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 legal_moves = game_state.legal_moves() valid_moves = [ m for idx, m in enumerate(move_probabilities) if Move(encoder.decode_point_index(idx)) in legal_moves ] max_index, max_value = max(enumerate(valid_moves), key=operator.itemgetter(1)) max_point = encoder.decode_point_index(max_index) greedy_move = Move(max_point) if greedy_move in legal_moves: game_state = game_state.apply_move(greedy_move) 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
def decode_move_index(self, index): if index == self.board_size * self.board_size: return Move.pass_turn() row = index // self.board_size col = index % self.board_size return Move.play(Point(row=row + 1, col=col + 1))
def handle_play(self, color, move): if move.lower() == 'pass': self.game_state = self.game_state.apply_move(Move.pass_turn()) elif move.lower() == 'resign': self.game_state = self.game_state.apply_move(Move.resign()) else: self.game_state = self.game_state.apply_move(gtp_position_to_coords(move)) return response.success()
def process_zip(self, zip_file_name, data_file_name, game_list): tar_file = self.unzip_data(zip_file_name) zip_file = tarfile.open(self.data_dir + '/' + tar_file) name_list = zip_file.getnames() total_examples = self.num_total_examples(zip_file, game_list, name_list) shape = self.encoder.shape() feature_shape = np.insert(shape, 0, np.asarray([total_examples])) features = np.zeros(feature_shape) labels = np.zeros((total_examples, )) counter = 0 for index in game_list: name = name_list[index + 1] if not name.endswith('.sgf'): raise ValueError(name + ' is not a valid sgf') sgf_content = zip_file.extractfile(name).read() sgf = Sgf_game.from_string(sgf_content) game_state, first_move_done = self.get_handicap(sgf) for item in sgf.main_sequence_iter(): color, move_tuple = item.get_move() point = None if color is not None: if move_tuple is not None: row, col = move_tuple point = Point(row + 1, col + 1) move = Move.play(point) else: move = Move.pass_turn() if first_move_done and point is not None: features[counter] = self.encoder.encode(game_state) labels[counter] = self.encoder.encode_point(point) counter += 1 game_state = game_state.apply_move(move) first_move_done = True feature_file_base = self.data_dir + '/' + data_file_name + '_features_%d' label_file_base = self.data_dir + '/' + data_file_name + '_labels_%d' chunk = 0 # Due to files with large content, split up after chunksize chunksize = 1024 while features.shape[0] >= chunksize: feature_file = feature_file_base % chunk label_file = label_file_base % chunk chunk += 1 current_features, features = features[:chunksize], features[ chunksize:] current_labels, labels = labels[:chunksize], labels[chunksize:] np.save(feature_file, current_features) np.save(label_file, current_labels)
def test_new_game(self): start = GameState.new_game(19) next_state = start.apply_move(Move.play(Point(16, 16))) self.assertEqual(start, next_state.previous_state) self.assertEqual(Player.white, next_state.next_player) self.assertEqual(Player.black, next_state.board.get(Point(16, 16)))
def encode(self, game_state, board_ext): board_tensor = np.zeros(self.shape()) base_plane = { game_state.next_player: 0, game_state.next_player.other: 3 } #Modify Board_ext for stones where value cost == 1 or cost == -1 try: if len(board_ext._grid_ext) > 4: max_value, point_black = board_ext.find_max_value() go_string_black = game_state.board.get_go_string(point_black) for point in go_string_black.stones: board_ext._grid_ext[point][2] = 1 except: pass try: if len(board_ext._grid_ext) > 4: min_value, point_white = board_ext.find_min_value() go_string_white = game_state.board.get_go_string(point_white) for point in go_string_white.stones: board_ext._grid_ext[point][2] = -1 except: pass # for row in range(self.board_height): # for col in range(self.board_width): # p = Point(row=row + 1, col=col + 1) # go_string = game_state.board.get_go_string(p) for row in range(self.board_height): for col in range(self.board_width): p = Point(row=row + 1, col=col + 1) go_string = game_state.board.get_go_string(p) if go_string is None: if game_state.does_move_violate_ko(game_state.next_player, Move.play(p)): board_tensor[6][row][ col] = 1 # <1> For Ko situation both is equal else: liberty_plane = min(3, go_string.num_liberties) - 1 liberty_plane += base_plane[go_string.color] if board_ext._grid_ext[p][2] < 0: # for white stones if board_ext._grid_ext[p][2] > -0.5: board_tensor[liberty_plane][row][col] = 0.5 else: board_tensor[liberty_plane][row][ col] = -board_ext._grid_ext[p][2] if board_ext._grid_ext[p][2] > 0: # for black stones if board_ext._grid_ext[p][2] < 0.5: board_tensor[liberty_plane][row][col] = 0.5 else: board_tensor[liberty_plane][row][ col] = board_ext._grid_ext[p][2] return board_tensor
