Esempio n. 1
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    def init(self, game_data: GameData, agent_pbk: Address) -> None:
        """
        Populate data structures with the game data.

        :param game_data: the game instance data
        :param agent_pbk: the public key of the agent

        :return: None
        """
        # TODO: extend TAC messages to include reference to version id; then replace below with assert
        game_data.version_id = self.expected_version_id
        self._game_configuration = GameConfiguration(
            game_data.version_id,
            game_data.nb_agents,
            game_data.nb_goods,
            game_data.tx_fee,
            game_data.agent_pbk_to_name,
            game_data.good_pbk_to_name,
        )
        self._initial_agent_state = AgentState(game_data.money,
                                               game_data.endowment,
                                               game_data.utility_params)
        self._agent_state = AgentState(game_data.money, game_data.endowment,
                                       game_data.utility_params)
        if self.strategy.is_world_modeling:
            opponent_pbks = self.game_configuration.agent_pbks
            opponent_pbks.remove(agent_pbk)
            self._world_state = WorldState(
                opponent_pbks,
                self.game_configuration.good_pbks,
                self.initial_agent_state,
            )
Esempio n. 2
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    def __init__(self, configuration: GameConfiguration,
                 initialization: GameInitialization):
        """
        Initialize a game.

        :param configuration: the game configuration.
        :param initialization: the game initialization.
        """
        self._configuration = configuration  # type GameConfiguration
        self._initialization = initialization  # type: GameInitialization
        self.transactions = []  # type: List[Transaction]

        self._initial_agent_states = dict(
            (agent_pbk,
             AgentState(initialization.initial_money_amounts[i],
                        initialization.endowments[i],
                        initialization.utility_params[i]))
            for agent_pbk, i in zip(
                configuration.agent_pbks, range(
                    configuration.nb_agents)))  # type: Dict[str, AgentState]

        self.agent_states = dict(
            (agent_pbk,
             AgentState(initialization.initial_money_amounts[i],
                        initialization.endowments[i],
                        initialization.utility_params[i]))
            for agent_pbk, i in zip(
                configuration.agent_pbks, range(
                    configuration.nb_agents)))  # type: Dict[str, AgentState]

        self.good_states = dict(
            (good_pbk, GoodState(DEFAULT_PRICE)) for good_pbk in
            configuration.good_pbks)  # type: Dict[str, GoodState]
Esempio n. 3
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    def test_get_game_data_from_agent_label(self):
        """Test that the getter of game states by agent label works as expected."""
        version_id = "1"
        nb_agents = 3
        nb_goods = 3
        tx_fee = 1.0
        agent_pbk_to_name = {
            "tac_agent_0_pbk": "tac_agent_0",
            "tac_agent_1_pbk": "tac_agent_1",
            "tac_agent_2_pbk": "tac_agent_2",
        }
        good_pbk_to_name = {
            "tac_good_0_pbk": "tac_good_0",
            "tac_good_1_pbk": "tac_good_1",
            "tac_good_2_pbk": "tac_good_2",
        }
        money_amounts = [20, 20, 20]
        endowments = [[1, 1, 1], [2, 1, 1], [1, 1, 2]]
        utility_params = [[20.0, 40.0, 40.0], [10.0, 50.0, 40.0],
                          [40.0, 30.0, 30.0]]
        eq_prices = [1.0, 1.0, 4.0]
        eq_good_holdings = [[1.0, 1.0, 4.0], [1.0, 5.0, 1.0], [6.0, 1.0, 2.0]]
        eq_money_holdings = [20.0, 20.0, 20.0]

        game_configuration = GameConfiguration(version_id, nb_agents, nb_goods,
                                               tx_fee, agent_pbk_to_name,
                                               good_pbk_to_name)
        game_initialization = GameInitialization(
            money_amounts,
            endowments,
            utility_params,
            eq_prices,
            eq_good_holdings,
            eq_money_holdings,
        )

        game = Game(game_configuration, game_initialization)

