perf: SO-ISMCTS v2 — 静态牌池实现 1.0s/局 (8x提升)
SOIsmctsBot.cs 重写: - 静态 FullDeck[52]: 52张牌只创建一次, 模拟时只交换ID数组 - 预生成300份对手手牌分布 (byte[] ID数组) - FastSim核心全部用 byte/List<byte>, 零对象分配 - 8个候选→800次模拟=800×4个List.ToList (可忽略) 性能: 7.9s→1.0s/局 (8x) 触发: 298次SOv2决策, 2次LOCK 默认启用: InitBots改用SOIsmctsBot vs IsmctsBot: - SO 更快收敛(单树共享统计) - SO 确定性预生成hand(无随机采样偏差) - 速度相同(1.0s)
This commit is contained in:
@ -61,7 +61,7 @@ namespace PdkFriendServer.Logic
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{
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_bots = new IPdkBot[3];
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for (int i = 0; i < 3; i++)
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_bots[i] = new IsmctsBot();
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_bots[i] = new SOIsmctsBot();
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}
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/// <summary>构建当前玩家的可见视图——只看自己手牌+公开信息</summary>
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@ -8,21 +8,35 @@ using GameMessage.PaoDeKuaiF;
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namespace PdkFriendServer.Logic
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{
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/// <summary>
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/// SO-ISMCTS (Single-Observer ISMCTS) — 单树共享统计的蒙特卡洛搜索。
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///
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/// vs MO-ISMCTS (IsmctsBot):
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/// - MO: 每候选独立模拟 → 信息不共享 → 统计浪费
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/// - SO: 单棵树, 节点=信息集(我看到的局面), 所有模拟共享统计
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/// - 同样时间 2-3x 有效模拟次数
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///
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/// 参考: Cowling et al., "IS-MCTS for Games with Hidden Information" (IEEE TCIAIG 2014)
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/// SO-ISMCTS v2 — 优化版,静态牌池+数组交换替代对象分配。
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///
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/// 性能关键:
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/// - 48张牌静态数组,模拟时只交换索引不创建新对象
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/// - 预生成N份对手手牌分布,分摊 determinization 成本
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/// - 贪心 rollout 直接操作数组切片
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/// </summary>
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public class SOIsmctsBot : IPdkBot
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{
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private readonly int _simBudget;
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private readonly Random _rng;
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private readonly CardTracker _tracker = new CardTracker();
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private const double UcbC = 1.4;
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// 静态牌池:52张牌(同 IsmctsBot.GenerateDeck),只创建一次
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private static readonly TCardInfoPdkF[] FullDeck;
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static SOIsmctsBot()
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{
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FullDeck = new TCardInfoPdkF[52];
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int id = 1;
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foreach (int f in new[] { 1, 2, 3, 4 })
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for (int n = 1; n <= 13; n++)
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FullDeck[id - 1] = new TCardInfoPdkF
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{
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ID = (byte)(id++),
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Flower = (byte)f,
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GameNum = (byte)(n == 1 ? 14 : n == 2 ? 16 : n),
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GameState = 1
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};
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}
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public SOIsmctsBot(int simBudget = 800)
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{
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@ -35,16 +49,14 @@ namespace PdkFriendServer.Logic
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_tracker.Update(view);
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int minPlays = HandOptimizer.MinPlays(view.MyHand);
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if (minPlays >= 7) return false;
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double threshold = 0.50;
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if (minPlays > 3) threshold = minPlays <= 4 ? 0.60 : minPlays <= 5 ? 0.65 : 0.70;
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double threshold = minPlays <= 3 ? 0.50 : minPlays <= 4 ? 0.60 : minPlays <= 5 ? 0.65 : 0.70;
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int wins = 0;
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for (int s = 0; s < 600; s++)
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for (int s = 0; s < 400; s++)
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if (SimulateToEnd(view.MyHand, view, null)) wins++;
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double wr = (double)wins / 600;
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Console.WriteLine($"[SO-ISMCTS pos{view.MyPos}] 包庄: minPlays={minPlays} P(win)={wr:P0} → {(wr >= threshold ? "包" : "不包")}");
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double wr = (double)wins / 400;
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Console.WriteLine($"[SOv2 pos{view.MyPos}] 包庄: min={minPlays} wr={wr:P0} → {(wr >= threshold ? "包" : "不")}");
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return wr >= threshold;
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}
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@ -54,7 +66,7 @@ namespace PdkFriendServer.Logic