def encode(self, game_state): board_tensor = np.zeros(self.shape()) next_player = game_state.next_player if game_state.next_player == Player.white: board_tensor[8] = 1 else: board_tensor[9] = 1 for r in range(self.board_size): for c in range(self.board_size): p = Point(row=r + 1, col=c + 1) go_string = game_state.board.get_go_string(p) if go_string is None: if game_state.does_move_violate_ko(next_player, Move.play(p)): board_tensor[10][r][c] = 1 else: liberty_plane = min(4, go_string.num_liberties) - 1 if go_string.color != next_player: liberty_plane += 4 board_tensor[liberty_plane][r][c] = 1 return board_tensor
def play_their_move(self): their_name = self.their_color.name their_letter = their_name[0].upper() pos = self.command_and_response("genmove {}\n".format(their_name)) if pos.lower() == 'resign': self.game_state = self.game_state.apply_move(Move.resign()) self._stopped = True elif pos.lower() == 'pass': self.game_state = self.game_state.apply_move(Move.pass_turn()) self.sgf.append(";{}[]\n".format(their_letter)) if self.game_state.last_move.is_pass: self._stopped = True else: move = gtp_position_to_coords(pos) self.game_state = self.game_state.apply_move(move) self.sgf.append(";{}[{}]\n".format(their_letter, self.sgf.coordinates(move)))
def legal_moves(state): candidates = [] for r in range(1, state.board.num_rows + 1): for c in range(1, state.board.num_cols + 1): candidate = Move.play(Point(row=r, col=c)) if state.is_valid_move(candidate) \ and not is_point_an_eye(state.board, candidate.point, state.next_player): candidates.append(candidate) return candidates
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) print("kkk", candidate.row, candidate.col) 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)) # end::random_bot[]
def encode(self, game_state, board_ext=None): board_tensor = np.zeros(self.shape()) #Modify Board_ext for stones where value cost == 1 or cost == -1 try: if len(board_ext._grid_ext) > 4: max_value, point_black = board_ext.find_max_value() go_string_black = game_state.board.get_go_string(point_black) for point in go_string_black.stones: board_ext._grid_ext[point][2] = 1 except: pass try: if len(board_ext._grid_ext) > 4: min_value, point_white = board_ext.find_min_value() go_string_white = game_state.board.get_go_string(point_white) for point in go_string_white.stones: board_ext._grid_ext[point][2] = -1 except: pass for row in range(self.board_height): for col in range(self.board_width): p = Point(row=row + 1, col=col + 1) go_string = game_state.board.get_go_string(p) if go_string is None: if game_state.does_move_violate_ko(game_state.next_player, Move.play(p)): board_tensor[4][row][ col] = 1 # <1> For Ko situation both is equal else: if board_ext._grid_ext[p][2] < 0: # for white stones if board_ext._grid_ext[p][2] > -0.5: board_tensor[2][row][col] = 0.5 else: board_tensor[2][row][ col] = -board_ext._grid_ext[p][2] liberty_white = 1 - 1.0 / (go_string.num_liberties + 1) board_tensor[3][row][col] = liberty_white if board_ext._grid_ext[p][2] > 0: # for black stones if board_ext._grid_ext[p][2] < 0.5: board_tensor[0][row][col] = 0.5 else: board_tensor[0][row][col] = board_ext._grid_ext[p][ 2] liberty_black = 1 - 1.0 / (go_string.num_liberties + 1) board_tensor[1][row][col] = liberty_black return board_tensor
def __init__(self, game_state, parent=None, move=None): self.game_state = game_state self.parent = parent self.move = move self.children = [] self.win_count = {Player.black: 0, Player.white: 0} self.num_rollouts = 0 self.unvisited_moves = legal_moves(game_state) + [Move.pass_turn()]
def game(self) -> GameState: if not self._game: black = batch_translate_labels_to_coordinates(self.initial_black) white = batch_translate_labels_to_coordinates(self.initial_white) move_points = batch_translate_labels_to_coordinates(self.moves) player = Player.black if self.initial_player == 'b' else Player.white board = Board(19, 19) for b in black: board.place_stone(Player.black, b) for w in white: board.place_stone(Player.white, w) self._game = GameState(board, player, None, None) for move_point in move_points: move = Move.pass_turn() if not move_point else Move.play( move_point) self._game = self._game.apply_move(move) return self._game
