def start(): config = OptimizerConfig() tf_util.update_memory(config.gpu_mem_fraction) util.set_high_process_priority() AIPlayer.create_if_nonexistant(config) models = sorted(glob.glob(config.data.model_location+"*.h5")) ai = AIPlayer(config.buffer_size, 1, model=models[-1], compile=True) train(ai, config)
def start(): config = OptimizerConfig() tf_util.update_memory(config.gpu_mem_fraction) util.set_high_process_priority() AIPlayer.create_if_nonexistant(config) models = sorted(glob.glob(config.data.model_location + "*.h5")) ai = AIPlayer(config.buffer_size, 1, model=models[-1], compile=True) train(ai, 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 create_player(player_name, config): if player_name == "random": model = "random" player = RandomPlayer() elif player_name == "newest": model = sorted(glob.glob(config.data.model_location+"*.h5"))[-1] #print("Loading model: %s" % model) player = AIPlayer(0, config.game.simulation_num_per_move, train=False, model=model, tau=config.game.tau_1) else: model = config.data.model_location+player_name player = AIPlayer(0, config.game.simulation_num_per_move, train=False, model=model, tau=config.game.tau_1) return player
def run(self): self.game_gui = Canvas(self.root, width=600, height=600, background='green') self.game_gui.bind("<Button-1>", self.click) self.game_gui.focus_set() self.game_gui.bind("<Key>", self.key) self.game_gui.pack() for i in range(1, 8): self.game_gui.create_line(0, i*75, 600, i*75) self.game_gui.create_line(i*75, 0, i*75, 600) self.pieces = [] for i in range(8): self.pieces.append([]) for j in range(8): self.pieces[i].append(self.game_gui.create_oval(i*75+5, j*75+5, (i+1)*75-5, (j+1)*75-5, fill="green", outline="green")) self.root.protocol("WM_DELETE_WINDOW", self.on_closing) self.root.resizable(0,0) self.running = True config = EvaluateConfig() tf_util.update_memory(config.gpu_mem_fraction) AIPlayer.create_if_nonexistant(config) self.game = Othello() if(random() > 0.5): self.human = 1 else: self.human = -1 ai = create_player(config.model_1, config) #print("You are playing against", config.model_1) #print("Playing games with %d simulations per move" % config.game.simulation_num_per_move) self.side = -1 self.draw_board() self.value = ai.evaluate(self.game, self.side) while self.running and not self.game.game_over(): #play move if self.side != self.human: self.value = ai.evaluate(self.game, self.side) self.root.title("Othello (Thinking of Move) Current Value: %0.2f (1 white wins, -1 black wins)" % self.value) self.root.config(cursor="wait") t = ai.pick_move(self.game, self.side) self.game.play_move(t[0], t[1], self.side) self.draw_board() self.side *= -1 self.value = ai.evaluate(self.game, self.side) else: if len(self.game.possible_moves(self.side)) == 0: self.side *= -1 continue if self.side == -1: color = "black" else: color = "white" self.root.title("Othello (Play as %s) Current Value: %0.2f (1 white wins, -1 black wins)" % (color, self.value)) self.root.config(cursor="") if self.update: self.update = False if (self.x, self.y) in self.game.possible_moves(self.side): self.game.play_move(self.x, self.y, self.side) self.draw_board() self.side *= -1 time.sleep(0.01) if self.human == self.game.get_winner(): self.root.title("Othello (You Win!)") elif self.game.get_winner() == 0: self.root.title("Othello (Its a draw!)") else: self.root.title("Othello (You Lose!)")
def start(): config = EvaluateConfig() tf_util.update_memory(config.gpu_mem_fraction) AIPlayer.create_if_nonexistant(config) run_games(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), 3)) win_matrix = np.zeros((len(players), len(players))) game = Othello() king_index = len(players) - 1 king = AIPlayer(0, config.game.simulation_num_per_move, train=False, model=players[king_index], tau=config.game.tau_1) challenger = 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 start = time() print("Playing king of the hill 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 range(math.ceil(total_games / (len(players) - 1))): AIPlayer.clear() king_index = getKingIndex(win_matrix) if king_index == -1: king_index = (len(players) - 1) - i % len(players) msg = "No King Yet" else: msg = "King is " + os.path.basename( players[king_index]).split(".")[0] king.load(players[king_index]) if config.print_king: print(msg.ljust(90)) for j in range(len(players)): util.print_progress_bar(played_games, total_games, start=start) if j == king_index: continue challenger.load(players[j]) if random.random() < 0.5: king_side = -1 p1 = king p2 = challenger else: king_side = 1 p1 = challenger p2 = king 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() == king_side: win_matrix[king_index, j] += 1 wtl[king_index, 0] += 1 wtl[j, 2] += 1 elif game.get_winner() == -1 * king_side: win_matrix[j, king_index] += 1 wtl[king_index, 2] += 1 wtl[j, 0] += 1 else: win_matrix[king_index, j] += 0.5 win_matrix[j, king_index] += 0.5 wtl[king_index, 1] += 1 wtl[j, 1] += 1 game.reset_board() played_games += 1 if played_games == total_games: break util.print_progress_bar(total_games, total_games, start=start) try: 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 and results of %d-%d-%d" % (i + 1, os.path.basename(players[player]).split(".")[0], len(players) - player, params[player], wtl[player, 0], wtl[player, 1], wtl[player, 2])) print( "\n(Rating Diff, Winrate) -> (0.5, 62%), (1, 73%), (2, 88%), (3, 95%), (5, 99%)" ) except Exception: print("\n Not Enough data to calculate rankings") print("\nWin Matrix:") print(win_matrix) print("\nResults:") for player in range(win_matrix.shape[0]): print("%s results of %d-%d-%d" % (os.path.basename(players[player]).split(".")[0], wtl[player, 0], wtl[player, 1], wtl[player, 2]))
