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multithrea
Author | SHA1 | Date | |
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04a55f0a56 |
@ -10,13 +10,15 @@ readme = "README.md"
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keywords = ["mcts", "rust", "monte_carlo", "tree", "ai", "ml"]
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categories = ["algorithms", "data-structures"]
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[features]
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threads = []
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[dependencies]
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rand = "~0.9"
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thiserror = "~2.0"
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[dev-dependencies]
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divan = "~0.1"
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divan = "0.1.21"
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[[bench]]
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name = "e2e"
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@ -61,7 +61,11 @@ struct Move {
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index: usize,
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}
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impl Action for Move {}
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impl Action for Move {
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fn id(&self) -> usize {
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self.index
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}
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}
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/// Tic-Tac-Toe game state
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#[derive(Debug, Clone)]
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@ -125,19 +129,6 @@ 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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@ -174,6 +165,19 @@ 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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@ -84,7 +84,11 @@ struct Move {
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index: usize,
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}
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impl Action for Move {}
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impl Action for Move {
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fn id(&self) -> usize {
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self.index
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}
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}
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/// Tic-Tac-Toe game state
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#[derive(Clone)]
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@ -148,19 +152,6 @@ 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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@ -197,6 +188,19 @@ 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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@ -119,7 +119,11 @@ struct Move {
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index: usize,
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}
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impl Action for Move {}
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impl Action for Move {
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fn id(&self) -> usize {
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self.index
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}
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}
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/// Tic-Tac-Toe game state
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#[derive(Clone)]
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@ -191,19 +195,6 @@ 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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@ -240,6 +231,19 @@ 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/mcts.rs
11
src/mcts.rs
@ -75,15 +75,8 @@ impl<'conf, S: GameState + std::fmt::Debug> MCTS<'conf, S> {
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if !selected_node.state.is_terminal() {
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self.expand(selected_id);
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let children: &Vec<usize> = &self.arena.get_node(selected_id).children;
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match children.choose(&mut rand::rng()) {
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Some(&random_child) => {
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selected_id = random_child;
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}
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None => {
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// We ran out of nodes
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return Err(MCTSError::NonTerminalGame);
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}
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}
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let random_child: usize = *children.choose(&mut rand::rng()).unwrap();
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selected_id = random_child;
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}
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let rewards = self.simulate(selected_id);
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self.backprop(selected_id, &rewards);
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16
src/state.rs
16
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 rewards for all players from their perspective for the game state
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/// Returns the reward from the perspective of the given player for the game state
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///
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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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/// 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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///
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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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@ -55,6 +55,9 @@ 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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@ -69,7 +72,10 @@ pub trait GameState: Clone + Debug {
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///
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/// An action is dependent upon the specific game being defined, and includes
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/// things like moves, attacks, and other decisions.
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pub trait Action: Clone + Debug {}
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pub trait Action: Clone + Debug {
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/// Returns a uniqie identifier for this action
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fn id(&self) -> usize;
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}
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/// Trait used for players participating in a game
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pub trait Player: Clone + Debug + PartialEq + Eq + Hash {}
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