Example #1
0
def play_best(game: Game, save_game: bool,agent_nation: list, turn_number = 3, repeat_number= 1000):
    set_starting_influence(game)
    if save_game:
        saver = GameSaver()
    q_table_Handler = QtableHandler(game, agent_nation)
    iterator = 0
    state = 0
    while not game.is_game_done:
        iterator += 1
        q_table_Handler.set_turn_info()

        # settings order
        for power_name, power in game.powers.items():
            if power_name in agent_nation:
                power_orders = q_table_Handler.chose_best(power_name)
            else:
                power_orders = q_table_Handler.chose_orders(power_name)
            game.set_orders(power_name, power_orders)

        if save_game:
            saver.save_game(game, "gierka")

        game.process()
        adjust_influence(game)
        if iterator == turn_number:
            return
Example #2
0
def add_possible_orders_to_saved_game(saved_game):
    """ Adds possible_orders for each phase of the saved game """
    if saved_game['map'].startswith('standard'):
        for phase in saved_game['phases']:
            game = Game(map_name=saved_game['map'], rules=saved_game['rules'])
            game.set_state(phase['state'])
            phase['possible_orders'] = game.get_all_possible_orders()
    return saved_game
Example #3
0
def test_mis_003():
    """ Tests the MIS response """
    daide_str = 'MIS ( #0 )'
    game = Game(map_name='standard')
    phase_name = 'W1901A'
    power = game.get_power('FRANCE')
    response = responses.MIS(phase_name=phase_name, power=power)
    assert isinstance(response, responses.MIS), 'Expected a MIS response'
    assert bytes(response) == str_to_bytes(daide_str)
Example #4
0
def test_mis_010():
    """ Tests the MIS response """
    daide_str = 'MIS ( FRA FLT BRE ) ( FRA AMY MAR )'
    game = Game(map_name='standard')
    phase_name = 'S1901M'
    power = game.get_power('FRANCE')
    power.orders['INVALID'] = 'A PAR - BUR'
    response = responses.MIS(phase_name=phase_name, power=power)
    assert isinstance(response, responses.MIS), 'Expected a MIS response'
    assert bytes(response) == str_to_bytes(daide_str)
Example #5
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def test_get_nb_centers():
    """ Testing if the number of supply centers is correct """
    game = Game()
    player = FakePlayer()
    state_proto = extract_state_proto(game)

    # Checking every power
    power_names = [power_name for power_name in game.powers]
    for power_name in power_names:
        assert player.get_nb_centers(state_proto, power_name) == len(game.get_power(power_name).centers)
Example #6
0
def test_mis_012():
    """ Tests the MIS response """
    daide_str = 'MIS ( #-1 )'
    game = Game(map_name='standard')
    phase_name = 'W1901A'
    power = game.get_power('FRANCE')
    power.centers += ['LON']
    power.units = power.units[:2]
    response = responses.MIS(phase_name=phase_name, power=power)
    assert isinstance(response, responses.MIS), 'Expected a MIS response'
    assert bytes(response) == str_to_bytes(daide_str)
Example #7
0
def test_mis_002():
    """ Tests the MIS response """
    daide_str = 'MIS ( TUR FLT ANK MRT ( ARM ) ) ' \
                '( TUR FLT CON MRT ( BLA SMY ( BUL ECS ) ( BUL SCS ) ) ) ' \
                '( TUR AMY SMY MRT ( SYR ) )'
    game = Game(map_name='standard')
    phase_name = 'S1901R'
    power = game.get_power('TURKEY')
    power.units = ['F ANK', 'F CON', 'A SMY']
    power.retreats['F ANK'] = ['ARM']
    power.retreats['F CON'] = ['BLA', 'SMY', 'BUL/EC', 'BUL/SC']
    power.retreats['A SMY'] = ['SYR']
    response = responses.MIS(phase_name=phase_name, power=power)
    assert isinstance(response, responses.MIS), 'Expected a MIS response'
    assert bytes(response) == str_to_bytes(daide_str)
Example #8
0
    def test_get_state_value(self):
        """ Checks if the .get_state_value method works """
        game = Game()
        state_proto = extract_state_proto(game)
        phase_history_proto = extract_phase_history_proto(game)
        kwargs = {
            'player_seed': 0,
            'noise': 0.,
            'temperature': 0.,
            'dropout_rate': 0.
        }