        actual_agent_state_0 = game.get_agent_state_from_agent_pbk(
            "tac_agent_0_pbk")
        actual_agent_state_1 = game.get_agent_state_from_agent_pbk(
            "tac_agent_1_pbk")

        expected_agent_state_0 = AgentState(money_amounts[0], endowments[0],
                                            utility_params[0])
        expected_agent_state_1 = AgentState(money_amounts[1], endowments[1],
                                            utility_params[1])

        assert actual_agent_state_0 == expected_agent_state_0
        assert actual_agent_state_1 == expected_agent_state_1
Esempio n. 4
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    def adjusted_score(self) -> Tuple[List[str], np.ndarray]:
        """
        Compute the adjusted score of each agent.

        :return: a matrix of shape (1, nb_agents), where every column i contains the score of the agent.
        """
        nb_agents = self.game.configuration.nb_agents
        current_scores = np.zeros((1, nb_agents), dtype=np.float32)

        eq_agent_states = dict((
            agent_pbk,
            AgentState(
                self.game.initialization.eq_money_holdings[i],
                [int(h) for h in self.game.initialization.eq_good_holdings[i]],
                self.game.initialization.utility_params[i],
            ),
        ) for agent_pbk, i in zip(
            self.game.configuration.agent_pbks,
            range(self.game.configuration.nb_agents),
        ))  # type: Dict[str, AgentState]

        result = np.zeros((1, nb_agents), dtype=np.float32)

        eq_scores = np.zeros((1, nb_agents), dtype=np.float32)
        eq_scores[0, :] = [
            eq_agent_state.get_score()
            for eq_agent_state in eq_agent_states.values()
        ]

        temp_game = Game(self.game.configuration, self.game.initialization)

        # initial scores
        initial_scores = np.zeros((1, nb_agents), dtype=np.float32)
        scores_dict = temp_game.get_scores()
        initial_scores[0, :] = list(scores_dict.values())
        keys = list(scores_dict.keys())
        current_scores = np.zeros((1, nb_agents), dtype=np.float32)
        current_scores[0, :] = initial_scores[0, :]

        # compute the partial scores for every agent after every transaction
        # (remember that indexes of the transaction start from one, because index 0 is reserved for the initial scores)
        for idx, tx in enumerate(self.game.transactions):
            temp_game.settle_transaction(tx)
            scores_dict = temp_game.get_scores()
            current_scores[0, :] = list(scores_dict.values())

        result[0, :] = np.divide(
            np.subtract(current_scores, initial_scores),
            np.subtract(eq_scores, initial_scores),
        )
        result = np.transpose(result)

        return keys, result
Esempio n. 5
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    def _update_score(self,
                      agent_state: AgentState,
                      append: bool = True) -> None:

        window_name = "{}_score_history".format(self.env_name)
        self.viz.line(X=[self._update_nb_agent_state],
                      Y=[agent_state.get_score()],
                      update="append" if append else "replace",
                      env=self.env_name,
                      win=window_name,
                      opts=dict(title="{}'s Score".format(repr(
                          self.agent_name)),
                                xlabel="Transactions",
                                ylabel="Score"))
Esempio n. 6
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    def get_eq_scores(self) -> Dict[str, float]:
        """
        Get the equilibrium score for all agents.

        :return: dictionary mapping agent name to equilibrium score.
        """
        eq_agent_states = dict((
            agent_pbk,
            AgentState(
                self.game.initialization.eq_money_holdings[i],
                [int(h) for h in self.game.initialization.eq_good_holdings[i]],
                self.game.initialization.utility_params[i],
            ),
        ) for agent_pbk, i in zip(
            self.game.configuration.agent_pbks,
            range(self.game.configuration.nb_agents),
        ))  # type: Dict[str, AgentState]

        result = {
            self.game.configuration.agent_pbk_to_name[agent_pbk]:
            eq_agent_state.get_score()
            for agent_pbk, eq_agent_state in eq_agent_states.items()
        }
        return result
Esempio n. 7
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class GameInstance:
    """The GameInstance maintains state of the game from the agent's perspective."""
    def __init__(
        self,
        agent_name: str,
        strategy: Strategy,
        mail_stats: MailStats,
        expected_version_id: str,
        services_interval: int = 10,
        pending_transaction_timeout: int = 10,
        dashboard: Optional[AgentDashboard] = None,
    ) -> None:
        """
        Instantiate a game instance.