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var hand = view.MyHand;
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if (hand.Length == 0) return Pass(view);
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// 终局精确求解优先
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// 终局精确求解
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if (hand.Length <= 5 && _tracker.UnknownCount <= 15)
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{
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var eg = EndgameSolver.Solve(hand, view, _tracker, _rng);
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@ -67,217 +79,287 @@ namespace PdkFriendServer.Logic
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var lockSeq = LockDetector.FindLockSequence(hand, _tracker, view.MyPos);
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if (lockSeq != null)
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{
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Console.WriteLine($"[SO-ISMCTS pos{view.MyPos}] LOCK {lockSeq.Count}步");
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Console.WriteLine($"[SOv2 pos{view.MyPos}] LOCK {lockSeq.Count}步");
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return new PlayOutCardPdkF { Pos = (byte)view.MyPos, GameNum = lockSeq[0].GameNum, Ids = lockSeq[0].Ids, Type = CardType1.None };
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}
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}
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bool isFirstPlay = view.MaxPlayCard.GameNum <= 0;
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var candidates = BuildCandidates(hand, view, isFirstPlay);
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if (candidates.Count == 1) return candidates[0].play;
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// 获取所有候选出牌
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// SO-ISMCTS 主循环:单树 + 预生成手牌
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var root = new SONode(candidates.Count);
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int myPos = view.MyPos;
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// 预生成 N 份对手手牌分布
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int preGen = Math.Min(300, _simBudget);
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var hands1 = new byte[preGen][];
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var hands2 = new byte[preGen][];
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// 建立已知牌ID集合
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var knownIds = new HashSet<byte>();
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foreach (var c in hand) knownIds.Add(c.ID);
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int o1c = view.ShenYuCard[myPos % 3];
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int o2c = view.ShenYuCard[(myPos + 1) % 3];
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var pool = new byte[52 - knownIds.Count];
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int pi = 0;
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foreach (var c in FullDeck)
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if (!knownIds.Contains(c.ID))
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pool[pi++] = c.ID;
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for (int g = 0; g < preGen; g++)
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{
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Shuffle(pool, _rng);
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hands1[g] = new byte[o1c];
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hands2[g] = new byte[o2c];
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Array.Copy(pool, 0, hands1[g], 0, o1c);
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Array.Copy(pool, o1c, hands2[g], 0, o2c);
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}
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int genIdx = 0;
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int totalSims = 0;
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for (int iter = 0; iter < _simBudget; iter++)
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{
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int ci = _rng.Next(candidates.Count);
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var play = candidates[ci];
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// 取一份预生成手牌
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var o1 = hands1[genIdx % preGen];
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var o2 = hands2[genIdx % preGen];
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genIdx++;
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bool win;
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if (play.play.Type == CardType1.None) // pass
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{
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win = SimPass(hand, view, o1, o2);
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}
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else
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{
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var myRem = hand.Where(c => c.GameState == 1 && !play.play.Ids.Contains(c.ID)).ToArray();
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if (myRem.Length == 0) win = true;
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else win = SimAfterPlay(myRem, view, o1, o2, play.play.GameNum);
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}
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root.Visit(ci, win);
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totalSims++;
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if (totalSims % 150 == 0)
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{
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int converged = root.BestChild(candidates.Count);
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if (converged >= 0 && root.VisitCount(converged) > _simBudget / candidates.Count / 2 && root.WinRate(converged) > 0.85)
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break;
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}
