update directory structure

This commit is contained in:
2023-05-30 17:16:48 +08:00
parent 4968e6400e
commit 50111160e3
37 changed files with 150 additions and 159 deletions
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from .alphago import *
from .base import *
#from .pg import *
from .predict import *
#from .naive import *
#from .naive_fast import *
from .termination import *
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import numpy as np
from tugo.agents.base import Agent
from game_logic.goboard_fast import Move
# tag::init_alphago_node[]
class AlphaGoNode:
def __init__(self, parent=None, probability=1.0):
self.parent = parent # <1>
self.children = {} # <1>
self.visit_count = 0
self.q_value = 0
self.prior_value = probability # <2>
self.u_value = probability # <3>
# <1> Tree nodes have one parent and potentially many children.
# <2> A node is initialized with a prior probability.
# <3> The utility function will be updated during search.
# end::init_alphago_node[]
# tag::select_node[]
def select_child(self):
return max(self.children.items(),
key=lambda child: child[1].q_value + \
child[1].u_value)
# end::select_node[]
# tag::expand_children[]
def expand_children(self, moves, probabilities):
for move, prob in zip(moves, probabilities):
if move not in self.children:
self.children[move] = AlphaGoNode(parent=self, probability=prob)
# end::expand_children[]
# tag::update_values[]
def update_values(self, leaf_value):
if self.parent is not None:
self.parent.update_values(leaf_value) # <1>
self.visit_count += 1 # <2>
self.q_value += leaf_value / self.visit_count # <3>
if self.parent is not None:
c_u = 5
self.u_value = c_u * np.sqrt(self.parent.visit_count) \
* self.prior_value / (1 + self.visit_count) # <4>
# <1> We update parents first to ensure we traverse the tree top to bottom.
# <2> Increment the visit count for this node.
# <3> Add the specified leaf value to the Q-value, normalized by visit count.
# <4> Update utility with current visit counts.
# end::update_values[]
# tag::alphago_mcts_init[]
class AlphaGoMCTS(Agent):
# def __init__(self, policy_agent, fast_policy_agent, value_agent,
# lambda_value=0.5, num_simulations=1000,
# depth=50, rollout_limit=100):
def __init__(self, policy_agent, fast_policy_agent, value_agent,
lambda_value=0.5, num_simulations=100,
depth=10, rollout_limit=10):
self.policy = policy_agent
self.rollout_policy = fast_policy_agent
self.value = value_agent
self.lambda_value = lambda_value
self.num_simulations = num_simulations
self.depth = depth
self.rollout_limit = rollout_limit
self.root = AlphaGoNode()
# end::alphago_mcts_init[]
# tag::alphago_mcts_rollout[]
def select_move(self, game_state):
for simulation in range(self.num_simulations): # <1>
current_state = game_state
node = self.root
for depth in range(self.depth): # <2>
if not node.children: # <3>
if current_state.is_over():
break
moves, probabilities = self.policy_probabilities(current_state) # <4>
node.expand_children(moves, probabilities) # <4>
move, node = node.select_child() # <5>
current_state = current_state.apply_move(move) # <5>
value = self.value.predict(current_state) # <6>
rollout = self.policy_rollout(current_state) # <6>
weighted_value = (1 - self.lambda_value) * value + \
self.lambda_value * rollout # <7>
node.update_values(weighted_value) # <8>
# <1> From current state play out a number of simulations
# <2> Play moves until the specified depth is reached.
# <3> If the current node doesn't have any children...
# <4> ... expand them with probabilities from the strong policy.
# <5> If there are children, we can select one and play the corresponding move.
# <6> Compute output of value network and a rollout by the fast policy.
# <7> Determine the combined value function.
# <8> Update values for this node in the backup phase
# end::alphago_mcts_rollout[]
# tag::alphago_mcts_selection[]
move = max(self.root.children, key=lambda move: # <1>
self.root.children.get(move).visit_count) # <1>
self.root = AlphaGoNode()
if move in self.root.children: # <2>
self.root = self.root.children[move]
