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extern crate connect6;
extern crate rand;
pub mod cppbind;
pub use cppbind::ffi_test::*;
#[no_mangle]
pub extern "C" fn cpp_play(
callback: cppbind::PolicyCallback,
cpp_alloc_path: cppbind::AllocatorType<cppbind::RawPath>,
cpp_alloc_result: cppbind::AllocatorType<cppbind::RawPlayResult>,
debug: bool,
num_game_thread: i32,
) -> cppbind::RawVec<cppbind::RawPlayResult> {
use connect6::agent;
let alloc_path = cppbind::Allocator::new(cpp_alloc_path);
let alloc_result = cppbind::Allocator::new(cpp_alloc_result);
let raw_result = if num_game_thread == 1 {
let mut cpp_policy = cppbind::CppPolicy::new(callback);
let mut agent = if debug {
agent::Agent::debug(&mut cpp_policy)
} else {
agent::Agent::new(&mut cpp_policy)
};
let result = agent.play().unwrap();
vec![cppbind::RawPlayResult::with_result(&result, &alloc_path)]
} else {
let policy_gen = || cppbind::CppPolicy::new(callback);
let agent = if debug {
agent::AsyncAgent::debug(policy_gen)
} else {
agent::AsyncAgent::new(policy_gen)
};
agent
.run(num_game_thread)
.iter()
.map(|x| cppbind::RawPlayResult::with_result(x, &alloc_path))
.collect::<Vec<_>>()
};
cppbind::RawVec::with_vec(raw_result, &alloc_result)
}
#[no_mangle]
pub extern "C" fn cpp_self_play(
callback: cppbind::Callback,
cpp_alloc_path: cppbind::AllocatorType<cppbind::RawPath>,
cpp_alloc_result: cppbind::AllocatorType<cppbind::RawPlayResult>,
num_simulation: i32,
epsilon: f32,
dirichlet_alpha: f64,
c_puct: f32,
debug: bool,
num_game_thread: i32,
) -> cppbind::RawVec<cppbind::RawPlayResult> {
use connect6::{agent, policy};
let param = policy::HyperParameter {
num_simulation,
epsilon,
dirichlet_alpha,
c_puct,
};
let alloc_path = cppbind::Allocator::new(cpp_alloc_path);
let alloc_result = cppbind::Allocator::new(cpp_alloc_result);
let raw_result = if num_game_thread == 1 {
let cppeval = Box::new(cppbind::CppEval::new(callback));
let mut alphazero = policy::AlphaZero::with_param(cppeval, param);
let mut agent = if debug {
agent::Agent::debug(&mut alphazero)
} else {
agent::Agent::new(&mut alphazero)
};
let result = agent.play().unwrap();
vec![cppbind::RawPlayResult::with_result(&result, &alloc_path)]
} else {
let policy_gen =
|| policy::AlphaZero::with_param(Box::new(cppbind::CppEval::new(callback)), param);
let async_agent = if debug {
agent::AsyncAgent::debug(policy_gen)
} else {
agent::AsyncAgent::new(policy_gen)
};
async_agent
.run(num_game_thread)
.iter()
.map(|x| cppbind::RawPlayResult::with_result(x, &alloc_path))
.collect::<Vec<_>>()
};
cppbind::RawVec::with_vec(raw_result, &alloc_result)
}
#[no_mangle]
pub extern "C" fn cpp_play_with(
callback: cppbind::Callback,
cpp_alloc_path: cppbind::AllocatorType<cppbind::RawPath>,
num_simulation: i32,
epsilon: f32,
dirichlet_alpha: f64,
c_puct: f32,
) -> cppbind::RawPlayResult {
use connect6::{agent, policy};
let param = policy::HyperParameter {
num_simulation,
epsilon,
dirichlet_alpha,
c_puct,
};
let cppeval = Box::new(cppbind::CppEval::new(callback));
let mut cpp_policy = policy::AlphaZero::with_param(cppeval, param);
let mut stdin = std::io::stdin();
let mut stdout = std::io::stdout();
let mut io_policy = policy::IoPolicy::new(&mut stdin, &mut stdout);
let mut multi_policy = policy::MultiPolicy::new(&mut cpp_policy, &mut io_policy);
let result = agent::Agent::debug(&mut multi_policy).play();
let alloc_path = cppbind::Allocator::new(cpp_alloc_path);
cppbind::RawPlayResult::with_result(&result.unwrap(), &alloc_path)
}