update pg、predict and add rl
This commit is contained in:
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import numpy as np
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import torch
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import torch.optim as optim
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from tugo import encoders
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from tugo.game_logic import goboard
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from tugo.agents import Agent
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from tugo.agents.helpers import is_point_an_eye
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class ACAgent(Agent):
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def __init__(self, model, encoder):
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super().__init__()
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self.model = model
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self.encoder = encoder
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self.collector = None
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self.temperature = 1.0
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self.device = 'cuda' if torch.cuda.is_available() else 'cpu'
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self.model = self.model.to(self.device)
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self.last_state_value = 0
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def set_temperature(self, temperature):
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self.temperature = temperature
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def set_collector(self, collector):
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self.collector = collector
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def select_move(self, game_state):
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num_moves = self.encoder.board_width * self.encoder.board_height
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board_tensor = self.encoder.encode(game_state)
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x = torch.tensor([board_tensor], dtype=torch.float32).to(self.device)
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actions, values = self.model(x)
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move_probs = actions[0].cpu().detach().numpy()
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estimated_value = values[0][0].cpu().detach().numpy()
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self.last_state_value = float(estimated_value)
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# Prevent move probs from getting stuck at 0 or 1.
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move_probs = np.power(move_probs, 1.0 / self.temperature)
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move_probs = move_probs / np.sum(move_probs)
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eps = 1e-6
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move_probs = np.clip(move_probs, eps, 1 - eps)
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# Re-normalize to get another probability distribution.
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move_probs = move_probs / np.sum(move_probs)
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# Turn the probabilities into a ranked list of moves.
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candidates = np.arange(num_moves)
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ranked_moves = np.random.choice(
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candidates, num_moves, replace=False, p=move_probs)
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for point_idx in ranked_moves:
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point = self.encoder.decode_point_index(point_idx)
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if game_state.is_valid_move(goboard.Move.play(point)) and \
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not is_point_an_eye(game_state.board,
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point,
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game_state.next_player):
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if self.collector is not None:
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self.collector.record_decision(
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state=board_tensor,
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action=point_idx,
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estimated_value=estimated_value
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)
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return goboard.Move.play(point)
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# No legal, non-self-destructive moves less.
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return goboard.Move.pass_turn()
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def train(self, experience, lr=0.1, batch_size=128):
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opt = optim.Adam(self.model.parameters(), lr=lr)
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n = experience.states.shape[0]
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num_moves = self.encoder.num_points()
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policy_target = np.zeros((n, num_moves))
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value_target = np.zeros((n,))
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for i in range(n):
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action = experience.actions[i]
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reward = experience.rewards[i]
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policy_target[i][action] = experience.advantages[i]
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value_target[i] = reward
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policy_target = torch.tensor(policy_target, dtype=torch.float32).to(self.device)
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value_target = torch.tensor(value_target, dtype=torch.float32).to(self.device)
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states = torch.tensor(experience.states, dtype=torch.float32).to(self.device)
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for _ in range(n // batch_size):
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self.model.train()
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opt.zero_grad()
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action_pred, value_pred = self.model(states)
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value_loss = ((value_target - value_pred) ** 2).mean()
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policy_loss = -(policy_target * torch.log(action_pred)).sum(1).mean()
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loss = policy_loss + value_loss
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loss.backward()
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opt.step()
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def diagnostics(self):
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return {'value': self.last_state_value}
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def save(self, path):
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torch.save(self.model.state_dict(), path)
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@classmethod
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def load(cls, path, encoder):
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device = 'cuda' if torch.cuda.is_available() else 'cpu'
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model = AlphaGoModel(encoder.get_input_shape(), is_policy_net=True).to(device)
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model.load_state_dict(torch.load(path))
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return cls(model, encoder)
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# def load_ac_agent(path, encoder):