        # Testing with and without prefetching
        for use_prefetching in (False, True):

            if not use_prefetching:
                results = yield self.adapter.get_state_value(
                    state_proto, 'FRANCE', phase_history_proto, **kwargs)
            else:
                fetches = yield self.adapter.get_state_value(
                    state_proto,
                    'FRANCE',
                    phase_history_proto,
                    prefetch=True,
                    **kwargs)
                fetches = yield process_fetches_dict(self.queue_dataset,
                                                     fetches)
                results = yield self.adapter.get_state_value(
                    state_proto,
                    'FRANCE',
                    phase_history_proto,
                    fetches=fetches,
                    **kwargs)
            assert results != 0.
Example #9
0
def test_board_state():
    """ Tests the proto_to_state_space  """
    game = Game()
    game_map = game.map
    state_proto = state_space.extract_state_proto(game)
    new_game = state_space.build_game_from_state_proto(state_proto)

    # Retrieving board_state
    state_proto_2 = state_space.extract_state_proto(new_game)
    board_state_1 = state_space.proto_to_board_state(state_proto, game_map)
    board_state_2 = state_space.proto_to_board_state(state_proto_2, game_map)

    # Checking
    assert np.allclose(board_state_1, board_state_2)
    assert board_state_1.shape == (state_space.NB_NODES, state_space.NB_FEATURES)
    assert game.get_hash() == new_game.get_hash()
    def get_opening_orders(self):
        """ Returns a dictionary of power_name: [orders] for each power
            The orders represent the opening orders that would have been submitted by the player
        """
        game = Game()
        state_proto = extract_state_proto(game)
        phase_history_proto = extract_phase_history_proto(game)
        possible_orders_proto = extract_possible_orders_proto(game)

        # Retrieving all orders
        # Using default player_seed, noise, temperature, and dropout_rate.
        # power_orders is a list of tuples (orders, policy_details)
        power_orders = yield [
            self.policy_adapter.get_orders(self.get_orderable_locations(
                state_proto, power_name),
                                           state_proto,
                                           power_name,
                                           phase_history_proto,
                                           possible_orders_proto,
                                           retry_on_failure=False)
            for power_name in game.powers
        ]
        return {
            power_name: orders[0]
            for power_name, orders in zip(game.powers.keys(), power_orders)
        }
Example #11
0
def test_now():
    """ Tests the NOW response """
    daide_str = 'NOW ( SPR #1901 ) ( AUS AMY BUD ) ( AUS AMY VIE ) ( AUS FLT TRI ) ( ENG FLT EDI )' \
                ' ( ENG FLT LON ) ( ENG AMY LVP ) ( FRA FLT BRE ) ( FRA AMY MAR ) ( FRA AMY PAR )' \
                ' ( GER FLT KIE ) ( GER AMY BER ) ( GER AMY MUN ) ( ITA FLT NAP ) ( ITA AMY ROM )' \
                ' ( ITA AMY VEN ) ( RUS AMY WAR ) ( RUS AMY MOS ) ( RUS FLT SEV )' \
                ' ( RUS FLT ( STP SCS ) ) ( TUR FLT ANK ) ( TUR AMY CON ) ( TUR AMY SMY )'
    game = Game(map_name='standard')
    phase_name = game.get_current_phase()
    units = {power.name: power.units for power in game.powers.values()}
    retreats = {power.name: power.retreats for power in game.powers.values()}
    response = responses.NOW(phase_name=phase_name,
                             powers_units=units,
                             powers_retreats=retreats)
    assert isinstance(response, responses.NOW), 'Expected a NOW response'
    assert bytes(response) == str_to_bytes(daide_str)
Example #12
0
 def get_player_seeds(self):
     """ Returns a dictionary of power_name: seed to use for all powers """
     map_object = (self.game or Game()).map
     if not self.game:
         return {power_name: 0 for power_name in get_map_powers(map_object)}
     return {
         power_name: get_player_seed(self.game.game_id, power_name)
         for power_name in get_map_powers(map_object)
     }
Example #13
0
def test_ord_004():
    """ Tests the ORD response """
    daide_str = 'ORD ( SPR #1901 ) ( ( ENG FLT NWG ) SUP ( ENG AMY YOR ) MTO NWY ) ( NSO )'
    order_daide_str = '( ENG FLT NWG ) SUP ( ENG AMY YOR ) MTO NWY'
    game = Game(map_name='standard')
    phase_name = game.map.phase_abbr(game.phase)
    response = responses.ORD(phase_name=phase_name,
                             order_bytes=str_to_bytes(order_daide_str),
                             results=[BOUNCE.code, DISLODGED])
    assert isinstance(response, responses.ORD), 'Expected a ORD response'
    assert bytes(response) == str_to_bytes(daide_str)
Example #14
0
def test_get_orderable_locations():
    """ Testing if the number of orderable locations is correct """
    game = Game()
    player = FakePlayer()
    state_proto = extract_state_proto(game)

