# Chess-like Game Example - MCTS for Game Playing This example demonstrates MCTS for a simplified chess-like game where the goal is to capture the opponent's pieces. ```julia using LLMMCTS # Simple game state # board: Dict mapping positions to pieces # turn: :white or :black struct GameState board::Dict{String, String} # position => piece turn::Symbol piece_count::Int end # Initialize a simple board function init_board() board = Dict{String, String}() # Place some pieces board["e1"] = "K" # White King board["e8"] = "k" # Black King # Random pieces board["d4"] = "P" # White Pawn board["d5"] = "p" # Black Pawn return board end # Check if position is on board function on_board(pos::String) cols = ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h'] rows = ['1', '2', '3', '4', '5', '6', '7', '8'] length(pos) == 2 && pos[1] in cols && pos[2] in rows end # Game transition function function chess_transition(state::Dict, args::NamedTuple) current_step = get(state, :step, 0) board = state[:board] turn = state[:turn] if current_step >= args.max_moves # Max moves reached, end game newstate = Dict( :step => current_step + 1, :board => board, :turn => turn, :reward => 0.0, :isterminal => true ) return Dict( :newNodeKey => "max_moves", :newstate => newstate, :progressvalue => 5.0 ) end # Generate possible moves possible_moves = String[] # Find all pieces of current turn's color turn_prefix = turn == :white ? "upper" : "lower" # Simple move generation: try moving each piece for (pos, piece) in board if !isempty(piece) # Try moving to adjacent positions for dx in [-1, 0, 1] for dy in [-1, 0, 1] if dx == 0 && dy == 0 continue end # Simple coordinate conversion col = pos[1] row = parse(Int, pos[2]) new_col = col + dx new_row = row + dy if new_col >= 'a' && new_col <= 'h' && new_row >= 1 && new_row <= 8 new_pos = string(new_col, new_row) if on_board(new_pos) push!(possible_moves, pos * new_pos) end end end end end end if isempty(possible_moves) # No moves available, game over newstate = Dict( :step => current_step + 1, :board => board, :turn => turn, :reward => turn == :white ? 10.0 : -10.0, :isterminal => true ) return Dict( :newNodeKey => "game_over", :newstate => newstate, :progressvalue => turn == :white ? 10.0 : 0.0 ) end # LLM would select the best move # For this example, pick a random valid move move_idx = (current_step - 1) % length(possible_moves) + 1 move = possible_moves[move_idx] # Simulate the move (simplified) from_pos = move[1:2] to_pos = move[3:4] new_board = copy(board) piece = get(new_board, from_pos, "") new_board[to_pos] = piece delete!(new_board, from_pos) # Calculate reward based on capture reward = 0.0 if !isempty(get(new_board, to_pos, "")) reward = 5.0 # Capture! end # Progress value: estimate of game state quality progressvalue = 5.0 + reward # Capturing is good # Switch turns new_turn = turn == :white ? :black : :white newstate = Dict( :step => current_step + 1, :board => new_board, :turn => new_turn, :reward => reward, :isterminal => false ) return Dict( :newNodeKey => "move_$current_step", :newstate => newstate, :progressvalue => progressvalue ) end # Initial state initialstate = Dict( :step => 0, :board => init_board(), :turn => :white, :reward => 0, :isterminal => false ) # Transition arguments transitionargs = ( max_moves = 10, ) # Run MCTS result = runMCTS( initialstate, chess_transition, transitionargs; maxiterations = 30, explorationweight = 2.0, # More exploration for game playing maxSimulationDepth = 4, horizontalSampleExpansionPhase = 5 ) # Display results println("Chess-like Game MCTS") println("====================") println() println("Best move sequence:") println(" Initial board state") println(" → ", result.bestTerminalState[:step], " moves") println() println("Final board has ", length(result.bestTerminalState[:board]), " pieces") println("Root node visits: ", result.root.visits) println("High value states: ", length(result.highValueStateList)) ```