当我运行我的程序时,我会得到以下错误:
Exception in thread "AWT-EventQueue-0" java.lang.OutOfMemoryError: Java heap space
at MCTSNode.setPossibleMoves(MCTSNode.java:66)
at MCTSNode.Expand(MCTSNode.java:167)
at MctsPlayer.getBestMove(MctsPlayer.java:39)
at NewBoardGUI.btnClick(NewBoardGUI.java:617)
at NewBoardGUI.lambda$createButton$0(NewBoardGUI.java:584)
at NewBoardGUI$$Lambda$115/558922244.actionPerformed(Unknown Source)
at java.desktop/javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at java.desktop/javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at java.desktop/javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at java.desktop/javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at java.desktop/javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.desktop/java.awt.Component.processMouseEvent(Unknown Source)
at java.desktop/javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.desktop/java.awt.Component.processEvent(Unknown Source)
at java.desktop/java.awt.Container.processEvent(Unknown Source)
at java.desktop/java.awt.Component.dispatchEventImpl(Unknown Source)
at java.desktop/java.awt.Container.dispatchEventImpl(Unknown Source)
at java.desktop/java.awt.Component.dispatchEvent(Unknown Source)
at java.desktop/java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.desktop/java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.desktop/java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.desktop/java.awt.Container.dispatchEventImpl(Unknown Source)
at java.desktop/java.awt.Window.dispatchEventImpl(Unknown Source)
at java.desktop/java.awt.Component.dispatchEvent(Unknown Source)
at java.desktop/java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.desktop/java.awt.EventQueue.access$500(Unknown Source)
at java.desktop/java.awt.EventQueue$3.run(Unknown Source)
at java.desktop/java.awt.EventQueue$3.run(Unknown Source)
at java.base/java.security.AccessController.doPrivileged(Native Method)
at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.desktop/java.awt.EventQueue$4.run(Unknown Source)我使用了相同的MCTS代码的3x3板大小,这不会崩溃,并返回一个竞争迅速的移动。但是当我尝试使用它作为15x15板大小时,游戏在1235次迭代后崩溃,并给出了上面的错误。
我想我已经处理了这个问题的症状,在1235次迭代之后不允许扩展任何节点。虽然这需要很长一段时间才能实现,但最终还是会有竞争的结果。
对我来说,根本原因是我试图创建的树的大小,因为相同的代码适用于3x3板,而不是15x15板;包含所有节点对象的树的大小太大了。因此,这只是这个方法的一个问题,而不是我的编码。
我确实认为我可以尝试:在x次迭代之后,如果一个节点被访问了y次,但是在z以下有一个胜利的分数,那么删除该节点。我的想法是,如果经过x次迭代,并且被访问了y次,但仍然有一个低的胜利分数,那么这个节点可能占用了树中不必要的空间,因此可以删除。
我的问题是:
是否有更好的方法让我的程序返回一个移动而不是崩溃,而不只是减少扩展的数量,而不需要实现上面的检查?(即使最好的移动需要很长的时间来计算)。
下面是一些未经编辑的代码:
编辑** MCTS扩展功能:
public MCTSNode Expand(BoardGame game){
MCTSNode child = new MCTSNode(game);
for(int k = 0;k<this.gameState[0].length;k++){
for(int l = 0;l<this.gameState[1].length;l++){
child.gameState[k][l] = this.gameState[k][l];
}
}
Random r = new Random();
int possibleMoveSelected = r.nextInt(getPossibleMovesList());
int row = getPossibleMoveX(possibleMoveSelected);
int col = getPossibleMoveY(possibleMoveSelected);
if(this.currentPlayer==2){
child.gameState[row][col] = 2;
child.moveMadeRow = row;
child.moveMadeCol = col;
child.currentPlayer = 1;
child.setPossibleMoves();
child.possibleMoves.size();
}
else{
child.gameState[row][col] = 1;
child.moveMadeRow = row;
child.moveMadeCol = col;
child.currentPlayer = 2;
child.setPossibleMoves();
child.possibleMoves.size();
}
childrenNode.add(child);
child.parentNode = this;
this.removePossibleMove(possibleMoveSelected);
this.possibleMoves.trimToSize();
return this;
}MCTSPlayer函数:
public class MctsPlayer {
private static int maxIterations;
public MctsPlayer(int i){
maxIterations = i;
}
public static String getBestMove(BoardGame game){
MCTSNode root = new MCTSNode(game);
root.getBoardState(game);
root.setPossibleMoves();
for(int iteration = 0; iteration < maxIterations; iteration++){
MCTSNode initialNode = selectInitialNode(root);
if(initialNode.getPossibleMovesList()>0){
initialNode.Expand(game);
}
MCTSNode nodeSelected = initialNode;
if(nodeSelected.childrenLeft() == true){
nodeSelected = initialNode.getRNDChild();
}
nodeSelected.Simulate();
}
MCTSNode best = root.getMostVisitNode();
System.out.println("This is the selected node's best move for the row: "+best.getMoveMadeRow());
System.out.println("This is the selected node's best move for the col: "+best.getMoveMadeCol());
best.printNodeInfo();
}新列入下文**
选择初始节点函数(将继续到可能的移动列表大小为==到0):
public static MCTSNode selectInitialNode(MCTSNode node){
MCTSNode initialNode = node;
while (initialNode.getPossibleMovesSize()==0&&initialNode.checkForEmptySpace()==true){
initialNode = initialNode.Select();“+initialNode.childrenList()”;//System.out.println(“剩余的节点可能移动:”+initialNode.getPossibleMovesSize();}返回initialNode;}
选择功能:
public MCTSNode Select(){
double maxUCT = Integer.MIN_VALUE;
MCTSNode Node = this;
if(this.possibleMoves.size()>0){
return Node;
}
else{
for(int i = 0;i<childrenNode.size();i++){
double UCTValue = getUCTValue(getChildren(i));
if(UCTValue > maxUCT){
Node = getChildren(i);
maxUCT = UCTValue;
}
}
return Node;
}
private double getUCTValue(MCTSNode childNode) {
double UCTValue;
if (childNode.getVisitCount() >= 1) {
UCTValue = (Math.sqrt(2)*
(Math.sqrt(Math.log(childNode.getParent().getVisitCount()* 1.0) / childNode.getVisitCount())) + (1.0 *childNode.getWinCount() / childNode.getVisitCount()* 1.0));
} else {
UCTValue = Double.MAX_VALUE;
}
return UCTValue;
}childrenLeft函数:
public boolean childrenLeft(){
return childrenNode.size()>0;
}发布于 2018-11-30 16:05:50
如果不看到childrenLeft()和其他一些方法的代码,我不是百分之百肯定的,但我的印象是,您基本上向树中添加了b新节点,其中b是您的分支因子。换句话说,每次迭代,都会向一个节点添加一个新的、完整的子节点列表。这可能确实会导致您很快耗尽内存。
到目前为止,最常见的策略是通过每次迭代只添加一个新节点来扩展树。然后,每个节点都需要:
选择阶段通常会在到达要展开的非空操作列表的节点时结束。然后,MCTS将从该列表中随机选择一个操作,添加一个与该操作相对应的新节点(意味着您的第一个列表由一个条目增长,第二个列表缩小为一个条目),然后从那里继续展开。
有了这样的实现,除非允许算法搜索很长时间,否则内存不太可能耗尽。如果内存仍然不足,您可以查看以下内容:
https://stackoverflow.com/questions/53558933
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