    # Checking every power
    power_names = [power_name for power_name in game.powers]
    for power_name in power_names:
        expected_locs = [unit.replace('*', '')[2:5] for unit in state_proto.units[power_name].value]
        expected_locs += state_proto.builds[power_name].homes
        assert sorted(player.get_orderable_locations(state_proto, power_name)) == sorted(expected_locs)
Example #15
0
def play_game(game: Game, save_game: bool, agent_nation: list, label="", turn_number = 3, repeat_number= 1000):
    set_starting_influence(game)
    if save_game:
        saver = GameSaver()
    q_table_Handler = QtableHandler(game, agent_nation)
    iterator = 0
    state = 0
    finish = False
    stats = {"centers":defaultdict(list), "influence":defaultdict(list)}
    while not game.is_game_done and not finish:
        iterator += 1
        q_table_Handler.set_turn_info()

        # settings order
        phase = game.get_current_phase()[-1]
        for power_name, power in game.powers.items():
            power_orders = q_table_Handler.chose_orders(power_name)
            game.set_orders(power_name, power_orders)


        #visualizer.paint_orders(game)
        if save_game:
            saver.save_game(game, "gierka")

        game.process()

        if phase == 'M':
            q_table_Handler.set_reward()
        adjust_influence(game)

        if iterator == turn_number:
            state += 1
            if state % repeat_number == 0:
                q_table_Handler.save()
            if state == repeat_number:
                save_stat(stats,turn_number,label)
                game = load_saved_games_from_disk("game.json")[0]
                return
            iterator = 0
            print("State: ", state)
            print("Accuracy: {0}".format(q_table_Handler.get_accuracy()))
            print("Number of Germany centers: ", game.get_centers("GERMANY").__len__(),  game.get_power("GERMANY").influence.__len__())
            for power_name, _ in game.powers.items():
                stats["influence"][power_name].append(game.get_power(power_name).influence.__len__())
                stats["centers"][power_name].append(game.get_centers(power_name).__len__())
            game = load_saved_games_from_disk("game.json")[0]
            q_table_Handler.game = game
            q_table_Handler.attempts = 0
            q_table_Handler.miss_hits = 0
Example #16
0
def test_mis_008():
    """ Tests the MIS response """
    daide_str = 'MIS ( FRA FLT BRE ) ( FRA AMY MAR )'
    game = Game(map_name='standard')
    game.add_rule('NO_CHECK')
    game.set_orders('FRANCE', ['A PAR - BUR'])
    phase_name = 'S1901M'
    power = game.get_power('FRANCE')
    response = responses.MIS(phase_name=phase_name, power=power)
    assert isinstance(response, responses.MIS), 'Expected a MIS response'
    assert bytes(response) == str_to_bytes(daide_str)
Example #17
0
def test_sco():
    """ Tests the SCO response """
    daide_str = 'SCO ( AUS BUD TRI VIE ) ( ENG EDI LON LVP ) ( FRA BRE MAR PAR ) ' \
                '( GER BER KIE MUN ) ( ITA NAP ROM VEN ) ( RUS MOS SEV STP WAR ) ' \
                '( TUR ANK CON SMY ) ( UNO BEL BUL DEN GRE HOL NWY POR RUM SER SPA SWE TUN )'
    game = Game(map_name='standard')
    power_centers = {
        power.name: power.centers
        for power in game.powers.values()
    }
    response = responses.SCO(power_centers, map_name='standard')
    assert isinstance(response, responses.SCO), 'Expected a SCO response'
    assert bytes(response) == str_to_bytes(daide_str)
Example #18
0
def extract_phase_history_proto(game,
                                nb_previous_phases=NB_PREV_ORDERS_HISTORY):
    """ Extracts the phase_history_proto from a diplomacy.Game object
        :param game: The diplomacy.Game object
        :param nb_previous_phases: Integer. If set, only the last x phases will be returned.
                                            If None, the full history since the beginning of the game is returned.
        :return: A list of `.proto.game.PhaseHistory` proto.
        :type game: diplomacy.Game
    """
    from_phase = None if nb_previous_phases is None else -1 * nb_previous_phases
    phase_history = Game.get_phase_history(game, from_phase=from_phase)
    return [
        dict_to_proto(hist.to_dict(), PhaseHistoryProto)
        for hist in phase_history
    ]
def test_int_norm_centers_reward():
    """ Tests for InterimNormNbCentersReward """
    game = Game()
    rew_fn = IntNormNbCentersReward()

