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agent.cpp
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agent.cpp
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#include <stdio.h>
#include <stdlib.h>
#include <memory>
#include <string>
#include "agent.h"
#include "betting_abstraction.h"
#include "betting_tree.h"
#include "betting_trees.h"
#include "board_tree.h"
#include "buckets.h"
#include "canonical.h"
#include "card_abstraction.h"
#include "cards.h"
#include "cfr_street_values.h"
#include "cfr_values.h"
#include "constants.h"
#include "disk_probs.h"
#include "dynamic_cbr.h"
#include "eg_cfr.h"
#include "game.h"
#include "hand_tree.h"
#include "subgame_utils.h"
#include "unsafe_eg_cfr.h"
using std::string;
using std::unique_ptr;
void Agent::Initialize(const CardAbstraction &ca, const BettingAbstraction &ba, const CFRConfig &cc,
int it, int big_blind, int seed) {
subgame_ba_ = nullptr;
srand48_r(seed, &rand_buf_);
big_blind_ = big_blind;
small_blind_ = big_blind / 2;
// The stack size in the actual game
stack_size_ = big_blind_ * ba.StackSize();
translation_method_ = 0;
resolve_st_ = -1;
int max_street = Game::MaxStreet();
boards_.reset(new int[max_street + 1]);
buckets_.reset(new Buckets(ca, false));
betting_trees_.reset(new BettingTrees(ba));
disk_probs_.reset(new DiskProbs(ca, ba, cc, *buckets_, betting_trees_->GetBettingTree(), it));
}
Agent::Agent(const CardAbstraction &ca, const BettingAbstraction &ba, const CFRConfig &cc,
int it, int big_blind, int seed) {
Initialize(ca, ba, cc, it, big_blind, seed);
}
Agent::Agent(const CardAbstraction &ca, const BettingAbstraction &ba, const CFRConfig &cc,
const CardAbstraction *subgame_ca, const BettingAbstraction *subgame_ba,
const CFRConfig *subgame_cc, int it, int big_blind, int resolve_st, int seed) {
Initialize(ca, ba, cc, it, big_blind, seed);
subgame_ba_ = subgame_ba;
resolve_st_ = resolve_st;
if (resolve_st_ >= 0) {
dynamic_cbr_.reset(new DynamicCBR(ca, cc, *buckets_, 1));
subgame_buckets.reset(new Buckets(*subgame_ca, false));
// 1 thread
eg_cfr.reset(new UnsafeEGCFR(*subgame_ca, ca, ba, *subgame_cc, cc, *subgame_buckets, 1));
}
}
void Agent::SetBuckets(int st, const Card *raw_board, const Card *raw_hole_cards,
int *buckets) {
int num_hole_cards = Game::NumCardsForStreet(0);
int num_board_cards = Game::NumBoardCards(st);
Card canon_board[5];
Card canon_hole_cards[2];
CanonicalizeCards(raw_board, raw_hole_cards, st, canon_board, canon_hole_cards);
for (int st1 = 0; st1 <= st; ++st1) {
int bd = BoardTree::LookupBoard(canon_board, st1);
boards_[st1] = bd;
Card canon_cards[7];
for (int i = 0; i < num_board_cards; ++i) {
canon_cards[num_hole_cards + i] = canon_board[i];
}
for (int i = 0; i < num_hole_cards; ++i) {
canon_cards[i] = canon_hole_cards[i];
}
int raw_hcp = HCPIndex(st1, canon_cards);
int num_hole_card_pairs = Game::NumHoleCardPairs(st1);
// What about final street?
