コード例 #1
0
def play_with_MCTS(game, black_strategy, white_strategy):
    game.restart()
    strategy = lambda who: black_strategy if who == utils.BLACK else white_strategy

    while game.player is not None:
        game_strategy = strategy(game.player)
        oppo_strategy = strategy(Othello.opponent(game.player))

        if isinstance(game_strategy, MCTS):
            move = game_strategy.suggest_move(game)
            game_strategy.shift_root(move)
        else:
            move = Othello.get_move(game_strategy, game.player, game.board)

        if isinstance(oppo_strategy, MCTS):
            oppo_strategy.shift_root(move)

        game.make_valid_move(move)
        # print move
        # print Othello.print_board(game.board)
        # game.player = Othello.next_player(game.board, game.player)
        # raw_input()

    # Store the value for value network training
    # if isinstance(black_strategy, MCTS):
    #     black_strategy.store_value()
    # if isinstance(white_strategy, MCTS):
    #     white_strategy.store_value()

    return game.board, Othello.score(utils.BLACK, game.board)
コード例 #2
0
    def evaluate(self, game):

        # player = utils.PIECES.index(player) # black-1, white-0
        data = np.empty((1, 10, 8, 8), dtype="int8")
        player = game.player
        board = game.board
        validmoves = Othello.legal_moves(player, board)

        arr = np.zeros((10, 8, 8), dtype="int8")
        arr[9] = np.ones((8, 8), dtype="int8")

        for i in xrange(8):
            for j in xrange(8):
                square = i + j * 10 + 11
                if square in validmoves:
                    arr[4][i][j] = 1
                if board[square] == utils.EMPTY:
                    arr[3][i][j] = 1
                else:
                    if board[square] == player:
                        arr[1][i][j] = 1
                    elif board[square] == Othello.opponent(player):
                        arr[2][i][j] = 1
                    if self.check_adjacent(square, board):
                        if board[square] == player:
                            arr[5][i][j] = 1
                        elif board[square] == Othello.opponent(player):
                            arr[7][i][j] = 1
                    else:
                        if board[square] == player:
                            arr[6][i][j] = 1
                        elif board[square] == Othello.opponent(player):
                            arr[8][i][j] = 1

        data[0] = arr

        prob = self.model.predict(data, batch_size=1)[0]
        prob = np.reshape(prob, 64)

        # softmax temperature manipulate
        prob_sum = 0
        for i in validmoves:
            prob[LABEL_MAP.index(i)] = math.exp(prob[LABEL_MAP.index(i)] / T)
            prob_sum += prob[LABEL_MAP.index(i)]

        move_probs = list(
            (i, prob[LABEL_MAP.index(i)] / prob_sum) for i in validmoves)

        return move_probs
コード例 #3
0
 def evaluate(self, game):
     player = game.player
     board = game.board
     validmoves = Othello.legal_moves(player, board)
     if len(validmoves) == 0:
         return []
     prob = 1.0 / len(validmoves)
     random.shuffle(validmoves)
     move_probs = list((i, prob) for i in validmoves)
     return move_probs
コード例 #4
0
def get_move(player, board):
    data = np.empty((1, 10, 8, 8), dtype="int8")
    validmoves = Othello.legal_moves(player, board)

    arr = np.zeros((10, 8, 8), dtype="int8")
    arr[9] = np.ones((8, 8), dtype="int8")

    for i in xrange(8):
        for j in xrange(8):
            square = i + j * 10 + 11
            if square in validmoves:
                arr[4][i][j] = 1
            if board[square] == utils.EMPTY:
                arr[3][i][j] = 1
            else:
                if board[square] == player:
                    arr[1][i][j] = 1
                elif board[square] == Othello.opponent(player):
                    arr[2][i][j] = 1
                if check_adjacent(square, board):
                    if board[square] == player:
                        arr[5][i][j] = 1
                    elif board[square] == Othello.opponent(player):
                        arr[7][i][j] = 1
                else:
                    if board[square] == player:
                        arr[6][i][j] = 1
                    elif board[square] == Othello.opponent(player):
                        arr[8][i][j] = 1

    data[0] = arr
    # print utils.print_board(board)
    # print arr
    # raw_input()

    prob = model.predict(data, batch_size=1)[0]
    # prob = np.reshape(prob, 64)

    validpred = np.asarray(
        list([i, prob[LABEL_MAP.index(i)]] for i in validmoves))
    move = validpred[np.argmax(validpred[:, 1])][0]
    return int(move)
コード例 #5
0
    def evaluate(self, game):

