17 #include "uct/dynkomi.h"
18 #include "uct/internal.h"
19 #include "uct/search.h"
24 #define DESCENT_DLEN 512
27 uct_progress_status(struct uct
*u
, struct tree
*t
, enum stone color
, int playouts
)
33 struct tree_node
*best
= u
->policy
->choose(u
->policy
, t
->root
, t
->board
, color
, resign
);
35 fprintf(stderr
, "... No moves left\n");
38 fprintf(stderr
, "[%d] ", playouts
);
39 fprintf(stderr
, "best %f ", tree_node_get_value(t
, 1, best
->u
.value
));
42 if (t
->use_extra_komi
)
43 fprintf(stderr
, "komi %.1f ", t
->extra_komi
);
46 fprintf(stderr
, "| seq ");
47 for (int depth
= 0; depth
< 4; depth
++) {
48 if (best
&& best
->u
.playouts
>= 25) {
49 fprintf(stderr
, "%3s ", coord2sstr(best
->coord
, t
->board
));
50 best
= u
->policy
->choose(u
->policy
, best
, t
->board
, color
, resign
);
57 fprintf(stderr
, "| can ");
59 struct tree_node
*can
[cans
];
60 memset(can
, 0, sizeof(can
));
61 best
= t
->root
->children
;
64 while ((!can
[c
] || best
->u
.playouts
> can
[c
]->u
.playouts
) && ++c
< cans
);
65 for (int d
= 0; d
< c
; d
++) can
[d
] = can
[d
+ 1];
66 if (c
> 0) can
[c
- 1] = best
;
71 fprintf(stderr
, "%3s(%.3f) ",
72 coord2sstr(can
[cans
]->coord
, t
->board
),
73 tree_node_get_value(t
, 1, can
[cans
]->u
.value
));
79 fprintf(stderr
, "\n");
84 record_amaf_move(struct playout_amafmap
*amaf
, coord_t coord
, enum stone color
)
86 if (amaf
->map
[coord
] == S_NONE
|| amaf
->map
[coord
] == color
) {
87 amaf
->map
[coord
] = color
;
88 } else { // XXX: Respect amaf->record_nakade
89 amaf_op(amaf
->map
[coord
], +);
91 amaf
->game
[amaf
->gamelen
].coord
= coord
;
92 amaf
->game
[amaf
->gamelen
].color
= color
;
94 assert(amaf
->gamelen
< sizeof(amaf
->game
) / sizeof(amaf
->game
[0]));
98 struct uct_playout_callback
{
101 struct tree_node
*lnode
;
106 uct_playout_hook(struct playout_policy
*playout
, struct playout_setup
*setup
, struct board
*b
, enum stone color
, int mode
)
108 /* XXX: This is used in some non-master branches. */
113 uct_playout_prepolicy(struct playout_policy
*playout
, struct playout_setup
*setup
, struct board
*b
, enum stone color
)
115 return uct_playout_hook(playout
, setup
, b
, color
, 0);
119 uct_playout_postpolicy(struct playout_policy
*playout
, struct playout_setup
*setup
, struct board
*b
, enum stone color
)
121 return uct_playout_hook(playout
, setup
, b
, color
, 1);
126 uct_leaf_node(struct uct
*u
, struct board
*b
, enum stone player_color
,
127 struct playout_amafmap
*amaf
,
128 struct uct_descent
*descent
, int *dlen
,
129 struct tree_node
*significant
[2],
130 struct tree
*t
, struct tree_node
*n
, enum stone node_color
,
133 enum stone next_color
= stone_other(node_color
);
134 int parity
= (next_color
== player_color
? 1 : -1);
136 /* We need to make sure only one thread expands the node. If
137 * we are unlucky enough for two threads to meet in the same
138 * node, the latter one will simply do another simulation from
139 * the node itself, no big deal. t->nodes_size may exceed
140 * the maximum in multi-threaded case but not by much so it's ok.