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# # 在这个转换中,MyModel() 是你的 PyTorch 模型的实例化方法,你需要将其替换为你实际使用的模型。并且,假设你的模型接受一个状态并输出行动和值。
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# model = MyModel() # Initialize your model
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# model.load_state_dict(torch.load(path))
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# return ACAgent(model, encoder)
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@@ -0,0 +1,70 @@
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import torch
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import pickle
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class ExperienceCollector:
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def __init__(self):
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self.states = []
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self.actions = []
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self.rewards = []
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self.advantages = []
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self._current_episode_states = []
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self._current_episode_actions = []
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self._current_episode_estimated_values = []
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def begin_episode(self):
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self._current_episode_states = []
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self._current_episode_actions = []
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self._current_episode_estimated_values = []
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def record_decision(self, state, action, estimated_value=0):
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self._current_episode_states.append(state)
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self._current_episode_actions.append(action)
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self._current_episode_estimated_values.append(estimated_value)
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def complete_episode(self, reward):
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num_states = len(self._current_episode_states)
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self.states += self._current_episode_states
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self.actions += self._current_episode_actions
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self.rewards += [reward for _ in range(num_states)]
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for i in range(num_states):
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advantage = reward - self._current_episode_estimated_values[i]
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self.advantages.append(advantage)
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self._current_episode_states = []
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self._current_episode_actions = []
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self._current_episode_estimated_values = []
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class ExperienceBuffer:
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def __init__(self, states, actions, rewards, advantages):
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self.states = states
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self.actions = actions
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self.rewards = rewards
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self.advantages = advantages
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def save(self, filename):
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with open(filename, 'wb') as f:
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pickle.dump((self.states, self.actions, self.rewards, self.advantages), f)
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@classmethod
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def load(cls, filename):
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with open(filename, 'rb') as f:
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states, actions, rewards, advantages = pickle.load(f)
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return cls(
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states=states,
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actions=actions,
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rewards=rewards,
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advantages=advantages)
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def combine_experience(collectors):
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combined_states = torch.cat([torch.tensor(c.states) for c in collectors])
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combined_actions = torch.cat([torch.tensor(c.actions) for c in collectors])
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combined_rewards = torch.cat([torch.tensor(c.rewards) for c in collectors])
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combined_advantages = torch.cat([torch.tensor(c.advantages) for c in collectors])
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return ExperienceBuffer(
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combined_states,
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combined_actions,
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combined_rewards,
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combined_advantages)
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@@ -0,0 +1,155 @@
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import torch
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import torch.nn as nn
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import torch.optim as optim
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from torch.distributions import Categorical
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from tugo import encoders
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from tugo.game_logic import goboard
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from tugo.agents import Agent
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from tugo.agents.helpers import is_point_an_eye
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class QAgent(Agent):
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def __init__(self, model, encoder, policy='eps-greedy'):
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Agent.__init__(self)
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self.model = model
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self.encoder = encoder
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self.collector = None
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self.temperature = 0.0
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self.policy = policy
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self.last_move_value = 0
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def set_temperature(self, temperature):
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self.temperature = temperature
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def set_collector(self, collector):
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self.collector = collector
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def set_policy(self, policy):
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if policy not in ('eps-greedy', 'weighted'):
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raise ValueError(policy)
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self.policy = policy
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def select_move(self, game_state):
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board_tensor = self.encoder.encode(game_state)
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# Loop over all legal moves.