        :param agent_name: the name of the agent.
        :param strategy: the strategy of the agent.
        :param mail_stats: the mail stats of the mailbox.
        :param expected_version_id: the expected version of the TAC.
        :param services_interval: the interval at which services are updated.
        :param pending_transaction_timeout: the timeout after which transactions are removed from the lock manager.
        :param dashboard: the agent dashboard.

        :return: None
        """
        self.agent_name = agent_name
        self.controller_pbk = None  # type: Optional[str]

        self._strategy = strategy

        self._search = Search()
        self._dialogues = Dialogues()

        self._game_phase = GamePhase.PRE_GAME

        self._expected_version_id = expected_version_id
        self._game_configuration = None  # type: Optional[GameConfiguration]
        self._initial_agent_state = None  # type: Optional[AgentState]
        self._agent_state = None  # type: Optional[AgentState]
        self._world_state = None  # type: Optional[WorldState]

        self._services_interval = datetime.timedelta(0, services_interval)
        self._last_update_time = datetime.datetime.now(
        ) - self._services_interval
        self._last_search_time = datetime.datetime.now() - datetime.timedelta(
            0, round(services_interval / 2.0))

        self.goods_supplied_description = None
        self.goods_demanded_description = None

        self.transaction_manager = TransactionManager(
            agent_name,
            pending_transaction_timeout=pending_transaction_timeout)

        self.stats_manager = StatsManager(mail_stats, dashboard)

        self.dashboard = dashboard
        if self.dashboard is not None:
            self.dashboard.start()
            self.stats_manager.start()

    def init(self, game_data: GameData, agent_pbk: Address) -> None:
        """
        Populate data structures with the game data.

        :param game_data: the game instance data
        :param agent_pbk: the public key of the agent

        :return: None
        """
        # TODO: extend TAC messages to include reference to version id; then replace below with assert
        game_data.version_id = self.expected_version_id
        self._game_configuration = GameConfiguration(
            game_data.version_id,
            game_data.nb_agents,
            game_data.nb_goods,
            game_data.tx_fee,
            game_data.agent_pbk_to_name,
            game_data.good_pbk_to_name,
        )
        self._initial_agent_state = AgentState(game_data.money,
                                               game_data.endowment,
                                               game_data.utility_params)
        self._agent_state = AgentState(game_data.money, game_data.endowment,
                                       game_data.utility_params)
        if self.strategy.is_world_modeling:
            opponent_pbks = self.game_configuration.agent_pbks
            opponent_pbks.remove(agent_pbk)
            self._world_state = WorldState(
                opponent_pbks,
                self.game_configuration.good_pbks,
                self.initial_agent_state,
            )

    def on_state_update(self, message: TACMessage, agent_pbk: Address) -> None:
        """
        Update the game instance with a State Update from the controller.

        :param state_update: the state update
        :param agent_pbk: the public key of the agent

        :return: None
        """
        self.init(message.get("initial_state"), agent_pbk)
        self._game_phase = GamePhase.GAME
        for tx in message.get("transactions"):
            self.agent_state.update(tx,
                                    message.get("initial_state").get("tx_fee"))

    @property
    def expected_version_id(self) -> str:
        """Get the expected version id of the TAC."""
        return self._expected_version_id

    @property
    def strategy(self) -> Strategy:
        """Get the strategy."""
        return self._strategy

    @property
    def search(self) -> Search:
        """Get the search."""
        return self._search

    @property
    def dialogues(self) -> Dialogues:
        """Get the dialogues."""
        return self._dialogues

    @property
    def game_phase(self) -> GamePhase:
        """Get the game phase."""
        return self._game_phase