self.root.parent = None
return move
# <1> Pick most visited child of the root as next move.
# <2> If the picked move is a child, set new root to this child node.
# end::alphago_mcts_selection[]
# tag::alphago_policy_probs[]
def policy_probabilities(self, game_state):
encoder = self.policy._encoder
outputs = self.policy.predict(game_state)
legal_moves = game_state.legal_moves()
if not legal_moves:
return [], []
encoded_points = [encoder.encode_point(move.point) for move in legal_moves if move.point]
legal_outputs = outputs[encoded_points]
normalized_outputs = legal_outputs / np.sum(legal_outputs)
return legal_moves, normalized_outputs
# end::alphago_policy_probs[]
# tag::alphago_policy_rollout[]
def policy_rollout(self, game_state):
for step in range(self.rollout_limit):
if game_state.is_over():
break
move_probabilities = self.rollout_policy.predict(game_state)
encoder = self.rollout_policy.encoder
for idx in np.argsort(move_probabilities)[::-1]:
max_point = encoder.decode_point_index(idx)
greedy_move = Move(max_point)
if greedy_move in game_state.legal_moves():
game_state = game_state.apply_move(greedy_move)
break
next_player = game_state.next_player
winner = game_state.winner()
if winner is not None:
return 1 if winner == next_player else -1
else:
return 0
# end::alphago_policy_rollout[]
def serialize(self, h5file):
raise IOError("AlphaGoMCTS agent can\'t be serialized" +
"consider serializing the three underlying" +
"neural networks instad.")
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class Agent:
def __init__(self):
pass
def select_move(self, game_state):
raise NotImplementedError()
def diagnostics(self):
return {}
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from game_logic.gotypes import Point
# tag::eye[]
def is_point_an_eye(board, point, color):
if board.get(point) is not None: # <1>
return False
for neighbor in point.neighbors(): # <2>
if board.is_on_grid(neighbor):
neighbor_color = board.get(neighbor)
if neighbor_color != color:
return False
friendly_corners = 0 # <3>
off_board_corners = 0
corners = [
Point(point.row - 1, point.col - 1),
Point(point.row - 1, point.col + 1),
Point(point.row + 1, point.col - 1),
Point(point.row + 1, point.col + 1),
]
for corner in corners:
if board.is_on_grid(corner):
corner_color = board.get(corner)
if corner_color == color:
friendly_corners += 1
else:
off_board_corners += 1
if off_board_corners > 0:
return off_board_corners + friendly_corners == 4 # <4>
return friendly_corners >= 3 # <5>
# <1> An eye is an empty point.
# <2> All adjacent points must contain friendly stones.
# <3> We must control 3 out of 4 corners if the point is in the middle of the board; on the edge we must control all corners.
# <4> Point is on the edge or corner.
# <5> Point is in the middle.
# end::eye[]
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from game_logic.gotypes import Point
def is_point_an_eye(board, point, color):
if board.get(point) is not None:
return False
# All adjacent points must contain friendly stones.
for neighbor in board.neighbors(point):
neighbor_color = board.get(neighbor)
if neighbor_color != color:
return False
# We must control 3 out of 4 corners if the point is in the middle
# of the board; on the edge we must control all corners.
friendly_corners = 0
off_board_corners = 0
corners = [
Point(point.row - 1, point.col - 1),
Point(point.row - 1, point.col + 1),
Point(point.row + 1, point.col - 1),
Point(point.row + 1, point.col + 1),
]
for corner in corners:
if board.is_on_grid(corner):
corner_color = board.get(corner)
if corner_color == color:
friendly_corners += 1
else:
off_board_corners += 1
if off_board_corners > 0:
# Point is on the edge or corner.
return off_board_corners + friendly_corners == 4
# Point is in the middle.
return friendly_corners >= 3
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import random
from tugo.agents.base import Agent
from tugo.agents.helpers import is_point_an_eye
from tugo.goboard_slow import Move
from game_logic.gotypes import Point
class RandomBot(Agent):
def select_move(self, game_state):
"""Choose a random valid move that preserves our own eyes."""
