def test_sample_length(self): for seed, prob_end, expected_length in [ (0, 0.5, 2), (1, 0.5, 1), (2, 0.6, 1), (3, 0.4, 2), ]: rng = RandomGenerator(seed) r = rng.random() self.assertEqual(axl.match.sample_length(prob_end, r), expected_length)
class Match(object): """The Match class conducts matches between two players.""" def __init__(self, players, turns=None, prob_end=None, game=None, deterministic_cache=None, noise=0, match_attributes=None, reset=True, seed=None): """ Parameters ---------- players : tuple A pair of axelrod.Player objects turns : integer The number of turns per match prob_end : float The probability of a given turn ending a match game : axelrod.Game The game object used to score the match deterministic_cache : axelrod.DeterministicCache A cache of resulting actions for deterministic matches noise : float The probability that a player's intended action should be flipped match_attributes : dict Mapping attribute names to values which should be passed to players. The default is to use the correct values for turns, game and noise but these can be overridden if desired. reset : bool Whether to reset players or not seed : int Random seed for reproducibility """ defaults = { (True, True): (DEFAULT_TURNS, 0), (True, False): (float("inf"), prob_end), (False, True): (turns, 0), (False, False): (turns, prob_end), } self.turns, self.prob_end = defaults[(turns is None, prob_end is None)] self.result = [] self.noise = noise self.set_seed(seed) if game is None: self.game = Game() else: self.game = game if deterministic_cache is None: self._cache = DeterministicCache() else: self._cache = deterministic_cache if match_attributes is None: known_turns = self.turns if prob_end is None else float("inf") self.match_attributes = { "length": known_turns, "game": self.game, "noise": self.noise, } else: self.match_attributes = match_attributes self.players = list(players) self.reset = reset def set_seed(self, seed): """Sets a random seed for the Match, for reproducibility. Initializes a match-wide RNG instance which is used to propagate seeds to the Players and to generate random values for noise. Seeds are only set for stochastic players. Any seeds set on Players before being passed to Match will be overwritten. However, Evolvable Players may have already used their seeds to initialize their parameters, if underspecified. """ self.seed = seed self._random = RandomGenerator(seed=self.seed) @property def players(self): return self._players @players.setter def players(self, players): """Ensure that players are passed the match attributes""" newplayers = [] for player in players: player.set_match_attributes(**self.match_attributes) newplayers.append(player) self._players = newplayers @property def _stochastic(self): """ A boolean to show whether a match between two players would be stochastic. """ return is_stochastic(self.players, self.noise) @property def _cache_update_required(self): """ A boolean to show whether the deterministic cache should be updated. """ return (not self.noise and self._cache.mutable and not (any(Classifiers["stochastic"](p) for p in self.players))) def _cached_enough_turns(self, cache_key, turns): """ Returns true iff there are is a entry in self._cache for the given key and it's at least turns long. """ if cache_key not in self._cache: return False return len(self._cache[cache_key]) >= turns def simultaneous_play(self, player, coplayer, noise=0): """This pits two players against each other.""" s1, s2 = player.strategy(coplayer), coplayer.strategy(player) if noise: # Note this uses the Match classes random generator, not either # player's random generator. A player shouldn't be able to # predict the outcome of this noise flip. s1 = self._random.random_flip(s1, noise) s2 = self._random.random_flip(s2, noise) player.update_history(s1, s2) coplayer.update_history(s2, s1) return s1, s2 def play(self): """ The resulting list of actions from a match between two players. This method determines whether the actions list can be obtained from the deterministic cache and returns it from there if so. If not, it calls the play method for player1 and returns the list from there. Returns ------- A list of the form: e.g. for a 2 turn match between Cooperator and Defector: [(C, C), (C, D)] i.e. One entry per turn containing a pair of actions. """ if self.prob_end: r = self._random.random() turns = min(sample_length(self.prob_end, r), self.turns) else: turns = self.turns cache_key = (self.players[0], self.players[1]) if self._stochastic or not self._cached_enough_turns(cache_key, turns): for p in self.players: if self.reset: p.reset() p.set_match_attributes(**self.match_attributes) # Generate a random seed for the player, if stochastic if Classifiers["stochastic"](p): p.set_seed(self._random.random_seed_int()) result = [] for _ in range(turns): plays = self.simultaneous_play(self.players[0], self.players[1], self.noise) result.append(plays) if self._cache_update_required: self._cache[cache_key] = result else: result = self._cache[cache_key][:turns] self.result = result return result def scores(self): """Returns the scores of the previous Match plays.""" return iu.compute_scores(self.result, self.game) def final_score(self): """Returns the final score for a Match.""" return iu.compute_final_score(self.result, self.game) def final_score_per_turn(self): """Returns the mean score per round for a Match.""" return iu.compute_final_score_per_turn(self.result, self.game) def winner(self): """Returns the winner of the Match.""" winner_index = iu.compute_winner_index(self.result, self.game) if winner_index is False: # No winner return False if winner_index is None: # No plays return None return self.players[winner_index] def cooperation(self): """Returns the count of cooperations by each player.""" return iu.compute_cooperations(self.result) def normalised_cooperation(self): """Returns the count of cooperations by each player per turn.""" return iu.compute_normalised_cooperation(self.result) def state_distribution(self): """ Returns the count of each state for a set of interactions. """ return iu.compute_state_distribution(self.result) def normalised_state_distribution(self): """ Returns the normalized count of each state for a set of interactions. """ return iu.compute_normalised_state_distribution(self.result) def sparklines(self, c_symbol="█", d_symbol=" "): return iu.compute_sparklines(self.result, c_symbol, d_symbol) def __len__(self): return self.turns
class MoranProcess(object): def __init__(self, players: List[Player], turns: int = DEFAULT_TURNS, prob_end: float = None, noise: float = 0, game: Game = None, deterministic_cache: DeterministicCache = None, mutation_rate: float = 0.0, mode: str = "bd", interaction_graph: Graph = None, reproduction_graph: Graph = None, fitness_transformation: Callable = None, mutation_method="transition", stop_on_fixation=True, seed=None) -> None: """ An agent based Moran process class. In each round, each player plays a Match with each other player. Players are assigned a fitness score by their total score from all matches in the round. A player is chosen to reproduce proportionally to fitness, possibly mutated, and is cloned. The clone replaces a randomly chosen player. If the mutation_rate is 0, the population will eventually fixate on exactly one player type. In this case a StopIteration exception is raised and the play stops. If the mutation_rate is not zero, then the process will iterate indefinitely, so mp.play() will never exit, and you should use the class as an iterator instead. When a player mutates it chooses a random player type from the initial population. This is not the only method yet emulates the common method in the literature. It is possible to pass interaction graphs and reproduction graphs to the Moran process. In this case, in each round, each player plays a Match with each neighboring player according to the interaction graph. Players are assigned a fitness score by their total score from all matches in the round. A player is chosen to reproduce proportionally to fitness, possibly mutated, and is cloned. The clone replaces a randomly chosen neighboring player according to the reproduction graph. Parameters ---------- players turns: The number of turns in each pairwise interaction prob_end : The probability of a given turn ending a match noise: The background noise, if any. Randomly flips plays with probability `noise`. game: axelrod.Game The game object used to score matches. deterministic_cache: A optional prebuilt deterministic cache mutation_rate: The rate of mutation. Replicating players are mutated with probability `mutation_rate` mode: Birth-Death (bd) or Death-Birth (db) interaction_graph: Axelrod.graph.Graph The graph in which the replicators are arranged reproduction_graph: Axelrod.graph.Graph The reproduction graph, set equal to the interaction graph if not given fitness_transformation: A function mapping a score to a (non-negative) float mutation_method: A string indicating if the mutation method should be between original types ("transition") or based on the player's mutation method, if present ("atomic"). stop_on_fixation: A bool indicating if the process should stop on fixation seed: int A random seed for reproducibility """ m = mutation_method.lower() if m in ["atomic", "transition"]: self.mutation_method = m else: raise ValueError( "Invalid mutation method {}".format(mutation_method)) assert (mutation_rate >= 0) and (mutation_rate <= 1) assert (noise >= 0) and (noise <= 1) mode = mode.lower() assert mode in ["bd", "db"] self.mode = mode if deterministic_cache is not None: self.deterministic_cache = deterministic_cache else: self.deterministic_cache = DeterministicCache() self.turns = turns self.prob_end = prob_end self.game = game self.noise = noise self.initial_players = players # save initial population self.players = [] # type: List self.populations = [] # type: List self.score_history = [] # type: List self.winning_strategy_name = None # type: Optional[str] self.mutation_rate = mutation_rate self.stop_on_fixation = stop_on_fixation self._random = RandomGenerator(seed=seed) self._bulk_random = BulkRandomGenerator(self._random.random_seed_int()) self.set_players() # Build the set of mutation targets # Determine the number of unique types (players) keys = set([str(p) for p in players]) # Create a dictionary mapping each type to a set of representatives # of the other types d = dict() for p in players: d[str(p)] = p mutation_targets = dict() for key in sorted(keys): mutation_targets[key] = [ v for (k, v) in sorted(d.items()) if k != key ] self.mutation_targets = mutation_targets if interaction_graph is None: interaction_graph = complete_graph(len(players), loops=False) if reproduction_graph is None: reproduction_graph = Graph(interaction_graph.edges, directed=interaction_graph.directed) reproduction_graph.add_loops() # Check equal vertices v1 = interaction_graph.vertices v2 = reproduction_graph.vertices assert list(v1) == list(v2) self.interaction_graph = interaction_graph self.reproduction_graph = reproduction_graph self.fitness_transformation = fitness_transformation # Map players to graph vertices self.locations = sorted(interaction_graph.vertices) self.index = dict( zip(sorted(interaction_graph.vertices), range(len(players)))) self.fixated = self.fixation_check() def set_players(self) -> None: """Copy the initial players into the first population, setting seeds as needed.""" self.players = [] for player in self.initial_players: if (self.mutation_method == "atomic") and issubclass( player.__class__, EvolvablePlayer): # For reproducibility, we generate random seeds for evolvable players. seed = next(self._bulk_random) new_player = player.create_new(seed=seed) self.players.append(new_player) else: player.reset() self.players.append(player) self.populations = [self.population_distribution()] def fitness_proportionate_selection( self, scores: List, fitness_transformation: Callable = None) -> int: """Randomly selects an individual proportionally to score. Parameters ---------- scores: Any sequence of real numbers fitness_transformation: A function mapping a score to a (non-negative) float Returns ------- An index of the above list selected at random proportionally to the list element divided by the total. """ if fitness_transformation is None: csums = np.cumsum(scores) else: csums = np.cumsum([fitness_transformation(s) for s in scores]) total = csums[-1] r = self._random.random() * total for i, x in enumerate(csums): if x >= r: break return i def mutate(self, index: int) -> Player: """Mutate the player at index. Parameters ---------- index: The index of the player to be mutated """ if self.mutation_method == "atomic": if not issubclass(self.players[index].__class__, EvolvablePlayer): raise TypeError( "Player is not evolvable. Use a subclass of EvolvablePlayer." ) return self.players[index].mutate() # Assuming mutation_method == "transition" if self.mutation_rate > 0: # Choose another strategy at random from the initial population r = self._random.random() if r < self.mutation_rate: s = str(self.players[index]) j = self._random.randrange(0, len(self.mutation_targets[s])) p = self.mutation_targets[s][j] return p.clone() # Just clone the player return self.players[index].clone() def death(self, index: int = None) -> int: """ Selects the player to be removed. Note that the in the birth-death case, the player that is reproducing may also be replaced. However in the death-birth case, this player will be excluded from the choices. Parameters ---------- index: The index of the player to be removed """ if index is None: # Select a player to be replaced globally i = self._random.randrange(0, len(self.players)) # Record internally for use in _matchup_indices self.dead = i else: # Select locally # index is not None in this case vertex = self._random.choice( sorted( self.reproduction_graph.out_vertices( self.locations[index]))) i = self.index[vertex] return i def birth(self, index: int = None) -> int: """The birth event. Parameters ---------- index: The index of the player to be copied """ # Compute necessary fitnesses. scores = self.score_all() if index is not None: # Death has already occurred, so remove the dead player from the # possible choices scores.pop(index) # Make sure to get the correct index post-pop j = self.fitness_proportionate_selection( scores, fitness_transformation=self.fitness_transformation) if