    # Removing one center from FRANCE and adding it to GERMANY
    prev_state_proto = extract_state_proto(game)
    for power in game.powers.values():
        if power.name == 'FRANCE':
            power.centers.remove('PAR')
        if power.name == 'GERMANY':
            power.centers.append('PAR')
    state_proto = extract_state_proto(game)
    assert rew_fn.name == 'int_norm_nb_centers_reward'
    get_reward = lambda power_name, is_terminal, done_reason: rew_fn.get_reward(
        prev_state_proto,
        state_proto,
        power_name,
        is_terminal_state=is_terminal,
        done_reason=done_reason)

    # --- Not in terminal state
    assert get_reward('AUSTRIA', False, None) == 0.
    assert get_reward('ENGLAND', False, None) == 0.
    assert get_reward('FRANCE', False, None) == -1. / 18
    assert get_reward('GERMANY', False, None) == 1. / 18
    assert get_reward('ITALY', False, None) == 0.
    assert get_reward('RUSSIA', False, None) == 0.
    assert get_reward('TURKEY', False, None) == 0.

    # --- In terminal state
    assert get_reward('AUSTRIA', True, DoneReason.GAME_ENGINE) == 0.
    assert get_reward('ENGLAND', True, DoneReason.GAME_ENGINE) == 0.
    assert get_reward('FRANCE', True, DoneReason.GAME_ENGINE) == -1. / 18
    assert get_reward('GERMANY', True, DoneReason.GAME_ENGINE) == 1. / 18
    assert get_reward('ITALY', True, DoneReason.GAME_ENGINE) == 0.
    assert get_reward('RUSSIA', True, DoneReason.GAME_ENGINE) == 0.
    assert get_reward('TURKEY', True, DoneReason.GAME_ENGINE) == 0.

    # --- Thrashing
    assert get_reward('AUSTRIA', True, DoneReason.THRASHED) == -1.
    assert get_reward('ENGLAND', True, DoneReason.THRASHED) == -1.
    assert get_reward('FRANCE', True, DoneReason.THRASHED) == -1.
    assert get_reward('GERMANY', True, DoneReason.THRASHED) == -1.
    assert get_reward('ITALY', True, DoneReason.THRASHED) == -1.
    assert get_reward('RUSSIA', True, DoneReason.THRASHED) == -1.
    assert get_reward('TURKEY', True, DoneReason.THRASHED) == -1.
Example #20
0
def main():
    try:
        (options, arguments) = getopt.getopt(sys.argv[1:], 'h')
    except getopt.error:
        sys.exit("Unknown input parameter.")
    if [] == arguments:
        arguments = ["shiftLeft"]
    if not os.path.exists(arguments[0] + ".map"):
        sys.exit("%s.map could not be opened" % (arguments[0], ))
    game = Game(map_name=arguments[0])
    while not game.is_game_done:

        # Getting the list of possible orders for all locations
        possible_orders = game.get_all_possible_orders()

        # For each power, randomly sampling a valid order
        for power_name, power in game.powers.items():
            #        power_orders = [random.choice(possible_orders[loc]) for loc in game.get_orderable_locations(power_name)
            #                        if possible_orders[loc]]
            power_orders = []
            for loc in game.get_orderable_locations(power_name):
                if '/' == loc[-1]:
                    loc = loc[:-1]
                if possible_orders[loc]:
                    power_orders.append(random.choice(possible_orders[loc]))
            game.set_orders(power_name, power_orders)