    @property
    def game_configuration(self) -> GameConfiguration:
        """Get the game configuration."""
        assert self._game_configuration is not None, "Game configuration not assigned!"
        return self._game_configuration

    @property
    def initial_agent_state(self) -> AgentState:
        """Get the initial agent state."""
        assert (self._initial_agent_state
                is not None), "Initial agent state not assigned!"
        return self._initial_agent_state

    @property
    def agent_state(self) -> AgentState:
        """Get the agent state."""
        assert self._agent_state is not None, "Agent state not assigned!"
        return self._agent_state

    @property
    def world_state(self) -> WorldState:
        """Get the world state."""
        assert self._world_state is not None, "World state not assigned!"
        return self._world_state

    @property
    def services_interval(self) -> datetime.timedelta:
        """Get the services interval."""
        return self._services_interval

    @property
    def last_update_time(self) -> datetime.datetime:
        """Get the last services update time."""
        return self._last_update_time

    @property
    def last_search_time(self) -> datetime.datetime:
        """Get the last services search time."""
        return self._last_search_time

    def is_time_to_update_services(self) -> bool:
        """
        Check if the agent should update the service directory.

        :return: bool indicating the action
        """
        now = datetime.datetime.now()
        result = now - self.last_update_time > self.services_interval
        if result:
            self._last_update_time = now
        return result

    def is_time_to_search_services(self) -> bool:
        """
        Check if the agent should search the service directory.

        :return: bool indicating the action
        """
        now = datetime.datetime.now()
        result = now - self.last_search_time > self.services_interval
        if result:
            self._last_search_time = now
        return result

    def is_profitable_transaction(self, transaction: Transaction,
                                  dialogue: Dialogue) -> Tuple[bool, str]:
        """
        Check if a transaction is profitable.

        Is it a profitable transaction?
        - apply all the locks for role.
        - check if the transaction is consistent with the locks (enough money/holdings)
        - check that we gain score.

        :param transaction: the transaction
        :param dialogue: the dialogue

        :return: True if the transaction is good (as stated above), False otherwise.
        """
        state_after_locks = self.state_after_locks(dialogue.is_seller)

        if not state_after_locks.check_transaction_is_consistent(
                transaction, self.game_configuration.tx_fee):
            message = "[{}]: the proposed transaction is not consistent with the state after locks.".format(
                self.agent_name)
            return False, message
        proposal_delta_score = state_after_locks.get_score_diff_from_transaction(
            transaction, self.game_configuration.tx_fee)

        result = self.strategy.is_acceptable_proposal(proposal_delta_score)
        message = "[{}]: is good proposal for {}? {}: tx_id={}, delta_score={}, amount={}".format(
            self.agent_name,
            dialogue.role,
            result,
            transaction.transaction_id,
            proposal_delta_score,
            transaction.amount,
        )
        return result, message

    def get_service_description(self, is_supply: bool) -> Description:
        """
        Get the description of the supplied goods (as a seller), or the demanded goods (as a buyer).

        :param is_supply: Boolean indicating whether it is supply or demand.

        :return: the description (to advertise on the Service Directory).
        """
        desc = get_goods_quantities_description(
            self.game_configuration.good_pbks,
            self.get_goods_quantities(is_supply),
            is_supply=is_supply,
        )
        return desc

    def build_services_query(
            self, is_searching_for_sellers: bool) -> Optional[Query]:
        """
        Build a query to search for services.

        In particular, build the query to look for agents
            - which supply the agent's demanded goods (i.e. sellers), or
            - which demand the agent's supplied goods (i.e. buyers).

        :param is_searching_for_sellers: Boolean indicating whether the search is for sellers or buyers.

        :return: the Query, or None.
        """
        good_pbks = self.get_goods_pbks(is_supply=not is_searching_for_sellers)

        res = (None if len(good_pbks) == 0 else build_query(
            good_pbks, is_searching_for_sellers))
        return res

    def build_services_dict(
            self, is_supply: bool) -> Optional[Dict[str, Sequence[str]]]:
        """
        Build a dictionary containing the services demanded/supplied.