candidates = []
for r in range(1, game_state.board.num_rows + 1):
for c in range(1, game_state.board.num_cols + 1):
candidate = Point(row=r, col=c)
if game_state.is_valid_move(Move.play(candidate)) and \
not is_point_an_eye(game_state.board,
candidate,
game_state.next_player):
candidates.append(candidate)
if not candidates:
return Move.pass_turn()
return Move.play(random.choice(candidates))
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import numpy as np
from tugo.agents.base import Agent
from tugo.agents.helpers_fast import is_point_an_eye
from game_logic.goboard import Move
from game_logic.gotypes import Point
class FastRandomBot(Agent):
def __init__(self):
Agent.__init__(self)
self.dim = None
self.point_cache = []
def _update_cache(self, dim):
self.dim = dim
rows, cols = dim
self.point_cache = []
for r in range(1, rows + 1):
for c in range(1, cols + 1):
self.point_cache.append(Point(row=r, col=c))
def select_move(self, game_state):
"""Choose a random valid move that preserves our own eyes."""
dim = (game_state.board.num_rows, game_state.board.num_cols)
if dim != self.dim:
self._update_cache(dim)
idx = np.arange(len(self.point_cache))
np.random.shuffle(idx)
for i in idx:
p = self.point_cache[i]
if game_state.is_valid_move(Move.play(p)) and \
not is_point_an_eye(game_state.board,
p,
game_state.next_player):
return Move.play(p)
return Move.pass_turn()
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"""Policy gradient learning."""
import numpy as np
import torch
import torch.nn.functional as F
from torch.optim import SGD
from tugo.agents.base import Agent
from tugo.agents.helpers import is_point_an_eye
from game_logic import goboard
def policy_gradient_loss(y_true, y_pred):
clip_pred = torch.clamp(y_pred, 1e-10, 1 - 1e-10)
loss = -1 * y_true * torch.log(clip_pred)
return torch.mean(torch.sum(loss, dim=1))
class PolicyAgent(Agent):
"""An agent that uses a deep policy network to select moves."""
def __init__(self, model, encoder):
super().__init__()
self._model = model
self._encoder = encoder
self._collector = None
self._temperature = 0.0
def predict(self, game_state):
encoded_state = self._encoder.encode(game_state)
input_tensor = torch.tensor([encoded_state], dtype=torch.float32).to('cuda')
with torch.no_grad():
output_tensor = self._model(input_tensor)
return output_tensor.cpu().numpy()[0]
def set_temperature(self, temperature):
self._temperature = temperature
def set_collector(self, collector):
self._collector = collector
def select_move(self, game_state):
num_moves = self._encoder.board_width * self._encoder.board_height
move_probs = self.predict(game_state)
move_probs = move_probs ** 3
eps = 1e-6
move_probs = np.clip(move_probs, eps, 1 - eps)
move_probs = move_probs / np.sum(move_probs)
candidates = np.arange(num_moves)
ranked_moves = np.random.choice(candidates, num_moves, replace=False, p=move_probs)
for point_idx in ranked_moves:
point = self._encoder.decode_point_index(point_idx)
if game_state.is_valid_move(goboard.Move.play(point)) and \
not is_point_an_eye(game_state.board, point, game_state.next_player):
if self._collector is not None:
self._collector.record_decision(state=board_tensor, action=point_idx)
return goboard.Move.play(point)
return goboard.Move.pass_turn()
def train(self, experience, lr=1e-7, clipnorm=1.0, batch_size=512):
opt = SGD(self._model.parameters(), lr=lr)
n = experience.states.shape[0]
num_moves = self._encoder.board_width * self._encoder.board_height
y = torch.zeros((n, num_moves))
for i in range(n):
action = experience.actions[i]
reward = experience.rewards[i]
y[i][action] = reward
for epoch in range(1):
permutation = torch.randperm(n)
for i in range(0, n, batch_size):
indices = permutation[i:i+batch_size]
batch_x, batch_y = experience.states[indices], y[indices]
opt.zero_grad()
