, dseqi, seq_color, rval);
473 continue;
479 end:
480 /* We need to undo the virtual loss we added during descend. */
481 if (u->virtual_loss) {
482 int parity = (node_color == player_color ? 1 : -1);
483 for (; n->parent; n = n->parent) {
484 stats_rm_result(&n->u, tree_parity(t, parity) > 0 ? 0 : 1, 1);
485 parity = -parity;
489 if (amaf) {
490 free(amaf->map - 1);
491 free(amaf);
493 board_done_noalloc(&b2);
494 return result;
498 uct_playouts(struct uct *u, struct board *b, enum stone color, struct tree *t)
500 int i;
501 for (i = 0; !uct_halt; i++)
502 uct_playout(u, b, color, t);
503 return i;