def test_encoder(self): alphago = AlphaGoEncoder() start = GameState.new_game(19) next_state = start.apply_move(Move.play(Point(16, 16))) alphago.encode(next_state) self.assertEquals(alphago.name(), 'alphago') self.assertEquals(alphago.board_height, 19) self.assertEquals(alphago.board_width, 19) self.assertEquals(alphago.num_planes, 49) self.assertEquals(alphago.shape(), (49, 19, 19))
def select_move(self, game_state): best_moves = [] best_so_far = -MAX_SCORE for move in legal_moves(game_state): next_state = game_state.apply_move(move) opponent_best = alpha_beta_best(next_state, best_so_far, self.max_depth, self.eval_fn) # opponent_best = best_result(next_state, self.max_depth, self.eval_fn) our_result = -opponent_best if our_result > best_so_far: best_moves = [move] best_so_far = our_result elif our_result == best_so_far: best_moves.append(move) if not best_moves: return Move.pass_turn() return random.choice(best_moves)
def encode(self, game_state): board_tensor = np.zeros(self.shape()) base_plane = { game_state.next_player: 0, game_state.next_player.other: 3 } for row in range(self.board_height): for col in range(self.board_width): p = Point(row=row + 1, col=col + 1) go_string = game_state.board.get_go_string(p) if go_string is None: if game_state.does_move_violate_ko(game_state.next_player, Move.play(p)): board_tensor[6][row][col] = 1 # <1> else: liberty_plane = min(3, go_string.num_liberties) - 1 liberty_plane += base_plane[go_string.color] board_tensor[liberty_plane][row][col] = 1 # <2> return board_tensor
def main(): board_size = 4 game = GameState.new_game(board_size) bot = MinimaxBot(5, capture_diff) while not game.is_over(): print(chr(27) + "[2J") print_board(game.board) if game.next_player == Player.black: valid = False while not valid: human_move = input('-- ') human_move = human_move.upper() point = point_from_coords(human_move.strip()) move = Move.play(point) valid = game.is_valid_move(move) else: move = bot.select_move(game) print_move(game.next_player, move) game = game.apply_move(move)
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
def process_zip(self, zip_file_name, data_file_name, game_list): # total number of moves in all games in zip file tar_file = self.unzip_data(zip_file_name) zip_file = tarfile.open(self.data_dir + '/' + tar_file) name_list = zip_file.getnames() total_examples = self.num_total_examples(zip_file, game_list, name_list) # infers shape of features and labels from the encoder shape = self.encoder.shape() # <2> feature_shape = np.insert(shape, 0, np.asarray([total_examples])) features = np.zeros(feature_shape) labels = np.zeros((total_examples, )) counter = 0 for index in game_list: # reads the SGF contents as a string name = name_list[index + 1] if not name.endswith('.sgf'): raise ValueError(name + ' is not a valid sgf') sgf_content = zip_file.extractfile(name).read() sgf = SgfGame.from_string(sgf_content) # apply handicap stones game_state, first_move_done = self.get_handicap(sgf) # iterates through all moves for item in sgf.main_sequence_iter(): color, move_tuple = item.get_move() point = None if color is not None: # read the coordinate of the stone to be played if move_tuple is not None: row, col = move_tuple point = Point(row + 1, col + 1) move = Move.play(point) else: # or do nothing move = Move.pass_turn() if first_move_done and point is not None: # Encode the current games state as features features[counter] = self.encoder.encode(game_state) # Encode the next move as label labels[counter] = self.encoder.encode_point(point) counter += 1 # Apply the move and move on to the next one. game_state = game_state.apply_move(move) first_move_done = True # Finish implementation of process_zip feature_file_base = self.data_dir + '/' + data_file_name + '_features_%d' label_file_base = self.data_dir + '/' + data_file_name + '_labels_%d' chunk = 0 # Due to files with large content, split up after chunksize chunksize = 1024 # author's code which doesn't do what he thinks it does # # Process features and labels in chunks of 1024 # while features.shape[0] >= chunksize: # feature_file = feature_file_base % chunk # label_file = label_file_base % chunk # chunk += 1 # # break up chunk into another piece # current_features, features = features[:chunksize], features[chunksize:] # current_labels, labels = labels[:chunksize], labels[chunksize:] # # store into a separate file # np.save(feature_file, current_features) # np.save(label_file, current_labels) # fixed code: while features.shape[0] > 0: feature_file = feature_file_base % chunk label_file = label_file_base % chunk chunk += 1 current_features, features = features[:chunksize], features[ chunksize:] current_labels, labels = labels[:chunksize], labels[chunksize:] np.save(feature_file, current_features) np.save(label_file, current_labels)
