some try for policy_gradient

This commit is contained in:
2023-06-01 19:00:56 +08:00
parent be222b4c82
commit 5ccfbeb4e8
5 changed files with 295 additions and 40 deletions
+95
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@@ -0,0 +1,95 @@
"""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 tugo.game_logic import goboard
from tugo.game_logic import goboard_fast as 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')
input_tensor = encoded_state.float().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
board_tensor = self._encoder.encode(game_state)
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, file_path):
torch.save(self._model.state_dict(), file_path)
@classmethod
def load(cls, file_path, encoder):
device = 'cuda' if torch.cuda.is_available() else 'cpu'
model = AlphaGoModel(encoder.get_input_shape(), is_policy_net=True).to(device)
model.load_state_dict(torch.load(file_path))
return cls(model, encoder)
+124
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@@ -0,0 +1,124 @@
import torch
import torch.nn.functional as F
from torch import optim
from tugo import encoders
from tugo.agents.base import Agent
from tugo.agents.helpers import is_point_an_eye
# from tugo.game_logic import goboard
from tugo.game_logic import goboard_fast as goboard
def policy_gradient_loss(y_true, y_pred):
clip_pred = torch.clamp(y_pred, torch.finfo(torch.float32).eps, 1 - torch.finfo(torch.float32).eps)
loss = -1 * y_true * torch.log(clip_pred)
return torch.mean(torch.sum(loss, dim=1))
def normalize(x):
total = torch.sum(x)
return x / total
class PolicyAgent(Agent):
def __init__(self, model, encoder):
Agent.__init__(self)
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])
return self._model(input_tensor)[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
board_tensor = self._encoder.encode(game_state)
x = torch.tensor([board_tensor])
if torch.rand(1).item() < self._temperature:
move_probs = torch.ones(num_moves) / num_moves
else:
move_probs = self._model(x)[0]
eps = 1e-5
move_probs = torch.clamp(move_probs, eps, 1 - eps)
move_probs = move_probs / torch.sum(move_probs)
candidates = torch.arange(num_moves)
ranked_moves = torch.multinomial(move_probs, num_moves, replacement=False)
for point_idx in ranked_moves:
point = self._encoder.decode_point_index(point_idx.item())
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.item()
)
return goboard.Move.play(point)
return goboard.Move.pass_turn()
def train(self, experience, lr=0.0000001, clipnorm=1.0, batch_size=512):
opt = optim.SGD(self._model.parameters(), lr=lr, clipnorm=clipnorm)
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
self._model.train()
opt.zero_grad()
outputs = self._model(experience.states)
loss = F.cross_entropy(outputs, y)
loss.backward()
opt.step()
def serialize(self, h5file):
h5file.create_group('encoder')
h5file['encoder'].attrs['name'] = self._encoder.name()
h5file['encoder'].attrs['board_width'] = self._encoder.board_width
h5file['encoder'].attrs['board_height'] = self._encoder.board_height
h5file.create_group('model')
torchutil.save_model_to_hdf5_group(self._model, h5file['model'])
def save(self, file_path):
torch.save({
'model_state_dict': self._model.state_dict(),
'encoder_name': self._encoder.name(),
'encoder_board_width': self._encoder.board_width,
'encoder_board_height': self._encoder.board_height,
'temperature': self._temperature,
}, file_path)
@classmethod
def load(cls, file_path):
device = 'cuda' if torch.cuda.is_available() else 'cpu'
# model = AlphaGoModel(encoder.get_input_shape(), is_policy_net=True).to(device)
# model.load_state_dict(torch.load(file_path))
# return cls(model, encoder)
checkpoint = torch.load(file_path)
model = TheModelClass() # TheModelClass should be replaced with your model class
model.load_state_dict(checkpoint['model_state_dict'])
encoder_name = checkpoint['encoder_name']
board_width = checkpoint['encoder_board_width']
board_height = checkpoint['encoder_board_height']
encoder = encoders.get_encoder_by_name(
encoder_name,
(board_width, board_height))
return cls(model, encoder)
+68 -38
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@@ -1,9 +1,8 @@
"""Policy gradient learning."""