        # Messages can be sent locally with game.add_message
        # e.g. game.add_message(Message(sender='FRANCE',
        #                               recipient='ENGLAND',
        #                               message='This is a message',
        #                               phase=self.get_current_phase(),
        #                               time_sent=int(time.time())))

        # Processing the game to move to the next phase
        game.process()


# to_saved_game_format(game, output_path='collected_autoplay_games.json')
# Exporting the game to disk to visualize (game is appended)
    with open('collected_autoplay_games.json', 'a') as outp:
        outp.write(to_saved_game_format(game))
Example #21
0
    def __init__(self, env, players, power_assignments):
        """ Constructor
            :param env: The wrapped env
            :param players: A list of player instances
            :param power_assignments: The list of powers (in order) to assign to each player
            :type env: gym.core.Env
            :type players: List[diplomacy_research.players.player.Player]
        """
        super(AssignPlayers, self).__init__(env)
        game = self.game or Game()

        # Making sure we have the correct number of powers
        assert len(power_assignments) == len(game.powers.keys())
        assert sorted(power_assignments) == sorted(game.powers.keys())

        # Setting fixed ordering
        self._powers = power_assignments
        self._players = players
Example #22
0
 def test_get_feedable_item(self):
     """ Checks if the .get_feedable_item method works """
     game = Game()
     state_proto = extract_state_proto(game)
     phase_history_proto = extract_phase_history_proto(game)
     possible_orders_proto = extract_possible_orders_proto(game)
     locs = ['PAR', 'MAR', 'BUR']
     kwargs = {
         'player_seed': 0,
         'noise': 0.,
         'temperature': 0.,
         'dropout_rate': 0.
     }
     assert self.dataset_builder.get_feedable_item(locs, state_proto,
                                                   'FRANCE',
                                                   phase_history_proto,
                                                   possible_orders_proto,
                                                   **kwargs)
Example #23
0
def check_serving(player, serving_port):
    """ Makes sure the current serving process is still active, otherwise restarts it.
        :param player: A player object to query the server
        :param serving_port: The port to use for TF serving
    """
    game = Game()

    # Trying to check orders
    for _ in range(MAX_SENTINEL_CHECKS):
        orders = yield player.get_orders(game, 'FRANCE')
        if orders:
            return

    # Could not get orders x times in a row, restarting process
    LOGGER.warning(
        'Could not retrieve orders from the serving process after %d attempts.',
        MAX_SENTINEL_CHECKS)
    LOGGER.warning('Restarting TF serving server.')
    launch_serving(None, serving_port)
Example #24
0
    def test_get_draw_prob(self):
        """ Checks if the .get_draw_prob method works """
        game = Game()
        state_proto = extract_state_proto(game)
        phase_history_proto = extract_phase_history_proto(game)
        possible_orders_proto = extract_possible_orders_proto(game)
        locs = ['PAR', 'MAR', 'BUR']
        kwargs = {
            'player_seed': 0,
            'noise': 0.,
            'temperature': 1.,
            'dropout_rate': 0.
        }

        # Temperature == 1.
        # With and without prefetching
        for use_prefetching in (False, True):
            if not use_prefetching:
                _, policy_details = yield self.adapter.get_orders(
                    locs, state_proto, 'FRANCE', phase_history_proto,
                    possible_orders_proto, **kwargs)
            else:
                fetches = yield self.adapter.get_orders(locs,
                                                        state_proto,
                                                        'FRANCE',
                                                        phase_history_proto,
                                                        possible_orders_proto,
                                                        prefetch=True,
                                                        **kwargs)
                fetches = yield process_fetches_dict(self.queue_dataset,
                                                     fetches)
                _, policy_details = yield self.adapter.get_orders(
                    locs,
                    state_proto,
                    'FRANCE',
                    phase_history_proto,
                    possible_orders_proto,
                    fetches=fetches,
                    **kwargs)

            assert policy_details['draw_action'] in (True, False)
            assert 0. < policy_details['draw_prob'] < 1.
def test_norm_centers_reward():
    """ Tests for NormNbCentersReward """
    game = Game()
    rew_fn = NormNbCentersReward()
    prev_state_proto = extract_state_proto(game)
    state_proto = extract_state_proto(game)
    assert rew_fn.name == 'norm_nb_centers_reward'
    get_reward = lambda power_name, is_terminal, done_reason: rew_fn.get_reward(
        prev_state_proto,
        state_proto,
        power_name,
        is_terminal_state=is_terminal,
        done_reason=done_reason)