def start(): config = RankingConfig() tf_util.update_memory(config.gpu_mem_fraction) AIPlayer.create_if_nonexistant(config) calc_ranking(config)
def run(self): self.game_gui = Canvas(self.root, width=600, height=600, background='green') self.game_gui.bind("<Button-1>", self.click) self.game_gui.focus_set() self.game_gui.bind("<Key>", self.key) self.game_gui.pack() for i in range(1, 8): self.game_gui.create_line(0, i*75, 600, i*75) self.game_gui.create_line(i*75, 0, i*75, 600) self.pieces = [] for i in range(8): self.pieces.append([]) for j in range(8): self.pieces[i].append(self.game_gui.create_oval(i*75+5, j*75+5, (i+1)*75-5, (j+1)*75-5, fill="green", outline="green")) self.root.protocol("WM_DELETE_WINDOW", self.on_closing) self.root.resizable(0,0) self.running = True config = EvaluateConfig() tf_util.update_memory(config.gpu_mem_fraction) AIPlayer.create_if_nonexistant(config) self.game = Othello() if(random() > 0.5): self.human = 1 else: self.human = -1 ai = create_player(config.model_1, config) #print("You are playing against", config.model_1) #print("Playing games with %d simulations per move" % config.game.simulation_num_per_move) self.side = -1 self.draw_board() self.value = ai.evaluate(self.game, self.side) while self.running and not self.game.game_over(): #play move if self.side != self.human: self.value = ai.evaluate(self.game, self.side) self.root.title("Othello (Thinking of Move) Current Value: %0.2f (1 white wins, -1 black wins)" % self.value) self.root.config(cursor="wait") t = ai.pick_move(self.game, self.side) self.game.play_move(t[0], t[1], self.side) self.draw_board() self.side *= -1 self.value = ai.evaluate(self.game, self.side) else: if len(self.game.possible_moves(self.side)) == 0: self.side *= -1 continue if self.side == -1: color = "black" else: color = "white" self.root.title("Othello (Play as %s) Current Value: %0.2f (1 white wins, -1 black wins)" % (color, self.value)) self.root.config(cursor="") if self.update: self.update = False if (self.x, self.y) in self.game.possible_moves(self.side): self.game.play_move(self.x, self.y, self.side) self.draw_board() self.side *= -1 time.sleep(0.01) self.root.config(cursor="") if self.human == self.game.get_winner(): self.root.title("Othello (You Win!)") elif self.game.get_winner() == 0: self.root.title("Othello (Its a draw!)") else: self.root.title("Othello (You Lose!)")
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), 3)) win_matrix = np.zeros((len(players), len(players))) game = Othello() ##give every player a random order to play games against opponents order = [] for i in range(len(players)): nums = [x for x in range(len(players))] nums.remove(i) random.shuffle(nums) order.append(nums) p1 = AIPlayer(1, config.game.simulation_num_per_move, model=players[0]) p2 = AIPlayer(1, config.game.simulation_num_per_move, model=players[order[0][0]]) start = time() print( "Playing random round robin with %d players and %d games per player" % (len(players), config.game_num_per_model)) for i in range(config.game_num_per_model // 2): util.print_progress_bar(i, config.game_num_per_model // 2, start=start) ordering = [x for x in range(len(players))] random.shuffle(ordering) for j in ordering: AIPlayer.clear() x = i if x >= len(order[j]): x %= len(order[j]) if x == 0: random.shuffle(order[j]) p1.load(players[j]) p2.load(players[order[j][x]]) 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() == -1: win_matrix[j, order[j][x]] += 1 wtl[j, 0] += 1 wtl[order[j][x], 2] += 1 elif game.get_winner() == 1: win_matrix[order[j][x], j] += 1 wtl[j, 2] += 1 wtl[order[j][x], 0] += 1 else: win_matrix[j, order[j][x]] += 0.5 win_matrix[order[j][x], j] += 0.5 wtl[j, 1] += 1 wtl[order[j][x], 1] += 1 game.reset_board() util.print_progress_bar(config.game_num_per_model // 2, config.game_num_per_model // 2, start=start) 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 and results of %d-%d-%d" % (i + 1, os.path.basename(players[player]), len(players) - player, params[player], wtl[player, 0], wtl[player, 1], wtl[player, 2])) print( "\n(Rating Diff, Winrate) -> (0.5, 62%), (1, 73%), (2, 88%), (3, 95%), (5, 99%)" )
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")
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")
def start(): config = SelfPlayConfig() tf_util.update_memory(config.gpu_mem_fraction) util.set_low_process_priority() AIPlayer.create_if_nonexistant(config) run_games(config)