Ejemplo n.º 1
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 def update_board(self, game_state: GameState):
     assert isinstance(game_state, SpookState)
     super().update_board(game_state)
     valid_moves = game_state.get_valid_moves()
     volume = game_state.calculate_volume()
     is_pass_valid = bool(valid_moves[volume])
     self.ui.pass_button.setVisible(is_pass_valid)
Ejemplo n.º 2
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 def analyse(self, board: GameState) -> typing.Tuple[float, np.ndarray]:
     policy = self.get_policy(board)
     player = board.get_active_player()
     if board.is_win(player):
         value = 1.0
     elif board.is_win(-player):
         value = -1.0
     else:
         value = 0.0
     return value, policy
Ejemplo n.º 3
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    def analyse(self, board: GameState) -> typing.Tuple[float, np.ndarray]:
        if board.is_ended():
            return self.analyse_end_game(board)

        outputs = self.model.predict(board.get_spaces().reshape(
            (1,
             self.board_height,
             self.board_width,
             1)))

        policy = outputs[0, :-1]
        value = outputs[0, -1]

        return value, policy
Ejemplo n.º 4
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    def update_board(self, game_state: GameState):
        assert isinstance(game_state, SpaijiState)
        valid_moves = game_state.get_valid_moves()
        volume = game_state.calculate_volume()
        is_black_valid = valid_moves[:volume].any()
        is_white_valid = valid_moves[volume:].any()
        visible_move_types = []
        if is_black_valid:
            visible_move_types.append(MoveType.BLACK)
        if is_white_valid:
            visible_move_types.append(MoveType.WHITE)
        self.visible_move_types = visible_move_types

        super().update_board(game_state)
Ejemplo n.º 5
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 def get_policy(self, board: GameState):
     valid_moves = board.get_valid_moves()
     if not valid_moves.any():
         valid_moves = (valid_moves == 0)
     raw_policy = np.multiply(valid_moves, 0.9**np.arange(len(valid_moves)))
     policy = raw_policy / raw_policy.sum()
     return policy
Ejemplo n.º 6
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    def get_move_probabilities(
            self,
            game_state: GameState,
            limit: int = 10
    ) -> typing.List[typing.Tuple[str, float, int, float]]:
        """ Report the probability that each move is the best choice.

        :param game_state: the starting position
        :param limit: the maximum number of moves to report
        :return: [(move_display, probability, value_count, avg_value)], where
        value_count is the number of times the value was probed from the move,
        and avg_value is the average value from all those probes.
        """
        self.find_node(game_state)
        children = self.current_node.find_all_children()
        temperature = 1.0
        probabilities = self.current_node.rank_children(children, temperature)
        value_counts = [child.value_count for child in children]
        ranked_children = sorted(zip(value_counts, probabilities, children),
                                 key=itemgetter(0),
                                 reverse=True)
        top_children = ranked_children[:limit]
        child_node: SearchNode
        top_moves = [(game_state.display_move(child_node.move), probability,
                      value_count, child_node.average_value)
                     for value_count, probability, child_node in top_children
                     if child_node.move is not None]
        return top_moves
Ejemplo n.º 7
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    def analyse_end_game(self,
                         board: GameState) -> typing.Tuple[float, np.ndarray]:
        """ Calculate the value based on the winner.

        :param board: state of a game, that must be in an ended game
        :return: 1 if the now active player won the game, -1 for a loss, and
        0 for a draw, plus an evenly distributed policy (probably irrelevant)
        """
        winner = board.get_winner()
        active_player = board.get_active_player()
        if winner == board.NO_PLAYER:
            value = 0
        elif winner == active_player:
            value = 1
        else:
            value = -1
        return value, self.create_even_policy(board)
Ejemplo n.º 8
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    def update_board(self, game_state: GameState):
        assert isinstance(game_state, SpireState)

        move_types = game_state.get_valid_colours()
        self.visible_move_types = move_types
        if self.selected_move_type not in move_types:
            self.selected_move_type = move_types[0]
        super().update_board(game_state)
Ejemplo n.º 9
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 def get_policy(self, board: GameState):
     valid_moves = board.get_valid_moves()
     if valid_moves.any():
         first_valid = np.nonzero(valid_moves)[0][0]
     else:
         first_valid = 0
     policy = np.zeros_like(valid_moves)
     policy[first_valid] = 1.0
     return policy
Ejemplo n.º 10
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    def choose_move(self, game_state: GameState) -> int:
        """ Choose a move for the given board.

        :param game_state: the current state of the game.
        :return: the chosen move's index in the list of valid moves.
        """
        self.search_manager.search(game_state, self.iteration_count)
        if game_state.get_move_count() < 15:
            return self.search_manager.choose_weighted_move()
        return self.search_manager.get_best_move()
Ejemplo n.º 11
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    def create_even_policy(board: GameState) -> np.ndarray:
        """ Create an evenly distributed policy across valid moves.