        # player = utils.PIECES.index(player) # black-1, white-0
        data = np.empty((1, 10, 8, 8), dtype="int8")
        player = game.player
        board = game.board
        validmoves = Othello.legal_moves(player, board)

        arr = np.zeros((10, 8, 8), dtype="int8")
        arr[9] = np.ones((8, 8), dtype="int8")

        for i in xrange(8):
            for j in xrange(8):
                square = i + j*10 + 11
                if square in validmoves:
                    arr[4][i][j] = 1
                if board[square] == utils.EMPTY:
                    arr[3][i][j] = 1
                else:
                    if board[square] == player:
                        arr[1][i][j] = 1
                    elif board[square] == Othello.opponent(player):
                        arr[2][i][j] = 1
                    if self.check_adjacent(square, board):
                        if board[square] == player:
                            arr[5][i][j] = 1
                        elif board[square] == Othello.opponent(player):
                            arr[7][i][j] = 1
                    else:
                        if board[square] == player:
                            arr[6][i][j] = 1
                        elif board[square] == Othello.opponent(player):
                            arr[8][i][j] = 1

        data[0] = arr

        score = self.model.predict(data, batch_size=1)[0]

        return score
コード例 #6
0
 def store_value(self, dest=DEST_DIR):
     filename = time.strftime('mcts_result_%Y%m%d%H%M%S.txt')
     try:
         with open(dest + filename, 'w') as f:
             expansion_list = []
             for i in self.root.children:
                 if self.root.children[i].is_expanded():
                     expansion_list.append(self.root.children[i])
             while len(expansion_list) > 0:
                 temp_node = expansion_list.pop(0)
                 if temp_node.game.player is None:
                     continue
                 for i in temp_node.children:
                     if temp_node.children[i].is_expanded():
                         expansion_list.append(temp_node.children[i])
                 f.write(
                     Othello.board_to_str(temp_node.game.board,
                                          temp_node.game.player) + ' ' +
                     str(temp_node.Q) + ' ' + str(temp_node.N) + '\n')
     except:
         print "Error! Cannot log file: " + filename
コード例 #7
0
    def get_generate_data(self):
        print("start")
        files = os.listdir(self.dirname)
        length = 0
        for filename in files:
            length += sum(1
                          for line in open(self.dirname + "/" + filename, "r"))
        length *= 4
        print length
        data = np.empty((length, 10, 8, 8), dtype="int8")
        label = np.empty(length, dtype="float32, int32")
        data_id = 0
        for filename in files:
            with open(self.dirname + "/" + filename, "r") as f:
                for line in f:
                    # Read the board, player and Q/N from the file
                    board, player = Othello.str_to_board(line[0:102])
                    values = line[103:].split(' ')
                    Q = float(values[0])
                    N = int(values[1])

                    # Process the board into training data
                    validmoves = Othello.legal_moves(player, board)
                    arr = np.zeros((10, 8, 8), dtype="int8")
                    arr[9] = np.ones((8, 8), dtype="int8")

                    for i in xrange(8):
                        for j in xrange(8):
                            square = i + j * 10 + 11
                            if square in validmoves:
                                arr[4][i][j] = 1
                            if board[square] == utils.EMPTY:
                                arr[3][i][j] = 1
                            else:
                                if board[square] == player:
                                    arr[1][i][j] = 1
                                elif board[square] == Othello.opponent(player):
                                    arr[2][i][j] = 1
                                if check_adjacent(square, board):
                                    if board[square] == player:
                                        arr[5][i][j] = 1
                                    elif board[square] == Othello.opponent(
                                            player):
                                        arr[7][i][j] = 1
                                else:
                                    if board[square] == player:
                                        arr[6][i][j] = 1
                                    elif board[square] == Othello.opponent(
                                            player):
                                        arr[8][i][j] = 1

                    data[data_id, :, :, :] = arr
                    data[data_id + 1, :, :, :] = np.array(
                        list(m.transpose() for m in arr))
                    arr = arr[:, ::-1, ::-1]
                    data[data_id + 2, :, :, :] = arr
                    data[data_id + 3, :, :, :] = np.array(
                        list(m.transpose() for m in arr))