def gtp_position_to_coords(gtp_position): col_str, row_str = gtp_position[0], gtp_position[1:] point = Point(int(row_str), COLS.find(col_str.upper()) + 1) return Move(point)
def encode(self, game_state): board_tensor = np.zeros( (self.num_planes, self.board_height, self.board_width)) for r in range(self.board_height): for c in range(self.board_width): point = Point(row=r + 1, col=c + 1) go_string = game_state.board.get_go_string(point) if go_string and go_string.color == game_state.next_player: board_tensor[offset("stone_color")][r][c] = 1 elif go_string and go_string.color == game_state.next_player.other: board_tensor[offset("stone_color") + 1][r][c] = 1 else: board_tensor[offset("stone_color") + 2][r][c] = 1 board_tensor[offset("ones")] = self.ones() board_tensor[offset("zeros")] = self.zeros() if not is_point_an_eye(game_state.board, point, game_state.next_player): board_tensor[offset("sensibleness")][r][c] = 1 ##ages = min(game_state.board.move_ages.get(r, c, step?), 8) ages = int(min(game_state.board.move_ages.get(r, c), 8)) # Nail insert int(...) if ages > 0: #print(ages) board_tensor[offset("turns_since") + ages][r][c] = 1 if game_state.board.get_go_string(point): liberties = min( game_state.board.get_go_string(point).num_liberties, 8) board_tensor[offset("liberties") + liberties][r][c] = 1 move = Move(point) if game_state.is_valid_move(move): new_state = game_state.apply_move(move) liberties = min( new_state.board.get_go_string(point).num_liberties, 8) board_tensor[offset("liberties_after") + liberties][r][c] = 1 adjacent_strings = [ game_state.board.get_go_string(nb) for nb in point.neighbors() ] capture_count = 0 for go_string in adjacent_strings: other_player = game_state.next_player.other if go_string and go_string.num_liberties == 1 and go_string.color == other_player: capture_count += len(go_string.stones) capture_count = min(capture_count, 8) board_tensor[offset("capture_size") + capture_count][r][c] = 1 if go_string and go_string.num_liberties == 1: go_string = game_state.board.get_go_string(point) if go_string: num_atari_stones = min(len(go_string.stones), 8) board_tensor[offset("self_atari_size") + num_atari_stones][r][c] = 1 if is_ladder_capture(game_state, point): board_tensor[offset("ladder_capture")][r][c] = 1 if is_ladder_escape(game_state, point): board_tensor[offset("ladder_escape")][r][c] = 1 if self.use_player_plane: if game_state.next_player == Player.black: board_tensor[offset("ones")] = self.ones() else: board_tensor[offset("zeros")] = self.zeros() return board_tensor
def command(self, move: Move = None) -> Tuple[Command, int]: # Get the game that reflects the passed move having been played (if supplied). game = self.game if not move else self.game.apply_move(move) # Process the game board to get the necessary information to generate canonical encodings. point_plus_code: List[Tuple[Point, int]] = [] for i in intersections: color = game.board.get(i) if not color: code = 0 if game.is_valid_move(Move.play(i)) else 3 else: code = 1 if color == Player.black else 2 if code: point_plus_code.append((i, code)) # Select the transformation that leads to the lowest canonical position representation. selected_form = float('inf') selected_ordinal = -1 selected_transformation = None for ordinal, transformation in enumerate(transformations): encoding = self._encode_point_colorings(point_plus_code, transformation) if encoding < selected_form: selected_form = encoding selected_ordinal = ordinal selected_transformation = transformation # Encode the resulting board position as a string. position_representation = self._convert_code_to_dense_string( selected_form) # Transform the starting stone points using the selected transformation. initial_positions_plus_colors: List[Tuple[Point, int]] = [] initial_stones: List[Move] = [] if self.initial_black: transformed_black_points = [ selected_transformation(translate_label_to_point(x)) for x in self.initial_black ] initial_positions_plus_colors += [ (x, 1) for x in transformed_black_points ] initial_stones += [ MoveInfo(KataGoPlayer.b, coords_from_point(x)) for x in transformed_black_points ] if self.initial_white: transformed_white_points = [ selected_transformation(translate_label_to_point(x)) for x in self.initial_white ] initial_positions_plus_colors += [ (x, 2) for x in