unsigned int h = ((unsigned int)bd) * ((unsigned int)num_hole_card_pairs) + raw_hcp;
buckets[st1] = buckets_->Bucket(st1, h);
}
}
Node *Agent::ChooseOurActionWithRaiseNode(Node *node, Node *raise_node, const int *buckets,
bool mapped_bet_to_closing_call) {
fprintf(stderr, "ChooseOurActionWithRaiseNode\n");
int raise_nt = raise_node->NonterminalID();
int pa = raise_node->PlayerActing();
double r;
drand48_r(&rand_buf_, &r);
int num_raise_node_succs = raise_node->NumSuccs();
if (num_raise_node_succs > 0) {
// Choose a response from the raise node's
int st = raise_node->Street();
int b = buckets[st];
unique_ptr<double []> raise_node_probs(new double[num_raise_node_succs]);
disk_probs_->Probs(pa, st, raise_nt, b, num_raise_node_succs, raise_node_probs.get());
double cum = 0;
int s;
for (s = 0; s < num_raise_node_succs - 1; ++s) {
cum += raise_node_probs[s];
if (r < cum) break;
}
if (s != raise_node->CallSuccIndex() && s != raise_node->FoldSuccIndex()) {
return raise_node->IthSucc(s);
}
}
if (mapped_bet_to_closing_call) {
// This is the case where we mapped an opponent's bet to a call (and we decided not to
// raise).
return node;
}
// If we're not raising, then we need to call or fold. If we're not facing a bet, then
// obviously we just call.
int csi = node->CallSuccIndex();
int fsi = node->FoldSuccIndex();
if (fsi == -1) {
return node->IthSucc(csi);
}
int st = node->Street();
int b = buckets[st];
int nt = node->NonterminalID();
int num_succs = node->NumSuccs();
unique_ptr<double []> probs(new double[num_succs]);
disk_probs_->Probs(pa, st, nt, b, num_succs, probs.get());
double call_prob = probs[csi];
double fold_prob = probs[fsi];
// How much to scale up the call and fold probs so that the scaled-up versions sum to 1.0.
double scaling = 1.0 / (call_prob + fold_prob);
// Do I need to draw a new random number?
drand48_r(&rand_buf_, &r);
if (r < call_prob * scaling) {
return node->IthSucc(csi);
} else {
return node->IthSucc(fsi);
}
}
Node *Agent::ChooseOurAction(Node *node, const int *buckets, bool mapped_bet_to_closing_call) {
fprintf(stderr, "ChooseOurAction simple\n");
if (mapped_bet_to_closing_call) {
fprintf(stderr, "ChooseOurAction simple mbtcc\n");
} else {
fprintf(stderr, "ChooseOurAction simple not mbtcc\n");
}
if (mapped_bet_to_closing_call) {
// This is the case where we mapped an opponent's bet to a call.
return node;
}
int st = node->Street();
int b = buckets[st];
int nt = node->NonterminalID();
int pa = node->PlayerActing();
int num_succs = node->NumSuccs();
unique_ptr<double []> probs(new double[num_succs]);
disk_probs_->Probs(pa, st, nt, b, num_succs, probs.get());
double r;
drand48_r(&rand_buf_, &r);
double cum = 0;
int s = 0;
for (s = 0; s < num_succs - 1; ++s) {
cum += probs[s];
if (r < cum) break;
}
fprintf(stderr, "ChooseOurAction: chose succ %i r %f cum %f\n", s, r, cum);
Node *ret = node->IthSucc(s);
fprintf(stderr, " ret st %i pa %i nt %i\n", ret->Street(), ret->PlayerActing(),
ret->NonterminalID());
return ret;
}
// Assume SetBuckets() has been called.
Node *Agent::ChooseOurAction(Node *node, Node *raise_node, const int *buckets,
bool mapped_bet_to_closing_call) {
if (raise_node) {
return ChooseOurActionWithRaiseNode(node, raise_node, buckets, mapped_bet_to_closing_call);
} else {
return ChooseOurAction(node, buckets, mapped_bet_to_closing_call);
}
}
// In order to do translation, find the two succs that most closely match
// the current action.
