simulator process a valid set, instead of a single action

This commit is contained in:
Wenbo Hu 2017-12-20 21:35:35 +08:00
parent 50e306368f
commit 48e95a21ea
2 changed files with 17 additions and 10 deletions

View File

@ -121,8 +121,8 @@ class Go:
if self._is_eye(current_board, color, vertex):
return False
# forbid position on its own eye.
if self._is_game_finish(current_board, color) and vertex == utils.PASS
return False
#if self._is_game_finish(current_board, color) and vertex == utils.PASS
# return False
# forbid pass if the game is not finished.
return True
@ -183,6 +183,18 @@ class Go:
return True
def simulate_is_valid_list(self, state, action_set):
## find all the valid actions
## if no action is valid, then pass
valid_action_set = []
for action_candidate in action_set:
if self.simulate_is_valid(self, state, action_candidate)
valid_action_set.append(action_candidate)
if not valid_action_set:
valid_action_set.append(utils.PASS)
# if valid_action_set is a empty set, add pass
return valid_action_set
def _do_move(self, board, color, vertex):
if vertex == utils.PASS:
return board

View File

@ -72,12 +72,7 @@ class UCTNode(MCTSNode):
def valid_mask(self, simulator):
if self.mask is None:
self.mask = []
for act in range(self.action_num - 1):
if not simulator.simulate_is_valid(self.state, act):
self.mask.append(act)
self.ucb[act] = -float("Inf")
else:
self.mask = simulator.simulate_is_valid_list(self.state, range(self.action_num - 1))
self.ucb[self.mask] = -float("Inf")