class GinRummyEnv(Env): ''' GinRummy Environment ''' def __init__(self, config): self.game = Game() super().__init__(config=config) self.state_shape = [5, 52] self.judge = GinRummyJudge(game=self.game) self.scorer = scorers.GinRummyScorer() def _extract_state(self, state): # 200213 don't use state ??? ''' Encode state Args: state (dict): dict of original state Returns: numpy array: 5 * 52 array 5 : current hand (1 if card in hand else 0) top_discard (1 if card is top discard else 0) dead_cards (1 for discards except for top_discard else 0) opponent known cards (likewise) unknown cards (likewise) # is this needed ??? 200213 ''' if self.game.is_over(): obs = np.array([utils.encode_cards([]) for _ in range(5)]) extracted_state = {'obs': obs, 'legal_actions': self._get_legal_actions()} else: discard_pile = self.game.round.dealer.discard_pile stock_pile = self.game.round.dealer.stock_pile top_discard = [] if not discard_pile else [discard_pile[-1]] dead_cards = discard_pile[:-1] current_player = self.game.get_current_player() opponent = self.game.round.players[(current_player.player_id + 1) % 2] known_cards = opponent.known_cards unknown_cards = stock_pile + [card for card in opponent.hand if card not in known_cards] hand_rep = utils.encode_cards(current_player.hand) top_discard_rep = utils.encode_cards(top_discard) dead_cards_rep = utils.encode_cards(dead_cards) known_cards_rep = utils.encode_cards(known_cards) unknown_cards_rep = utils.encode_cards(unknown_cards) rep = [hand_rep, top_discard_rep, dead_cards_rep, known_cards_rep, unknown_cards_rep] obs = np.array(rep) extracted_state = {'obs': obs, 'legal_actions': self._get_legal_actions()} return extracted_state def get_payoffs(self): ''' Get the payoffs of players. Must be implemented in the child class. Returns: payoffs (list): a list of payoffs for each player ''' payoffs = self.scorer.get_payoffs(game=self.game) return payoffs def _decode_action(self, action_id) -> ActionEvent: # FIXME 200213 should return str ''' Action id -> the action in the game. Must be implemented in the child class. Args: action_id (int): the id of the action Returns: action (ActionEvent): the action that will be passed to the game engine. ''' return self.game.decode_action(action_id=action_id) def _get_legal_actions(self): ''' Get all legal actions for current state Returns: legal_actions (list): a list of legal actions' id ''' legal_actions = self.judge.get_legal_actions() legal_actions_ids = [action_event.action_id for action_event in legal_actions] return legal_actions_ids def _load_model(self): ''' Load pretrained/rule model Returns: model (Model): A Model object ''' assert False # FIXME: stub return models.load('uno-rule-v1') # FIXME: stub def set_scorer(self, printing_configuration: bool = False, get_payoff: Callable[[GinRummyPlayer, Game], int or float] = None): if self.game.settings.scorer_name == "GinRummyScorer": self.scorer = scorers.GinRummyScorer(get_payoff=get_payoff) elif self.game.settings.scorer_name == "HighLowScorer": self.scorer = scorers.HighLowScorer(get_payoff=get_payoff) else: raise Exception("GinRummyEnv: cannot determine scorer.") if printing_configuration: print("") print("========== Scorer ==========") print("Scorer is", self.scorer.name)
class GinRummyEnv(Env): ''' GinRummy Environment ''' def __init__(self, config): self.game = Game() super().__init__(config=config) self.state_shape = [5, 52] def _extract_state(self, state): # 200213 don't use state ??? ''' Encode state Args: state (dict): dict of original state Returns: numpy array: 5 * 52 array 5 : current hand (1 if card in hand else 0) top_discard (1 if card is top discard else 0) dead_cards (1 for discards except for top_discard else 0) opponent known cards (likewise) unknown cards (likewise) # is this needed ??? 200213 ''' if self.game.is_over(): obs = np.array([utils.encode_cards([]) for _ in range(5)]) extracted_state = { 'obs': obs, 'legal_actions': self._get_legal_actions() } else: discard_pile = self.game.round.dealer.discard_pile stock_pile = self.game.round.dealer.stock_pile top_discard = [] if not discard_pile else [discard_pile[-1]] dead_cards = discard_pile[:-1] current_player = self.game.get_current_player() opponent = self.game.round.players[(current_player.player_id + 1) % 2] known_cards = opponent.known_cards unknown_cards = stock_pile + [ card for card in opponent.hand if card not in known_cards ] hand_rep = utils.encode_cards(current_player.hand) top_discard_rep = utils.encode_cards(top_discard) dead_cards_rep = utils.encode_cards(dead_cards) known_cards_rep = utils.encode_cards(known_cards) unknown_cards_rep = utils.encode_cards(unknown_cards) rep = [ hand_rep, top_discard_rep, dead_cards_rep, known_cards_rep, unknown_cards_rep ] obs = np.array(rep) extracted_state = { 'obs': obs, 'legal_actions': self._get_legal_actions() } return extracted_state def get_payoffs(self): ''' Get the payoffs of players. Must be implemented in the child class. Returns: payoffs (list): a list of payoffs for each player ''' payoffs = self.game.judge.scorer.get_payoffs(game=self.game) return payoffs def _decode_action( self, action_id) -> ActionEvent: # FIXME 200213 should return str ''' Action id -> the action in the game. Must be implemented in the child class. Args: action_id (int): the id of the action Returns: action (ActionEvent): the action that will be passed to the game engine. ''' return self.game.decode_action(action_id=action_id) def _get_legal_actions(self): ''' Get all legal actions for current state Returns: legal_actions (list): a list of legal actions' id ''' legal_actions = self.game.judge.get_legal_actions() legal_actions_ids = [ action_event.action_id for action_event in legal_actions ] return legal_actions_ids def _load_model(self): ''' Load pre-trained/rule model Returns: model (Model): A Model object ''' raise NotImplementedError