transformed_white_points ] initial_stones += [ MoveInfo(KataGoPlayer.w, coords_from_point(x)) for x in transformed_white_points ] initial_form = self._encode_point_colorings( initial_positions_plus_colors) initial_representation = self._convert_code_to_dense_string( initial_form) # Compose an ID to use when communicating with KataGo. Because it is possible to arrive at the same position # in multiple paths and/or transformations, this ID does NOT contain the information necessary to return to the # original representation. That exists for communicating between the UI and the server ONLY. next_player = "b" if game.next_player == Player.black else "w" id = f'{self.ruleset}_{self.komi}_{next_player}_{initial_representation}_{position_representation}' # Build the command! command = Command() command.id = id command.komi = self.komi command.initialPlayer = KataGoPlayer.b if self.initial_player == 'b' else KataGoPlayer.w command.rules = self.ruleset command.initialStones = initial_stones command.moves = [] player = command.initialPlayer for move in game.history: move_info = MoveInfo( player, 'pass' if not move or move.is_pass else coords_from_point( selected_transformation(move.point))) command.moves.append(move_info) player = player.opposite command.analyzeTurns = [len(command.moves)] return command, selected_ordinal
from dlgo.gosgf import Sgf_game from dlgo.goboard_fast import GameState, Move from dlgo.gotypes import Point from dlgo.utils import print_board sgf_content = "(;GM[1]FF[4]SZ[9];B[ee];W[ef];B[ff]" + \ ";W[df];B[fe];W[fc];B[ec];W[gd];B[fb])" sgf_game = Sgf_game.from_string(sgf_content) game_state = GameState.new_game(19) for item in sgf_game.main_sequence_iter(): color, move_tuple = item.get_move() if color is not None and move_tuple is not None: row, col = move_tuple point = Point(row + 1, col + 1) move = Move.play(point) game_state = game_state.apply_move(move) print_board(game_state.board)
def select_move(self, game_state): candidates = legal_moves(game_state) if not candidates: return Move.pass_turn() return random.choice(candidates)
def process_zip(self, zip_file_name, data_file_name, game_list): # total number of moves in all games in zip file tar_file = self.unzip_data(zip_file_name) zip_file = tarfile.open(self.data_dir + '/' + tar_file) name_list = zip_file.getnames() total_examples = self.num_total_examples(zip_file, game_list, name_list) new_game_list = game_list.copy() shape = self.encoder.shape() # Changed code to prevent too big features in memory # Finish implementation of process_zip feature_file_base = self.data_dir + '/' + data_file_name + '_features_%d' label_file_base = self.data_dir + '/' + data_file_name + '_labels_%d' chunk = 0 examples_used = 1024 iters = math.ceil(total_examples / examples_used) for z in range(iters): # <2> #feature_shape = np.insert(shape, 0, np.asarray([examples_used])) # features = np.zeros(feature_shape) # labels = np.zeros((examples_used,)) # counter = 0 for index in new_game_list[:examples_used]: features = [] labels = [] # reads the SGF contents as a string name = name_list[index + 1] if not name.endswith('.sgf'): raise ValueError(name + ' is not a valid sgf') sgf_content = zip_file.extractfile(name).read() sgf = SgfGame.from_string(sgf_content) # apply handicap stones game_state, first_move_done = self.get_handicap(sgf) # iterates through all moves for item in sgf.main_sequence_iter(): z = np.zeros(shape) color, move_tuple = item.get_move() point = None if color is not None: # read the coordinate of the stone to be played if move_tuple is not None: row, col = move_tuple point = Point(row + 1, col + 1) move = Move.play(point) else: # or do nothing move = Move.pass_turn() if first_move_done and point is not None: # Encode the current games state as features # features[counter] = self.encoder.encode(game_state) z = self.encoder.encode(game_state) features.append(z) # Encode the next move as label # labels[counter] = self.encoder.encode_point(point) labels.append(self.encoder.encode_point(point)) # counter += 1 # Apply the move and move on to the next one. game_state = game_state.apply_move(move) first_move_done = True new_game_list = new_game_list[examples_used:] feature_file = feature_file_base % chunk label_file = label_file_base % chunk chunk += 1 # current_features, features = features[:examples_used], features[examples_used:] # current_labels, labels = labels[:examples_used], labels[examples_used:] # np.save(feature_file, current_features) # np.save(label_file, current_labels) features = np.array(features) labels = np.array(labels) np.save(feature_file, features) np.save(label_file, labels) # """