void Agent::GetTwoClosestSuccs(Node *node, int actual_bet_to, int *below_succ, int *below_bet_to,
int *above_succ, int *above_bet_to) {
int num_succs = node->NumSuccs();
// Want to find closest bet below and closest bet above
int fsi = node->FoldSuccIndex();
*below_succ = -1;
*below_bet_to = -1;
*above_succ = -1;
*above_bet_to = -1;
int best_below_diff = kMaxInt;
int best_above_diff = kMaxInt;
for (int s = 0; s < num_succs; ++s) {
if (s == fsi) continue;
int this_bet_to = node->IthSucc(s)->LastBetTo() * small_blind_;
int diff = this_bet_to - actual_bet_to;
if (diff <= 0) {
if (-diff < best_below_diff) {
best_below_diff = -diff;
*below_succ = s;
*below_bet_to = this_bet_to;
}
} else {
if (diff < best_above_diff) {
best_above_diff = diff;
*above_succ = s;
*above_bet_to = this_bet_to;
}
}
}
}
double Agent::BelowProb(int actual_bet_to, int below_bet_to, int above_bet_to,
int actual_pot_size) {
double below_prob;
if (translation_method_ == 0 || translation_method_ == 1) {
// Express bet sizes as fraction of pot
int last_bet_to = actual_pot_size / 2;
int actual_bet = actual_bet_to - last_bet_to;
double d_actual_pot_size = actual_pot_size;
double actual_frac = actual_bet / d_actual_pot_size;
// below_bet could be negative, I think, so I make all these bet_to
// quantities signed integers.
int below_bet = below_bet_to - last_bet_to;
double below_frac = below_bet / d_actual_pot_size;
if (below_frac < -1.0) {
fprintf(stderr, "below_frac %f\n", below_frac);
exit(-1);
}
int above_bet = above_bet_to - last_bet_to;
double above_frac = above_bet / d_actual_pot_size;
below_prob =
((above_frac - actual_frac) *
(1.0 + below_frac)) /
((above_frac - below_frac) *
(1.0 + actual_frac));
if (translation_method_ == 1) {
// Translate to nearest
if (below_prob < 0.5) below_prob = 0;
else below_prob = 1.0;
}
} else {
fprintf(stderr, "Unknown translation method %i\n", translation_method_);
exit(-1);
}
return below_prob;
}
// At least one of below_succ and above_succ is not -1.
int Agent::ChooseBetweenBetAndCall(Node *node, int below_succ, int above_succ, int actual_bet_to,
int actual_pot_size, Node **raise_node) {
int selected_succ = -1;
*raise_node = nullptr;
int call_succ = node->CallSuccIndex();
int smallest_bet_succ = -1;
if (below_succ == call_succ) {
if (above_succ != -1) {
smallest_bet_succ = above_succ;
}
} else {
// Some corner cases here.
int num_succs = node->NumSuccs();
for (int s = 0; s < num_succs; ++s) {
if (s == call_succ) continue;
if (s == node->FoldSuccIndex()) continue;
smallest_bet_succ = s;
break;
}
}
Node *smallest_bet_node = nullptr;
if (smallest_bet_succ != -1) {
smallest_bet_node = node->IthSucc(smallest_bet_succ);
}
// Sometimes we have only one valid succ.
if (above_succ == -1) {
selected_succ = below_succ;
} else if (below_succ == -1) {
selected_succ = above_succ;
} else {
// We have two valid succs
int below_bet_to = node->IthSucc(below_succ)->LastBetTo() * small_blind_;
int above_bet_to = node->IthSucc(above_succ)->LastBetTo() * small_blind_;
double below_prob = BelowProb(actual_bet_to, below_bet_to, above_bet_to, actual_pot_size);
double r;
// drand48_r(&rand_bufs_[node->PlayerActing()], &r);
drand48_r(&rand_buf_, &r);
if (r < below_prob) {
selected_succ = below_succ;
} else {
selected_succ = above_succ;
}
}
if (selected_succ == call_succ) {
// Don't use above_succ; it might be kMaxUInt
*raise_node = smallest_bet_node;
}
return selected_succ;
}
int Agent::ChooseBetweenTwoBets(Node *node, int below_succ, int above_succ, int actual_bet_to,
int actual_pot_size) {
if (above_succ == -1) {
// Can happen if we do not have all-ins in our betting abstraction
return below_succ;
} else if (below_succ == -1) {
// There should always be a below succ. All abstractions always
// allow check and call.
fprintf(stderr, "No below succ?!?\n");
exit(-1);
} else {
int below_bet_to = node->IthSucc(below_succ)->LastBetTo() * small_blind_;
int above_bet_to = node->IthSucc(above_succ)->LastBetTo() * small_blind_;
// Opponent's bet size is between two bets in our abstraction.
double below_prob = BelowProb(actual_bet_to, below_bet_to, above_bet_to, actual_pot_size);
double r;
// Do I need a separate rand_buf_ for each player?