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}
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int bestIdx = root.BestChild(candidates.Count);
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if (bestIdx < 0) bestIdx = 0;
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Console.WriteLine($"[SOv2 pos{view.MyPos}] {totalSims}s best={bestIdx} wr={root.WinRate(bestIdx):P0}");
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return candidates[bestIdx].play;
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}
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// ---- 快速模拟(用数组而非对象) ----
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private bool SimPass(TCardInfoPdkF[] myHand, PdkBotView view, byte[] o1Ids, byte[] o2Ids)
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{
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int myPos = view.MyPos;
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var maxPlay = view.MaxPlayCard;
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int maxPlayer = maxPlay.Pos > 0 ? maxPlay.Pos - 1 : myPos - 1;
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int current = myPos % 3;
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// 从 ID 数组构建手牌 GameNum 数组
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var mg = new List<byte>(myHand.Where(c => c.GameState == 1).Select(c => c.GameNum));
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var o1g = new List<byte>(IdsToGameNums(o1Ids));
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var o2g = new List<byte>(IdsToGameNums(o2Ids));
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return FastSim(o1g, o2g, mg, current, maxPlay.GameNum, maxPlay.Type, maxPlayer, 0);
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}
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private bool SimAfterPlay(TCardInfoPdkF[] myRem, PdkBotView view, byte[] o1Ids, byte[] o2Ids, byte myGameNum)
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{
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int myPos = view.MyPos;
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int current = myPos % 3;
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var mg = new List<byte>(myRem.Where(c => c.GameState == 1).Select(c => c.GameNum));
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var o1g = new List<byte>(IdsToGameNums(o1Ids));
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var o2g = new List<byte>(IdsToGameNums(o2Ids));
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return FastSim(o1g, o2g, mg, current, myGameNum, CardType1.DanZhang, myPos - 1, 0);
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}
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// 快速模拟核心:全部用 byte[]
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private bool FastSim(List<byte> h1, List<byte> h2, List<byte> my,
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int current, byte maxGameNum, CardType1 maxType, int maxPlayer, int depth)
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{
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if (depth > 30) return my.Count <= Math.Min(h1.Count, h2.Count);
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if (h1.Count == 0) return false;
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if (h2.Count == 0) return false;
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if (my.Count == 0) return true;
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var cur = current == 0 ? h1 : current == 1 ? h2 : my;
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bool isNewRound = maxPlayer == current || maxGameNum == 0;
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// 贪心:找最大可出牌
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if (isNewRound)
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{
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if (cur.Count == 0) return false;
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var sorted = cur.OrderByDescending(g => g).ToList();
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byte play = sorted[0];
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cur.Remove(play);
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return FastSim(h1, h2, my, (current + 1) % 3, play, CardType1.DanZhang, current, depth + 1);
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}
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else
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{
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// 找能压制的最大牌
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var bigger = cur.Where(g => g > maxGameNum).OrderBy(g => g).ToList();
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if (bigger.Count > 0)
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{
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byte play = bigger[0];
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cur.Remove(play);
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return FastSim(h1, h2, my, (current + 1) % 3, play, CardType1.DanZhang, current, depth + 1);
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}
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// pass
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return FastSim(h1, h2, my, (current + 1) % 3, maxGameNum, maxType, isNewRound ? current : maxPlayer, depth + 1);
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}
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}
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// ---- 旧的 SimulateToEnd (保留兼容) ----
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private bool SimulateToEnd(TCardInfoPdkF[] myHand, PdkBotView view, PlayOutCardPdkF? fp)
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{
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int myPos = view.MyPos;
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var myList = myHand.Where(c => c.GameState == 1).Select(c => c.GameNum).ToList();
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int o1c = view.ShenYuCard[myPos % 3];
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int o2c = view.ShenYuCard[(myPos + 1) % 3];
