def saveWTL(config, players, wtl):
    for i in range(wtl.shape[0]):
        for j in range(wtl.shape[1]):
            util.saveWTL(config, util.getPlayerName(players[i]),
                         util.getPlayerName(players[j]), wtl[i, j, 0],
                         wtl[i, j, 1], wtl[i, j, 2])
    util.mergeStagedWTL(config)
def run_games(config):
    game = Othello()
    model = ""
    x = config.iterations
    while(x != 0):
        x -= 1
        models = sorted(glob.glob(config.data.model_location+"*.h5"))
        if model == "":
            model = models[-1]
            print("Loading new model: %s" % util.getPlayerName(model))
            ai = AIPlayer(config.buffer_size, config.game.simulation_num_per_move, model=model)
        elif models[-1] != model:
            model = models[-1]
            print("Loading new model: %s" % util.getPlayerName(model))
            ai.load(model)
		
        start=time()
        for j in range(config.nb_game_in_file):
            util.print_progress_bar(j, config.nb_game_in_file, start=start)
            side = -1
            turn = 1
            while not game.game_over():
                ai.tau = config.game.tau_1
                if config.game.tau_swap < turn:
                    ai.tau = config.game.tau_2
                t = ai.pick_move(game, side)
                game.play_move(t[0], t[1], side)
                side *= -1
                turn += 1
            ai.update_buffer(game.get_winner())
            game.reset_board()
        #print("Average Game Time: ", (time()-start)/(config.nb_game_in_file))
        util.print_progress_bar(config.nb_game_in_file, config.nb_game_in_file, start=start)
        save_games(config, ai.buffer)
    t.join()
def savePerformance(config, model_1, model_2, wins, ties, losses):
    m1 = config.model_1
    if m1 == "newest":
        m1 = util.getPlayerName(model_1)
    m2 = config.model_2
    if m2 == "newest":
        m2 = util.getPlayerName(model_2)
    util.saveWTL(config, m1, m2, wins, ties, losses)
    util.mergeStagedWTL(config)
def savePerformance(config, model_1, model_2, wins, ties, losses):
    m1 = config.model_1
    if m1 == "newest":
        m1 = util.getPlayerName(model_1)
    m2 = config.model_2
    if m2 == "newest":
        m2 = util.getPlayerName(model_2)
    util.saveWTL(config, m1, m2, wins, ties, losses)
    util.mergeStagedWTL(config)
def load_player(player, player_name, current, config):
    if player_name == "newest":
        model = sorted(glob.glob(config.data.model_location+"*.h5"))[-1]
        if model != current:
            print("Loading new model: %s" % util.getPlayerName(model))
            player.load(model)
        return model
    else:
        return current
def load_player(player, player_name, current, config):
    if player_name == "newest":
        model = sorted(glob.glob(config.data.model_location + "*.h5"))[-1]
        if model != current:
            print("Loading new model: %s" % util.getPlayerName(model))
            player.load(model)
        return model
    else:
        return current
Example #7
0
def calc_ranking(config):
    models = sorted(glob.glob(config.data.model_location+"*.h5"))
    players = []
    for i, model in enumerate(models):
        if i % config.model_skip == 0 or i == len(models):
            players.append(model)
    
    wtl = np.zeros((len(players), len(players), 3))
    win_matrix = np.zeros((len(players),len(players)))
    game = Othello()
    
    challenger1 = AIPlayer(0, config.game.simulation_num_per_move, train=False, model=players[-1], tau=config.game.tau_1)
    challenger2 = AIPlayer(0, config.game.simulation_num_per_move, train=False, model=players[0], tau=config.game.tau_1)
    total_games = (config.game_num_per_model * (len(players)))//2
    played_games = 0
    finished = False
    start = time()
    print("Ranking with %d players and %d games per player" % (len(players), config.game_num_per_model))
    if config.game_num_per_model < len(players):
        print("We suggest that you increase games per player to be greater than players")
        
    for i in itertools.count():
        ranks = getRankings(win_matrix)

        if len(ranks) == 0:
            msg = "No Clear Best Yet"
        else:
            msg = "Current Best is "+util.getPlayerName(players[ranks[-1]])   
        if config.print_best:
            print(msg.ljust(90))
        for j in range(len(players)):
            util.print_progress_bar(played_games, total_games, start=start)
            
            challenger1_index = getLeastPlayed(win_matrix, j)
            
            AIPlayer.clear()
            challenger1.load(players[challenger1_index])
            challenger2.load(players[j])
            
            if random.random() < 0.5:
                challenger1_side = -1
                p1 = challenger1
                p2 = challenger2
            else:
                challenger1_side = 1
                p1 = challenger2
                p2 = challenger1
            side = -1
            turn = 1
            while not game.game_over():
                tau = config.game.tau_1
                if config.game.tau_swap < turn:
                    tau = config.game.tau_2
                p1.tau = tau
                p2.tau = tau
                if side == -1:
                    t = p1.pick_move(game, side)
                else:
                    t = p2.pick_move(game, side)
                game.play_move(t[0], t[1], side)
                side *= -1
                turn += 1
            if game.get_winner() == challenger1_side:
                win_matrix[challenger1_index,j] += 1
                wtl[challenger1_index, j,0] += 1
            elif game.get_winner() == -1*challenger1_side:
                win_matrix[j, challenger1_index] += 1
                wtl[challenger1_index, j,2] += 1
            else:
                win_matrix[challenger1_index,j] += 0.5
                win_matrix[j, challenger1_index] += 0.5
                wtl[challenger1_index, j, 1] += 1
            game.reset_board()
            played_games += 1
            if played_games >= total_games:
                finished = True
                break
        saveWTL(config, players, wtl)
        wtl = np.zeros((len(players), len(players), 3))
        if finished:
            break
    util.print_progress_bar(total_games, total_games, start=start) 
    