// drand48_r(&rand_bufs_[node->PlayerActing()], &r);
drand48_r(&rand_buf_, &r);
if (r < below_prob) {
return below_succ;
} else {
return above_succ;
}
}
}
// Map the opponent's actual bet to an action in our abstraction. We may map a bet to a
// check/call.
int Agent::ChooseOppAction(Node *node, int below_succ, int above_succ, int actual_bet_to,
int actual_pot_size, Node **raise_node) {
int call_succ = node->CallSuccIndex();
if (below_succ == call_succ || above_succ == call_succ) {
return ChooseBetweenBetAndCall(node, below_succ, above_succ, actual_bet_to, actual_pot_size,
raise_node);
} else {
*raise_node = nullptr;
return ChooseBetweenTwoBets(node, below_succ, above_succ, actual_bet_to, actual_pot_size);
}
}
Node *Agent::ProcessAction(const string &action, int we_p, const int *buckets, Node **raise_node,
bool *mapped_bet_to_closing_call) {
Node *node = betting_trees_->GetBettingTree()->Root();
int len = action.size();
int actual_bet_to = big_blind_;
int st = 0;
int pa = 1;
bool call_ends_street = false;
*raise_node = nullptr;
*mapped_bet_to_closing_call = false;
int i = 0;
fprintf(stderr, "ProcessAction %s\n", action.c_str());
while (i < len) {
fprintf(stderr, "aaa1 %s %i %s\n", action.c_str(), i, action.c_str() + i);
fprintf(stderr, "nst %i pa %i nt %i\n", node->Street(), node->PlayerActing(),
node->NonterminalID());
#if 0
// This can happen when we map an opponent's bet to a street-ending call.
if (st != node->Street()) {
fprintf(stderr, "st %i node st %i: exiting\n", st, node->Street());
exit(-1);
}
#endif
char c = action[i];
if (c == 'c') {
// In the case where we mapped an opponent's bet to a street-closing call, then we have
// a "c" here that does not correspond to any transition in the betting tree. So
// consume the "c" and move on.
if (! *mapped_bet_to_closing_call) {
int csi = node->CallSuccIndex();
node = node->IthSucc(csi);
}
++i;
if (call_ends_street) {
st += 1;
fprintf(stderr, "i %i st advancing\n", i);
pa = 0;
call_ends_street = false;
if (st == 4) break;
} else {
call_ends_street = true;
pa = pa^1;
}
*raise_node = nullptr;
*mapped_bet_to_closing_call = false;
} else if (c == 'f') {
int fsi = node->FoldSuccIndex();
node = node->IthSucc(fsi);
++i;
*raise_node = nullptr;
*mapped_bet_to_closing_call = false;
break;
} else if (c == 'r') {
++i;
int j = i;
while (i < len && action[i] >= '0' && action[i] <= '9') ++i;
string str(action, j, i-j);
int new_actual_bet_to;
if (sscanf(str.c_str(), "%i", &new_actual_bet_to) != 1) {
fprintf(stderr, "Couldn't parse: %s\n", action.c_str());
return nullptr;
}
fprintf(stderr, "aaa2 %s %i\n", action.c_str(), new_actual_bet_to);
if (pa == we_p) {
fprintf(stderr, "Our action\n");
node = ChooseOurAction(node, *raise_node, buckets, *mapped_bet_to_closing_call);
*raise_node = nullptr;
*mapped_bet_to_closing_call = false;
} else {
fprintf(stderr, "Opp action\n");
// Translation code
// Do we need to pass current actual bet to (or pot size) down? It's not going to
// match the betting tree.
int below_bet_to, above_bet_to;
int below_succ, above_succ;
// Find the two closest "bets" in our abstraction. One will have a
// bet size <= the actual bet size; one will have a bet size >= the
// actual bet size. We treat a check/call as a bet of size zero.
// In some cases, there are not two possible succs in which case either
// below_succ or above_succ will be -1. In some cases there will not
// be any possible bets in which case the below succ will be the call
// succ and the above succ will be -1.
