GameState::reward_for_player is no longer a trait function
We need GameState::rewards_for_players implemented, the library currently doesn't need to specify for a singular player.
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@ -125,6 +125,19 @@ impl TicTacToe {
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None
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}
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fn reward_for_player(&self, player: &Player) -> RewardVal {
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if let Some(winner) = self.get_winner() {
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if winner == *player {
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return 1.0; // Win
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} else {
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return 0.0; // Loss
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}
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}
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// Draw
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0.5
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}
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}
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impl GameState for TicTacToe {
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@ -161,19 +174,6 @@ impl GameState for TicTacToe {
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self.get_winner().is_some() || self.moves_played == 9
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}
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fn reward_for_player(&self, player: &Self::Player) -> RewardVal {
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if let Some(winner) = self.get_winner() {
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if winner == *player {
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return 1.0; // Win
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} else {
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return 0.0; // Loss
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}
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}
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// Draw
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0.5
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}
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fn rewards_for_players(&self) -> HashMap<Self::Player, RewardVal> {
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HashMap::from_iter(vec![
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(Player::X, self.reward_for_player(&Player::X)),
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@ -148,6 +148,19 @@ impl TicTacToe {
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None
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}
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fn reward_for_player(&self, player: &Player) -> RewardVal {
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if let Some(winner) = self.get_winner() {
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if winner == *player {
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return 1.0; // Win
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} else {
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return 0.0; // Loss
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}
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}
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// Draw
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0.5
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}
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}
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impl GameState for TicTacToe {
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@ -184,19 +197,6 @@ impl GameState for TicTacToe {
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self.get_winner().is_some() || self.moves_played == 9
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}
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fn reward_for_player(&self, player: &Self::Player) -> RewardVal {
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if let Some(winner) = self.get_winner() {
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if winner == *player {
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return 1.0; // Win
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} else {
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return 0.0; // Loss
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}
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}
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// Draw
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0.5
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}
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fn rewards_for_players(&self) -> HashMap<Self::Player, RewardVal> {
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HashMap::from_iter(vec![
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(Player::X, self.reward_for_player(&Player::X)),
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@ -191,6 +191,19 @@ impl TicTacToe {
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None
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}
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fn reward_for_player(&self, player: &Player) -> RewardVal {
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if let Some(winner) = self.get_winner() {
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if winner == *player {
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return 1.0; // Win
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} else {
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return 0.0; // Loss
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}
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}
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// Draw
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0.5
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}
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}
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impl GameState for TicTacToe {
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@ -227,19 +240,6 @@ impl GameState for TicTacToe {
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self.get_winner().is_some() || self.moves_played == 9
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}
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fn reward_for_player(&self, player: &Self::Player) -> RewardVal {
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if let Some(winner) = self.get_winner() {
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if winner == *player {
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return 1.0; // Win
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} else {
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return 0.0; // Loss
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}
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}
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// Draw
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0.5
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}
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fn rewards_for_players(&self) -> HashMap<Self::Player, RewardVal> {
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HashMap::from_iter(vec![
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(Player::X, self.reward_for_player(&Player::X)),
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11
src/state.rs
11
src/state.rs
@ -40,11 +40,11 @@ pub trait GameState: Clone + Debug {
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/// instead should modify a copy of the state and return that.
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fn state_after_action(&self, action: &Self::Action) -> Self;
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/// Returns the reward from the perspective of the given player for the game state
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/// Returns the rewards for all players from their perspective for the game state
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///
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/// This evaluates the current state from the perspective of the given player, and
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/// returns the reward indicating how good of a result the given state is for the
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/// player.
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/// This evaluates the current state from the perspective of each player, and
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/// returns a HashMap mapping each player to the result of this evaluation, which
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/// we call the reward.
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///
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/// This is used in the MCTS backpropagation and simulation phases to evaluate
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/// the value of a given node in the search tree.
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@ -55,9 +55,6 @@ pub trait GameState: Clone + Debug {
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/// - 0.0 => a loss for the player
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///
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/// Other values can be used for relative wins or losses
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fn reward_for_player(&self, player: &Self::Player) -> RewardVal;
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/// Returns the rewards for all players at the current state
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fn rewards_for_players(&self) -> HashMap<Self::Player, RewardVal>;
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/// Returns the player whose turn it is for the game state
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