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4 changed files with 89 additions and 206 deletions

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@ -1,8 +1,7 @@
#![recursion_limit = "256"]
use burn::backend::Autodiff;
use burn::backend::{Autodiff, Wgpu};
use burn::optim::AdamConfig;
use burn_ndarray::NdArray;
use engine::mcts::MctsConfig;
use engine::training::train::{train, TrainingConfig};
// fn main() {
@ -15,12 +14,12 @@ use engine::training::train::{train, TrainingConfig};
// }
fn main() {
// type MyBackend = Wgpu<f32, i32>;
type MyBackend = Wgpu<f32, i32>;
// type MyBackend = Cuda<f32, i32>;
type MyBackend = NdArray<f32, i32>;
// type MyBackend = NdArray<f32, i32>;
type MyAutodiffBackend = Autodiff<MyBackend>;
// let device = burn::backend::wgpu::WgpuDevice::default();
let device = burn::backend::ndarray::NdArrayDevice::default();
let device = burn::backend::wgpu::WgpuDevice::default();
// let device = burn::backend::ndarray::NdArrayDevice::default();
// let device = burn::backend::cuda::CudaDevice::default();
let mcts_config = MctsConfig::new(100, 1.0, 0.05, 0.25);

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@ -5,10 +5,9 @@ use crate::net::model::ChessModel;
use burn::prelude::Backend;
use burn::Tensor;
use chess::BoardStatus::{Checkmate, Stalemate};
use chess::Color::{Black, White};
use chess::Color::White;
use chess::Piece::{Bishop, Knight, Pawn, Queen, Rook};
use chess::{Board, ChessMove, Color, MoveGen, Piece, ALL_COLORS, ALL_PIECES};
use rand::SeedableRng;
use std::collections::HashMap;
use std::marker::PhantomData;
@ -59,13 +58,16 @@ impl Clone for Node {
#[derive(Clone, Debug)]
pub struct MctsResults {
pub board_state: BoardState,
// Compact encoded move distribution: (encoded_move_index, probability)
pub move_dist: Vec<(usize, f32)>,
pub move_dist: HashMap<ChessMove, f32>,
pub value: f32,
}
impl MctsResults {
pub fn new(board_state: BoardState, move_dist: Vec<(usize, f32)>, value: f32) -> MctsResults {
pub fn new(
board_state: BoardState,
move_dist: HashMap<ChessMove, f32>,
value: f32,
) -> MctsResults {
MctsResults {
board_state,
move_dist,
@ -121,121 +123,32 @@ impl<B: Backend> Mcts<B> {
let root = 0;
nodes.push(Node::new(0.0, board_state.clone(), None));
// Expand root to create initial children and priors
self.expand(root, &mut nodes, model, device);
// Apply Dirichlet noise to root children
// 👇 APPLY DIRICHLET NOISE HERE
self.add_dirichlet_noise(root, &mut nodes);
// We'll batch leaf evaluations to reduce per-leaf model calls and device-host syncs.
let mut sims_done = 0usize;
let num_sims = self.config.num_simulations;
// Tunable batch size for NN evaluation. Small value is safe; larger values increase throughput on GPU.
let batch_max = 32usize;
for _ in 0..self.config.num_simulations {
let mut path = vec![root];
let mut current = root;
while sims_done < num_sims {
// Collect a batch of leaf nodes (and their selection paths)
let mut leaf_nodes: Vec<usize> = Vec::new();
let mut leaf_paths: Vec<Vec<usize>> = Vec::new();
let mut leaf_states: Vec<Tensor<B, 4>> = Vec::new();
while leaf_nodes.len() < std::cmp::min(batch_max, num_sims - sims_done) {
let mut path = vec![root];
let mut current = root;
while !nodes[current].children.is_empty() {
current = nodes[current].select_child(&nodes, &self.config.c_puct);
path.push(current);
}
// Record leaf node and its path
leaf_nodes.push(current);
leaf_paths.push(path.clone());
// Prepare state tensor for this leaf
let state: Tensor<B, 4> = encode_board_state_perspective(&nodes[current].board_state, device)
.reshape([1, 18, 8, 8]);
leaf_states.push(state);
sims_done += 1;
while !nodes[current].children.is_empty() {
current = nodes[current].select_child(&nodes, &self.config.c_puct);
path.push(current);
}
if leaf_nodes.is_empty() {
break;
}
let value: f32 = self.expand(current, &mut nodes, model, device);
// Batch evaluate the collected leaf states
let batch = Tensor::cat(leaf_states, 0);
let (policy_batch, value_batch) = model.forward(batch);
// Move tensors to host once per batch