    print("\n",[util.getPlayerName(player) for player in players])
    print("\nWin Matrix(row beat column):")
    print(win_matrix)
    try:
        with np.errstate(divide='ignore', invalid='ignore'):
            params = choix.ilsr_pairwise_dense(win_matrix)
        print("\nRankings:")
        for i, player in enumerate(np.argsort(params)[::-1]):
            print("%d. %s (expected %d) with %0.2f rating"% 
                  (i+1, util.getPlayerName(players[player]), len(players)-player, params[player]))
        print("\n(Rating Diff, Winrate) -> (0.5, 62%), (1, 73%), (2, 88%), (3, 95%), (5, 99%)")
    except Exception:
        print("\nNot Enough data to calculate rankings")
Example #8
0
def saveWTL(config, players, wtl):
    for i in range(wtl.shape[0]):
        for j in range(wtl.shape[1]):
            util.saveWTL(config, util.getPlayerName(players[i]), util.getPlayerName(players[j]), wtl[i,j,0], wtl[i,j,1], wtl[i,j,2])
    util.mergeStagedWTL(config)
def calc_ranking(config):
    models = sorted(glob.glob(config.data.model_location + "*.h5"))
    players = []
    for i, model in enumerate(models):
        if i % config.model_skip == 0 or i == len(models):
            players.append(model)

    wtl = np.zeros((len(players), len(players), 3))
    win_matrix = np.zeros((len(players), len(players)))
    game = Othello()

    challenger1 = AIPlayer(0,
                           config.game.simulation_num_per_move,
                           train=False,
                           model=players[-1],
                           tau=config.game.tau_1)
    challenger2 = AIPlayer(0,
                           config.game.simulation_num_per_move,
                           train=False,
                           model=players[0],
                           tau=config.game.tau_1)
    total_games = (config.game_num_per_model * (len(players))) // 2
    played_games = 0
    finished = False
    start = time()
    print("Ranking with %d players and %d games per player" %
          (len(players), config.game_num_per_model))
    if config.game_num_per_model < len(players):
        print(
            "We suggest that you increase games per player to be greater than players"
        )

    for i in itertools.count():
        ranks = getRankings(win_matrix)

        if len(ranks) == 0:
            msg = "No Clear Best Yet"
        else:
            msg = "Current Best is " + util.getPlayerName(players[ranks[-1]])
        if config.print_best:
            print(msg.ljust(90))
        for j in range(len(players)):
            util.print_progress_bar(played_games, total_games, start=start)

            challenger1_index = getLeastPlayed(win_matrix, j)

            AIPlayer.clear()
            challenger1.load(players[challenger1_index])
            challenger2.load(players[j])

            if random.random() < 0.5:
                challenger1_side = -1
                p1 = challenger1
                p2 = challenger2
            else:
                challenger1_side = 1
                p1 = challenger2
                p2 = challenger1
            side = -1
            turn = 1
            while not game.game_over():
                tau = config.game.tau_1
                if config.game.tau_swap < turn:
                    tau = config.game.tau_2
                p1.tau = tau
                p2.tau = tau
                if side == -1:
                    t = p1.pick_move(game, side)
                else:
                    t = p2.pick_move(game, side)
                game.play_move(t[0], t[1], side)
                side *= -1
                turn += 1
            if game.get_winner() == challenger1_side:
                win_matrix[challenger1_index, j] += 1
                wtl[challenger1_index, j, 0] += 1
            elif game.get_winner() == -1 * challenger1_side:
                win_matrix[j, challenger1_index] += 1
                wtl[challenger1_index, j, 2] += 1
            else:
                win_matrix[challenger1_index, j] += 0.5
                win_matrix[j, challenger1_index] += 0.5
                wtl[challenger1_index, j, 1] += 1
            game.reset_board()
            played_games += 1
            if played_games >= total_games:
                finished = True
                break
        saveWTL(config, players, wtl)
        wtl = np.zeros((len(players), len(players), 3))
        if finished:
            break
    util.print_progress_bar(total_games, total_games, start=start)

    print("\n", [util.getPlayerName(player) for player in players])
    print("\nWin Matrix(row beat column):")
    print(win_matrix)
    try:
        with np.errstate(divide='ignore', invalid='ignore'):
            params = choix.ilsr_pairwise_dense(win_matrix)
        print("\nRankings:")
        for i, player in enumerate(np.argsort(params)[::-1]):
            print("%d. %s (expected %d) with %0.2f rating" %
                  (i + 1, util.getPlayerName(
                      players[player]), len(players) - player, params[player]))
        print(
            "\n(Rating Diff, Winrate) -> (0.5, 62%), (1, 73%), (2, 88%), (3, 95%), (5, 99%)"
        )
    except Exception:
        print("\nNot Enough data to calculate rankings")