outputs = self._model(batch_x)
loss = F.cross_entropy(outputs, batch_y)
loss.backward()
opt.step()
def save(self, path):
torch.save(self._model.state_dict(), path)
@classmethod
def load(cls, path, encoder):
model = AlphaGoModel(encoder.get_input_shape(), is_policy_net=True).to('cuda')
model.load_state_dict(torch.load(path))
return cls(model, encoder)
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from tugo.agents.base import Agent
from tugo.agents.helpers import is_point_an_eye
from game_logic import goboard
from tugo.models import AlphaGoModel
import numpy as np
import torch
class DeepLearningAgent(Agent):
def __init__(self, model, encoder):
super().__init__()
self.model = model
self.encoder = encoder
def predict(self, game_state):
encoded_state = self.encoder.encode(game_state)
input_tensor = torch.tensor([encoded_state], dtype=torch.float32).to('cuda')
with torch.no_grad():
output_tensor = self.model(input_tensor)
return output_tensor.cpu().numpy()[0]
def select_move(self, game_state):
num_moves = self.encoder.board_width * self.encoder.board_height
move_probs = self.predict(game_state)
move_probs = move_probs ** 3
eps = 1e-6
move_probs = np.clip(move_probs, eps, 1 - eps)
move_probs = move_probs / np.sum(move_probs)
candidates = np.arange(num_moves)
ranked_moves = np.random.choice(
candidates, num_moves, replace=False, p=move_probs)
for point_idx in ranked_moves:
point = self.encoder.decode_point_index(point_idx)
if game_state.is_valid_move(goboard.Move.play(point)) and \
not is_point_an_eye(game_state.board, point, game_state.next_player):
return goboard.Move.play(point)
return goboard.Move.pass_turn()
def save(self, path):
torch.save(self.model.state_dict(), path)
@classmethod
def load(cls, path, encoder):
model = AlphaGoModel(encoder.get_input_shape(), is_policy_net=True).to('cuda')
model.load_state_dict(torch.load(path))
return cls(model, encoder)
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# tag::termination_imports[]
from game_logic import goboard, scoring
from tugo.agents.base import Agent
# end::termination_imports[]
# tag::termination_strategy[]
class TerminationStrategy:
def __init__(self):
pass
def should_pass(self, game_state):
return False
def should_resign(self, game_state):
return False
# end::termination_strategy[]
# tag::opponent_passes[]
class PassWhenOpponentPasses(TerminationStrategy):
def should_pass(self, game_state):
if game_state.last_move is not None:
return True if game_state.last_move.is_pass else False
# end::opponent_passes[]
# tag::resign_margin[]
class ResignLargeMargin(TerminationStrategy):
def __init__(self, own_color, cut_off_move, margin):
TerminationStrategy.__init__(self)
self.own_color = own_color
self.cut_off_move = cut_off_move
self.margin = margin
self.moves_played = 0
def should_pass(self, game_state):
return False
def should_resign(self, game_state):
self.moves_played += 1
if self.moves_played:
game_result = scoring.compute_game_result(self)
if game_result.winner != self.own_color and game_result.winning_margin >= self.margin:
return True
return False
# end::resign_margin[]
# tag::termination_agent[]
class TerminationAgent(Agent):
def __init__(self, agent, strategy=None):
Agent.__init__(self)
self.agent = agent
self.strategy = strategy if strategy is not None \
else TerminationStrategy()
def select_move(self, game_state):
if self.strategy.should_pass(game_state):
return goboard.Move.pass_turn()
elif self.strategy.should_resign(game_state):
return goboard.Move.resign()
else:
return self.agent.select_move(game_state)
# end::termination_agent[]
# tag::get_termination[]
def get(termination):
if termination == 'opponent_passes':
return PassWhenOpponentPasses()
else:
raise ValueError("Unsupported termination strategy: {}"
.format(termination))
# end::get_termination[]