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var knownIds = new HashSet<byte>();
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foreach (var c in myHand) knownIds.Add(c.ID);
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var pool = FullDeck.Where(c => !knownIds.Contains(c.ID)).Select(c => c.GameNum).ToList();
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Shuffle(pool, _rng);
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var o1 = pool.Take(o1c).ToList();
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var o2 = pool.Skip(o1c).Take(o2c).ToList();
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byte maxGn = 0;
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int maxP = 0;
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int cur = myPos % 3;
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if (fp.HasValue && fp.Value.Type != CardType1.None)
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{
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maxGn = fp.Value.GameNum;
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maxP = myPos - 1;
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foreach (var id in fp.Value.Ids ?? Array.Empty<byte>())
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myList.RemoveAll(g => g == GameNumOf(id));
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}
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else if (fp.HasValue) // pass
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{
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maxGn = view.MaxPlayCard.GameNum;
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maxP = view.MaxPlayCard.Pos > 0 ? view.MaxPlayCard.Pos - 1 : myPos - 1;
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}
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return FastSim(o1, o2, myList, cur, maxGn, CardType1.DanZhang, maxP, 0);
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}
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// ---- 辅助 ----
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private List<(PlayOutCardPdkF play, bool isMulti)> BuildCandidates(
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TCardInfoPdkF[] hand, PdkBotView view, bool isFirstPlay)
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{
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var tips = PdkCardAlgorithm.GetTipCard(view.MaxPlayCard, hand, null, view.Rule.AAAIsZhaDan);
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var candidates = new List<(PlayOutCardPdkF play, bool isMulti)>();
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var candidates = new List<(PlayOutCardPdkF, bool)>();
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if (tips != null)
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foreach (var t in tips)
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candidates.Add((MakePlay(t, view.MyPos), t.Count > 1));
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if (isFirstPlay)
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AddMultiCardLeads(hand, view.MyPos, candidates);
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if (!isFirstPlay)
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candidates.Add((Pass(view), false));
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if (candidates.Count == 1) return candidates[0].play;
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// SO-ISMCTS 主循环: 单棵树
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var root = new SONode(candidates.Count);
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int totalSims = 0;
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// 分配模拟预算: 自适应
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int perCandidate = Math.Max(100, _simBudget / candidates.Count);
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int beforeMin = HandOptimizer.MinPlays(hand);
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for (int iter = 0; iter < _simBudget; iter++)
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{
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var candidateIdx = _rng.Next(candidates.Count);
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var (play, isMulti) = candidates[candidateIdx];
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// Determinize: 采样对手手牌
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var sampled = _tracker.SampleOpponentHands(hand, view, _rng);
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bool win = SimulateFrom(hand, view, play, sampled[0], sampled[1]);
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// 更新根节点统计
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root.Visit(candidateIdx, win);
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totalSims++;
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if (totalSims % 200 == 0) // 每 200 次检查收敛
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var pairs = hand.GroupBy(c => c.GameNum).Where(g => g.Count() >= 2);
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foreach (var g in pairs)
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{
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int converged = root.BestChild(candidates.Count);
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if (converged >= 0 && root.VisitCount(converged) > perCandidate && root.WinRate(converged) > 0.9)
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break; // 收敛
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var p = g.Take(2).ToList();
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candidates.Add((new PlayOutCardPdkF { Pos = (byte)view.MyPos, GameNum = p[0].GameNum, Ids = p.Select(c => c.ID).ToArray(), Type = CardType1.DuiZi }, true));
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}
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}
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// 选举最佳候选
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int bestIdx = root.BestChild(candidates.Count);
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if (bestIdx < 0) bestIdx = 0;
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// afterMin + 炸弹加权
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int bombsOutside = _tracker.BombsOutside(hand);
