update comments
This commit is contained in:
+43
-10
@@ -75,33 +75,50 @@ function runMCTS(
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)::NamedTuple{(:root, :bestNextState, :bestTerminalState, :highValueStateList),
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)::NamedTuple{(:root, :bestNextState, :bestTerminalState, :highValueStateList),
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Tuple{MCTSNode,T,T,Vector{Dict{String,Any}}}} where {T<:Any}
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Tuple{MCTSNode,T,T,Vector{Dict{String,Any}}}} where {T<:Any}
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# Initialize the MCTS tree with a root node representing the initial state
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# root.visits=0: no visits yet
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# root.statevalue=0: no simulation results yet
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root = MCTSNode("root", initialstate, 0, 0, 0, 0, false, nothing, Dict{String,MCTSNode}(),
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root = MCTSNode("root", initialstate, 0, 0, 0, 0, false, nothing, Dict{String,MCTSNode}(),
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Dict{String,Any}())
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Dict{String,Any}())
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# storage for holding all high reward terminal nodes
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# Channel to collect high-value terminal states (reward >= 8)
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# These are "good solutions" that can be returned to the user
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highValueState = Channel{Any}(100)
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highValueState = Channel{Any}(100)
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# Main MCTS loop: perform iterations to build the search tree
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# Each iteration: SELECTION → EXPANSION → SIMULATION → BACKPROPAGATION
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for nth in 1:maxiterations
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for nth in 1:maxiterations
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# Start from root and traverse down using UCT selection
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node = root
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node = root
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node.visits += 1
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node.visits += 1 # Count this iteration's visit to root
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# Phase 1: SELECTION - Traverse tree using UCT until reaching a leaf node
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# UCT balances exploration (new branches) vs exploitation (promising branches)
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while !isleaf(node)
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while !isleaf(node)
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node = UCTselect(node, explorationweight)
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node = UCTselect(node, explorationweight)
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end
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end
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# Phase 2: TERMINAL CHECK - If leaf is terminal, just backpropagate
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if node.isterminal
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if node.isterminal
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# If this terminal state has high reward (>= 8), store it for later
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if node.state[:reward] >= 8
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if node.state[:reward] >= 8
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put!(highrewardNode, deepcopy(node.state))
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put!(highValueState, deepcopy(node.state))
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end
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end
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# MCTS arrive at the leaf node that is also a terminal state,
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# Backpropagate the terminal node's own reward up to root
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# do nothing then go directly to backpropagation. It means the end of this iteration
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# This updates all ancestors with this path's outcome
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backpropagate(node, node.reward)
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backpropagate(node, node.reward)
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else
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else
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# Phase 3: EXPANSION - Generate children for this non-terminal leaf
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# Horizontal sampling: create multiple child nodes via LLM transition
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_ = expand(node, transition, transitionargs;
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_ = expand(node, transition, transitionargs;
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horizontalSample=horizontalSampleExpansionPhase,
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horizontalSample=horizontalSampleExpansionPhase,
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multithread=multithread)
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multithread=multithread)
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# Phase 4: SIMULATION + BACKPROPAGATION
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# For each newly expanded child, run simulation and update statistics
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if multithread
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if multithread
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# Parallel simulation: spawn threads for each child node
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@sync for (leafNodeKey, leafNode) in node.children
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@sync for (leafNodeKey, leafNode) in node.children
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@spawn simulateThenBackpropagate(leafNode, transition, transitionargs;
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@spawn simulateThenBackpropagate(leafNode, transition, transitionargs;
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maxSimulationDepth=maxSimulationDepth,
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maxSimulationDepth=maxSimulationDepth,
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@@ -112,6 +129,7 @@ function runMCTS(
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)
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)
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end
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end
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else
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else
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# Sequential simulation: process each child one at a time
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for (leafNodeKey, leafNode) in node.children
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for (leafNodeKey, leafNode) in node.children
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simulateThenBackpropagate(leafNode, transition, transitionargs;
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simulateThenBackpropagate(leafNode, transition, transitionargs;
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maxSimulationDepth=maxSimulationDepth,
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maxSimulationDepth=maxSimulationDepth,
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@@ -123,22 +141,27 @@ function runMCTS(
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end
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end
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end
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end
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# stop if the early stop condition is met
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# Phase 5: EARLY STOP CHECK
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# Optional: stop search early if a condition is met
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if typeof(earlystop) <: Function && earlystop(node.state)
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if typeof(earlystop) <: Function && earlystop(node.state)
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break
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break
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end
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end
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end
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end
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# select the best next state and the best terminal state along the best trajectory
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# After all iterations, extract results from the search tree
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# Select best immediate next state (best child of root)
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bestNextState = selectBestNextNode(root)
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bestNextState = selectBestNextNode(root)
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# Select best terminal state along the optimal trajectory
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bestTerminalState = selectBestTrajectoryNode(root)