j >= index: j += 1 else: j = self.fitness_proportionate_selection( scores, fitness_transformation=self.fitness_transformation) return j def fixation_check(self) -> bool: """ Checks if the population is all of a single type Returns ------- Boolean: True if fixation has occurred (population all of a single type) """ classes = set(str(p) for p in self.players) self.fixated = False if len(classes) == 1: # Set the winning strategy name variable self.winning_strategy_name = str(self.players[0]) self.fixated = True return self.fixated def __next__(self) -> object: """ Iterate the population: - play the round's matches - chooses a player proportionally to fitness (total score) to reproduce - mutate, if appropriate - choose a player to be replaced - update the population Returns ------- MoranProcess: Returns itself with a new population """ # Check the exit condition, that all players are of the same type. if self.stop_on_fixation and self.fixation_check(): raise StopIteration if self.mode == "bd": # Birth then death j = self.birth() i = self.death(j) elif self.mode == "db": # Death then birth i = self.death() self.players[i] = None j = self.birth(i) # Mutate and/or replace player i with clone of player j self.players[i] = self.mutate(j) # Record population. self.populations.append(self.population_distribution()) return self def _matchup_indices(self) -> Set[Tuple[int, int]]: """ Generate the matchup pairs. Returns ------- indices: A set of 2 tuples of matchup pairs: the collection of all players who play each other. """ indices = set() # type: Set # For death-birth we only want the neighbors of the dead node # The other calculations are unnecessary if self.mode == "db": source = self.index[self.dead] self.dead = None sources = sorted(self.interaction_graph.out_vertices(source)) else: # birth-death is global sources = sorted(self.locations) for i, source in enumerate(sources): for target in sorted(self.interaction_graph.out_vertices(source)): j = self.index[target] if (self.players[i] is None) or (self.players[j] is None): continue # Don't duplicate matches if ((i, j) in indices) or ((j, i) in indices): continue indices.add((i, j)) return indices def score_all(self) -> List: """Plays the next round of the process. Every player is paired up against every other player and the total scores are recorded. Returns ------- scores: List of scores for each player """ N = len(self.players) scores = [0] * N for i, j in self._matchup_indices(): player1 = self.players[i] player2 = self.players[j] match = Match((player1, player2), turns=self.turns, prob_end=self.prob_end, noise=self.noise, game=self.game, deterministic_cache=self.deterministic_cache, seed=next(self._bulk_random)) match.play() match_scores = match.final_score_per_turn() scores[i] += match_scores[0] scores[j] += match_scores[1] self.score_history.append(scores) return scores def population_distribution(self) -> Counter: """Returns the population distribution of the last iteration. Returns ------- counter: The counts of each strategy in the population of the last iteration """ player_names = [str(player) for player in self.players] counter = Counter(player_names) return counter def __iter__(self) -> object: """ Returns ------- self """ return self def reset(self) -> None: """Reset the process to replay.""" self.winning_strategy_name = None self.score_history = [] # Reset all the players self.set_players() def play(self) -> List[Counter]: """ Play the process out to completion. If played with mutation this will not terminate. Returns ------- populations: Returns a list of all the populations """ if not self.stop_on_fixation or self.mutation_rate != 0: raise ValueError( "MoranProcess.play() will never exit if mutation_rate is" "nonzero or stop_on_fixation is False. Use iteration instead.") while True: try: self.__next__() except StopIteration: break return self.populations def __len__(self) -> int: """ Returns ------- The length of the Moran process: the number of populations """ return len(self.populations) def populations_plot(self, ax=None): """ Create a stackplot of the population distributions at each iteration of the Moran process. Parameters ---------------- ax: matplotlib axis Allows the plot to be written to a given matplotlib axis. Default is None. Returns ----------- A matplotlib axis object """ player_names = self.populations[0].keys() if ax is None: _, ax = plt.subplots() else: ax = ax plot_data = [] labels = [] for name in player_names: labels.append(name) values = [counter[name] for counter in self.populations] plot_data.append(values) domain = range(len(values)) ax.stackplot(domain, plot_data, labels=labels) ax.set_title("Moran Process Population by Iteration") ax.set_xlabel("Iteration") ax.set_ylabel("Number of Individuals") ax.legend() return ax