コード例 #1
0
    def choose_move(self, possible_moves, own_mark, history):
        current_turn = history.length()

        # we would use model to impute future provided desired outcome, game length and immediate history
        self._all_moves += 1
        incomplete_game = copy.deepcopy(history)
        incomplete_game.record_outcome(1)
        input = torch.tensor(incomplete_game.dense_feature()).float()
        output = self._model(input)
        reconstructed_game = game_history.GameHistory()
        reconstructed_game.parse_dense_feature(output.tolist())

        # there is no guarantee that reconstructed moves are actually possible
        choosen_move = reconstructed_game.moves()[current_turn]
        if choosen_move in possible_moves:
            return choosen_move
        
        # if no winning move was found let us move to forcing a draw
        incomplete_game = copy.deepcopy(history)
        incomplete_game.record_outcome(0)
        input = torch.tensor(incomplete_game.dense_feature()).float()
        output = self._model(input)
        reconstructed_game = game_history.GameHistory()
        reconstructed_game.parse_dense_feature(output.tolist())

        # there is no guarantee that reconstructed moves are actually possible
        choosen_move = reconstructed_game.moves()[current_turn]
        if choosen_move in possible_moves:
            return choosen_move

        # at this point network failed to provide possible move, just use random
        self._random_moves += 1
        random_index = random.randint(0, len(possible_moves) - 1)
        return possible_moves[random_index]
コード例 #2
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    def test_padded_sparse_feature(self):
        self.history.record_move((0, 0))
        self.history.record_move((0, 1))
        self.history.record_move((0, 2))
        self.history.record_move((1, 0))
        self.history.record_move((1, 1))
        self.history.record_outcome(1)
        feature = self.history.sparse_feature()

        parsed_history = game_history.GameHistory()
        parsed_history.parse_sparse_feature(feature)

        self.assertEqual(self.history.states(), parsed_history.states())
        self.assertEqual(self.history.moves(), parsed_history.moves())
        self.assertEqual(self.history.outcome(), parsed_history.outcome())
コード例 #3
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    def train(self, games, save_path):
        training_device = torch.device("cuda:0" if torch.cuda.is_available() else "cpu")
        #training_device = torch.device("cpu")
        model = SparseAutoencoder().to(training_device)
        data = [game.sparse_feature() for game in games]

        # 80% of data will be used for training and 20% for testing
        training_data_size = int(len(data) * 0.8);
        training_data = torch.tensor(data[:training_data_size]).float().to(training_device)
        testing_data = torch.tensor(data[training_data_size:]).float().to(training_device)
        batch_size = training_data_size
        #batch_size = 4000

        loss_fn = torch.nn.BCEWithLogitsLoss()
        optimizer = torch.optim.RMSprop(model.parameters(), lr = 0.002)
        print("\nTraining using", training_device, "on", training_data_size, "games")
        for t in range(20000):
            # shuffle data between epochs
            if batch_size != training_data_size:
                permutation = torch.randperm(training_data.size()[0]).to(training_device)
                training_data = training_data[permutation]

            for base_index in range(0, training_data_size, batch_size):
                # Forward pass: compute predicted y by passing x to the model.
                batch = training_data[base_index:base_index + batch_size]
                output_games = model(batch)

                #loss = loss_fn(output_games, gpu_data)
                loss = loss_fn(output_games, batch)

                # Before the backward pass, use the optimizer object to zero all of the
                # gradients for the variables it will update (which are the learnable
                # weights of the model). This is because by default, gradients are
                # accumulated in buffers( i.e, not overwritten) whenever .backward()
                # is called. Checkout docs of torch.autograd.backward for more details.
                optimizer.zero_grad()

                # Backward pass: compute gradient of the loss with respect to model
                # parameters
                loss.backward()

                # Calling the step function on an Optimizer makes an update to its
                # parameters
                optimizer.step()

            # Check model perfomance
            if t % 100 == 0:
                output_games = model(testing_data)
                validation_loss = loss_fn(output_games, testing_data)

                if batch_size != training_data_size:
                    output_games = model(training_data)
                    training_loss = loss_fn(output_games, training_data)
                    print("Epoch", t,"training loss", training_loss.item(), "validation loss", validation_loss.item())

                else:
                    print("Epoch", t, "validation loss", validation_loss.item())

        # output how much games are actually reconstructed right
        move_errors = 0
        parse_errors = 0
        outcome_errors = 0
        valid_reconstruction = 0
        all_data = torch.tensor(data).float().to(training_device)
        output_games = model(all_data).cpu()
        for i, game in enumerate(games):
            diff = [a_i - b_i for a_i, b_i in zip(all_data[i].tolist(), output_games[i].tolist())]
            reconstructed_game = game_history.GameHistory()
            try:
                reconstructed_game.parse_sparse_feature(output_games[i].tolist())
            except:
                parse_errors += 1 
                continue

            outcome_mismatch = reconstructed_game.outcome() != game.outcome()
            move_mismatch = reconstructed_game.moves()[:game.length()] != game.moves()

            if outcome_mismatch:
                outcome_errors += 1
            if move_mismatch:
                move_errors += 1
            if not (outcome_mismatch or move_mismatch):
                valid_reconstruction += 1

        print("Testing reconstruction")
        print("Ill-formed features:", 100*parse_errors /len(all_data), "%")
        print("Outcome errors:", 100*outcome_errors /len(all_data), "%")
        print("Move errors:", 100*move_errors /len(all_data), "%")
        print("Valid reconstruction:", 100*valid_reconstruction /len(all_data), "%\n")

        self._model = model.cpu()
        torch.save(self._model, save_path)
コード例 #4
0
ファイル: server.py プロジェクト: heastdream/AiFlight
    def __init__(self, hostname, port, n_clients, n_iterations, sim_name):
        #Create history object for this simulation
        self.gamehistory = game_history.GameHistory(sim_name)
        self.gamedata = game_data.GameData()
        #Program Process

