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Copy pathtree_values.cpp
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192 lines (152 loc) · 5.46 KB
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#define NOMINMAX
#include "tree_values.h"
tree_values::tree_values(){}
void tree_values::_fill_ranges_dfs(Node & node, ArrayXX & ranges_absolute)
{
node.ranges = ranges_absolute;
if (node.terminal)
{
return;
}
assert(node.strategy.size() > 0);
const int actions_count = (int)node.children.size();
const int currentPlayerIndex = node.current_player;
const int opponentIndex = 1 - node.current_player;
//--check that it's a legal strategy
ArrayXX strategy_to_check = node.strategy;
if (node.current_player != chance)
{
ArrayX checksum = strategy_to_check.colwise().sum();
assert((strategy_to_check > 0.f).all());
assert((strategy_to_check < 1.001f).all());
assert((checksum > 0.999f).all());
assert((checksum < 1.001f).all());
}
assert((node.ranges >= 0).all());
assert((node.ranges < 1).all());
//--check if the range consists only of cards that don't overlap with the board
#ifdef _DEBUG
ArrayXX hands_mask = _cardTools.get_possible_hand_indexes(node.board);
hands_mask.resize(1, card_count);
hands_mask = Util::ExpandAs(hands_mask, node.ranges);
assert((hands_mask * node.ranges).sum() == node.ranges.sum()); // Checking that multiplication with possible hands range did not changed anything.
//impossible_hands_mask.conservativeResize(1, card_count);
//Util::ExpandAs(impossible_hands_mask, node.ranges_absolute);
//float impossible_range_sum = impossible_hands_mask.sum();
//assert(impossible_range_sum == 0)
#endif
//actions_count X [players_count, card_count]
//vector<ArrayXX&> children_ranges_absolute(actions_count);
ArrayXX child_range(players_count, card_count);
//--chance player
if (node.current_player == chance)
{
for (size_t i = 0; i < actions_count; i++)
{
child_range.row(0) = node.ranges.row(0) * node.strategy.row(i);
child_range.row(1) = node.ranges.row(1) * node.strategy.row(i);
//--go deeper
_fill_ranges_dfs(*node.children[i], child_range);
}
}
else //--player
{
for (size_t i = 0; i < actions_count; i++)
{
//--copy the range for the non-acting player
child_range.row(opponentIndex) = node.ranges.row(opponentIndex);
// --multiply the range for the acting player using his strategy
child_range.row(currentPlayerIndex) = node.ranges.row(currentPlayerIndex) * node.strategy.row(i);
//--go deeper
_fill_ranges_dfs(*node.children[i], child_range);
}
}
}
void tree_values::_compute_values_dfs(Node& node)
{
const int opponent = 1 - node.current_player;
const int current_player = node.current_player;
//--compute values using terminal_equity in terminal nodes
if (node.terminal)
{
assert(node.type == terminal_fold || node.type == terminal_call);
_terminal_equity.set_board(node.board);
ArrayXX values = ArrayXX::Zero(players_count, card_count);
if (node.type == terminal_fold)
{
_terminal_equity.tree_node_fold_value(node.ranges, values, opponent);
}
else
{
_terminal_equity.tree_node_call_value(node.ranges, values);
}
//--multiply by the pot
values *= node.pot;
node.cf_values = ArrayXX(values);
node.cf_values_br = ArrayXX(values);
}
else
{
const int actions_count = (int)node.children.size();
//[players_count x card_count][actions_count]
node.cf_values = ArrayXX::Zero(players_count, card_count);
node.cf_values_br = ArrayXX::Zero(players_count, card_count);
for (size_t i = 0; i < actions_count; i++)
{
Node* child_node = node.children[i];
_compute_values_dfs(*child_node);
if (current_player == chance) // ToDo: move check outside the loop and check performance
{
node.cf_values += child_node->cf_values;
node.cf_values_br += child_node->cf_values_br;
}
else
{
node.cf_values.row(current_player) += child_node->cf_values.row(current_player) * node.strategy.row(i);
node.cf_values.row(opponent) += child_node->cf_values.row(opponent);
node.cf_values_br.row(opponent) += child_node->cf_values_br.row(opponent);
if (i == 0)
{
node.cf_values_br.row(current_player) = child_node->cf_values_br.row(current_player);
}
else
{
node.cf_values_br.row(current_player) = node.cf_values_br.row(current_player).max(child_node->cf_values_br.row(current_player));
}
}
}
}
//--counterfactual values weighted by the reach prob
node.cfv_infset = ArrayX(players_count);
node.cfv_infset.row(P1) = node.cf_values.row(P1).matrix().dot(node.ranges.row(P1).matrix());
node.cfv_infset.row(P2) = node.cf_values.row(P2).matrix().dot(node.ranges.row(P2).matrix());
//--compute CFV - BR values weighted by the reach prob
node.cfv_br_infset = ArrayX(players_count);
node.cfv_br_infset.row(P1) = node.cf_values_br.row(P1).matrix().dot(node.ranges.row(P1).matrix());
node.cfv_br_infset.row(P2) = node.cf_values_br.row(P2).matrix().dot(node.ranges.row(P2).matrix());
node.epsilon = node.cfv_br_infset - node.cfv_infset;
node.exploitability = node.epsilon.mean();
}
void tree_values::compute_values(Node& root, ArrayXX* starting_ranges)
{
ArrayXX range;
//--1.0 set the starting range
if (starting_ranges == nullptr)
{
range = ArrayXX::Constant(players_count, card_count, 1.0f / card_count);
}
else
{
range = *starting_ranges;
}
//--2.0 check the starting ranges
#ifdef _DEBUG
ArrayX checksum = range.rowwise().sum();
assert(abs(checksum(P1) - 1) < 0.0001 && "starting range does not sum to 1");
assert(abs(checksum(P2) - 1) < 0.0001 && "starting range does not sum to 1");
assert((range >= 0).all());
#endif
//--3.0 compute the values
_fill_ranges_dfs(root, range);
_compute_values_dfs(root);
}