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bestTerminalState = selectBestTrajectoryNode(root)
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# take all high value state from highValueState channel and put it in a list
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# Collect all high-value states from the channel into a list
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highValueStateList = Vector{Dict{String, Any}}()
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highValueStateList = Vector{Dict{String, Any}}()
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while !isempty(highValueState)
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while !isempty(highValueState)
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push!(highValueStateList, take!(highValueState))
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push!(highValueStateList, take!(highValueState))
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end
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end
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# Return complete search results
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result = (
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result = (
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root=root,
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root=root,
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bestNextState=bestNextState.state,
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bestNextState=bestNextState.state,
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@@ -186,12 +209,17 @@ function simulateThenBackpropagate(node::MCTSNode, transition::Function, transit
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saveSimulatedNode::Bool=false,
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saveSimulatedNode::Bool=false,
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multithread=false,
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multithread=false,
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highValueState=Union{Nothing,Any}=nothing)
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highValueState=Union{Nothing,Any}=nothing)
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# Phase 1: RUN SIMULATION (rollout)
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# Perform a rollout from this node, accumulating rewards along the way
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simTrajectoryReward, terminalstate =
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simTrajectoryReward, terminalstate =
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simulate(node, transition, transitionargs;
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simulate(node, transition, transitionargs;
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maxSimulationDepth=maxSimulationDepth,
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maxSimulationDepth=maxSimulationDepth,
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horizontalSample=horizontalSampleSimulationPhase,
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horizontalSample=horizontalSampleSimulationPhase,
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multithread=multithread)
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multithread=multithread)
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# if a node has state value >= 8, store it in highValueState
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# Phase 2: HIGH-VALUE STATE TRACKING
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# If we reached a terminal state with high reward (>= 8), store it
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# This allows users to access multiple good solutions, not just the best one
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if highValueState !== nothing &&
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if highValueState !== nothing &&
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terminalstate !== nothing &&
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terminalstate !== nothing &&
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terminalstate[:reward] >= 8
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terminalstate[:reward] >= 8
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@@ -199,9 +227,14 @@ function simulateThenBackpropagate(node::MCTSNode, transition::Function, transit
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put!(highValueState, deepcopy(terminalstate))
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put!(highValueState, deepcopy(terminalstate))
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end
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end
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# Phase 3: BACKPROPAGATE
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# Update statistics (visits, statevalue) for all ancestors up to root
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# The simulation result is now incorporated into the tree
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backpropagate(node, simTrajectoryReward)
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backpropagate(node, simTrajectoryReward)
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# check if the user wants to keep the simulated node
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# Phase 4: MEMORY MANAGEMENT
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# Clear children unless user wants to keep them for analysis
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# This frees memory for the next iteration while preserving tree structure
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if saveSimulatedNode == false
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if saveSimulatedNode == false
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node.children = Dict{String, MCTSNode}()
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node.children = Dict{String, MCTSNode}()
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end
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end
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+60
-25
@@ -29,12 +29,14 @@ function selectBestNextNode(node::MCTSNode)::MCTSNode
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nodekey = nothing
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nodekey = nothing
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# Calculate sum of statevalues across all child nodes
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# Calculate sum of statevalues across all child nodes
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# This determines whether to use statevalue/visits (exploitation) or progressvalue+reward (exploration)
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stateValueSum = sum([v.statevalue for (k, v) in node.children])
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stateValueSum = sum([v.statevalue for (k, v) in node.children])
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# If any nodes have non-zero statevalue, use statevalue/visits as selection metric
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# If any nodes have non-zero statevalue, use statevalue/visits as selection metric
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# This means simulations have confirmed node values - use exploitation
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if stateValueSum != 0
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if stateValueSum != 0
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for (k, childnode) in node.children
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for (k, childnode) in node.children
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# Calculate average statevalue per visit
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# Calculate average statevalue per visit (running average from simulations)
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potential = childnode.statevalue / childnode.visits
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potential = childnode.statevalue / childnode.visits
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if potential > highestProgressValue
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if potential > highestProgressValue
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@@ -43,7 +45,8 @@ function selectBestNextNode(node::MCTSNode)::MCTSNode
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end
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end
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end
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end
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else
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else
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# Otherwise use progressvalue + reward as selection metric
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# No simulations yet - use progressvalue + reward for initial guidance
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# This allows LLM heuristics to guide early search before simulations provide data
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for (k, childnode) in node.children
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for (k, childnode) in node.children
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potential = childnode.progressvalue + childnode.reward
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potential = childnode.progressvalue + childnode.reward
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@@ -72,6 +75,8 @@ until reaching a leaf node, returning the highest-value node found along the pat
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The highest-value node found by following the optimal trajectory to a leaf.