141 * The size test must be before the test&set not after, to allow
142 * expansion of the node later if enough nodes have been freed. */
143 if (n
->u
.playouts
>= u
->expand_p
&& t
->nodes_size
< u
->max_tree_size
144 && !__sync_lock_test_and_set(&n
->is_expanded
, 1)) {
145 tree_expand_node(t
, n
, b
, next_color
, u
, parity
);
148 fprintf(stderr
, "%s*-- UCT playout #%d start [%s] %f\n",
149 spaces
, n
->u
.playouts
, coord2sstr(n
->coord
, t
->board
),
150 tree_node_get_value(t
, parity
, n
->u
.value
));
152 struct uct_playout_callback upc
= {
155 /* TODO: Don't necessarily restart the sequence walk when
156 * entering playout. */
160 struct playout_setup ps
= {
161 .gamelen
= u
->gamelen
,
162 .mercymin
= u
->mercymin
,
163 .prepolicy_hook
= uct_playout_prepolicy
,
164 .postpolicy_hook
= uct_playout_postpolicy
,
167 int result
= play_random_game(&ps
, b
, next_color
,
168 u
->playout_amaf
? amaf
: NULL
,
169 &u
->ownermap
, u
->playout
);
170 if (next_color
== S_WHITE
) {
171 /* We need the result from black's perspective. */
175 fprintf(stderr
, "%s -- [%d..%d] %s random playout result %d\n",
176 spaces
, player_color
, next_color
, coord2sstr(n
->coord
, t
->board
), result
);
182 scale_value(struct uct
*u
, struct board
*b
, int result
)
184 if (result
== 0) return 0.5;
185 floating_t rval
= result
> 0 ? 1.0 : 0.0;
187 floating_t scale
= u
->val_scale
;
188 /* Give more weight to territory when winning big (maximize win). This reduces
189 * the number of silly moves and makes the game more enjoyable for humans. */
190 if (u
->t
->root
->u
.playouts
> GJ_MINGAMES
&&
191 tree_node_get_value(u
->t
, -1, u
->t
->root
->u
.value
) >= u
->sure_win_threshold
) {
192 scale
= u
->val_scale_max
;
194 if (scale
== 0) return rval
;
196 int vp
= u
->val_points
;
197 /* By default do not try to win by more than 44 points on 19x19,
198 * 12 points on 9x9. Remember that result here is twice the score. */
199 if (!vp
) vp
= board_size2(b
) / 5;
201 floating_t sval
= (floating_t
) abs(result
) / vp
;
202 sval
= sval
> 1 ? 1 : sval
;
203 if (result
< 0) sval
= 1 - sval
;
205 rval
+= scale
* sval
;
207 rval
= (1 - scale
) * rval
+ scale
* sval
;
208 // fprintf(stderr, "score %d => sval %f, rval %f\n", result, sval, rval);
213 local_value(struct uct
*u
, struct board
*b
, coord_t coord
, enum stone color
)
215 /* Tactical evaluation of move @coord by color @color, given
216 * simulation end position @b. I.e., a move is tactically good
217 * if the resulting group stays on board until the game end. */
218 /* We can also take into account surrounding stones, e.g. to
219 * encourage taking off external liberties during a semeai. */
221 if (u
->local_tree_neival
) {
222 int friends
= neighbor_count_at(b
, coord
, color
) + neighbor_count_at(b
, coord
, S_OFFBOARD
);
223 if (immediate_liberty_count(b
, coord
) > 0) {
224 foreach_neighbor(b
, coord
, {
225 friends
+= board_is_one_point_eye(b
, coord
, color
);
228 val
= (double) (2 * (board_at(b
, coord
) == color
) + friends
) / 6.f
;
230 val
= (board_at(b
, coord
) == color
) ? 1.f
: 0.f
;
232 return (color
== S_WHITE
) ? 1.f
- val
: val
;
236 record_local_sequence(struct uct
*u
, struct tree
*t
, struct board
*endb
,
237 struct uct_descent
*descent
, int dlen
, int di
,