                    label[data_id:data_id + 4] = [(Q, N)] * 4

                    # progress report
                    percentage = int((float(data_id + 1) / (length)) * 30)
                    progress_bar = '[' + '=' * percentage + '>' + '.' * (
                        29 - percentage) + ']'
                    sys.stdout.write(' ' + str(data_id + 1) + '/' +
                                     str(length) + ' ' + progress_bar + '\r')
                    sys.stdout.flush()

                    data_id += 4

        #Map
        print("\nMap:")
        bin_board_dict = {}
        for i in xrange(length):
            key = int(
                ''.join(
                    list(
                        str(num) for own_stone_list in data[i][1].tolist()
                        for num in own_stone_list)) + ''.join(
                            list(
                                str(num)
                                for oppo_stone_list in data[i][2].tolist()
                                for num in oppo_stone_list)), 2)
            if label[i][1] > 10:
                if key not in bin_board_dict:
                    bin_board_dict[key] = []
                bin_board_dict[key].append(i)

            # progress report
            percentage = int((float(i + 1) / (length)) * 30)
            progress_bar = '[' + '=' * percentage + '>' + '.' * (
                29 - percentage) + ']'
            sys.stdout.write(' ' + str(i + 1) + '/' + str(length) + ' ' +
                             progress_bar + '\r')
            sys.stdout.flush()

        #Reduce
        print("\nReduce")
        uni_length = len(bin_board_dict)
        uni_data = np.empty((uni_length, 10, 8, 8), dtype="int8")
        uni_label = np.zeros(uni_length, dtype="float32")
        uni_data_id = 0
        print(uni_length)
        for board in bin_board_dict:
            uni_data[uni_data_id] = data[bin_board_dict[board][0]]
            uni_label[uni_data_id] = sum(
                inner_product(label[i]) for i in bin_board_dict[board]) / sum(
                    label[i][1] for i in bin_board_dict[board])

            # progress report
            percentage = int((float(uni_data_id + 1) / (uni_length)) * 30)
            progress_bar = '[' + '=' * percentage + '>' + '.' * (
                29 - percentage) + ']'
            sys.stdout.write(' ' + str(uni_data_id + 1) + '/' +
                             str(uni_length) + ' ' + progress_bar + '\r')
            sys.stdout.flush()

            uni_data_id += 1

        print("\nOver!")
        print("Total sample count: " + str(len(uni_data)))
        return uni_data, uni_label
コード例 #8
0
ファイル: mcts_battle.py プロジェクト: BaconSun/Project-Tempo
 def __init__(self, heuristic):
     self.heuristic = heuristic
     self.engine = Othello()
コード例 #9
0
    def get_generate_data(self):
        print ("start")
        files = os.listdir(self.dirname)
        length = 0
        for filename in files:
            # if sum(1 for line in open(self.dirname + "/" + filename, "r")) < self.omit_lines:
            #     print "ERROR\n",filename
            length += sum(1 for line in open(self.dirname + "/" + filename, "r")) - self.omit_lines
        length*=4
        print length
        data = np.empty((length, 10, 8, 8), dtype="int8")
        label = np.empty((length), dtype="int8")
        data_id = 0
        for filename in files:
            with open(self.dirname + "/" + filename, "r") as f:
                self.game.restart()
                line_count = 0
                for line in f:
                    line_count += 1
                    currentplayer = utils.PIECES[int(line[0])]
                    x = int(line[2])
                    y = int(line[4])
                    # score = float(line[6:])
                    if self.game.player == currentplayer:
                        if line_count > self.omit_lines:
                            player = self.game.player
                            board = self.game.board
                            validmoves = Othello.legal_moves(player, board)
                            arr = np.zeros((10, 8, 8), dtype="int8")
                            arr[9] = np.ones((8, 8), dtype="int8")