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The highest-value node found by following the optimal trajectory to a leaf.
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"""
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"""
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function selectBestTrajectoryNode(node::MCTSNode)::MCTSNode
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function selectBestTrajectoryNode(node::MCTSNode)::MCTSNode
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# Follow the optimal path down the tree by repeatedly selecting the best child
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# This gives us the highest-value trajectory from the starting node to a leaf
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while !isleaf(node)
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while !isleaf(node)
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node = selectBestNextNode(node)
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node = selectBestNextNode(node)
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end
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end
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@@ -102,15 +107,23 @@ leaf node to the root, applying reward discounting for future rewards.
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- `Nothing`
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- `Nothing`
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"""
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"""
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function backpropagate(node::MCTSNode, simTrajectoryReward::T;
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function backpropagate(node::MCTSNode, simTrajectoryReward::T;
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discountRewardCoeff::AbstractFloat=0.9) where {T<:Number}
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discountRewardCoeff::AbstractFloat=0.9) where {T<:Number}
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# Propagate the simulation result back up the tree to update all ancestor nodes
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# Each node's statistics are updated with the cumulative reward from the simulation
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while !isroot(node)
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while !isroot(node)
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# Update the statistics of the current node based on the result of the playout
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# Increment visit count - this simulation passed through this node
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node.visits += 1 # Increment visit count for this node
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node.visits += 1
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node.statevalue += ((node.statevalue * (node.visits-1)) + simTrajectoryReward) / node.visits # Update running average of state value
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node.statevalue += ((node.statevalue * (node.visits-1)) + simTrajectoryReward) / node.visits # Update running average of state value
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simTrajectoryReward *= discountRewardCoeff # discount because future reward is uncertain
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node = node.parent # Move up to parent node for next iteration
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# Apply discount to future rewards - rewards further from the current state are worth less
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# This reflects temporal uncertainty: distant future rewards are less certain
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simTrajectoryReward *= discountRewardCoeff
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# Move up to parent node to continue propagation
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node = node.parent
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end
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end
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end
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end
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""" Determine whether a node is a leaf node.
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""" Determine whether a node is a leaf node.
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@@ -166,7 +179,11 @@ function selectChildNode(node::MCTSNode)::MCTSNode
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highestProgressValue = -1
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highestProgressValue = -1
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nodekey = nothing
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nodekey = nothing
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# loop thought node children dictionary to find the highest progress value
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# During simulation rollout, we need to pick which child to explore next
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# Use progressvalue + reward as the selection metric (no UCT here)
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# - progressvalue: LLM's estimate of how promising this state is
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# - reward: immediate environment feedback
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# Together they guide fast exploration during simulation
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for (k, childNode) in node.children
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for (k, childNode) in node.children
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potential = childNode.progressvalue + childNode.reward
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potential = childNode.progressvalue + childNode.reward
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if potential > highestProgressValue
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if potential > highestProgressValue
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@@ -203,6 +220,10 @@ Creates new child nodes by applying the transition function multiple times
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"""
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"""
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function expand(node::MCTSNode,transition::Function, transitionargs::NamedTuple;
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function expand(node::MCTSNode,transition::Function, transitionargs::NamedTuple;
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horizontalSample::Integer=3, multithread=false)
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horizontalSample::Integer=3, multithread=false)
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# Generate child nodes by applying the transition function multiple times
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# This is called "horizontal sampling" - we branch out horizontally in the tree
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# - multithread=true: spawn parallel threads for each expansion
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# - multithread=false: sequential expansion (default, simpler)
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if multithread
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if multithread
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@sync for i in 1:horizontalSample
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@sync for i in 1:horizontalSample
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@spawn _expand(node, transition, transitionargs)
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@spawn _expand(node, transition, transitionargs)
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@@ -231,23 +252,24 @@ Checks for semantically equivalent states (dejavu) to avoid duplicates.