        :param is_supply: Boolean indicating whether the services are demanded or supplied.

        :return: a Dict.
        """
        good_pbks = self.get_goods_pbks(is_supply=is_supply)

        res = None if len(good_pbks) == 0 else build_dict(good_pbks, is_supply)
        return res

    def is_matching(
        self,
        cfp_services: Dict[str, Union[bool, List[Any]]],
        goods_description: Description,
    ) -> bool:
        """
        Check for a match between the CFP services and the goods description.

        :param cfp_services: the services associated with the cfp.
        :param goods_description: a description of the goods.

        :return: Bool
        """
        services = cfp_services["services"]
        services = cast(List[Any], services)
        if cfp_services["description"] is goods_description.data_model.name:
            # The call for proposal description and the goods model name cannot be the same for trading agent pairs.
            return False
        for good_pbk in goods_description.data_model.attributes_by_name.keys():
            if good_pbk not in services:
                continue
            return True
        return False

    def get_goods_pbks(self, is_supply: bool) -> Set[str]:
        """
        Wrap the function which determines supplied and demanded good public keys.

        :param is_supply: Boolean indicating whether it is referencing the supplied or demanded public keys.

        :return: a list of good public keys
        """
        state_after_locks = self.state_after_locks(is_seller=is_supply)
        good_pbks = (self.strategy.supplied_good_pbks(
            self.game_configuration.good_pbks,
            state_after_locks.current_holdings)
                     if is_supply else self.strategy.demanded_good_pbks(
                         self.game_configuration.good_pbks,
                         state_after_locks.current_holdings))
        return good_pbks

    def get_goods_quantities(self, is_supply: bool) -> List[int]:
        """
        Wrap the function which determines supplied and demanded good quantities.

        :param is_supply: Boolean indicating whether it is referencing the supplied or demanded quantities.

        :return: the vector of good quantities offered/requested.
        """
        state_after_locks = self.state_after_locks(is_seller=is_supply)
        quantities = (self.strategy.supplied_good_quantities(
            state_after_locks.current_holdings)
                      if is_supply else self.strategy.demanded_good_quantities(
                          state_after_locks.current_holdings))
        return quantities

    def state_after_locks(self, is_seller: bool) -> AgentState:
        """
        Apply all the locks to the current state of the agent.

        This assumes, that all the locked transactions will be successful.

        :param is_seller: Boolean indicating the role of the agent.

        :return: the agent state with the locks applied to current state
        """
        assert self._agent_state is not None, "Agent state not assigned!"
        transactions = (
            list(self.transaction_manager.locked_txs_as_seller.values())
            if is_seller else list(
                self.transaction_manager.locked_txs_as_buyer.values()))
        state_after_locks = self._agent_state.apply(
            transactions, self.game_configuration.tx_fee)
        return state_after_locks

    def generate_proposal(self, cfp_services: Dict[str, Union[bool,
                                                              List[Any]]],
                          is_seller: bool) -> Optional[Description]:
        """
        Wrap the function which generates proposals from a seller or buyer.

        If there are locks as seller, it applies them.

        :param cfp_services: the query associated with the cfp.
        :param is_seller: Boolean indicating the role of the agent.

        :return: a list of descriptions
        """
        state_after_locks = self.state_after_locks(is_seller=is_seller)
        candidate_proposals = self.strategy.get_proposals(
            self.game_configuration.good_pbks,
            state_after_locks.current_holdings,
            state_after_locks.utility_params,
            self.game_configuration.tx_fee,
            is_seller,
            self._world_state,
        )
        proposals = []
        for proposal in candidate_proposals:
            if not self.is_matching(cfp_services, proposal):
                continue
            if not proposal.values["price"] > 0:
                continue
            proposals.append(proposal)
        if not proposals:
            return None
        else:
            return random.choice(proposals)

    def stop(self):
        """Stop the services attached to the game instance."""
        self.stats_manager.stop()