コード例 #1
0
    def act(self, gs: GameState) -> int:
        gs_unique_id = gs.get_unique_id()
        available_actions = gs.get_available_actions(gs.get_active_player())

        state_vec = gs.get_vectorized_state()

        mask_vec = np.zeros((self.action_space_size, ))
        mask_vec[available_actions] = 1.0

        v = self.critic.predict(state_vec)
        p = self.actor.predict(state_vec, mask_vec)

        indexes = np.arange(self.action_space_size)
        chosen_action = np.random.choice(indexes, p=p)

        # valid_actions_probability = p[available_actions]
        # valid_actions_probability_sum = np.sum(valid_actions_probability)
        # normalized_valid_action_probability = valid_actions_probability / valid_actions_probability_sum
        # #
        # chosen_action = np.random.choice(available_actions, p=normalized_valid_action_probability)

        self.v.append(v)

        self.s.append(state_vec)
        self.m.append(mask_vec)
        self.a.append(to_categorical(chosen_action, self.action_space_size))
        if not self.is_last_episode_terminal:
            self.r.append(self.r_temp)
        self.r_temp = 0.0
        self.is_last_episode_terminal = False

        return chosen_action
    def act(self, gs: GameState) -> int:
        gs_unique_id = gs.get_unique_id()
        available_actions = gs.get_available_actions(gs.get_active_player())

        state_vec = gs.get_vectorized_state()
        predicted_Q_values = self.Q.predict(state_vec)

        if np.random.random() <= self.epsilon:
            chosen_action = np.random.choice(available_actions)
        else:
            chosen_action = available_actions[int(
                np.argmax(predicted_Q_values[available_actions]))]

        if self.s is not None:
            target = self.r + self.gamma * max(
                predicted_Q_values[available_actions])
            self.Q.train(self.s, self.a, target)
            self.experience.append(
                (self.s.copy(), self.a.copy(), self.r, state_vec.copy()))
        print("experience", len(self.experience))

        if len(self.experience) % 10 == 0:
            for el in self.experience:
                target = el[2] + self.gamma * el[1]
                self.Q.train(el[0], el[1], target)
        self.s = state_vec
        self.a = to_categorical(chosen_action, self.action_space_size)
        self.r = 0.0

        return chosen_action
コード例 #3
0
    def act(self, gs: GameState) -> int:
        gs_unique_id = gs.get_unique_id()
        available_actions = gs.get_available_actions(gs.get_active_player())
        if gs_unique_id not in self.Q:
            self.Q[gs_unique_id] = dict()
            for a in available_actions:
                self.Q[gs_unique_id][a] = (np.random.random() * 2.0 -
                                           1.0) / 10.0

        if np.random.random() <= self.epsilon:
            chosen_action = np.random.choice(available_actions)
        else:
            chosen_action = max(self.Q[gs_unique_id],
                                key=self.Q[gs_unique_id].get)

        if self.s is not None:
            self.Q[self.s][self.a] += \
                self.alpha * (self.r +
                              self.gamma * max(self.Q[gs_unique_id].values()) -
                              self.Q[self.s][self.a])

        self.s = gs_unique_id
        self.a = chosen_action
        self.r = 0.0

        return self.a
コード例 #4
0
    def act(self, gs: GameState) -> int:
        root_hash = gs.get_unique_id()
        memory = self.memory if self.keep_memory else dict()

        if root_hash not in memory:
            MOMCTSAgent.create_node_in_memory(memory, root_hash, gs.get_available_actions(
                gs.get_active_player()), gs.get_active_player()
                                          )

        for i in range(self.max_iteration):
            gs_copy = gs.clone()
            s = gs_copy.get_unique_id()
            history = []

            # SELECTION
            while not gs_copy.is_game_over() and all((edge['n'] > 0
                                                      for edge in memory[s]
                                                      )):
                chosen_edge = max(((edge, MOMCTSAgent.ucb_1(edge))
                                   for edge in memory[s]
                                   ), key=lambda kv: kv[1])[0]
                history.append((s, chosen_edge))

                gs_copy.step(gs_copy.get_active_player(), chosen_edge['a'])
                s = gs_copy.get_unique_id()
                if s not in memory:
                    MOMCTSAgent.create_node_in_memory(memory, s, gs_copy.get_available_actions(
                        gs_copy.get_active_player()
                    ), gs_copy.get_active_player())