import numpy as np
import torch import torch
import torch.nn.functional as F import torch.nn.functional as F
from torch.optim import SGD from torch import optim
from tugo import encoders
from tugo.agents.base import Agent from tugo.agents.base import Agent
from tugo.agents.helpers import is_point_an_eye from tugo.agents.helpers import is_point_an_eye
# from tugo.game_logic import goboard # from tugo.game_logic import goboard
@@ -11,15 +10,19 @@ from tugo.game_logic import goboard_fast as goboard
def policy_gradient_loss(y_true, y_pred): def policy_gradient_loss(y_true, y_pred):
clip_pred = torch.clamp(y_pred, 1e-10, 1 - 1e-10) clip_pred = torch.clamp(y_pred, torch.finfo(torch.float32).eps, 1 - torch.finfo(torch.float32).eps)
loss = -1 * y_true * torch.log(clip_pred) loss = -1 * y_true * torch.log(clip_pred)
return torch.mean(torch.sum(loss, dim=1)) return torch.mean(torch.sum(loss, dim=1))
def normalize(x):
total = torch.sum(x)
return x / total
class PolicyAgent(Agent): class PolicyAgent(Agent):
"""An agent that uses a deep policy network to select moves."""
def __init__(self, model, encoder): def __init__(self, model, encoder):
super().__init__() Agent.__init__(self)
self._model = model self._model = model
self._encoder = encoder self._encoder = encoder
self._collector = None self._collector = None
@@ -27,11 +30,8 @@ class PolicyAgent(Agent):
def predict(self, game_state): def predict(self, game_state):
encoded_state = self._encoder.encode(game_state) encoded_state = self._encoder.encode(game_state)
# input_tensor = torch.tensor([encoded_state], dtype=torch.float32).to('cuda') input_tensor = torch.tensor([encoded_state])
input_tensor = encoded_state.float().to('cuda') return self._model(input_tensor)[0]
with torch.no_grad():
output_tensor = self._model(input_tensor)
return output_tensor.cpu().numpy()[0]
def set_temperature(self, temperature): def set_temperature(self, temperature):
self._temperature = temperature self._temperature = temperature
@@ -42,28 +42,37 @@ class PolicyAgent(Agent):
def select_move(self, game_state): def select_move(self, game_state):
num_moves = self._encoder.board_width * self._encoder.board_height num_moves = self._encoder.board_width * self._encoder.board_height
move_probs = self.predict(game_state) board_tensor = self._encoder.encode(game_state)
x = torch.tensor([board_tensor])
move_probs = move_probs ** 3 if torch.rand(1).item() < self._temperature:
eps = 1e-6 move_probs = torch.ones(num_moves) / num_moves
move_probs = np.clip(move_probs, eps, 1 - eps) else:
move_probs = move_probs / np.sum(move_probs) move_probs = self._model(x)[0]
candidates = np.arange(num_moves) eps = 1e-5
ranked_moves = np.random.choice(candidates, num_moves, replace=False, p=move_probs) move_probs = torch.clamp(move_probs, eps, 1 - eps)
move_probs = move_probs / torch.sum(move_probs)
candidates = torch.arange(num_moves)
ranked_moves = torch.multinomial(move_probs, num_moves, replacement=False)
for point_idx in ranked_moves: for point_idx in ranked_moves:
point = self._encoder.decode_point_index(point_idx) point = self._encoder.decode_point_index(point_idx.item())
if game_state.is_valid_move(goboard.Move.play(point)) and \ if game_state.is_valid_move(goboard.Move.play(point)) and \
not is_point_an_eye(game_state.board, point, game_state.next_player): not is_point_an_eye(game_state.board,
point,
game_state.next_player):
if self._collector is not None: if self._collector is not None:
self._collector.record_decision(state=board_tensor, action=point_idx) self._collector.record_decision(
state=board_tensor,
action=point_idx.item()
)
return goboard.Move.play(point) return goboard.Move.play(point)
return goboard.Move.pass_turn() return goboard.Move.pass_turn()
def train(self, experience, lr=1e-7, clipnorm=1.0, batch_size=512): def train(self, experience, lr=0.0000001, clipnorm=1.0, batch_size=512):