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moves = []
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board_tensors = []
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for move in game_state.legal_moves():
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if not move.is_play:
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continue
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moves.append(self.encoder.encode_point(move.point))
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board_tensors.append(board_tensor)
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if not moves:
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return goboard.Move.pass_turn()
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num_moves = len(moves)
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board_tensors = torch.tensor(board_tensors)
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move_vectors = torch.zeros((num_moves, self.encoder.num_points()))
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for i, move in enumerate(moves):
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move_vectors[i][move] = 1
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values = self.model([board_tensors, move_vectors])
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values = values.reshape(len(moves))
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if self.policy == 'eps-greedy':
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ranked_moves = self.rank_moves_eps_greedy(values)
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elif self.policy == 'weighted':
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ranked_moves = self.rank_moves_weighted(values)
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else:
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ranked_moves = None
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for move_idx in ranked_moves:
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point = self.encoder.decode_point_index(moves[move_idx])
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if not is_point_an_eye(game_state.board,
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point,
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game_state.next_player):
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if self.collector is not None:
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self.collector.record_decision(
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state=board_tensor,
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action=moves[move_idx],
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)
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self.last_move_value = float(values[move_idx])
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return goboard.Move.play(point)
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# No legal, non-self-destructive moves less.
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return goboard.Move.pass_turn()
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def rank_moves_eps_greedy(self, values):
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if torch.rand(1).item() < self.temperature:
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values = torch.rand_like(values)
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# This ranks the moves from worst to best.
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ranked_moves = torch.argsort(values)
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# Return them in best-to-worst order.
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return ranked_moves[::-1]
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def rank_moves_weighted(self, values):
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p = values / torch.sum(values)
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p = torch.pow(p, 1.0 / self.temperature)
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p = p / torch.sum(p)
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return Categorical(p).sample().item()
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def train(self, experience, lr=0.1, batch_size=128):
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opt = optim.SGD(self.model.parameters(), lr=lr)
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criterion = nn.MSELoss()
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n = experience.states.shape[0]
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num_moves = self.encoder.num_points()
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y = torch.zeros((n,))
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actions = torch.zeros((n, num_moves))
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for i in range(n):
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action = experience.actions[i]
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reward = experience.rewards[i]
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actions[i][action] = 1
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y[i] = 1 if reward > 0 else 0
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self.model.train()
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opt.zero_grad()
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pred = self.model([experience.states, actions])
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loss = criterion(pred, y)
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loss.backward()
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opt.step()
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def diagnostics(self):
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return {'value': self.last_move_value}
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def save(self, filename):
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torch.save({
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'model': self.model.state_dict(),
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'encoder': {
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'name': self.encoder.name(),
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'board_width': self.encoder.board_width,
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'board_height': self.encoder.board_height,
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}
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}, filename)
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@classmethod
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def load(cls, filename):
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checkpoint = torch.load(filename)
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# Assuming `model` is a PyTorch model here and `encoder` is a DLGo encoder
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model = Model() # The Model class should be defined appropriately
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model.load_state_dict(checkpoint['model'])
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encoder_info = checkpoint['encoder']
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encoder = encoders.get_encoder_by_name(
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encoder_info['name'],
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(encoder_info['board_width'], encoder_info['board_height']))
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return cls(model, encoder)
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def load_q_agent(filename):
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# 我假设 Model 类是预先定义好的 PyTorch 模型,你需要根据实际情况替换或实现这个模型。
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checkpoint = torch.load(filename)
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# Assuming `model` is a PyTorch model here and `encoder` is a DLGo encoder
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model = Model() # The Model class should be defined appropriately
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model.load_state_dict(checkpoint['model'])
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encoder_info = checkpoint['encoder']
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encoder = encoders.get_encoder_by_name(
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encoder_info['name'],
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(encoder_info['board_width'], encoder_info['board_height']))
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return QAgent(model, encoder)
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+149
@@ -0,0 +1,149 @@
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import torch
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import torch.nn as nn
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import torch.optim as optim
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from torch.distributions import Categorical
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from dlgo import encoders
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from dlgo import goboard