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- `Nothing`
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- `Nothing`
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"""
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"""
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function _expand(node::MCTSNode,transition::Function, transitionargs::NamedTuple)
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function _expand(node::MCTSNode,transition::Function, transitionargs::NamedTuple)
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result = transition(node.state, transitionargs)
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# Generate one child node from the parent using the transition function
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newNodeKey::AbstractString = result[:newNodeKey]
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result = transition(node.state, transitionargs)
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newstate::AbstractDict = result[:newstate]
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newNodeKey::AbstractString = result[:newNodeKey]
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progressvalue::Integer = result[:progressvalue]
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newstate::AbstractDict = result[:newstate]
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progressvalue::Integer = result[:progressvalue]
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"""
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# Dejavu detection: avoid adding duplicate states
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[] newNodeKey ∉ keys(node.children).
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# If newNodeKey already exists, skip - this handles semantically equivalent states
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New state may have semantic vector close enought to
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if newNodeKey ∉ keys(node.children)
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one of existing child state. Which can be assume that they are the same state
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# Create new MCTS node with:
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semantically-wise i.e. De javu. This could be used to recall lessons for this
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# - visits=0: no simulations yet
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similar situation to improve decisionMaker and evaluator.
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# - statevalue=0: will be updated after simulation
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"""
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# - progressvalue: LLM's estimate (fast heuristic)
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if newNodeKey ∉ keys(node.children)
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# - reward: immediate environment feedback
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newNode = MCTSNode(newNodeKey, newstate, 0, progressvalue, 0, newstate[:reward],
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newNode = MCTSNode(newNodeKey, newstate, 0, progressvalue, 0, newstate[:reward],
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newstate[:isterminal], node, Dict{String, MCTSNode}(), Dict{String, Any}())
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newstate[:isterminal], node, Dict{String, MCTSNode}(), Dict{String, Any}())
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node.children[newNodeKey] = newNode
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node.children[newNodeKey] = newNode
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end
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end
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end
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end
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""" Simulate interactions between agent and environment.
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""" Simulate interactions between agent and environment.
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@@ -280,18 +302,31 @@ function simulate(node::MCTSNode, transition::Function, transitionargs::NamedTup
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maxSimulationDepth::Integer=3, horizontalSample::Integer=3, multithread=false
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maxSimulationDepth::Integer=3, horizontalSample::Integer=3, multithread=false
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)::NamedTuple{(:simTrajectoryReward, :terminalstate), Tuple{<:Number, Union{Dict{String, Any}, Nothing}}}
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)::NamedTuple{(:simTrajectoryReward, :terminalstate), Tuple{<:Number, Union{Dict{String, Any}, Nothing}}}
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# Perform a rollout simulation from the given node:
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# 1. Accumulate rewards along the trajectory
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# 2. Expand nodes horizontally at each level
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# 3. Select children to explore vertically down the tree
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# Returns cumulative reward and whether a terminal state was reached
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simTrajectoryReward = 0.0
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simTrajectoryReward = 0.0
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terminalstate = nothing
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terminalstate = nothing
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for depth in 1:maxSimulationDepth
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for depth in 1:maxSimulationDepth
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# Accumulate the current node's reward to the trajectory total
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simTrajectoryReward += node.reward
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simTrajectoryReward += node.reward
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# Check if we've reached a terminal state
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if node.isterminal
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if node.isterminal
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terminalstate = node.state
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terminalstate = node.state
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break
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break
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else
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else
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# Expand current node to generate children (horizontal sampling)
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_ = expand(node, transition, transitionargs;
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_ = expand(node, transition, transitionargs;
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horizontalSample=horizontalSample,
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horizontalSample=horizontalSample,
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multithread=multithread)
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multithread=multithread)
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# Select best child to continue the rollout (vertical exploration)
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# Uses progressvalue + reward for fast selection during simulation
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node = selectChildNode(node)
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node = selectChildNode(node)
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end
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end
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end
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end
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+46
-13
@@ -27,12 +27,25 @@ Does **not** mutate the input node.
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The child node with the highest UCT score. Returns `nothing` if the node has no
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The child node with the highest UCT score. Returns `nothing` if the node has no
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children (though this would indicate an error since UCTselect is called on non-leaves).