    # --- Not in terminal state
    assert get_reward('AUSTRIA', False, None) == 0.
    assert get_reward('ENGLAND', False, None) == 0.
    assert get_reward('FRANCE', False, None) == 0.
    assert get_reward('GERMANY', False, None) == 0.
    assert get_reward('ITALY', False, None) == 0.
    assert get_reward('RUSSIA', False, None) == 0.
    assert get_reward('TURKEY', False, None) == 0.

    # --- In terminal state
    assert get_reward('AUSTRIA', True, DoneReason.GAME_ENGINE) == 3. / 18
    assert get_reward('ENGLAND', True, DoneReason.GAME_ENGINE) == 3. / 18
    assert get_reward('FRANCE', True, DoneReason.GAME_ENGINE) == 3. / 18
    assert get_reward('GERMANY', True, DoneReason.GAME_ENGINE) == 3. / 18
    assert get_reward('ITALY', True, DoneReason.GAME_ENGINE) == 3. / 18
    assert get_reward('RUSSIA', True, DoneReason.GAME_ENGINE) == 4. / 18
    assert get_reward('TURKEY', True, DoneReason.GAME_ENGINE) == 3. / 18

    # --- Thrashing
    assert get_reward('AUSTRIA', True, DoneReason.THRASHED) == 0.
    assert get_reward('ENGLAND', True, DoneReason.THRASHED) == 0.
    assert get_reward('FRANCE', True, DoneReason.THRASHED) == 0.
    assert get_reward('GERMANY', True, DoneReason.THRASHED) == 0.
    assert get_reward('ITALY', True, DoneReason.THRASHED) == 0.
    assert get_reward('RUSSIA', True, DoneReason.THRASHED) == 0.
    assert get_reward('TURKEY', True, DoneReason.THRASHED) == 0.
Example #26
0
    def get_opening_orders(self):
        """ Returns a dictionary of power_name: [orders] for each power
            The orders represent the opening orders that would have been submitted by the player
        """
        game = Game()
        state_proto = extract_state_proto(game)
        phase_history_proto = extract_phase_history_proto(game)
        possible_orders_proto = extract_possible_orders_proto(game)

        # Retrieving all orders
        # Not using kwargs - Using default player_seed, noise, temperature, and dropout_rate.
        power_orders = yield [
            self.get_orders_with_proto(state_proto,
                                       power_name,
                                       phase_history_proto,
                                       possible_orders_proto,
                                       retry_on_failure=False)
            for power_name in game.powers
        ]
        return {
            power_name: orders
            for power_name, orders in zip(game.powers.keys(), power_orders)
        }
Example #27
0
    def __init__(self, env, players, clusters=None):
        """ Constructor
            :param env: The wrapped env
            :param players: A list of player instances (all 7 players if no clusters, otherwise 1 player per cluster)
            :param clusters: Optional. Contains a list of clusters, where each cluster is a tuple with
                    - 1) the number of players inside it, 2) a boolean that indicates if the players need to be merged

                    e.g. [(1,False), (3, False), (3, False)] would create a 1 vs 3 vs 3 game (3 clusters), where
                    players[0] is assigned to the first cluster,
                    players[1] is copied 3 times and assigned to the second cluster, and
                    players[2] is copied 3 times and assigned to the third cluster.
            :type env: gym.core.Env
            :type players: List[diplomacy_research.players.player.Player]
        """
        super(RandomizePlayers, self).__init__(env)
        game = self.game or Game()
        self._powers = [power_name for power_name in game.powers]
        self._clusters = clusters if clusters is not None else [
            (1, False)
        ] * len(self._powers)