            # EXPANSION
            if not gs_copy.is_game_over():
                chosen_edge = choice(list(filter(lambda e: e['n'] == 0, (edge for edge in memory[s]))))

                history.append((s, chosen_edge))
                gs_copy.step(gs_copy.get_active_player(), chosen_edge['a'])
                s = gs_copy.get_unique_id()
                if s not in memory:
                    MOMCTSAgent.create_node_in_memory(memory, s, gs_copy.get_available_actions(
                        gs_copy.get_active_player()
                    ), gs_copy.get_active_player())

            # SIMULATION
            while not gs_copy.is_game_over():
                gs_copy.step(gs_copy.get_active_player(),
                             choice(gs_copy.get_available_actions(gs_copy.get_active_player())))

            scores = gs_copy.get_scores()
            # REMONTEE DU SCORE
            for (s, edge) in history:
                edge['n'] += 1
                edge['r'] += scores[edge['p']]
                for neighbour_edge in memory[s]:
                    neighbour_edge['np'] += 1

        return max((edge for edge in memory[root_hash]), key=lambda e: e['n'])['a']
コード例 #5
0
    def act(self, gs: GameState) -> int:
        gs_unique_id = gs.get_unique_id()
        available_actions = gs.get_available_actions(gs.get_active_player())

        state_vec = to_categorical(gs_unique_id, gs.get_max_state_count())
        predicted_Q_values = self.Q.predict(state_vec)

        if np.random.random() <= self.epsilon:
            chosen_action = np.random.choice(available_actions)
        else:
            chosen_action = available_actions[int(np.argmax(predicted_Q_values[available_actions]))]

        if self.s is not None:
            target = self.r + self.gamma * max(predicted_Q_values[available_actions])
            self.Q.train(self.s, self.a, target)

        self.s = state_vec
        self.a = to_categorical(chosen_action, self.action_space_size)
        self.r = 0.0

        return chosen_action
    def act(self, gs: GameState) -> int:

        if self.apprentice_training_count > self.apprentice_training_before_takeover:
            return gs.get_available_actions(gs.get_active_player())[np.argmax(
                self.brain.predict(np.array([
                    gs.get_vectorized_state()
                ]))[0][gs.get_available_actions(gs.get_active_player())])]

        root_hash = gs.get_unique_id()
        memory = self.memory if self.keep_memory else dict()

        if root_hash not in memory:
            ExpertApprenticeAgent.create_node_in_memory(
                memory, root_hash,
                gs.get_available_actions(gs.get_active_player()),
                gs.get_active_player())

        for i in range(self.max_iteration):
            gs_copy = gs.clone()
            s = gs_copy.get_unique_id()
            history = []

            # SELECTION
            while not gs_copy.is_game_over() and all(
                (edge['n'] > 0 for edge in memory[s])):
                chosen_edge = max(((edge, ExpertApprenticeAgent.ucb_1(edge))
                                   for edge in memory[s]),
                                  key=lambda kv: kv[1])[0]
                history.append((s, chosen_edge))

                gs_copy.step(gs_copy.get_active_player(), chosen_edge['a'])
                s = gs_copy.get_unique_id()
                if s not in memory:
                    ExpertApprenticeAgent.create_node_in_memory(
                        memory, s,
                        gs_copy.get_available_actions(
                            gs_copy.get_active_player()),
                        gs_copy.get_active_player())

            # EXPANSION
            if not gs_copy.is_game_over():
                chosen_edge = choice(
                    list(
                        filter(lambda e: e['n'] == 0,
                               (edge for edge in memory[s]))))

                history.append((s, chosen_edge))
                gs_copy.step(gs_copy.get_active_player(), chosen_edge['a'])
                s = gs_copy.get_unique_id()
                if s not in memory:
                    ExpertApprenticeAgent.create_node_in_memory(
                        memory, s,
                        gs_copy.get_available_actions(
                            gs_copy.get_active_player()),
                        gs_copy.get_active_player())