def process_zip(self, zip_file_name, data_file_name, game_list): tar_file = self.unzip_data(zip_file_name) zip_file = tarfile.open(self.data_dir + '/' + tar_file) name_list = zip_file.getnames() total_examples = self.num_total_examples(zip_file, game_list, name_list) shape = self.encoder.shape() feature_shape = np.insert(shape, 0, np.asarray([total_examples])) features = np.zeros(feature_shape) labels = np.zeros((total_examples, )) counter = 0 board = Board(19, 19) #Nail board_ext = Board_Ext(board) # Nail for index in game_list: name = name_list[index + 1] if not name.endswith('.sgf'): raise ValueError(name + ' is not a valid sgf') sgf_content = zip_file.extractfile(name).read() sgf = Sgf_game.from_string(sgf_content) game_state, first_move_done, board_ext = self.get_handicap(sgf) # if first_move_done : # Nail ignore handicap # continue # Ignore games with handicap if self.encoder.name( )[:2] == 'my' and first_move_done == False: # Not handicap board_ext = Board_Ext(game_state.board) #inserted Nail for item in sgf.main_sequence_iter(): color, move_tuple = item.get_move() point = None if color is not None: if move_tuple is not None: row, col = move_tuple point = Point(row + 1, col + 1) move = Move.play(point) else: move = Move.pass_turn() if first_move_done and point is not None: encode = True # # Data only for debute Nail # if self.count_stones_debute is not None and \ # self.count_stones_middle is None and \ # self.count_stones_end is None and \ # board_ext.count_stones() > self.count_stones_debute: # encode = False # # Data for middle game Nail # if self.count_stones_debute is not None and \ # self.count_stones_middle is not None and \ # self.count_stones_end is None and \ # self.board_ext.count_stones() <= self.count_stones_debute and board_ext.count_stones() > self.count_stones_middle: # encode = False # # # Data for end # if self.count_stones_middle is not None and \ # self.count_stones_end is not None and \ # self.board_ext.count_stones() <= self.count_stones_middle and board_ext.count_stones() > self.count_stones_end: # encode = False if encode == True: #Nail if self.encoder.name()[:2] == 'my': features[counter] = self.encoder.encode( game_state, board_ext) #Nail else: features[counter] = self.encoder.encode( game_state) labels[counter] = self.encoder.encode_point(point) counter += 1 game_state = game_state.apply_move(move) if self.encoder.name()[:2] == 'my': board_ext.place_stone_ext(game_state.board, color, point) # Inserted Nail # Nail first_move_done = True feature_file_base = self.data_dir + '/' + data_file_name + '_features_%d' label_file_base = self.data_dir + '/' + data_file_name + '_labels_%d' chunk = 0 # Due to files with large content, split up after chunksize chunksize = 1024 start_time_all = time.time() while features.shape[0] >= chunksize: start_time = time.time() feature_file = feature_file_base % chunk label_file = label_file_base % chunk chunk += 1 current_features, features = features[:chunksize], features[ chunksize:] current_labels, labels = labels[:chunksize], labels[chunksize:] np.save(feature_file, current_features) np.save(label_file, current_labels) # Inserted Nail print("Chunk = ", chunk, " File for training Current_features: ", feature_file) print("Time per one file = ", (time.time() - start_time_all) / 1000, ' seconds') print('Files preparation with proccess_zip is over\n') print('Full Time = ', (time.time() - start_time_all) / 1000, ' seconds') print("End chunk = ", chunk)
def process_zip(self, zip_file_name, data_file_name, game_list): feature_file_base = self.data_dir + '/' + data_file_name + '_features_%d' label_file_base = self.data_dir + '/' + data_file_name + '_labels_%d' print("processing {}...".format(data_file_name)) tar_file = self.unzip_data(zip_file_name) zip_file = tarfile.open(self.data_dir + '/' + tar_file) name_list = zip_file.getnames() total_examples = self.num_total_examples(zip_file, game_list, name_list) shape = self.encoder.shape() feature_shape = np.insert(shape, 0, np.asarray([total_examples])) features = np.zeros(feature_shape) labels = np.zeros((total_examples, )) counter = 0 for index in game_list: name = name_list[index + 1] if not name.endswith('.sgf'): raise ValueError(name + ' is not a valid sgf') sgf_content = zip_file.extractfile(name).read() sgf = SgfGame.from_string(sgf_content) game_state, first_move_done = self.get_handicap(sgf) for item in sgf.main_sequence_iter(): color, move_tuple = item.get_move() point = None if color is not None: if move_tuple is not None: row, col = move_tuple point = Point(row + 1, col + 1) move = Move.play(point) else: move = Move.pass_turn() if first_move_done and point is not None: features[counter] = self.encoder.encode(game_state) labels[counter] = self.encoder.encode_point(point) counter += 1 game_state = game_state.apply_move(move) first_move_done = True chunk = 0 chunksize = 1024 # Does not do what author thinks it does -- truncates data # while features.shape[0] >= chunksize: # feature_file = feature_file_base % chunk # label_file = label_file_base % chunk # chunk += 1 # current_features, features = features[:chunksize], features[chunksize:] # current_labels, labels = labels[:chunksize], labels[chunksize:] # np.save(feature_file, current_features) # np.save(label_file, current_labels) # fixed code: while features.shape[0] > 0: feature_file = feature_file_base % chunk label_file = label_file_base % chunk chunk += 1 current_features, features = features[:chunksize], features[ chunksize:] current_labels, labels = labels[:chunksize], labels[chunksize:] np.save(feature_file, current_features) print('wrote {}'.format(feature_file)) np.save(label_file, current_labels) print('wrote {}'.format(label_file)) # allow garbage collection features = None labels = None current_features = None current_labels = None
def process_zip(self, zip_file_name, data_file_name, game_list): tar_file = self.unzip_data(zip_file_name) zip_file = tarfile.open(self.data_dir + '/' + tar_file) name_list = zip_file.getnames() # このzipファイル内の全てのゲームの合計着手回数を決定する total_examples = self.num_total_examples(zip_file, game_list, name_list) # <1> # 使用するエンコーダからのフィーちゃとラベルの形状を推測する shape = self.encoder.shape() # <2> feature_shape = np.insert(shape, 0, np.asarray([total_examples])) features = np.zeros(feature_shape) labels = np.zeros((total_examples, )) counter = 0 for index in game_list: name = name_list[index + 1] if not name.endswith('.sgf'): raise ValueError(name + ' is not a valid sgf') sgf_content = zip_file.extractfile(name).read() # zipファイルを解凍した後、SGFの内容を文字列として読み込む sgf = Sgf_game.from_string(sgf_content) # <3> # すべての置石を適用して、初期のゲーム状態を推測する game_state, first_move_done = self.get_handicap(sgf) # <4> # SGFファイル内のすべての着手を繰り返す for item in sgf.main_sequence_iter(): # <5> color, move_tuple = item.get_move() point = None if color is not None: # 着手する石の座標を読み込み if move_tuple is not None: # <6> row, col = move_tuple point = Point(row + 1, col + 1) move = Move.play(point) else: # ない場合はパス move = Move.pass_turn() # <7> if first_move_done and point is not None: # 現在のゲームの状態を特徴量としてエンコード features[counter] = self.encoder.encode( game_state) # <8> # 次の着手を特徴量に対するラベルとしてエンコードする labels[counter] = self.encoder.encode_point( point) # <9> counter += 1 # その後、着手を盤に適用し、次に進む game_state = game_state.apply_move(move) # <10> first_move_done = True # <1> Determine the total number of moves in all games in this zip file. # <2> Infer the shape of features and labels from the encoder we use. # <3> Read the SGF content as string, after extracting the zip file. # <4> Infer the initial game state by applying all handicap stones. # <5> Iterate over all moves in the SGF file. # <6> Read the coordinates of the stone to be played... # <7> ... or pass, if there is none. # <8> We encode the current game state as features... # <9> ... and the next move as label for the features. # <10> Afterwards the move is applied to the board and we proceed with the next one. # end::read_sgf_files[] # tag::store_features_and_labels[] # 特徴量とラベルを小さなチャンクとしてローカルに保持する # 小さなチャンクを格納する理由は、データの配列が非常に高速になり、後でより柔軟な小さなファイルにデータを格納できるため。 feature_file_base = self.data_dir + '/' + data_file_name + '_features_%d' label_file_base = self.data_dir + '/' + data_file_name + '_labels_%d' chunk = 0 # Due to files with large content, split up after chunksize chunksize = 1024 # 特徴量とラベルを1024のサイズのチャンクで処理する while features.shape[0] >= chunksize: # <1> feature_file = feature_file_base % chunk label_file = label_file_base % chunk chunk += 1 current_features, features = features[:chunksize], features[ chunksize:] # 現在のチャンクは特徴量とラベルから切り離されている current_labels, labels = labels[:chunksize], labels[ chunksize:] # <2> np.save(feature_file, current_features) # 別々のファイルに保存される np.save(label_file, current_labels) # <3>
