// C++11 #ifndef CNODE_H #define CNODE_H #include "./../common_lib/cminimax.h" #include #include #include #include #include #include #include #include #include const int DEBUG_MODE = 0; namespace tree { class CNode { public: int visit_count, to_play, current_latent_state_index, batch_index, best_action; float reward, prior, value_sum; std::vector children_index; std::map children; std::vector legal_actions; CNode(); CNode(float prior, std::vector &legal_actions); ~CNode(); void expand(int to_play, int current_latent_state_index, int batch_index, float reward, const std::vector &policy_logits); void add_exploration_noise(float exploration_fraction, const std::vector &noises); float compute_mean_q(int isRoot, float parent_q, float discount_factor); void print_out(); int expanded(); float value(); std::vector get_trajectory(); std::vector get_children_distribution(); CNode* get_child(int action); }; class CRoots{ public: int root_num; std::vector roots; std::vector > legal_actions_list; CRoots(); CRoots(int root_num, std::vector > &legal_actions_list); ~CRoots(); void prepare(float root_noise_weight, const std::vector > &noises, const std::vector &rewards, const std::vector > &policies, std::vector &to_play_batch); void prepare_no_noise(const std::vector &rewards, const std::vector > &policies, std::vector &to_play_batch); void clear(); std::vector > get_trajectories(); std::vector > get_distributions(); std::vector get_values(); }; class CSearchResults{ public: int num; std::vector latent_state_index_in_search_path, latent_state_index_in_batch, last_actions, search_lens; std::vector virtual_to_play_batchs; std::vector nodes; std::vector > search_paths; CSearchResults(); CSearchResults(int num); ~CSearchResults(); }; //********************************************************* void update_tree_q(CNode* root, tools::CMinMaxStats &min_max_stats, float discount_factor, int players); void cbackpropagate(std::vector &search_path, tools::CMinMaxStats &min_max_stats, int to_play, float value, float discount_factor); void cbatch_backpropagate(int current_latent_state_index, float discount_factor, const std::vector &rewards, const std::vector &values, const std::vector > &policies, tools::CMinMaxStatsList *min_max_stats_lst, CSearchResults &results, std::vector &to_play_batch); int cselect_child(CNode* root, tools::CMinMaxStats &min_max_stats, int pb_c_base, float pb_c_init, float discount_factor, float mean_q, int players); float cucb_score(CNode *child, tools::CMinMaxStats &min_max_stats, float parent_mean_q, float total_children_visit_counts, float pb_c_base, float pb_c_init, float discount_factor, int players); void cbatch_traverse(CRoots *roots, int pb_c_base, float pb_c_init, float discount_factor, tools::CMinMaxStatsList *min_max_stats_lst, CSearchResults &results, std::vector &virtual_to_play_batch); } #endif