GetTwoClosestSuccs(node, new_actual_bet_to, &below_succ, &below_bet_to,
&above_succ, &above_bet_to);
if (below_succ == -1 && above_succ == -1) {
fprintf(stderr, "below_succ and above_succ -1\n");
if (node->Terminal()) {
fprintf(stderr, "Terminal node\n");
}
exit(-1);
}
int actual_pot_size = 2 * actual_bet_to;
int succ = ChooseOppAction(node, below_succ, above_succ, new_actual_bet_to, actual_pot_size,
raise_node);
if (call_ends_street && succ == node->CallSuccIndex()) {
// If 1) we mapped an opponent's bet to a call, and 2) that call ends the current
// street, then set *mapped_bet_to_closing_call to true
*mapped_bet_to_closing_call = true;
} else {
*mapped_bet_to_closing_call = false;
}
fprintf(stderr, "Translated to opp succ %i\n", succ);
node = node->IthSucc(succ);
#if 0
Node *prior_node = node;
// Why did I used to have this?
int actual_bet_size = (node->LastBetTo() - prior_node->LastBetTo()) * small_blind_;
actual_bet_to += actual_bet_size;
#endif
}
actual_bet_to = new_actual_bet_to;
fprintf(stderr, "aaa3 actual_bet_to %i\n", actual_bet_to);
call_ends_street = true;
pa = pa^1;
} else if (c == '/') {
++i;
} else {
fprintf(stderr, "Couldn't parse: %s\n", action.c_str());
exit(-1);
}
}
if (i != len) {
fprintf(stderr, "i %i len %i action %s\n", i, len, action.c_str());
exit(-1);
}
return node;
}
// Pass in root_bd. Turn root_bd for turn and river, or switch to river root_bd for river?
// Probably need to pass around global board and map to local board.
void Agent::ReadSumprobsFromDisk(Node *node, int p, const Card *board, CFRValues *values) {
if (node->Terminal()) return;
int num_succs = node->NumSuccs();
if (num_succs > 1 && node->PlayerActing() == p) {
int nt = node->NonterminalID();
int st = node->Street();
int num_buckets = buckets_->NumBuckets(st);
int num = num_buckets * num_succs;
unique_ptr<double []> bucket_probs(new double[num]);
for (int b = 0; b < num_buckets; ++b) {
disk_probs_->Probs(p, st, nt, b, num_succs, bucket_probs.get());
}
CFRStreetValues<double> *street_values =
dynamic_cast<CFRStreetValues<double> *>(values->StreetValues(st));
double *probs = street_values->AllValues(p, nt);
int root_gbd = boards_[st];
int start_gbd, end_gbd;
if (st == resolve_st_) {
start_gbd = root_gbd;
end_gbd = root_gbd + 1;
} else {
start_gbd = BoardTree::SuccBoardBegin(resolve_st_, root_gbd, st);
end_gbd = BoardTree::SuccBoardEnd(resolve_st_, root_gbd, st);
}
int max_card = Game::MaxCard();
int num_hole_card_pairs = Game::NumHoleCardPairs(st);
for (int gbd = start_gbd; gbd < end_gbd; ++gbd) {
int lbd = BoardTree::LocalIndex(resolve_st_, root_gbd, st, gbd);
Card hole_cards[2];
for (Card hi = 1; hi <= max_card; ++hi) {
// Check for board conflicts
hole_cards[0] = hi;
for (Card lo = 0; lo < hi; ++lo) {
// Check for board conflicts
hole_cards[1] = lo;
// Get board
int raw_hcp = HCPIndex(st, board, hole_cards);
unsigned int h = ((unsigned int)gbd) * ((unsigned int)num_hole_card_pairs) + raw_hcp;
int b = buckets_->Bucket(st, h);
// Is this correct on the river? Probably not.
int card_offset = lbd * num_hole_card_pairs + raw_hcp;
int bucket_offset = b * num_succs;
for (int s = 0; s < num_succs; ++s) {
probs[card_offset + s] = bucket_probs[bucket_offset + s];
}
}
}
}
}
for (int s = 0; s < num_succs; ++s) {
ReadSumprobsFromDisk(node->IthSucc(s), p, board, values);
}
}
// What to do if node is on a later street than resolve_st_?
// We don't back up and solve the whole turn game, do we?