238 enum stone seq_color
)
240 #define LTREE_DEBUG if (UDEBUGL(6))
242 /* Ignore pass sequences. */
243 if (is_pass(descent
[di
].node
->coord
))
246 LTREE_DEBUG
board_print(endb
, stderr
);
247 LTREE_DEBUG
fprintf(stderr
, "recording local %s sequence: ",
248 stone2str(seq_color
));
250 /* Sequences starting deeper are less relevant in general. */
251 int pval
= LTREE_PLAYOUTS_MULTIPLIER
;
252 if (u
->local_tree
&& u
->local_tree_depth_decay
> 0)
253 pval
= ((floating_t
) pval
) / pow(u
->local_tree_depth_decay
, di
- 1);
255 LTREE_DEBUG
fprintf(stderr
, "too deep @%d\n", di
);
259 /* Pick the right local tree root... */
260 struct tree_node
*lnode
= seq_color
== S_BLACK
? t
->ltree_black
: t
->ltree_white
;
264 if (u
->local_tree_rootgoal
) {
265 sval
= local_value(u
, endb
, descent
[di
].node
->coord
, seq_color
);
266 LTREE_DEBUG
fprintf(stderr
, "(goal %s[%s %1.3f][%d]) ",
267 coord2sstr(descent
[di
].node
->coord
, t
->board
),
268 stone2str(seq_color
), sval
, descent
[di
].node
->d
);
271 /* ...and record the sequence. */
273 while (di
< dlen
&& (di
== di0
|| descent
[di
].node
->d
< u
->tenuki_d
)) {
274 enum stone color
= (di
- di0
) % 2 ? stone_other(seq_color
) : seq_color
;
276 if (u
->local_tree_rootgoal
)
279 rval
= local_value(u
, endb
, descent
[di
].node
->coord
, color
);
280 LTREE_DEBUG
fprintf(stderr
, "%s[%s %1.3f][%d] ",
281 coord2sstr(descent
[di
].node
->coord
, t
->board
),
282 stone2str(color
), rval
, descent
[di
].node
->d
);
283 lnode
= tree_get_node(t
, lnode
, descent
[di
++].node
->coord
, true);
285 stats_add_result(&lnode
->u
, rval
, pval
);
288 /* Add lnode for tenuki (pass) if we descended further. */
290 double rval
= u
->local_tree_rootgoal
? sval
: 0.5;
291 LTREE_DEBUG
fprintf(stderr
, "pass ");
292 lnode
= tree_get_node(t
, lnode
, pass
, true);
294 stats_add_result(&lnode
->u
, rval
, pval
);
297 LTREE_DEBUG
fprintf(stderr
, "\n");
302 uct_playout(struct uct
*u
, struct board
*b
, enum stone player_color
, struct tree
*t
)
307 struct playout_amafmap
*amaf
= NULL
;
308 if (u
->policy
->wants_amaf
) {
309 amaf
= calloc2(1, sizeof(*amaf
));
310 amaf
->map
= calloc2(board_size2(&b2
) + 1, sizeof(*amaf
->map
));
311 amaf
->map
++; // -1 is pass
314 /* Walk the tree until we find a leaf, then expand it and do
315 * a random playout. */
316 struct tree_node
*n
= t
->root
;
317 enum stone node_color
= stone_other(player_color
);
318 assert(node_color
== t
->root_color
);
320 /* Tree descent history. */
321 /* XXX: This is somewhat messy since @n and descent[dlen-1].node are
323 struct uct_descent descent
[DESCENT_DLEN
];
324 descent
[0].node
= n
; descent
[0].lnode
= NULL
;
326 /* Total value of the sequence. */
327 struct move_stats seq_value
= { .playouts
= 0 };
328 /* The last "significant" node along the descent (i.e. node
329 * with higher than configured number of playouts). For black
331 struct tree_node
*significant
[2] = { NULL
, NULL
};
332 if (n
->u
.playouts
>= u
->significant_threshold
)
333 significant
[node_color
- 1] = n
;
336 int pass_limit
= (board_size(&b2
) - 2) * (board_size(&b2
) - 2) / 2;
337 int passes
= is_pass(b
->last_move
.coord
) && b
->moves
> 0;
340 static char spaces
[] = "\0 ";
343 fprintf(stderr
, "--- UCT walk with color %d\n", player_color