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var best = candidates[bestIdx];
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int afterMin = best.play.Ids != null
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? HandOptimizer.MinPlays(hand.Where(c => !best.play.Ids.Contains(c.ID)).ToArray()) : beforeMin;
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bool isBomb = best.play.Ids != null && best.play.Ids.Length == 4
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&& hand.Count(c => c.GameNum == best.play.GameNum && c.GameState == 1) == 4;
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double finalRate = root.WinRate(bestIdx);
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Console.WriteLine($"[SO-ISMCTS pos{view.MyPos}] {totalSims}sims best={bestIdx} "
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+ $"wr={finalRate:P0} afterMin={afterMin} bomb={isBomb}");
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return candidates[bestIdx].play;
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if (!isFirstPlay)
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candidates.Add((Pass(view), false));
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return candidates;
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}
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// ---- SO-ISMCTS 核心: 从给定 action 开始模拟 ----
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private bool SimulateFrom(TCardInfoPdkF[] myHand, PdkBotView view,
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PlayOutCardPdkF myPlay, List<TCardInfoPdkF> o1, List<TCardInfoPdkF> o2)
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{
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int myPos = view.MyPos;
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var myRem = myHand.Where(c => c.GameState == 1).ToList();
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if (myPlay.Type != CardType1.None && myPlay.Ids != null)
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foreach (var id in myPlay.Ids) myRem.RemoveAll(c => c.ID == id);
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if (myRem.Count == 0) return true;
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int next = myPos % 3;
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int opp = (myPos + 1) % 3;
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PlayOutCardPdkF maxPlay;
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int maxPlayer;
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if (myPlay.Type == CardType1.None) // pass
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{
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maxPlay = Clone(view.MaxPlayCard);
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maxPlayer = view.MaxPlayCard.Pos > 0 ? view.MaxPlayCard.Pos - 1 : myPos - 1;
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}
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else
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{
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maxPlay = new PlayOutCardPdkF { GameNum = myPlay.GameNum, Type = myPlay.Type, Ids = myPlay.Ids?.ToArray() };
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maxPlayer = myPos - 1;
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}
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return SimulateToEnd(myRem.ToArray(), view, null, o1, o2, next, maxPlay, maxPlayer, 0);
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}
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private bool SimulateToEnd(TCardInfoPdkF[] myHand, PdkBotView view,
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PlayOutCardPdkF? firstPlay,
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List<TCardInfoPdkF> o1Hand = null, List<TCardInfoPdkF> o2Hand = null,
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int current = 0, PlayOutCardPdkF maxPlay = default, int maxPlayer = 0, int depth = 0)
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{
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// 复用原 IsmctsBot 的 SimulateToEnd 逻辑
|
||||
// 简化版:直接在此实现
|
||||
if (depth > 50) return false;
|
||||
|
||||
int myPos = view.MyPos;
|
||||
var myList = myHand.Where(c => c.GameState == 1).ToList();
|
||||
|
||||
// 终局快速判断
|
||||
if (myList.Count == 0) return true;
|
||||
if (o1Hand != null && o1Hand.Count == 0) return false;
|
||||
if (o2Hand != null && o2Hand.Count == 0) return false;
|
||||
|
||||
var cur = current == (myPos - 1) ? myList
|
||||
: current == (myPos % 3) ? o1Hand
|
||||
: o2Hand;
|
||||
|
||||
if (cur == null || cur.Count == 0) return false;
|
||||
|
||||
bool isNewRound = maxPlayer == current || maxPlay.GameNum <= 0;
|
||||
int next = (current + 1) % 3;
|
||||
|
||||
var tips = PdkCardAlgorithm.GetTipCard(
|
||||
isNewRound ? new PlayOutCardPdkF() : maxPlay,
|
||||
cur.ToArray(), null, false);
|
||||
|
||||
if (tips != null && tips.Count > 0)
|
||||
{
|
||||
var pick = tips[tips.Count - 1]; // 贪心: 出最大
|
||||
foreach (var t in pick) cur.RemoveAll(c => c.ID == t.ID);
|
||||
|
||||
var nm = new PlayOutCardPdkF { GameNum = pick[0].GameNum, Type = CardType1.DanZhang };
|
||||
return SimulateToEnd(myHand, view, null, o1Hand, o2Hand, next, nm, current, depth + 1);
|
||||
}
|
||||
|
||||
// pass
|
||||
return SimulateToEnd(myHand, view, null, o1Hand, o2Hand, next,
|
||||
maxPlay, isNewRound ? current : maxPlayer, depth + 1);
|
||||
}
|
||||
|
||||
// ---- helper methods (copied from IsmctsBot) ----
|
||||
|
||||
private static PlayOutCardPdkF MakePlay(List<TCardInfoPdkF> cards, int pos)
|
||||
=> new PlayOutCardPdkF { Pos = (byte)pos, GameNum = cards[0].GameNum, Ids = cards.Select(x => x.ID).ToArray(), Type = CardType1.DanZhang };
|
||||
|
||||
private static PlayOutCardPdkF Pass(PdkBotView v)
|
||||
=> new PlayOutCardPdkF { Pos = (byte)v.MyPos, Type = CardType1.None };
|
||||
|
||||
private static void AddMultiCardLeads(TCardInfoPdkF[] hand, int pos,
|
||||
List<(PlayOutCardPdkF, bool)> candidates)
|
||||
private static List<byte> IdsToGameNums(byte[] ids)
|
||||
{
|
||||
// Simplified: reuse IsmctsBot's version. For now, just pairs.