CFRValues *Agent::ReadSumprobs(Node *node, int p, const Card *board) {
int num_players = Game::NumPlayers();
unique_ptr<bool []> players(new bool[num_players]);
for (int p1 = 0; p1 < num_players; ++p1) players[p1] = (p1 == p);
int st = node->Street();
int max_street = Game::MaxStreet();
unique_ptr<bool []> streets(new bool[max_street + 1]);
for (int st1 = 0; st1 <= max_street; ++st1) streets[st1] = (st1 >= st);
int root_bd = boards_[st];
CFRValues *values = new CFRValues(players.get(), streets.get(), root_bd, st,
*buckets_, betting_trees_->GetBettingTree());
// Need to create CFRStreetValues
ReadSumprobsFromDisk(node, p, board, values);
return values;
}
// dynamic_cbr needs:
// a) our probs for the resolve streets
// b) opp reach probs
// Can't load the entire flop into memory
CFRValues *Agent::Resolve(const Card *board, int we_p, Node *node) {
unique_ptr<BettingTrees> betting_trees;
int pa = node->PlayerActing();
betting_trees.reset(CreateSubtrees(resolve_st_, pa, node->LastBetTo(), we_p,
*subgame_ba_));
return nullptr;
}
// Return true if we take an action.
bool Agent::ProcessMatchState(const MatchState &match_state, CFRValues **resolved_strategy,
bool *call, bool *fold, int *bet_size) {
// In our reconstruction of the action (inside ProcessAction()) we choose our actions
// randomly. We need to be able to reconstruct the action of the hand and make the same
// choices each time. For this to work, I need to seed the RNG here consistently.
int hand_no = match_state.HandNo();
srand48_r(hand_no, &rand_buf_);
bool we_p1 = match_state.P1();
int we_p = we_p1 ? 1 : 0;
const string &action = match_state.Action();
Card hole_cards[2];
hole_cards[0] = match_state.OurHi();
hole_cards[1] = match_state.OurLo();
const Card *board = match_state.Board();
int st = match_state.Street();
unique_ptr<int []> buckets(new int[st + 1]);
SetBuckets(st, board, hole_cards, buckets.get());
Node *raise_node;
bool mapped_bet_to_closing_call;
Node *node = ProcessAction(action, we_p, buckets.get(), &raise_node, &mapped_bet_to_closing_call);
fprintf(stderr, "Back from ProcessAction\n");
*call = false;
*fold = false;
*bet_size = 0;
#if 0
// This can happen if we translate a bet to a call, and the call leads to showdown
if (node->Terminal()) {
fprintf(stderr, "At terminal node; exiting\n");
exit(-1);
}
#endif
#if 0
// This can happen if we translate a bet to a call, and the call ends the street.
if (node->PlayerActing() != we_p) {
fprintf(stderr, "Not our action; returning false\n");
return false;
}
#endif
#if 0
int num_succs = node->NumSuccs();
if (num_succs == 0) {
fprintf(stderr, "Zero succ node that is not terminal?!?\n");
return false;
}
if (num_succs == 1) {
*call = true;
return true;
}
#endif
#if 0
// This is possible if we map an opponent's bet to a street-ending call.
int nst = node->Street();
if (nst != st) {
fprintf(stderr, "nst %i != st %i?!?\n", nst, st);
exit(-1);
}
#endif
Node *next_node = ChooseOurAction(node, raise_node, buckets.get(), mapped_bet_to_closing_call);
int csi = node->CallSuccIndex();
int fsi = node->FoldSuccIndex();
if (next_node == node) {
// This is the case where we mapped an opponent's bet to a street-ending call (and we decided
// not to raise).
*call = true;
return true;
} else if (csi >= 0 && next_node == node->IthSucc(csi)) {
*call = true;
return true;
} else if (fsi >= 0 && next_node == node->IthSucc(fsi)) {
*fold = true;
return true;
}
// Should we bet the amount dictated by our abstraction or the pot fraction?
// Maybe the latter.
fprintf(stderr, "Betting %i small blinds\n", next_node->LastBetTo() - node->LastBetTo());
*bet_size = (next_node->LastBetTo() - node->LastBetTo()) * small_blind_;
return true;
}