opt = SGD(self._model.parameters(), lr=lr) opt = optim.SGD(self._model.parameters(), lr=lr, clipnorm=clipnorm)
n = experience.states.shape[0] n = experience.states.shape[0]
num_moves = self._encoder.board_width * self._encoder.board_height num_moves = self._encoder.board_width * self._encoder.board_height
y = torch.zeros((n, num_moves)) y = torch.zeros((n, num_moves))
@@ -72,23 +81,44 @@ class PolicyAgent(Agent):
reward = experience.rewards[i] reward = experience.rewards[i]
y[i][action] = reward y[i][action] = reward
for epoch in range(1): self._model.train()
permutation = torch.randperm(n) opt.zero_grad()
for i in range(0, n, batch_size): outputs = self._model(experience.states)
indices = permutation[i:i+batch_size] loss = F.cross_entropy(outputs, y)
batch_x, batch_y = experience.states[indices], y[indices] loss.backward()
opt.zero_grad() opt.step()
outputs = self._model(batch_x)
loss = F.cross_entropy(outputs, batch_y) def serialize(self, h5file):
loss.backward() h5file.create_group('encoder')
opt.step() h5file['encoder'].attrs['name'] = self._encoder.name()
h5file['encoder'].attrs['board_width'] = self._encoder.board_width
h5file['encoder'].attrs['board_height'] = self._encoder.board_height
h5file.create_group('model')
torchutil.save_model_to_hdf5_group(self._model, h5file['model'])
def save(self, file_path): def save(self, file_path):
torch.save(self._model.state_dict(), file_path) torch.save({
'model_state_dict': self._model.state_dict(),
'encoder_name': self._encoder.name(),
'encoder_board_width': self._encoder.board_width,
'encoder_board_height': self._encoder.board_height,
'temperature': self._temperature,
}, file_path)
@classmethod @classmethod
def load(cls, file_path, encoder): def load(cls, file_path):
device = 'cuda' if torch.cuda.is_available() else 'cpu' device = 'cuda' if torch.cuda.is_available() else 'cpu'
model = AlphaGoModel(encoder.get_input_shape(), is_policy_net=True).to(device) # model = AlphaGoModel(encoder.get_input_shape(), is_policy_net=True).to(device)
model.load_state_dict(torch.load(file_path)) # model.load_state_dict(torch.load(file_path))
# return cls(model, encoder)
checkpoint = torch.load(file_path)
model = TheModelClass() # TheModelClass should be replaced with your model class
model.load_state_dict(checkpoint['model_state_dict'])
encoder_name = checkpoint['encoder_name']
board_width = checkpoint['encoder_board_width']
board_height = checkpoint['encoder_board_height']
encoder = encoders.get_encoder_by_name(
encoder_name,
(board_width, board_height))
return cls(model, encoder) return cls(model, encoder)
+4 -2
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@@ -19,12 +19,14 @@ alphago_rl_agent = PolicyAgent(sl_agent.model.to(device), encoder)
opponent = PolicyAgent(sl_opponent.model.to(device), encoder) opponent = PolicyAgent(sl_opponent.model.to(device), encoder)
# Run simulation # Run simulation
num_games = 1000 # num_games = 1000
num_games = 10
batch_size = 1024
with tqdm(total=num_games) as pbar: with tqdm(total=num_games) as pbar:
experience = experience_simulation(num_games, alphago_rl_agent, opponent, progress_callback=lambda: pbar.update(1)) experience = experience_simulation(num_games, alphago_rl_agent, opponent, progress_callback=lambda: pbar.update(1))
alphago_rl_agent.train(experience) alphago_rl_agent.train(experience, batch_size=batch_size)
# # Serialize RL agent # # Serialize RL agent
# alphago_rl_agent.save('checkpoints/alphago_rl_policy.pt') # alphago_rl_agent.save('checkpoints/alphago_rl_policy.pt')
+4
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@@ -133,3 +133,7 @@ class AlphaGoEncoder(Encoder):
def shape(self): def shape(self):
return self.num_planes, self.board_height, self.board_width return self.num_planes, self.board_height, self.board_width
def create(board_size):
return AlphaGoEncoder(board_size)