);
345 while (!tree_leaf_node(n
) && passes
< 2) {
346 spaces
[dlen
- 1] = ' '; spaces
[dlen
] = 0;
349 /*** Choose a node to descend to: */
351 /* Parity is chosen already according to the child color, since
352 * it is applied to children. */
353 node_color
= stone_other(node_color
);
354 int parity
= (node_color
== player_color
? 1 : -1);
356 assert(dlen
< DESCENT_DLEN
);
357 descent
[dlen
] = descent
[dlen
- 1];
358 if (u
->local_tree
&& (!descent
[dlen
].lnode
|| descent
[dlen
].node
->d
>= u
->tenuki_d
)) {
359 /* Start new local sequence. */
360 /* Remember that node_color already holds color of the
361 * to-be-found child. */
362 descent
[dlen
].lnode
= node_color
== S_BLACK
? t
->ltree_black
: t
->ltree_white
;
365 if (!u
->random_policy_chance
|| fast_random(u
->random_policy_chance
))
366 u
->policy
->descend(u
->policy
, t
, &descent
[dlen
], parity
, b2
.moves
> pass_limit
);
368 u
->random_policy
->descend(u
->random_policy
, t
, &descent
[dlen
], parity
, b2
.moves
> pass_limit
);
371 /*** Perform the descent: */
373 if (descent
[dlen
].node
->u
.playouts
>= u
->significant_threshold
) {
374 significant
[node_color
- 1] = descent
[dlen
].node
;
377 seq_value
.playouts
+= descent
[dlen
].value
.playouts
;
378 seq_value
.value
+= descent
[dlen
].value
.value
* descent
[dlen
].value
.playouts
;
379 n
= descent
[dlen
++].node
;
380 assert(n
== t
->root
|| n
->parent
);
382 fprintf(stderr
, "%s+-- UCT sent us to [%s:%d] %d,%f\n",
383 spaces
, coord2sstr(n
->coord
, t
->board
),
384 n
->coord
, n
->u
.playouts
,
385 tree_node_get_value(t
, parity
, n
->u
.value
));
387 /* Add virtual loss if we need to; this is used to discourage
388 * other threads from visiting this node in case of multiple
389 * threads doing the tree search. */
391 stats_add_result(&n
->u
, node_color
== S_BLACK
? 0.0 : 1.0, u
->virtual_loss
);
393 assert(n
->coord
>= -1);
394 if (amaf
&& !is_pass(n
->coord
))
395 record_amaf_move(amaf
, n
->coord
, node_color
);
397 struct move m
= { n
->coord
, node_color
};
398 int res
= board_play(&b2
, &m
);
400 if (res
< 0 || (!is_pass(m
.coord
) && !group_at(&b2
, m
.coord
)) /* suicide */
401 || b2
.superko_violation
) {
403 for (struct tree_node
*ni
= n
; ni
; ni
= ni
->parent
)
404 fprintf(stderr
, "%s<%"PRIhash
"> ", coord2sstr(ni
->coord
, t
->board
), ni
->hash
);
405 fprintf(stderr
, "marking invalid %s node %d,%d res %d group %d spk %d\n",
406 stone2str(node_color
), coord_x(n
->coord
,b
), coord_y(n
->coord
,b
),
407 res
, group_at(&b2
, m
.coord
), b2
.superko_violation
);
409 n
->hints
|= TREE_HINT_INVALID
;
414 if (is_pass(n
->coord
))
421 amaf
->game_baselen
= amaf
->gamelen
;
422 amaf
->record_nakade
= u
->playout_amaf_nakade
;
425 if (t
->use_extra_komi
&& u
->dynkomi
->persim
) {
426 b2
.komi
+= round(u
->dynkomi
->persim(u
->dynkomi
, &b2
, t
, n
));
430 /* XXX: No dead groups support. */
431 floating_t score
= board_official_score(&b2
, NULL
);
432 /* Result from black's perspective (no matter who
433 * the player; black's perspective is always
434 * what the tree stores. */
435 result
= - (score
* 2);
438 fprintf(stderr
, "[%d..%d] %s p-p scoring playout result %d (W %f)\n",
439 player_color
, node_color
, coord2sstr(n
->coord
, t
->board
), result
, score
);