        If there are no valid moves, distribute across all entries.
        """
        child_valid_flags = board.get_valid_moves()
        valid_count = child_valid_flags.sum()
        if valid_count:
            child_predictions = child_valid_flags / valid_count
        else:
            child_predictions = (child_valid_flags +
                                 1) / child_valid_flags.size
        return child_predictions
Ejemplo n.º 12
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    def __init__(self, start_state: GameState):
        if not isinstance(start_state, GridGameState):
            raise ValueError(f'{start_state.__class__} is not a subclass of GridGameState.')
        super().__init__()
        # start_state params
        self.board_height = start_state.board_height
        self.board_width = start_state.board_width
        self.action_size = len(start_state.get_valid_moves())
        self.epochs_completed = 0
        self.epochs_to_train = 100
        self.start_state = start_state
        args = Namespace(lr=0.001,
                         dropout=0.3,
                         epochs=10,
                         batch_size=64,
                         num_channels=512)
        self.checkpoint_name = 'random weights'
        self.args = args

        num_channels = 512
        kernel_size = [3, 3]
        dropout = 0.3
        model = Sequential()
        # regularizer = regularizers.l2(0.00006)
        regularizer = regularizers.l2(0.0001)
        model.add(Conv2D(num_channels,
                         kernel_size,
                         padding='same',
                         activation='relu',
                         input_shape=(self.board_height, self.board_width, 1),
                         activity_regularizer=regularizer))
        model.add(Conv2D(num_channels,
                         kernel_size,
                         padding='same',
                         activation='relu',
                         activity_regularizer=regularizer))
        model.add(Conv2D(num_channels,
                         kernel_size,
                         activation='relu',
                         activity_regularizer=regularizer))
        model.add(Conv2D(num_channels,
                         kernel_size,
                         activation='relu',
                         activity_regularizer=regularizer))
        model.add(Dropout(dropout))
        model.add(Dropout(dropout))
        model.add(Flatten())
        model.add(Dense(self.action_size + 1))
        model.compile('adam', 'mean_squared_error')
        self.model = model
Ejemplo n.º 13
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    def analyse_move(self, game_state: GameState, analysing_player: int,
                     move_probabilities: typing.List[typing.Tuple[str, float,
                                                                  int,
                                                                  float]]):
        """ Record analysis of the choices for a move.