                            for i in xrange(8):
                                for j in xrange(8):
                                    square = i + j*10 + 11
                                    if square in validmoves:
                                        arr[4][i][j] = 1
                                    if board[square] == utils.EMPTY:
                                        arr[3][i][j] = 1
                                    else:
                                        if board[square] == player:
                                            arr[1][i][j] = 1
                                        elif board[square] == Othello.opponent(player):
                                            arr[2][i][j] = 1
                                        if check_adjacent(square, board):
                                            if board[square] == player:
                                                arr[5][i][j] = 1
                                            elif board[square] == Othello.opponent(player):
                                                arr[7][i][j] = 1
                                        else:
                                            if board[square] == player:
                                                arr[6][i][j] = 1
                                            elif board[square] == Othello.opponent(player):
                                                arr[8][i][j] = 1


                            data[data_id, :, :, :] = arr
                            data[data_id+1, :, :, :] = np.array(list(m.transpose() for m in arr))
                            arr = arr[:,::-1,::-1]
                            data[data_id+2, :, :, :] = arr
                            data[data_id+3, :, :, :] = np.array(list(m.transpose() for m in arr))

                            label[data_id] = LABEL_MAP[x][y]
                            label[data_id+1] = LABEL_MAP[y][x]
                            label[data_id+2] = LABEL_MAP[7-x][7-y]
                            label[data_id+3] = LABEL_MAP[7-y][7-x]

                            # progress report
                            percentage = int((float(data_id+1) / (length)) * 30)
                            progress_bar = '[' + '='*percentage + '>' + '.'*(29-percentage) + ']'
                            sys.stdout.write(' ' + str(data_id+1) + '/' + str(length) + ' ' + progress_bar + '\r')
                            sys.stdout.flush()

                            data_id += 4

                    pos = x + y*10 + 11
                    self.game.make_valid_move(pos)

        #Map
        print ("\nMap:")
        bin_board_dict = {}
        for i in xrange(length):
            key = int(
                ''.join(list(str(num) for own_stone_list in data[i][1].tolist() for num in own_stone_list))
                + ''.join(list(str(num) for oppo_stone_list in data[i][2].tolist() for num in oppo_stone_list))
                + bin(label[i])[2:], 2)
            if key not in bin_board_dict:
                bin_board_dict[key] = i

            # progress report
            percentage = int((float(i+1) / (length)) * 30)
            progress_bar = '[' + '='*percentage + '>' + '.'*(29-percentage) + ']'
            sys.stdout.write(' ' + str(i+1) + '/' + str(length) + ' ' + progress_bar + '\r')
            sys.stdout.flush()

        #Reduce
        print ("\nReduce")
        uni_length = len(bin_board_dict)
        uni_data = np.empty((uni_length, 10, 8, 8), dtype="int8")
        uni_label = np.zeros(uni_length, dtype="int8")
        uni_data_id = 0
        print(uni_length)
        for board in bin_board_dict:
            uni_data[uni_data_id] = data[bin_board_dict[board]]

            uni_label[uni_data_id] = label[bin_board_dict[board]]

            # progress report
            percentage = int((float(uni_data_id+1) / (uni_length)) * 30)
            progress_bar = '[' + '='*percentage + '>' + '.'*(29-percentage) + ']'
            sys.stdout.write(' ' + str(uni_data_id+1) + '/' + str(uni_length) + ' ' + progress_bar + '\r')
            sys.stdout.flush()

            uni_data_id += 1

        print("\nOver!")
        print("Total sample count: " + str(len(uni_data)))
        return uni_data, uni_label
コード例 #10
0
 def __init__(self, dirname, omit_lines=8):
     self.dirname = dirname
     self.game = Othello()
     self.omit_lines = omit_lines
コード例 #11
0
    def createGrid(self):
        def btn_restart_game():
            if self.playing:
                self.packAndSend({
                    'to': self.opponent['client_id'],
                    'action': 'restart',
                    'value': 'apply'
                })
            else:
                QMessageBox.information(self, '系统消息', "没有加入任何游戏")
                self.restartGame()

        def btn_leave_game():
            if self.playing:
                self.packAndSend({
                    'to': self.opponent['client_id'],
                    'action': 'leave',
                    'value': ''
                })
                self.restartGame()
            else:
                QMessageBox.information(self, '系统消息', "没有加入任何游戏")

        #设置主窗口的大小与位置
        screen = QDesktopWidget().screenGeometry()
        self.setGeometry((screen.width() - UI_WIDTH) / 2,
                         (screen.height() - UI_HEIGHT) / 2, UI_WIDTH,
                         UI_HEIGHT)
        self.setFixedSize(UI_WIDTH, UI_HEIGHT)
        #创建布局
        main = QWidget(self)
        main.setObjectName('main')
        self.setCentralWidget(main)
        self.othello = Othello()
        self.board = Board(main, self.othello)
        self.hall = Hall(self)