        #Initialize Server with Values

        print("Started game at " + hostname + ':' + str(port))
        self.hostname = hostname
        self.port = port

        #Creating and binding a server socket to a port
        self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        try:
            self.sock.bind((hostname, port))
        except socket.error as e:
            return

        #Waiting for and connecting to clients
        print('Waiting for ' + str(n_clients) + ' clients...')
        self.sock.listen(n_clients)

        #Accepting connections and saving them
        for c in range(0, n_clients):
            conn, addr = self.sock.accept()
            self.connections.append(conn)
            print('Client ' + str(len(self.connections) - 1) +
                  ' Connected at: ' + str(addr[0]) + ':' + str(addr[1]))

            self.gamedata.players.append(
                game_data.Player(c, float(random.randint(-8000, 8000)),
                                 float(random.randint(-8000, 8000)),
                                 float(random.randint(0, 360))))

            print('\tExchanging init information...')

            cli_init = socket_utilities.recv_data(conn)
            cli_init = socket_utilities.convert_to_object(cli_init)

            ser_init = init_message.InitMessageFromServer(c)
            ser_init = socket_utilities.convert_to_bytes(ser_init)
            socket_utilities.send_data(conn, ser_init)

            print('\tFinished exchanging init information...\n')

        #Starting Game Process
        print('Starting ' + str(n_iterations) + ' iterations...')
        start = time.time()
        for c in self.connections:
            #c.send('START'.encode())
            socket_utilities.send_data(c, 'START'.encode())

        for i in range(0, n_iterations):
            if self.gamedata.game_over:
                break
            self.broadcast_game_data()
            given = self.receive_client_inputs()
            self.process_game_data(given)

        if (not self.gamedata.game_over):
            self.gamedata.game_over = True
            print("The game ended in a draw!")

        #Saves last bit of data
        if not self.gamehistory.is_empty():
            self.gamehistory.save_to_file()

        #Closes client connections
        self.close_connections()

        #print(self.gamedatahistory)
        print('Simulation ending...')
        print('Elapsed time: ' + str(time.time() - start))
コード例 #5
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    def train(self, games, save_path):
        # tried ReLU but model is shallow, so tanh adds more non-linearity and decreases loss
        # tried mini batching but it actually increases loss without finding new minimum
        # tried adding new layer for better generalization but it increases loss
        # seems that dense feature just does not work

        training_device = torch.device("cuda:0" if torch.cuda.is_available() else "cpu")
        model = torch.nn.Sequential(
                torch.nn.Linear(1 + 9, 9),
                torch.nn.Tanh(),
                torch.nn.Linear(9, 8),
                torch.nn.Tanh(),
                torch.nn.Linear(8, 7),
                torch.nn.Tanh(),
                torch.nn.Linear(7, 8),
                torch.nn.Tanh(),
                torch.nn.Linear(8, 9),
                torch.nn.Tanh(),
                torch.nn.Linear(9, 1 + 9)
        ).to(training_device)
        data = [game.dense_feature() for game in games]

        # 80% of data will be used for training and 20% for testing
        training_data_size = int(len(data) * 0.8);
        training_data = torch.tensor(data[:training_data_size]).float().to(training_device)
        testing_data = torch.tensor(data[training_data_size:]).float().to(training_device)

        loss_fn = torch.nn.MSELoss()
        optimizer = torch.optim.RMSprop(model.parameters())
        print("\nTraining using", training_device, "on", training_data_size, "games")
        for t in range(10000):
            output_games = model(training_data)

            loss = loss_fn(output_games, training_data)
            optimizer.zero_grad()
            loss.backward()
            optimizer.step()

            # Verify model
            output_games = model(testing_data)
            loss = loss_fn(output_games, testing_data)
            if t % 100 == 0:
                print(t, loss.item())

        # output how much games are actually reconstructed right
        move_errors = 0
        outcome_errors = 0
        valid_reconstruction = 0
        all_data = torch.tensor(data).float().to(training_device)
        output_games = model(all_data).cpu()
        for i, game in enumerate(games):
            reconstructed_game = game_history.GameHistory()
            reconstructed_game.parse_dense_feature(output_games[i])
            outcome_mismatch = reconstructed_game.outcome() != game.outcome()
            move_mismatch = reconstructed_game.moves()[:game.length()] != game.moves()

            if outcome_mismatch:
                outcome_errors += 1
            if move_mismatch:
                move_errors += 1
            if not (outcome_mismatch or move_mismatch):
                valid_reconstruction += 1

        print("Testing reconstruction")
        print("Outcome errors:", 100*outcome_errors /len(all_data), "%")
        print("Move errors:", 100*move_errors /len(all_data), "%")
        print("Valid reconstruction:", 100*valid_reconstruction /len(all_data), "%\n")

        self._model = model.cpu()
        torch.save(self._model, save_path)
コード例 #6
0
ファイル: game.py プロジェクト: shatalinra/tic-tac-toe
 def __init__(self, first_player, second_player):
     self._player1 = first_player
     self._player2 = second_player
     self._board = board.Board()
     self._history = game_history.GameHistory()
コード例 #7
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 def setUp(self):
     self.history = game_history.GameHistory()