        :param game_state: the state before the move
        :param analysing_player: the player doing the analysis; if both players
            report analysis, the active player's will be kept
        :param move_probabilities: the detailed analysis of best valid moves
            [(choice, probability, count, value)] where choice is the move
            display, probability is the recommended probability of choosing that
            move, count is the number of times the move or a descendant was
            analysed during the search, and value is the estimated value of the
            move, where 1 is 100% wins for the active player and -1 is 100%
            losses.
        """
        for item in reversed(self.items):
            if item.game_state == game_state:
                break
        else:
            raise ValueError('Board not found in log.')
        active_player = game_state.get_active_player()
        if item.choices and active_player != analysing_player:
            return
        item.choices = move_probabilities
        q = Decimal('0.1')
        for i, (choice, probability, count,
                value) in enumerate(move_probabilities, 1):
            dec_value = Decimal(value).quantize(q)
            if choice == item.move_text:
                item.comment = f'{dec_value}'
                if i != 1:
                    item.comment += f', choice {i}'
                break
        else:
            # Didn't find chosen move in analysed moves, probably a poor choice.
            item.comment = '?'
Ejemplo n.º 14
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 def record_move(self, game_state: GameState, move: int):
     self.step += 1
     player = game_state.display_player(game_state.get_active_player())
     move_text = game_state.display_move(move)
     self.items.append(LogItem(self.step, player, move_text, game_state))
Ejemplo n.º 15
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 def update_board(self, game_state: GameState):
     assert isinstance(game_state, ShibumiGameState)
     self.current_state = game_state
     valid_moves = game_state.get_valid_moves()
     is_ended = game_state.is_ended()
     pixmaps = {
         game_state.BLACK: self.black_scaled,
         game_state.WHITE: self.white_scaled,
         game_state.RED: self.red_scaled,
         game_state.NO_PLAYER: self.black_scaled
     }
     if self.show_move_types:
         move_type = self.selected_move_type
     else:
         move_type = MoveType.BLACK
     for level, item_level in zip(game_state.get_levels(),
                                  self.item_levels):
         for row_pieces, row_items in zip(level, item_level):
             piece_item: GraphicsShibumiPieceItem
             for piece, piece_item in zip(row_pieces, row_items):
                 move_index = game_state.get_index(piece_item.height,
                                                   piece_item.row,
                                                   piece_item.column,
                                                   move_type)
                 is_valid = valid_moves[move_index] and not is_ended
                 piece_item.setVisible(
                     bool(piece != game_state.NO_PLAYER or is_valid))
                 piece_item.hover_listener = self if is_valid else None
                 pixmap = pixmaps[piece]
                 piece_item.setPixmap(pixmap)
                 piece_item.setOpacity(0.001 if piece ==
                                       game_state.NO_PLAYER else 1)
                 if piece_item == self.hovered_piece:
                     if is_valid:
                         piece_item.setOpacity(0.5)
                     else:
                         self.hovered_piece = None
     displayed_player: typing.Optional[int] = None
     if is_ended:
         if game_state.is_win(game_state.WHITE):
             self.update_move_text('wins')
             displayed_player = game_state.WHITE
         elif game_state.is_win(game_state.BLACK):
             self.update_move_text('wins')
             displayed_player = game_state.BLACK
         elif game_state.is_win(game_state.RED):
             self.update_move_text('wins')
             displayed_player = game_state.RED
         else:
             self.update_move_text('draw')
     else:
         displayed_player = game_state.get_active_player()
         self.update_move_text(self.choose_active_text())
     if displayed_player == game_state.WHITE:
         self.ui.player_pixmap.setPixmap(self.white_pixmap)
     elif displayed_player == game_state.BLACK:
         self.ui.player_pixmap.setPixmap(self.black_pixmap)
     elif displayed_player == game_state.RED:
         self.ui.player_pixmap.setPixmap(self.red_pixmap)
     if displayed_player is not None:
         displayed_player = int(displayed_player)
     self.ui.player_pixmap.setVisible(
         displayed_player != game_state.NO_PLAYER)
     if self.show_counts:
         self.update_count_text()
Ejemplo n.º 16
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 def update_board(self, game_state: GameState):
     player = game_state.get_active_player()
     player_move = MoveType(player)
     self.visible_move_types = (player_move, MoveType.RED)
     super().update_board(game_state)
Ejemplo n.º 17
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 def on_game_ended(self, game_state: GameState):
     if (self.is_history_dirty or self.display is None
             or self.ui.searches_lock1.isChecked()):
         return
     db_session = self.db_session
     if db_session is None:
         return
     game_record = GameRecord.find_or_create(db_session, game_state)
     game_end_time = datetime.now()
     game_duration = game_end_time - self.game_start_time
     match_record = MatchRecord(game=game_record,
                                start_time=self.game_start_time,
                                total_seconds=round(
                                    game_duration.total_seconds()),
                                move_count=game_state.get_move_count())
     db_session.add(match_record)
     winner = game_state.get_winner()
     mcts_player: typing.Optional[MctsPlayer]
     for player_number in game_state.get_players():
         mcts_player = self.display.get_player(player_number)
         if mcts_player is None:
             player_record = db_session.query(PlayerRecord).filter_by(
                 type=PlayerRecord.HUMAN_TYPE).one_or_none()
             if player_record is None:
                 player_record = PlayerRecord(type=PlayerRecord.HUMAN_TYPE)
                 db_session.add(player_record)
         else:
             player_record = db_session.query(PlayerRecord).filter_by(
                 type=PlayerRecord.PLAYOUT_TYPE,
                 iterations=mcts_player.iteration_count).one_or_none()
             if player_record is None:
                 player_record = PlayerRecord(
                     type=PlayerRecord.PLAYOUT_TYPE,
                     iterations=mcts_player.iteration_count)
                 db_session.add(player_record)
         if player_number == winner:
             result = 1
         elif winner == game_state.NO_PLAYER:
             result = 0
         else:
             result = -1
         match_player = MatchPlayerRecord(match=match_record,
                                          player=player_record,
                                          player_number=player_number,
                                          result=result)
         db_session.add(match_player)
     db_session.commit()
     try:
         mcts_player, = self.display.mcts_players
     except ValueError:
         # Didn't have exactly one MCTS player
         return
     assert mcts_player is not None
     winning_player = game_state.get_winner()
     if winning_player == mcts_player.player_number:
         score = -1
     elif winning_player == GameState.NO_PLAYER:
         score = 0
     else:
         score = 1
     settings = get_settings(self.start_state)
     strength_adjuster = StrengthAdjuster(
         strength=mcts_player.iteration_count,
         game_count=settings.value('game_count', 0, int),
         last_score=settings.value('last_score', 0, int),
         streak_length=settings.value('streak_length', 1, int))
     strength_adjuster.record_score(score)
     settings.setValue('searches', strength_adjuster.strength)
     settings.setValue('game_count', strength_adjuster.game_count)
     settings.setValue('last_score', strength_adjuster.last_score)
     settings.setValue('streak_length', strength_adjuster.streak_length)