            # SIMULATION
            while not gs_copy.is_game_over():
                gs_copy.step(
                    gs_copy.get_active_player(),
                    choice(
                        gs_copy.get_available_actions(
                            gs_copy.get_active_player())))

            scores = gs_copy.get_scores()
            # REMONTEE DU SCORE
            for (s, edge) in history:
                edge['n'] += 1
                edge['r'] += scores[edge['p']]
                for neighbour_edge in memory[s]:
                    neighbour_edge['np'] += 1

        target = np.zeros(gs.get_action_space_size())

        for edge in memory[root_hash]:
            target[edge['a']] = edge['n']

        target /= np.sum(target)

        self.states_buffer.append(gs.get_vectorized_state())
        self.actions_buffer.append(target)

        if len(self.states_buffer) > 200:
            self.apprentice_training_count += 1
            self.brain.fit(np.array(self.states_buffer),
                           np.array(self.actions_buffer))
            self.states_buffer.clear()
            self.actions_buffer.clear()

        if self.apprentice_training_count > self.apprentice_training_before_takeover:
            print('Apprentice is playing next round')

        return max((edge for edge in memory[root_hash]),
                   key=lambda e: e['n'])['a']
コード例 #7
0
    def act(self, gs: GameState) -> int:
        root_hash = gs.get_unique_id()
        memory = self.memory if self.keep_memory else dict()

        if root_hash not in memory:
            q_values = self.brain.predict(gs.get_vectorized_state())
            HalfAlphaZeroAgent.create_node_in_memory(
                memory, root_hash,
                gs.get_available_actions(gs.get_active_player()),
                gs.get_active_player(), q_values)

        for i in range(self.max_iteration):
            gs_copy = gs.clone()
            s = gs_copy.get_unique_id()
            history = []

            # SELECTION
            while not gs_copy.is_game_over() and all(
                (edge['n'] > 0 for edge in memory[s])):
                chosen_edge = max(((edge, HalfAlphaZeroAgent.ucb_1(edge))
                                   for edge in memory[s]),
                                  key=lambda kv: kv[1])[0]
                history.append((s, chosen_edge))

                gs_copy.step(gs_copy.get_active_player(), chosen_edge['a'])
                s = gs_copy.get_unique_id()
                if s not in memory:
                    q_values = self.brain.predict(
                        gs_copy.get_vectorized_state())
                    HalfAlphaZeroAgent.create_node_in_memory(
                        memory, s,
                        gs_copy.get_available_actions(
                            gs_copy.get_active_player()),
                        gs_copy.get_active_player(), q_values)

            # EXPANSION
            if not gs_copy.is_game_over():
                chosen_edge = choice(
                    list(
                        filter(lambda e: e['n'] == 0,
                               (edge for edge in memory[s]))))

                history.append((s, chosen_edge))
                gs_copy.step(gs_copy.get_active_player(), chosen_edge['a'])
                s = gs_copy.get_unique_id()
                if s not in memory:
                    q_values = self.brain.predict(
                        gs_copy.get_vectorized_state())
                    HalfAlphaZeroAgent.create_node_in_memory(
                        memory, s,
                        gs_copy.get_available_actions(
                            gs_copy.get_active_player()),
                        gs_copy.get_active_player(), q_values)

            scores = np.zeros(gs_copy.player_count())
            scores_set = np.zeros(gs_copy.player_count())
            # REMONTEE DU SCORE
            for (s, edge) in history:
                if scores_set[edge['p']] == 0:
                    scores_set[edge['p']] = 1.0
                    scores[edge['p']] = edge['q']

                edge['n'] += 1
                edge['r'] += scores[edge['p']]
                for neighbour_edge in memory[s]:
                    neighbour_edge['np'] += 1

        chosen_action = max((edge for edge in memory[root_hash]),
                            key=lambda e: e['n'])['a']

        if len(self.states_buffer) > 0:
            self.rewards_buffer.append(self.intermediate_reward)

        self.states_buffer.append(gs.get_vectorized_state())
        self.actions_buffer.append(
            to_categorical(chosen_action, gs.get_action_space_size()))
        self.intermediate_reward = 0.0

        return chosen_action