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children (though this would indicate an error since UCTselect is called on non-leaves).
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# Notes
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# The UCT Formula
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- The UCT formula used is: `statevalue + w * sqrt(log(parent_visits) / child_visits)`
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- When a child has zero visits (`child_visits == 0`), the exploration term becomes
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```
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undefined, so the function returns the child's `progressvalue` as a fallback.
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UCT(s,a) = Q(s,a) + c * sqrt(ln(N(s)) / N(s,a))
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- This function assumes the calling code only invokes it on non-leaf nodes (i.e.,
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nodes with children).
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Where:
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Q(s,a) = childNode.statevalue (exploitation: accumulated reward)
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c = w (explorationweight) (controls exploration vs exploitation)
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N(s) = node.visits (parent visits - total visits to parent)
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N(s,a) = childNode.visits (child visits - visits to this specific action)
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```
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# Behavior
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| Child visits | Exploration term | Behavior |
|
||||||
|
|-------------|------------------|----------|
|
||||||
|
| 0 (never visited) | Undefined | Uses `progressvalue` (LLM heuristic) |
|
||||||
|
| Low (few visits) | High | Encourages exploring new branches |
|
||||||
|
| High (many visits) | Near 0 | Exploits known good branches |
|
||||||
|
|
||||||
# Examples
|
# Examples
|
||||||
```jldoctest
|
```jldoctest
|
||||||
@@ -46,26 +59,46 @@ MCTSNode(...)
|
|||||||
```
|
```
|
||||||
"""
|
"""
|
||||||
function UCTselect(node::MCTSNode, w::T)::MCTSNode where {T<:AbstractFloat}
|
function UCTselect(node::MCTSNode, w::T)::MCTSNode where {T<:AbstractFloat}
|
||||||
|
# UCT (Upper Confidence Bound for Trees) selects the best child using:
|
||||||
|
# UCT = statevalue + exploration_weight * sqrt(ln(parent_visits) / child_visits)
|
||||||
|
#
|
||||||
|
# The two terms balance:
|
||||||
|
# - Exploitation (statevalue): choose children that performed well in simulations
|
||||||
|
# - Exploration (sqrt term): encourage trying less-visited children
|
||||||
|
#
|
||||||
|
# The exploration weight `w` controls this balance:
|
||||||
|
# - w=1.0: equal emphasis on exploration and exploitation
|
||||||
|
# - w>1.0: more aggressive exploration (try new branches)
|
||||||
|
# - w<1.0: more exploitation (stick with known good branches)
|
||||||
|
|
||||||
maxUCT = -Inf
|
maxUCT = -Inf
|
||||||
selectedNode = nothing
|
selectedNode = nothing
|
||||||
|
|
||||||
for (childState, childNode) in node.children
|
for (childState, childNode) in node.children
|
||||||
|
# Calculate UCT value for this child
|
||||||
UCTvalue =
|
UCTvalue =
|
||||||
if childNode.visits != 0
|
if childNode.visits != 0
|
||||||
weightedterm = w * sqrt(log(node.visits) / childNode.visits) # explore term
|
# Child has been visited before - use statevalue with exploration bonus
|
||||||
childNode.statevalue + weightedterm
|
# Exploration bonus = w * sqrt(ln(parent_visits) / child_visits)
|
||||||
else # node.visits == 0 makes sqrt() in explore term error
|
# High child_visits = small bonus (exploitation dominates)
|
||||||
childNode.progressvalue # exploit term
|
# Low child_visits = large bonus (encourages exploration)
|
||||||
|
weightedterm = w * sqrt(log(node.visits) / childNode.visits)
|
||||||
|
UCTvalue = childNode.statevalue + weightedterm
|
||||||
|
else
|
||||||
|
# Child has never been visited - exploration term undefined
|
||||||
|
# Fall back to progressvalue (LLM heuristic) as exploitation term
|
||||||
|
# This allows LLM guidance to direct early search
|
||||||
|
UCTvalue = childNode.progressvalue
|
||||||
end
|
end
|
||||||
|
|
||||||
if UCTvalue > maxUCT
|
if UCTvalue > maxUCT
|
||||||
maxUCT = UCTvalue
|
maxUCT = UCTvalue
|
||||||
selectedNode = childNode
|
selectedNode = childNode
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return selectedNode
|
return selectedNode
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user