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189 行
6.6 KiB
189 行
6.6 KiB
using System.Collections.Generic;
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using Unity.MLAgents.Actuators;
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using UnityEngine;
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namespace Unity.MLAgents.Extensions.Match3
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{
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/// <summary>
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/// Actuator for a Match3 game. It translates valid moves (defined by AbstractBoard.IsMoveValid())
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/// in action masks, and applies the action to the board via AbstractBoard.MakeMove().
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/// </summary>
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public class Match3Actuator : IActuator, IHeuristicProvider, IBuiltInActuator
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{
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protected AbstractBoard m_Board;
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protected System.Random m_Random;
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private ActionSpec m_ActionSpec;
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private bool m_ForceHeuristic;
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private Agent m_Agent;
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private int m_Rows;
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private int m_Columns;
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private int m_NumCellTypes;
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/// <summary>
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/// Create a Match3Actuator.
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/// </summary>
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/// <param name="board"></param>
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/// <param name="forceHeuristic">Whether the inference action should be ignored and the Agent's Heuristic
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/// should be called. This should only be used for generating comparison stats of the Heuristic.</param>
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/// <param name="seed">The seed used to initialize <see cref="System.Random"/>.</param>
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/// <param name="agent"></param>
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/// <param name="name"></param>
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public Match3Actuator(AbstractBoard board,
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bool forceHeuristic,
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int seed,
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Agent agent,
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string name)
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{
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m_Board = board;
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m_Rows = board.Rows;
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m_Columns = board.Columns;
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m_NumCellTypes = board.NumCellTypes;
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Name = name;
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m_ForceHeuristic = forceHeuristic;
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m_Agent = agent;
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var numMoves = Move.NumPotentialMoves(m_Board.Rows, m_Board.Columns);
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m_ActionSpec = ActionSpec.MakeDiscrete(numMoves);
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m_Random = new System.Random(seed);
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}
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/// <inheritdoc/>
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public ActionSpec ActionSpec => m_ActionSpec;
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/// <inheritdoc/>
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public void OnActionReceived(ActionBuffers actions)
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{
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if (m_ForceHeuristic)
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{
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Heuristic(actions);
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}
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var moveIndex = actions.DiscreteActions[0];
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if (m_Board.Rows != m_Rows || m_Board.Columns != m_Columns || m_Board.NumCellTypes != m_NumCellTypes)
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{
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Debug.LogWarning(
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$"Board shape changes since actuator initialization. This may cause unexpected results. " +
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$"Old shape: Rows={m_Rows} Columns={m_Columns}, NumCellTypes={m_NumCellTypes} " +
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$"Current shape: Rows={m_Board.Rows} Columns={m_Board.Columns}, NumCellTypes={m_Board.NumCellTypes}"
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);
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}
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Move move = Move.FromMoveIndex(moveIndex, m_Rows, m_Columns);
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m_Board.MakeMove(move);
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}
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/// <inheritdoc/>
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public void WriteDiscreteActionMask(IDiscreteActionMask actionMask)
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{
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using (TimerStack.Instance.Scoped("WriteDiscreteActionMask"))
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{
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actionMask.WriteMask(0, InvalidMoveIndices());
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}
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}
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/// <inheritdoc/>
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public string Name { get; }
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/// <inheritdoc/>
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public void ResetData()
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{
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}
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/// <inheritdoc/>
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public BuiltInActuatorType GetBuiltInActuatorType()
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{
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return BuiltInActuatorType.Match3Actuator;
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}
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IEnumerable<int> InvalidMoveIndices()
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{
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var numValidMoves = m_Board.NumMoves();
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foreach (var move in m_Board.InvalidMoves())
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{
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numValidMoves--;
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if (numValidMoves == 0)
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{
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// If all the moves are invalid and we mask all the actions out, this will cause an assert
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// later on in IDiscreteActionMask. Instead, fire a callback to the user if they provided one,
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// (or log a warning if not) and leave the last action unmasked. This isn't great, but
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// an invalid move should be easier to handle than an exception..
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if (m_Board.OnNoValidMovesAction != null)
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{
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m_Board.OnNoValidMovesAction();
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}
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else
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{
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Debug.LogWarning(
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"No valid moves are available. The last action will be left unmasked, so " +
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"an invalid move will be passed to AbstractBoard.MakeMove()."
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);
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}
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// This means the last move won't be returned as an invalid index.
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yield break;
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}
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yield return move.MoveIndex;
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}
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}
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public void Heuristic(in ActionBuffers actionsOut)
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{
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var discreteActions = actionsOut.DiscreteActions;
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discreteActions[0] = GreedyMove();
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}
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protected int GreedyMove()
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{
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var bestMoveIndex = 0;
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var bestMovePoints = -1;
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var numMovesAtCurrentScore = 0;
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foreach (var move in m_Board.ValidMoves())
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{
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var movePoints = EvalMovePoints(move);
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if (movePoints < bestMovePoints)
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{
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// Worse, skip
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continue;
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}
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if (movePoints > bestMovePoints)
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{
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// Better, keep
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bestMovePoints = movePoints;
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bestMoveIndex = move.MoveIndex;
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numMovesAtCurrentScore = 1;
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}
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else
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{
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// Tied for best - use reservoir sampling to make sure we select from equal moves uniformly.
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// See https://en.wikipedia.org/wiki/Reservoir_sampling#Simple_algorithm
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numMovesAtCurrentScore++;
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var randVal = m_Random.Next(0, numMovesAtCurrentScore);
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if (randVal == 0)
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{
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// Keep the new one
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bestMoveIndex = move.MoveIndex;
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}
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}
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}
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return bestMoveIndex;
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}
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/// <summary>
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/// Method to be overridden when evaluating how many points a specific move will generate.
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/// </summary>
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/// <param name="move">The move to evaluate.</param>
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/// <returns>The number of points the move generates.</returns>
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protected virtual int EvalMovePoints(Move move)
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{
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return 1;
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}
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}
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}
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