        #创建应该下子的图片标志,初始化为黑子
        pic = QLabel(self)
        pic.setGeometry(UI_WIDTH * 0.212, UI_HEIGHT * 0.12, 50, 50)
        pic.setObjectName('label_for_turn_image')

        #创建功能按钮
        buttons = QWidget(self)
        buttons.setGeometry(UI_WIDTH * 0.77, UI_HEIGHT * 0.4, UI_WIDTH * 0.2,
                            UI_HEIGHT * 0.12)
        buttons.setObjectName('buttons')
        btn_restart = QPushButton('重新开始', self)
        btn_list = QPushButton('玩家列表', self)
        btn_leave = QPushButton('离开', self)
        btn_hall = QPushButton('大厅', self)
        grid = QGridLayout()
        grid.addWidget(btn_restart, 0, 0)
        grid.addWidget(btn_list, 0, 1)
        grid.addWidget(btn_leave, 1, 0)
        grid.addWidget(btn_hall, 1, 1)
        buttons.setLayout(grid)
        btn_restart.clicked.connect(btn_restart_game)
        btn_list.clicked.connect(lambda: self.packAndSend({
            'to': 'admin',
            'action': 'list',
            'value': '玩家列表'
        }))
        btn_hall.clicked.connect(lambda: self.packAndSend({
            'to': 'admin',
            'action': 'games',
            'value': '列出大厅'
        }))
        btn_leave.clicked.connect(btn_leave_game)
        #创建分数显示屏,包括黑棋得分,黑棋昵称,白棋得分,白棋昵称
        self.score_black = QLabel(self)
        self.score_black.setObjectName('score_black')
        self.score_black.setGeometry(UI_WIDTH * 0.08, UI_HEIGHT * 0.25, 100,
                                     60)
        self.nickname_black = QLabel("<p style='text-align:center'>黑棋</p>",
                                     self)
        self.nickname_black.setObjectName('nickname_black')
        self.nickname_black.setGeometry(UI_WIDTH * 0.03, UI_HEIGHT * 0.36, 120,
                                        60)

        self.score_white = QLabel(self)
        self.score_white.setObjectName('score_white')
        self.score_white.setGeometry(UI_WIDTH * 0.08, UI_HEIGHT * 0.57, 100,
                                     60)
        self.nickname_white = QLabel("<p style='text-align:center'>白棋</p>",
                                     self)
        self.nickname_white.setObjectName('nickname_white')
        self.nickname_white.setGeometry(UI_WIDTH * 0.03, UI_HEIGHT * 0.68, 120,
                                        60)
        self.move_record = QTextEdit("当前下子情况", self)
        self.move_record.setReadOnly(True)
        #显示走棋的位置
        self.move_record = QTextEdit("下子情况", self)
        self.move_record.setObjectName("move_record")
        self.move_record.setReadOnly(True)
        self.move_record.setGeometry(UI_WIDTH * 0.765, UI_HEIGHT * 0.24,
                                     UI_WIDTH * 0.215, UI_HEIGHT * 0.15)

        #创建输入框
        chat = QWidget(self)
        chat.setObjectName('chat')
        chat.setGeometry(UI_WIDTH * 0.755, UI_HEIGHT * 0.54, UI_WIDTH * 0.235,
                         UI_HEIGHT * 0.45)
        grid = QGridLayout()
        chat.setLayout(grid)
        # 聊天窗口
        self.messages = QTextEdit("欢饮来到呆尐兔兔五子棋,撒花~~~", self)
        self.messages.setReadOnly(True)
        self.edit = QLineEdit(self)
        btn_send_msg = QPushButton("Enter/发送", self)
        btn_send_msg.clicked.connect(self.chat)
        grid.addWidget(self.messages, 0, 0, 10, 10)
        grid.addWidget(self.edit, 10, 0, 2, 8)
        grid.addWidget(btn_send_msg, 10, 8, 2, 2)
コード例 #12
0
 def use_random(self, game):
     game.make_valid_move(
         random.choice(Othello.legal_moves(game.player, game.board)))
     return game