let policy_data = policy_batch.into_data().to_vec::<f32>().unwrap();
let value_data = value_batch.into_data().to_vec::<f32>().unwrap();
let num_moves = policy_data.len() / leaf_nodes.len();
// Process each evaluated leaf: expand and backpropagate
for (i, &node_idx) in leaf_nodes.iter().enumerate() {
let path = &leaf_paths[i];
// slice for this sample's logits
let start = i * num_moves;
let end = start + num_moves;
let logits = &policy_data[start..end];
// Convert logits to probabilities with a numerically-stable softmax on host
let mut max_logit = std::f32::NEG_INFINITY;
for &v in logits.iter() {
if v > max_logit {
max_logit = v;
}
}
let mut exps_sum = 0.0f32;
// We'll build a Vec<f32> of probabilities lazily when needed
let mut probs: Vec<f32> = Vec::new();
probs.resize(num_moves, 0.0);
for (j, &v) in logits.iter().enumerate() {
let e = (v - max_logit).exp();
probs[j] = e;
exps_sum += e;
}
if exps_sum > 0.0 {
for p in probs.iter_mut() {
*p /= exps_sum;
}
}
// Expand: add legal moves as children with prior from probs
let legal_moves: Vec<ChessMove> = MoveGen::new_legal(&nodes[node_idx].board_state.board).collect();
for mv in legal_moves {
let stm = nodes[node_idx].board_state.board.side_to_move();
let idx = encode_move(mv, stm);
let prior = probs[idx];
let mut new_board = nodes[node_idx].board_state.clone();
new_board.apply_move(mv);
let child_idx = nodes.len();
nodes.push(Node::new(prior, new_board, Some(mv)));
nodes[node_idx].children.push(child_idx);
}
// Backpropagate the value for this leaf
let value = value_data[i];
let color = nodes[node_idx].board_state.board.side_to_move();
self.backpropagate(&mut nodes, path, value, color);
}
let color = nodes[current].board_state.board.side_to_move();
self.backpropagate(&mut nodes, &path, value, color);
}
// Build compact move distribution: encoded move index -> probability (visits / num_simulations)
let mut move_dist: Vec<(usize, f32)> = Vec::with_capacity(nodes[root].children.len());
let stm = board_state.board.side_to_move();
let denom = self.config.num_simulations as f32;
for child_idx in nodes[root].children.iter() {
let mv = nodes[*child_idx].last_move.expect("move didnt exist");
let enc = encode_move(mv, stm);
let prob = nodes[*child_idx].visit_count as f32 / denom;
move_dist.push((enc, prob));
let mut move_dist: HashMap<ChessMove, f32> = HashMap::new(); // TODO: make vec<(Chessmove, f32)>
for idx in nodes[root].children.iter() {
move_dist.insert(
nodes[*idx].last_move.expect("move didnt exist"),
nodes[*idx].visit_count as f32 / self.config.num_simulations as f32,
);
}
MctsResults::new(board_state.clone(), move_dist, nodes[root].value())
@ -248,52 +161,33 @@ impl<B: Backend> Mcts<B> {
model: &ChessModel<B>,
device: &B::Device,
) -> f32 {
if arena[node_idx].board_state.status == BoardStateStatus::Stalemate
|| arena[node_idx].board_state.status == BoardStateStatus::Threefold
|| arena[node_idx].board_state.status == BoardStateStatus::FiftyMove
{
0.0
} else if arena[node_idx].board_state.status == BoardStateStatus::WhiteWinner {
if arena[node_idx].board_state.board.side_to_move() == Black {
1.0
} else {
-1.0
}
} else if arena[node_idx].board_state.status == BoardStateStatus::BlackWinner {
if arena[node_idx].board_state.board.side_to_move() == White {
1.0
} else {
-1.0
}
} else {
let state: Tensor<B, 4> =
encode_board_state_perspective(&arena[node_idx].board_state, device)
.reshape([1, 18, 8, 8]);
// let start = Instant::now();
let (policy_head, value_head) = model.forward(state);
// println!("time: {:?}", start.elapsed());
let state: Tensor<B, 4> =
encode_board_state_perspective(&arena[node_idx].board_state, device)
.reshape([1, 18, 8, 8]);
// let start = Instant::now();
let (policy_head, value_head) = model.forward(state);
// println!("time: {:?}", start.elapsed());
let legal_moves: Vec<ChessMove> =
MoveGen::new_legal(&arena[node_idx].board_state.board).collect();
let legal_moves: Vec<ChessMove> =
MoveGen::new_legal(&arena[node_idx].board_state.board).collect();