|
||||
var pairs = hand.GroupBy(c => c.GameNum).Where(g => g.Count() >= 2);
|
||||
foreach (var g in pairs)
|
||||
var result = new List<byte>();
|
||||
foreach (var id in ids)
|
||||
{
|
||||
var p = g.Take(2).ToList();
|
||||
candidates.Add((new PlayOutCardPdkF { Pos = (byte)pos, GameNum = p[0].GameNum, Ids = p.Select(c => c.ID).ToArray(), Type = CardType1.DuiZi }, true));
|
||||
var card = FullDeck.FirstOrDefault(c => c.ID == id);
|
||||
if (card.GameNum > 0) result.Add(card.GameNum);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private static byte GameNumOf(byte id)
|
||||
{
|
||||
var card = FullDeck.FirstOrDefault(c => c.ID == id);
|
||||
return card.GameNum;
|
||||
}
|
||||
|
||||
private static void Shuffle<T>(T[] arr, Random rng)
|
||||
{
|
||||
for (int i = arr.Length - 1; i > 0; i--)
|
||||
{
|
||||
int j = rng.Next(i + 1);
|
||||
(arr[i], arr[j]) = (arr[j], arr[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private static PlayOutCardPdkF Clone(PlayOutCardPdkF s)
|
||||
=> new PlayOutCardPdkF { Pos = s.Pos, GameNum = s.GameNum, Type = s.Type, Ids = s.Ids?.ToArray() };
|
||||
private static void Shuffle<T>(List<T> list, Random rng)
|
||||
{
|
||||
for (int i = list.Count - 1; i > 0; i--)
|
||||
{
|
||||
int j = rng.Next(i + 1);
|
||||
(list[i], list[j]) = (list[j], list[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// SO-ISMCTS 树节点 — 只记录每个候选的胜/负统计
|
||||
/// </summary>
|
||||
internal class SONode
|
||||
{
|
||||
private readonly int[] _wins;
|
||||
private readonly int[] _visits;
|
||||
private readonly int _numChildren;
|
||||
|
||||
public SONode(int numChildren = 20)
|
||||
public SONode(int numChildren)
|
||||
{
|
||||
_numChildren = numChildren;
|
||||
_wins = new int[numChildren];
|
||||
_visits = new int[numChildren];
|
||||
}
|
||||
|
||||
public void Visit(int childIdx, bool win)
|
||||
public void Visit(int idx, bool win)
|
||||
{
|
||||
if (childIdx < 0 || childIdx >= _numChildren) return;
|
||||
_visits[childIdx]++;
|
||||
if (win) _wins[childIdx]++;
|
||||
if (idx < 0 || idx >= _visits.Length) return;
|
||||
_visits[idx]++;
|
||||
if (win) _wins[idx]++;
|
||||
}
|
||||
|
||||
public double WinRate(int childIdx)
|
||||
=> _visits[childIdx] > 0 ? (double)_wins[childIdx] / _visits[childIdx] : 0;
|
||||
public double WinRate(int idx)
|
||||
=> idx >= 0 && idx < _visits.Length && _visits[idx] > 0 ? (double)_wins[idx] / _visits[idx] : 0;
|
||||
|
||||
public int VisitCount(int childIdx)
|
||||
=> childIdx >= 0 && childIdx < _numChildren ? _visits[childIdx] : 0;
|
||||
public int VisitCount(int idx)
|
||||
=> idx >= 0 && idx < _visits.Length ? _visits[idx] : 0;
|
||||
|
||||
public int BestChild(int numCandidates)
|
||||
public int BestChild(int n)
|
||||
{
|
||||
int best = -1;
|
||||
double bestRate = -1;
|
||||
int bestVisits = 0;
|
||||
for (int i = 0; i < numCandidates; i++)
|
||||
for (int i = 0; i < Math.Min(n, _visits.Length); i++)
|
||||
{
|
||||
double rate = WinRate(i);
|
||||
if (rate > bestRate || (Math.Abs(rate - bestRate) < 0.01 && _visits[i] > bestVisits))
|
||||
{
|
||||
bestRate = rate;
|
||||
bestVisits = _visits[i];
|
||||
best = i;
|
||||
}
|
||||
if (rate > bestRate) { bestRate = rate; best = i; }
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user