def process_zip(self, zip_file_name, data_file_name, game_list): """ .tar.gzファイルを解凍し, 必要なゲームだけ特徴量とラベルに変換して任意の名前で保存 1024の着手データごとに一つのファイルに保存する これにより,動的ロードによるメモリの節約ができる Parameters ---------- zip_file_name : str 解凍対象となるファイルパス data_file_name : str 特徴量とラベルの保存先パス game_list : list 解凍対象から選ばれるゲームのインデックスのリスト """ # ファイルを解凍し,必要な棋譜データの数を取得 tar_file = self.unzip_data(zip_file_name) zip_file = tarfile.open(self.data_dir + '/' + tar_file) name_list = zip_file.getnames() total_examples = self.num_total_examples(zip_file, game_list, name_list) # 空の特徴量とラベルを用意 shape = self.encoder.shape() feature_shape = np.insert(shape, 0, total_examples) features = np.zeros(feature_shape) labels = np.zeros((total_examples, )) # 必要な全てのゲームインデックスのゲームを再生しながら記録していく counter = 0 # 着手数 for index in game_list: # 対象となるsgfファイルの棋譜データを読み込み name = name_list[index + 1] if not name.endswith('.sgf'): raise ValueError(name + ' is not a valid sgf') # メンバーをファイルオブジェクトとして抽出 sgf_content = zip_file.extractfile(name).read() sgf = Sgf_game.from_string(sgf_content) # ハンディキャップの適用 game_state, first_move_done = self.get_handicap(sgf) # 対局再生 for item in sgf.main_sequence_iter(): color, move_tuple = item.get_move() # 着手 if color is not None: # 打石 if move_tuple is not None: row, col = move_tuple point = Point(row + 1, col + 1) move = Move.play(point) # パス else: move = Move.pass_turn() # 初手は盤面が空である.空の盤面はデータに加えない. if first_move_done: # 現在の盤面を特徴量として, features[counter] = self.encoder.encode(game_state) # その盤面に対するこのターンの着手をラベルとして記録 labels[counter] = self.encoder.encode_point(point) # 着手数をカウント counter += 1 # 着手を適用 game_state = game_state.apply_move(move) first_move_done = True # 保存するファイル名のプレースホルダ feature_file_base = self.data_dir + '/' + data_file_name + '_features_%d' label_file_base = self.data_dir + '/' + data_file_name + '_labels_%d' # 全てのデータを一つに保存するのではなく,chunk_sizeで区切って保存 chunk = 0 chunk_size = 1024 while features.shape[0] >= chunk_size: feature_file = feature_file_base % chunk label_file = label_file_base % chunk chunk += 1 # chunk_sizeでfeaturesとlabelsを区切っていく current_features, features = features[:chunk_size], features[ chunk_size:] current_labels, labels = labels[:chunk_size], labels[chunk_size:] # 区切ったfeaturesとlabelsを保存 np.save(feature_file, current_features) np.save(label_file, current_labels)
def process_zip(self, zip_file_name, data_file_name, game_list): tar_file = self.unzip_data(zip_file_name) zip_file = tarfile.open(self.data_dir + '/' + tar_file) name_list = zip_file.getnames() total_examples = self.num_total_examples(zip_file, game_list, name_list) # <1> shape = self.encoder.shape() # <2> feature_shape = np.insert(shape, 0, np.asarray([total_examples])) features = np.zeros(feature_shape) labels = np.zeros((total_examples, )) counter = 0 for index in game_list: name = name_list[index + 1] if not name.endswith('.sgf'): raise ValueError(name + ' is not a valid sgf') sgf_content = zip_file.extractfile(name).read() sgf = Sgf_game.from_string(sgf_content) # <3> game_state, first_move_done = self.get_handicap(sgf) # <4> for item in sgf.main_sequence_iter(): # <5> color, move_tuple = item.get_move() point = None if color is not None: if move_tuple is not None: # <6> row, col = move_tuple point = Point(row + 1, col + 1) move = Move.play(point) else: move = Move.pass_turn() # <7> if first_move_done and point is not None: features[counter] = self.encoder.encode( game_state) # <8> labels[counter] = self.encoder.encode_point( point) # <9> counter += 1 game_state = game_state.apply_move(move) # <10> first_move_done = True # <1> Determine the total number of moves in all games in this zip file. # <2> Infer the shape of features and labels from the encoder we use. # <3> Read the SGF content as string, after extracting the zip file. # <4> Infer the initial game state by applying all handicap stones. # <5> Iterate over all moves in the SGF file. # <6> Read the coordinates of the stone to be played... # <7> ... or pass, if there is none. # <8> We encode the current game state as features... # <9> ... and the next move as label for the features. # <10> Afterwards the move is applied to the board and we proceed with the next one. # end::read_sgf_files[] # tag::store_features_and_labels[] feature_file_base = self.data_dir + '/' + data_file_name + '_features_%d' label_file_base = self.data_dir + '/' + data_file_name + '_labels_%d' chunk = 0 # Due to files with large content, split up after chunksize chunksize = 1024 while features.shape[0] >= chunksize: # <1> feature_file = feature_file_base % chunk label_file = label_file_base % chunk chunk += 1 current_features, features = features[:chunksize], features[ chunksize:] current_labels, labels = labels[:chunksize], labels[ chunksize:] # <2> np.save(feature_file, current_features) np.save(label_file, current_labels) # <3>