let policy = policy_head.into_data().to_vec::<f32>().unwrap();
let policy = policy_head.into_data().to_vec::<f32>().unwrap();
for mv in legal_moves {
let stm = arena[node_idx].board_state.board.side_to_move();
let idx = encode_move(mv, stm);
let prior = policy[idx];
for mv in legal_moves {
let stm = arena[node_idx].board_state.board.side_to_move();
let idx = encode_move(mv, stm);
let prior = policy[idx];
let mut new_board = arena[node_idx].board_state.clone();
new_board.apply_move(mv);
let mut new_board = arena[node_idx].board_state.clone();
new_board.apply_move(mv);
let child_idx = arena.len();
let child_idx = arena.len();
arena.push(Node::new(prior, new_board, Some(mv)));
arena[node_idx].children.push(child_idx);
}
value_head.into_data().to_vec().unwrap()[0]
arena.push(Node::new(prior, new_board, Some(mv)));
arena[node_idx].children.push(child_idx);
}
value_head.into_data().to_vec().unwrap()[0]
}
fn backpropagate(&mut self, nodes: &mut [Node], path: &[usize], value: f32, color: Color) {
@ -335,14 +229,9 @@ fn dirichlet_sample(size: usize, alpha: f32) -> Vec<f32> {
let gamma = Gamma::new(alpha as f64, 1.0).unwrap();
// Use a single SmallRng seeded from system time (avoid depending on thread_rng helper)
let now = std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.unwrap();
let seed = now.as_nanos() as u64;
let mut rng = rand::rngs::SmallRng::seed_from_u64(seed);
let mut samples: Vec<f32> = (0..size).map(|_| gamma.sample(&mut rng) as f32).collect();
let mut samples: Vec<f32> = (0..size)
.map(|_| gamma.sample(&mut rand::rng()) as f32)
.collect();
let sum: f32 = samples.iter().sum();
@ -445,6 +334,8 @@ pub fn heuristic_eval(board: &Board, perspective: Color) -> f32 {
}
value
// board.checkers()
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]

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@ -1,5 +1,5 @@
use crate::mcts::{BoardState, MctsResults};
use crate::net::encoding::encode_board_state_perspective;
use crate::net::encoding::{encode_board_state_perspective, encode_move};
use burn::data::dataloader::batcher::Batcher;
use burn::nn::conv::Conv2dConfig;
use burn::nn::loss::{MseLoss, Reduction};
@ -13,6 +13,8 @@ use burn::{
prelude::*,
};
use burn_ndarray::NdArray;
use chess::ChessMove;
use std::collections::HashMap;
/*
Input planes:
1-6: your pieces (Pawn, Knight, Bishop, Rook, Queen, King)
@ -253,15 +255,14 @@ impl<B: Backend> InferenceStep for ChessModel<B> {
#[derive(Clone)]
pub struct TrainingSample {
pub board_state: BoardState,
// Compact representation: list of (encoded_move_index, probability)
pub policy_target: Vec<(usize, f32)>,
pub policy_target: HashMap<ChessMove, f32>,
pub value_target: f32,
}
impl TrainingSample {
pub fn new(
board_state: BoardState,
policy_target: Vec<(usize, f32)>,
policy_target: HashMap<ChessMove, f32>,
value_target: f32,
) -> Self {
TrainingSample {
@ -272,7 +273,6 @@ impl TrainingSample {
}
pub fn from_mcts_with_outcome(mcts_results: MctsResults, outcome: f32) -> Self {
// move_dist is already a compact Vec<(encoded_move_index, prob)>
TrainingSample::new(mcts_results.board_state, mcts_results.move_dist, outcome)
}
}
@ -301,8 +301,9 @@ impl<B: Backend> Batcher<B, TrainingSample, ChessBatch<B>> for ChessBatcher {
.cloned()
.map(|item| {
let mut policy = vec![0.0f32; 4672];
for (idx, prob) in item.policy_target.iter() {
policy[*idx] = *prob;
let stm = item.board_state.board.side_to_move();
for (mv, prob) in item.policy_target {
policy[encode_move(mv, stm)] = prob;
}
// Normalize

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@ -1,21 +1,19 @@
use crate::mcts::{BoardState, BoardStateStatus, Mcts, MctsConfig, MctsResults};
use crate::net::encoding::decode_move;
use crate::net::model::{ChessBatcher, ChessModel, ChessModelConfig, TrainingSample};
use burn::data::dataloader::batcher::Batcher;
use burn::module::{AutodiffModule, Module};
use burn::optim::{AdamConfig, GradientsParams, Optimizer};
use burn::record::{FullPrecisionSettings, NamedMpkFileRecorder};
use burn::tensor::backend::AutodiffBackend;
