根因: MakePlay(Type=CardType1.None) → play.Type==None 对所有候选为true → afterHand保持原样(未出牌) → 所有候选V值相同 → 始终选第一个(pass) 修复: - play.Type→play.Ids.Length判断是否真pass - EncodeAfterPlay更新ShenYuCard(出牌后剩余-1) - EncodeAfterPlay设MaxPlayCard为出的牌 - isPass用Ids==null而非Type 效果: Play 117 Pass 28(81%出牌) vs ISMCTS -108/10局
167 lines
6.4 KiB
C#
167 lines
6.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using GameMessage;
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using GameMessage.PaoDeKuaiF;
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namespace PdkFriendServer.Logic
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{
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/// <summary>
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/// 训练数据收集器 — 记录 (state, action, result) 三元组供 Python 训练。
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/// 状态编码与 Python trainer 完全一致:13rank×4suit×7ch=364 float。
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/// </summary>
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public static class TrainingCollector
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{
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public static bool Enabled = false;
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private static readonly List<TrainingRecord> _records = new List<TrainingRecord>();
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private static readonly int[] Ranks = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 };
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private const int NumRanks = 13;
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private const int NumSuits = 4;
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private const int NumChannels = 7;
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public const int InputDim = NumChannels * NumRanks * NumSuits; // 364
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private struct TrainingRecord
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{
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public float[] State;
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public int Action; // 0-12 = rank index, 13 = pass
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public int Player;
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}
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public static void Record(PdkBotView view, CardTracker tracker, int actionIdx, int player)
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{
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if (!Enabled) return;
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var state = EncodeState(view, tracker);
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_records.Add(new TrainingRecord { State = state, Action = actionIdx, Player = player });
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}
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/// <summary>
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/// 游戏结束,输出本轮训练数据到文件。
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/// rewards: 每个玩家的奖励 (1=赢, 0=第二, -1=第三)
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/// </summary>
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public static void FlushGame(int gameId, float[] rewards)
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{
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if (!Enabled || _records.Count == 0) return;
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var path = $"training_data/game_{gameId:D5}.csv";
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System.IO.Directory.CreateDirectory("training_data");
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using var w = new System.IO.StreamWriter(path);
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w.WriteLine("state,action,reward");
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foreach (var r in _records)
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{
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float reward = r.Player >= 0 && r.Player < rewards.Length ? rewards[r.Player] : 0;
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var stateStr = string.Join(",", r.State.Select(f => f.ToString("F6")));
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w.WriteLine($"\"{stateStr}\",{r.Action},{reward:F3}");
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}
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_records.Clear();
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}
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/// <summary>
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/// 状态编码:与 Python encode_game_state 完全一致。
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/// </summary>
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/// <summary>
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/// 编码"出牌后"状态:把我刚出的牌也标记为已见
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/// </summary>
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public static float[] EncodeAfterPlay(PdkBotView view, CardTracker tracker,
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TCardInfoPdkF[] afterHand, int[] playedIds)
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{
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// 更新剩余张数:我打出了牌
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int playedCount = playedIds?.Length ?? 0;
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byte[] afterShenYu = new byte[view.ShenYuCard.Length];
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Array.Copy(view.ShenYuCard, afterShenYu, view.ShenYuCard.Length);
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afterShenYu[view.MyPos - 1] = (byte)Math.Max(0, afterShenYu[view.MyPos - 1] - playedCount);
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var afterView = new PdkBotView
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{
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MyHand = afterHand,
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MyPos = view.MyPos,
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ShenYuCard = afterShenYu,
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// 出牌后:如果我不是pass,MaxPlayCard改成我出的牌
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MaxPlayCard = playedIds != null && playedIds.Length > 0
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? new PlayOutCardPdkF { Pos = (byte)view.MyPos,
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GameNum = view.MyHand.FirstOrDefault(c => playedIds.Contains(c.ID)).GameNum,
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Type = CardType1.DanZhang, Ids = playedIds.Select(id => (byte)id).ToArray() }
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: view.MaxPlayCard,
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Rule = view.Rule,
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};
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return EncodeState(afterView, tracker, playedIds);
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}
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public static float[] EncodeState(PdkBotView view, CardTracker tracker, int[] extraSeen = null)
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{
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var state = new float[InputDim];
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// ch0: my hand
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foreach (var c in view.MyHand)
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{
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if (c.GameState != 1) continue;
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int ri = RankToIdx(c.GameNum);
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int si = SuitToIdx(c.ID);
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if (ri >= 0 && si >= 0)
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state[ri * NumSuits + si] = 1.0f;
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}
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// ch1: seen cards (from tracker) + extraSeen
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var pool = tracker.GetUnknownPool(view.MyHand);
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var unseenIds = new HashSet<int>(pool.Select(c => (int)c.ID));
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if (extraSeen != null)
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foreach (var id in extraSeen) unseenIds.Remove(id);
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for (int suit = 1; suit <= 4; suit++)
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{
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for (int n = 1; n <= 13; n++)
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{
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int id = (suit - 1) * 13 + n;
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if (!unseenIds.Contains(id))
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{
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int g = n == 1 ? 14 : n == 2 ? 16 : n;
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int ri = RankToIdx(g);
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if (ri >= 0)
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state[ChOffset(1) + ri * NumSuits + (suit - 1)] = 1.0f;
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}
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}
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}
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// ch2-ch6: scalar info
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int myCount = view.MyHand.Count(c => c.GameState == 1);
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state[ChOffset(2)] = (float)myCount / 16.0f;
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int opp1 = view.MyPos % 3;
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state[ChOffset(3)] = (float)view.ShenYuCard[opp1] / 16.0f;
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int opp2 = (view.MyPos + 1) % 3;
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state[ChOffset(4)] = (float)view.ShenYuCard[opp2] / 16.0f;
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state[ChOffset(5) + view.MyPos % NumRanks] = 1.0f;
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if (view.MaxPlayCard.GameNum > 0 && view.MaxPlayCard.Pos != view.MyPos)
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{
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int lr = RankToIdx(view.MaxPlayCard.GameNum);
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if (lr >= 0)
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state[ChOffset(6) + lr] = 1.0f;
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}
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return state;
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}
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public static int RankToIdx(int gameNum) => gameNum switch
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{
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3 => 0, 4 => 1, 5 => 2, 6 => 3, 7 => 4, 8 => 5, 9 => 6,
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10 => 7, 11 => 8, 12 => 9, 13 => 10, 14 => 11, 16 => 12,
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_ => -1
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};
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public static int ActionToIdx(PlayOutCardPdkF play)
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{
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if (play.Type == CardType1.None || play.Ids == null || play.Ids.Length == 0)
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return 13; // pass
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return RankToIdx(play.GameNum);
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}
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private static int SuitToIdx(int id)
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{
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int suit = (id - 1) / 13;
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return suit >= 0 && suit < 4 ? suit : -1;
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}
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private static int ChOffset(int ch) => ch * NumRanks * NumSuits;
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}
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} |