        # Making sure we have the right number of players
        if len(players) < len(self._clusters):
            LOGGER.error(
                'The nb of players (%d) must be greater or equal to %d.',
                len(players), len(self._clusters))
            raise ValueError()

        # Generating the list of players based on the clusters definition
        self._players = []
        for cluster_ix, cluster_def in enumerate(self._clusters):
            nb_players_in_cluster = cluster_def[0]
            self._players += [players[cluster_ix]] * nb_players_in_cluster

        # Generating an ordering to shuffle players
        self._ordering = list(range(len(self._players)))
Example #28
0
def state_dict_to_game_and_power(state_dict, country_id, max_phases=None):
    """ Converts a game state from the dictionary format to an actual diplomacy.Game object with the related power.
        :param state_dict: The game state in dictionary format from webdiplomacy.net
        :param country_id: The country id we want to convert.
        :param max_phases: Optional. If set, improve speed by only keeping the last 'x' phases to regenerate the game.
        :return: A tuple of
            1) None, None       - on error or if the conversion is not possible, or game is invalid / not-started / done
            2) game, power_name - on successful conversion
    """
    if state_dict is None:
        return None, None

    req_fields = ('gameID', 'variantID', 'turn', 'phase', 'gameOver', 'phases', 'standoffs', 'occupiedFrom')
    if [1 for field in req_fields if field not in state_dict]:
        LOGGER.error('The required fields for state dict are %s. Cannot translate %s', req_fields, state_dict)
        return None, None

    # Extracting information
    game_id = str(state_dict['gameID'])
    map_id = int(state_dict['variantID'])
    standoffs = state_dict['standoffs']
    occupied_from = state_dict['occupiedFrom']

    # Parsing all phases
    state_dict_phases = state_dict.get('phases', [])
    if max_phases is not None and isinstance(max_phases, int):
        state_dict_phases = state_dict_phases[-1 * max_phases:]
    all_phases = [process_phase_dict(phase_dict, map_id=map_id) for phase_dict in state_dict_phases]

    # Building game - Replaying the last phases
    game = Game(game_id=game_id, map_name=CACHE['ix_to_map'][map_id])

    for phase_to_replay in all_phases[:-1]:
        game.set_current_phase(phase_to_replay['name'])

        # Units
        game.clear_units()
        for power_name, power_units in phase_to_replay['units'].items():
            if power_name == 'GLOBAL':
                continue
            game.set_units(power_name, power_units)

        # Centers
        game.clear_centers()
        for power_name, power_centers in phase_to_replay['centers'].items():
            if power_name == 'GLOBAL':
                continue
            game.set_centers(power_name, power_centers)

        # Orders
        for power_name, power_orders in phase_to_replay['orders'].items():
            if power_name == 'GLOBAL':
                continue
            game.set_orders(power_name, power_orders)

        # Processing
        game.process()

    # Setting the current phase
    current_phase = all_phases[-1]
    game.set_current_phase(current_phase['name'])

    # Units
    game.clear_units()
    for power_name, power_units in current_phase['units'].items():
        if power_name == 'GLOBAL':
            continue
        game.set_units(power_name, power_units)

    # Centers
    game.clear_centers()
    for power_name, power_centers in current_phase['centers'].items():
        if power_name == 'GLOBAL':
            continue
        game.set_centers(power_name, power_centers)

    # Setting retreat locs
    if current_phase['name'][-1] == 'R':
        invalid_retreat_locs = set()
        attack_source = {}

        # Loc is occupied
        for power in game.powers.values():
            for unit in power.units:
                invalid_retreat_locs.add(unit[2:5])

        # Loc was in standoff
        if standoffs:
            for loc_dict in standoffs:
                _, loc = center_dict_to_str(loc_dict, map_id=map_id)
                invalid_retreat_locs.add(loc[:3])

        # Loc was attacked from
        if occupied_from:
            for loc_id, occupied_from_id in occupied_from.items():
                loc_name = CACHE[map_id]['ix_to_loc'][int(loc_id)][:3]
                from_loc_name = CACHE[map_id]['ix_to_loc'][int(occupied_from_id)][:3]
                attack_source[loc_name] = from_loc_name

        # Removing invalid retreat locs
        for power in game.powers.values():
            for retreat_unit in power.retreats:
                power.retreats[retreat_unit] = [loc for loc in power.retreats[retreat_unit]
                                                if loc[:3] not in invalid_retreat_locs
                                                and loc[:3] != attack_source.get(retreat_unit[2:5], '')]

