[−][src]Struct oxymcts::DefaultLazyTreePolicy
Explores at least once each child node, before going deeper.
Implementations
impl<State: GameTrait, EV: Evaluator<State, Reward, A, Args = f64>, A: Clone + Default, Reward: Clone> DefaultLazyTreePolicy<State, EV, A, Reward> where
Reward: Div + ToPrimitive + Add + Zero,
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Reward: Div + ToPrimitive + Add + Zero,
pub fn select(
tree: &mut LazyMctsTree<State, Reward, A>,
turn: &State::Player,
evaluator_args: &EV::Args
) -> NodeId
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tree: &mut LazyMctsTree<State, Reward, A>,
turn: &State::Player,
evaluator_args: &EV::Args
) -> NodeId
pub fn expand(
node_to_expand: NodeMut<'_, LazyMctsNode<State, Reward, A>>,
root_state: State
) -> (NodeId, State)
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node_to_expand: NodeMut<'_, LazyMctsNode<State, Reward, A>>,
root_state: State
) -> (NodeId, State)
Trait Implementations
impl<State, EV, A, Reward> LazyTreePolicy<State, EV, A, Reward> for DefaultLazyTreePolicy<State, EV, A, Reward> where
State: GameTrait,
Reward: Clone + Div + Add + ToPrimitive + Zero,
EV: Evaluator<State, Reward, A, Args = f64>,
A: Clone + Default,
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State: GameTrait,
Reward: Clone + Div + Add + ToPrimitive + Zero,
EV: Evaluator<State, Reward, A, Args = f64>,
A: Clone + Default,
fn tree_policy(
tree: &mut LazyMctsTree<State, Reward, A>,
root_state: State,
evaluator_args: &EV::Args
) -> (NodeId, State)
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tree: &mut LazyMctsTree<State, Reward, A>,
root_state: State,
evaluator_args: &EV::Args
) -> (NodeId, State)
fn update_state(root_state: State, historic: &[State::Move]) -> State
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fn best_child(
tree: &LazyMctsTree<State, Reward, A>,
turn: &State::Player,
parent_id: NodeId,
eval_args: &EV::Args
) -> NodeId
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tree: &LazyMctsTree<State, Reward, A>,
turn: &State::Player,
parent_id: NodeId,
eval_args: &EV::Args
) -> NodeId
Auto Trait Implementations
impl<State, EV, A, Reward> RefUnwindSafe for DefaultLazyTreePolicy<State, EV, A, Reward> where
A: RefUnwindSafe,
EV: RefUnwindSafe,
Reward: RefUnwindSafe,
State: RefUnwindSafe,
A: RefUnwindSafe,
EV: RefUnwindSafe,
Reward: RefUnwindSafe,
State: RefUnwindSafe,
impl<State, EV, A, Reward> Send for DefaultLazyTreePolicy<State, EV, A, Reward> where
A: Send,
EV: Send,
Reward: Send,
State: Send,
A: Send,
EV: Send,
Reward: Send,
State: Send,
impl<State, EV, A, Reward> Sync for DefaultLazyTreePolicy<State, EV, A, Reward> where
A: Sync,
EV: Sync,
Reward: Sync,
State: Sync,
A: Sync,
EV: Sync,
Reward: Sync,
State: Sync,
impl<State, EV, A, Reward> Unpin for DefaultLazyTreePolicy<State, EV, A, Reward> where
A: Unpin,
EV: Unpin,
Reward: Unpin,
State: Unpin,
A: Unpin,
EV: Unpin,
Reward: Unpin,
State: Unpin,
impl<State, EV, A, Reward> UnwindSafe for DefaultLazyTreePolicy<State, EV, A, Reward> where
A: UnwindSafe,
EV: UnwindSafe,
Reward: UnwindSafe,
State: UnwindSafe,
A: UnwindSafe,
EV: UnwindSafe,
Reward: UnwindSafe,
State: UnwindSafe,
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,