441 board_print(&b2
, stderr
);
443 board_ownermap_fill(&u
->ownermap
, &b2
);
445 } else { // assert(tree_leaf_node(n));
446 /* In case of parallel tree search, the assertion might
447 * not hold if two threads chew on the same node. */
448 result
= uct_leaf_node(u
, &b2
, player_color
, amaf
, descent
, &dlen
, significant
, t
, n
, node_color
, spaces
);
451 if (amaf
&& u
->playout_amaf_cutoff
) {
452 unsigned int cutoff
= amaf
->game_baselen
;
453 cutoff
+= (amaf
->gamelen
- amaf
->game_baselen
) * u
->playout_amaf_cutoff
/ 100;
454 /* Now, reconstruct the amaf map. */
455 memset(amaf
->map
, 0, board_size2(&b2
) * sizeof(*amaf
->map
));
456 for (unsigned int i
= 0; i
< cutoff
; i
++) {
457 coord_t coord
= amaf
->game
[i
].coord
;
458 enum stone color
= amaf
->game
[i
].color
;
459 if (amaf
->map
[coord
] == S_NONE
|| amaf
->map
[coord
] == color
) {
460 amaf
->map
[coord
] = color
;
461 /* Nakade always recorded for in-tree part */
462 } else if (amaf
->record_nakade
|| i
<= amaf
->game_baselen
) {
463 amaf_op(amaf
->map
[n
->coord
], +);
468 /* Record the result. */
470 assert(n
== t
->root
|| n
->parent
);
471 floating_t rval
= scale_value(u
, b
, result
);
472 u
->policy
->update(u
->policy
, t
, n
, node_color
, player_color
, amaf
, &b2
, rval
);
474 if (t
->use_extra_komi
) {
475 stats_add_result(&u
->dynkomi
->score
, result
/ 2, 1);
476 stats_add_result(&u
->dynkomi
->value
, rval
, 1);
479 if (u
->local_tree
&& n
->parent
&& !is_pass(n
->coord
) && dlen
> 0) {
480 /* Get the local sequences and record them in ltree. */
481 /* We will look for sequence starts in our descent
482 * history, then run record_local_sequence() for each
483 * found sequence start; record_local_sequence() may
484 * pick longer sequences from descent history then,
485 * which is expected as it will create new lnodes. */
486 enum stone seq_color
= player_color
;
487 /* First move always starts a sequence. */
488 record_local_sequence(u
, t
, &b2
, descent
, dlen
, 1, seq_color
);
489 seq_color
= stone_other(seq_color
);
490 for (int dseqi
= 2; dseqi
< dlen
; dseqi
++, seq_color
= stone_other(seq_color
)) {
491 if (u
->local_tree_allseq
) {
492 /* We are configured to record all subsequences. */
493 record_local_sequence(u
, t
, &b2
, descent
, dlen
, dseqi
, seq_color
);
496 if (descent
[dseqi
].node
->d
>= u
->tenuki_d
) {
497 /* Tenuki! Record the fresh sequence. */
498 record_local_sequence(u
, t
, &b2
, descent
, dlen
, dseqi
, seq_color
);
501 if (descent
[dseqi
].lnode
&& !descent
[dseqi
].lnode
) {
502 /* Record result for in-descent picked sequence. */
503 record_local_sequence(u
, t
, &b2
, descent
, dlen
, dseqi
, seq_color
);
510 /* We need to undo the virtual loss we added during descend. */
511 if (u
->virtual_loss
) {
512 floating_t loss
= node_color
== S_BLACK
? 0.0 : 1.0;
513 for (; n
->parent
; n
= n
->parent
) {
514 stats_rm_result(&n
->u
, loss
, u
->virtual_loss
);
523 board_done_noalloc(&b2
);
528 uct_playouts(struct uct
*u
, struct board
*b
, enum stone color
, struct tree
*t
, struct time_info
*ti
)
531 if (ti
&& ti
->dim
== TD_GAMES
) {
532 for (i
= 0; t
->root
->u
.playouts
<= ti
->len
.games
; i
++)
533 uct_playout(u
, b
, color
, t
);
535 for (i
= 0; !uct_halt
; i
++)
536 uct_playout(u
, b
, color
, t
);