    # Returning
    power_name = CACHE[map_id]['ix_to_power'][country_id]
    return game, power_name
Example #29
0
def render_saved_game(saved_game, output_dir, prefix=''):
    """ Renders a specific saved game
        :param saved_game: The saved game to render
        :param output_dir: The output directory where to save the rendering
        :param prefix: An optional prefix to add before the game id
    """
    if prefix:
        output_dir = os.path.join(output_dir, prefix + '_' + saved_game['id'])
    else:
        output_dir = os.path.join(output_dir, saved_game['id'])
    nb_phases = len(saved_game['phases'])
    svg_count = 0

    # Checking if already generated
    # Otherwise, regenerating completely
    if os.path.exists(output_dir):
        nb_svg = len([
            os.path.join(output_dir, file) for file in os.listdir(output_dir)
            if file[-4:] == '.svg'
        ])
        if nb_svg == 2 * nb_phases:
            print('Rendered {} (Skipped)'.format(saved_game['id']))
            return
        shutil.rmtree(output_dir, ignore_errors=True)
    os.makedirs(output_dir, exist_ok=True)

    # Creating a Game to replay all orders, and a new Game object per phase to validate
    entire_game = Game()
    if saved_game['phases']:
        entire_game.set_state(saved_game['phases'][0]['state'])

    # Rendering
    for phase in saved_game['phases']:
        phase_game = Game()

        # Setting state
        state = phase['state']
        phase_game.set_state(state)
        entire_game.note = phase_game.note

        # Setting orders
        phase_game.clear_orders()
        orders = phase['orders']
        for power_name in orders:
            phase_game.set_orders(power_name, orders[power_name])
            entire_game.set_orders(power_name, orders[power_name])

        # Validating that we are at the same place
        for power_name in orders:
            assert sorted(phase_game.get_units(power_name)) == sorted(
                entire_game.get_units(power_name))
            assert sorted(phase_game.get_centers(power_name)) == sorted(
                entire_game.get_centers(power_name))

        # Rendering with and without orders
        with open(os.path.join(output_dir, '%03d%s' % (svg_count, '.svg')),
                  'w') as file:
            file.write(entire_game.render(incl_orders=False))
        svg_count += 1
        with open(os.path.join(output_dir, '%03d%s' % (svg_count, '.svg')),
                  'w') as file:
            file.write(entire_game.render(incl_orders=True))

        # Processing (for entire game)
        svg_count += 1
        entire_game.process()

    print('Rendered {}'.format(saved_game['id']))
Example #30
0
    def generate_trajectory(self):
        game = Game()
        powers = list(game.powers)
        np.random.shuffle(powers)
        power1 = powers[0]
        powers_others = powers[1:]

        action_probs = []
        orders = []
        values = []

        supply_centers = [{power1: game.get_centers(power1)}]
        while not game.is_game_done:
            order, action_prob = self.actor.get_orders(game, [power1])
            orders_others = {
                power_name: self.actor.get_orders(game, [power_name])
                for power_name in powers_others
            }

            board = tf.convert_to_tensor(
                state_space.dict_to_flatten_board_state(
                    game.get_state(), game.map),
                dtype=tf.float32)
            board = tf.reshape(board, (1, 81 * 35))
            print("TEST")
            state_value = self.critic.call(board)
            # Indexing because get_orders can return a list of lists orders for multiple powers
            game.set_orders(power1, order[0])
            for power_name, power_orders in orders_others.items():
                orders_list, probs = power_orders
                print(orders_list)
                game.set_orders(power_name, orders_list[0])
            game.process()

            # Collect data
            supply_centers.append({power1: game.get_centers(power1)})
            action_probs.append(action_prob)
            orders.append(order)
            values.append(state_value)

            # local_rewards.append(reward_class.get_local_reward(power1))
            # global_rewards.append(0 if not game.is_game_done else reward_class.get_terminal_reward(power1))
        rewards = get_average_reward([supply_centers])
        returns = get_returns([
            supply_centers
        ])  # put in list to match shape of [bs, game_length, dict}
        return action_probs, returns, values, rewards