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from dlgo.agent import Agent
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from dlgo.agent.helpers import is_point_an_eye
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class ValueAgent(Agent):
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def __init__(self, model, encoder, policy='eps-greedy'):
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Agent.__init__(self)
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self.model = model
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self.encoder = encoder
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self.collector = None
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self.temperature = 0.0
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self.policy = policy
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self.last_move_value = 0
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def predict(self, game_state):
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encoded_state = self.encoder.encode(game_state)
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input_tensor = torch.tensor([encoded_state])
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return self.model(input_tensor)[0]
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def set_temperature(self, temperature):
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self.temperature = temperature
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def set_collector(self, collector):
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self.collector = collector
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def set_policy(self, policy):
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if policy not in ('eps-greedy', 'weighted'):
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raise ValueError(policy)
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self.policy = policy
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def select_move(self, game_state):
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moves = []
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board_tensors = []
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for move in game_state.legal_moves():
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if not move.is_play:
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continue
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next_state = game_state.apply_move(move)
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board_tensor = self.encoder.encode(next_state)
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moves.append(move)
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board_tensors.append(board_tensor)
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if not moves:
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return goboard.Move.pass_turn()
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board_tensors = torch.tensor(board_tensors)
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opp_values = self.model(board_tensors)
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opp_values = opp_values.reshape(len(moves))
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values = 1 - opp_values
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if self.policy == 'eps-greedy':
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ranked_moves = self.rank_moves_eps_greedy(values)
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elif self.policy == 'weighted':
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ranked_moves = self.rank_moves_weighted(values)
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else:
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ranked_moves = None
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for move_idx in ranked_moves:
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move = moves[move_idx]
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if not is_point_an_eye(game_state.board,
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move.point,
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game_state.next_player):
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if self.collector is not None:
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self.collector.record_decision(
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state=board_tensor,
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action=self.encoder.encode_point(move.point),
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)
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self.last_move_value = float(values[move_idx])
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return move
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return goboard.Move.pass_turn()
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def rank_moves_eps_greedy(self, values):
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if torch.rand(1).item() < self.temperature:
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values = torch.rand_like(values)
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ranked_moves = torch.argsort(values)
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return ranked_moves[::-1]
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def rank_moves_weighted(self, values):
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p = values / torch.sum(values)
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p = torch.pow(p, 1.0 / self.temperature)
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p = p / torch.sum(p)
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return Categorical(p).sample().item()
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def train(self, experience, lr=0.1, batch_size=128):
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opt = optim.SGD(self.model.parameters(), lr=lr)
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criterion = nn.MSELoss()
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n = experience.states.shape[0]
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y = torch.zeros((n,))
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for i in range(n):
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reward = experience.rewards[i]
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y[i] = 1 if reward > 0 else 0
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self.model.train()
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opt.zero_grad()
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pred = self.model(experience.states)
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loss = criterion(pred, y)
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loss.backward()
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opt.step()
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def diagnostics(self):
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return {'value': self.last_move_value}
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def save(self, filename):
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torch.save({
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'model': self.model.state_dict(),
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'encoder': {
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'name': self.encoder.name(),
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'board_width': self.encoder.board_width,
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'board_height': self.encoder.board_height,
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}
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}, filename)
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@classmethod
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def load(cls, filename):
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checkpoint = torch.load(filename)
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model = Model() # The Model class should be defined appropriately
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model.load_state_dict(checkpoint['model'])
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encoder_info = checkpoint['encoder']
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encoder = encoders.get_encoder_by_name(
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encoder_info['name'],
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(encoder_info['board_width'], encoder_info['board_height']))
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return cls(model, encoder)
|
||||
|
||||
|
||||
def load_value_agent(filename):
|
||||
# 我假设 Model 类是预先定义好的 PyTorch 模型,你需要根据实际情况替换或实现这个模型。
|
||||
checkpoint = torch.load(filename)
|
||||
|
||||
model = Model() # The Model class should be defined appropriately
|
||||
model.load_state_dict(checkpoint['model'])
|
||||
|
||||
encoder_info = checkpoint['encoder']
|
||||
encoder = encoders.get_encoder_by_name(
|
||||
encoder_info['name'],
|
||||
(encoder_info['board_width'], encoder_info['board_height']))
|
||||
|
||||
return ValueAgent(model, encoder)
|
||||
Reference in New Issue
Block a user