use chess::{ChessMove, Color};
use rand::rngs::SmallRng;
use chess::ChessMove;
use rand::rngs::ThreadRng;
use rand::seq::SliceRandom;
use rand::{RngExt, SeedableRng};
use std::collections::VecDeque;
use rand::RngExt;
use std::collections::{HashMap, VecDeque};
use std::marker::PhantomData;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use std::time::Instant;
use std::time::{SystemTime, UNIX_EPOCH};
pub struct TrainingConfig {
pub max_time_s: Option<u64>,
@ -37,8 +35,8 @@ pub fn train<B: AutodiffBackend>(training_config: TrainingConfig, device: B::Dev
let model_path = format!("artifacts/{}", training_config.model_name.as_str());
println!("Creating model...");
let mut model: ChessModel<B> = ChessModelConfig::init(
training_config.num_blocks,
training_config.hidden_channels,
training_config.num_blocks,
&device,
);
if training_config.load_model {
@ -69,14 +67,7 @@ pub fn train<B: AutodiffBackend>(training_config: TrainingConfig, device: B::Dev
_marker: PhantomData,
};
// Create RNG once and reuse it for sampling and shuffling
// Seed from system time (platform default entropy may be unavailable in some contexts)
let now = SystemTime::now().duration_since(UNIX_EPOCH).unwrap();
let seed = now.as_nanos() as u64;
let mut rng = SmallRng::seed_from_u64(seed);
// Initialize optimizer once so state (moments) persist across steps
let mut optim = training_config.optimizer.init();
let mut rng = rand::rng();
println!("Starting training...");
while train.load(Ordering::Relaxed) {
@ -100,8 +91,7 @@ pub fn train<B: AutodiffBackend>(training_config: TrainingConfig, device: B::Dev
let adjusted = apply_temperature(&episode_buffer.last().unwrap().move_dist, temp);
let stm = board_state.board.side_to_move();
let mv = sample_move(&adjusted, &mut rng, stm).unwrap();
let mv = sample_move(&adjusted, &mut rng).unwrap();
println!("playing move: {}", mv);
board_state.apply_move(mv)
}
@ -150,6 +140,8 @@ pub fn train<B: AutodiffBackend>(training_config: TrainingConfig, device: B::Dev
let batch = batcher.batch(samples, &device);
let mut optim = training_config.optimizer.init();
let output = model.forward_chess(batch.states, batch.policy_targets, batch.value_targets);
let grads = output.loss.backward();
@ -189,56 +181,56 @@ pub fn train<B: AutodiffBackend>(training_config: TrainingConfig, device: B::Dev
return;
}
fn apply_temperature(visits: &[(usize, f32)], temperature: f32) -> Vec<(usize, f32)> {
fn apply_temperature(
visits: &HashMap<ChessMove, f32>,
temperature: f32,
) -> HashMap<ChessMove, f32> {
if visits.is_empty() {
return Vec::new();
return HashMap::new();
}
// Special case: deterministic selection
if temperature == 0.0 {
let (&best_idx, _) = visits
let (&best_move, _) = visits
.iter()
.max_by(|a, b| a.1.partial_cmp(&b.1).unwrap())
.map(|(i, p)| (i, p))
.max_by(|a, b| a.1.partial_cmp(b.1).unwrap())
.unwrap();
return vec![(best_idx, 1.0)];
let mut out = HashMap::new();
out.insert(best_move.clone(), 1.0);
return out;
}
let inv_temp = 1.0 / temperature;
// Step 1: apply exponent
let mut adjusted: Vec<(usize, f32)> =
visits.iter().map(|(i, v)| (*i, v.powf(inv_temp))).collect();
let mut adjusted: HashMap<ChessMove, f32> =
visits.iter().map(|(m, v)| (*m, v.powf(inv_temp))).collect();
// Step 2: normalize
let sum: f32 = adjusted.iter().map(|(_, v)| *v).sum();
let sum: f32 = adjusted.values().sum();
if sum <= 0.0 {
return adjusted; // fallback (shouldn't happen in normal MCTS)
}
for (_, v) in adjusted.iter_mut() {
for v in adjusted.values_mut() {
*v /= sum;
}
adjusted
}
fn sample_move(
dist: &[(usize, f32)],
rng: &mut SmallRng,
side_to_move: Color,
) -> Option<ChessMove> {
fn sample_move(dist: &HashMap<ChessMove, f32>, rng: &mut ThreadRng) -> Option<ChessMove> {
let mut r: f32 = rng.random_range(0.0..1.0);
for (idx, p) in dist {
r -= *p;
for (m, p) in dist {
r -= p;
if r <= 0.0 {
return Some(decode_move(*idx, side_to_move));
return Some(m.clone());
}
}
// fallback due to floating point drift
dist.get(0).map(|(idx, _)| decode_move(*idx, side_to_move))
dist.keys().next().cloned()
}