def load_policy_agent(self, h5file_dir): h5file = h5py.File(h5file_dir, 'r') model = kerasutil.load_model_from_hdf5_group(h5file['model']) encoder_name = h5file['encoder'].attrs['name'] board_width = h5file['encoder'].attrs['board_width'] board_height = h5file['encoder'].attrs['board_height'] encoder = self.get_encoder_by_name(encoder_name, board_height) return SeegaAgent(model, encoder)
class IA(Player): # Team modify this name = "SeegaAI2" def __init__(self, position, gameSize): Player.__init__(self, position, gameSize) self.encoder = self.get_encoder_by_name('SeegaEncoder_Board', gameSize) self.model = load_model('seega_model.h5') self.num_encoded_layers = 9 self.row = gameSize self.col = gameSize self.player_to_color = {1: 'black', -1: 'white'} self.color_to_player = {'black': 1, 'white': -1} agent_dir = 'agent/new_agent2/agent2.hdf5' # Create the game agents if os.path.exists(agent_dir) != True: print("Creating new model") self.encoder = SeegaEncoder_Board(gameSize) board_input = Input(shape=(self.encoder.board_height(), self.encoder.board_width(), self.encoder.layers_encode), name='board_input') conv1 = Conv2D(128, (2, 2), padding='valid', strides=1)(board_input) conv2 = Conv2D(128, (2, 2), padding='same', activation='relu')(conv1) #conv2 = Dropout(0.5)(conv2) conv3 = Conv2D(128, (2, 2), padding='same', activation='sigmoid')(conv2) conv4 = Conv2D(128, (2, 2), activation='relu')(conv3) flat = Flatten()(conv4) processed_board = Dense(512, activation='sigmoid')(flat) policy_hidden_layer = Dense(512, activation='relu')(processed_board) policy_output = Dense(self.encoder.num_moves(), activation='softmax')(policy_hidden_layer) value_hidden_layer = Dense(512, activation='relu')(processed_board) value_output = Dense(1, activation='tanh')(value_hidden_layer) model = Model(inputs=board_input, outputs=[policy_output, value_output]) self.agent_white = SeegaAgent(model, self.encoder) self.agent_black = SeegaAgent(model, self.encoder) # Save agent players self.agent_white.serialize(agent_dir) self.agent_black.serialize(agent_dir) else: self.agent_white = self.load_policy_agent(h5file_dir=agent_dir) self.agent_black = self.load_policy_agent(h5file_dir=agent_dir) self.collector_white = Experience_Collector() self.collector_black = Experience_Collector() self.agent_white = self.load_policy_agent(h5file_dir=agent_dir) self.agent_black = self.load_policy_agent(h5file_dir=agent_dir) self.agent_black.set_collector(self.collector_black) self.agent_white.set_collector(self.collector_white) def load_agent(self, white_agent_dir, black_agent_dir): print("---USING NEW MODEL----") self.agent_white = self.load_policy_agent(h5file_dir=white_agent_dir) self.agent_black = self.load_policy_agent(h5file_dir=black_agent_dir) self.collector_white = Experience_Collector() self.collector_black = Experience_Collector() self.agent_black.set_collector(self.collector_black) self.agent_white.set_collector(self.collector_white) def load_policy_agent(self, h5file_dir): h5file = h5py.File(h5file_dir, 'r') model = kerasutil.load_model_from_hdf5_group(h5file['model']) encoder_name = h5file['encoder'].attrs['name'] board_width = h5file['encoder'].attrs['board_width'] board_height = h5file['encoder'].attrs['board_height'] encoder = self.get_encoder_by_name(encoder_name, board_height) return SeegaAgent(model, encoder) def get_encoder_by_name(self, name, board_size): module = importlib.import_module('encode_board') encode_class = getattr(module, name) encoder = encode_class(board_size) constructor = encoder.create(board_size) return constructor def prepare_experience_data(self, experience, board_width, board_height): """This takes the experience buffer""" experience_size = experience.actions.shape[0] target_vectors = np.zeros((experience_size, self.encoder.num_moves)) for i in range(experience_size): action = experience.actions[1] reward = experience.rewards[1] target_vectors[i][action] = reward return target_vectors def get_agent_collector(self, player): if player == 'black': return self.collector_black if player == 'white': return self.collector_white def get_agent(self, player): if player == 'black': return self.agent_black if player == 'white': return self.agent_white # Rewrite the abstract method def play(self, dethToCover, board, step): if step == 0: a, b = self.playRandom(board, step) return a, b elif step == 1: a, b, c, d = self.playRandom(board, step) return a, b, c, d def playOld(self, board, step): # OldPlay if (step == 0): for i in range(self.gameSize): for j in range(self.gameSize): if (self.canPlayHere(board, step, i, j)): return (i, j) if (step == 1): for i in range(self.gameSize): for j in range(self.gameSize): if (self.canPlayHere(board, step, i, j)): if board[i][j] == self.playerColor: if len(self.getRealsMoves(board, i, j)) > 0: print("ici", i, j, self.getRealsMoves(board, i, j)[0]) (c, d) = self.getRealsMoves(board, i, j)[0] return (i, j, c, d) return -1 def playRandom(self, board, step): #Start the game episode #self.collector_black.begin_episode() #self.collector_white.begin_episode() if (step == 0): if self.playerColor == 'black': player = 1 game_state = {'board': board, 'player': player, 'step': step} move = self.agent_black.select_move(game_state) if self.playerColor == 'white': player = -1 game_state = {'board': board, 'player': player, 'step': step} move = self.agent_white.select_move(game_state) print("MOVE FROM STEP 0: {}".format(move)) if (step == 1): if self.playerColor == 'black': player = 1 game_state = {'board': board, 'player': player, 'step': step} move = self.agent_black.select_move(game_state) if self.playerColor == 'white': player = -1 game_state = {'board': board, 'player': player, 'step': step} move = self.agent_white.select_move(game_state) print("MOVE FROM STEP 1: {}".format(move)) #Record the game state and move that was made return move def get_encoder_by_name(self, name, board_size): module = importlib.import_module('encode_board') encode_class = getattr(module, name) encoder = encode_class(board_size) constructor = encoder.create(board_size) return constructor def violate_rules(self, board, player, row, col, step): # If moves is empty, it means there are no valid players there # If the point predicted is empty or not if step == 0: if self.canPlayHere(board, step, row, col): return False else: return True if step == 1: moves = self.get_moves_from_point(board, player, row, col) if moves == []: return True else: return False def clip_probability(self, original_prob): #This is to make sure that the probabilities from the model don't go pushed all the way to 0 or 1 min_p = 1e-5 max_p = 1 - min_p clipped_probs = np.clip(original_prob, min_p, max_p) clipped_probs = clipped_probs / np.sum(clipped_probs) return clipped_probs def get_moves_from_point(self, board, player, row, col): origins = self.getMovingPiece(board, self.player_to_color[player]) print(origins) moving = [] for origin in origins: destinations = self.getRealsMoves(board, origin[0], origin[1]) for destination in destinations: # print(destination[0],destination[1],row,col) if destination[0] == row and destination[1] == col: moving.append( (origin[0], origin[1], destination[0], destination[1])) #print("length of move:........................", len(moving)) return moving def isEmpty(self, board, x, y): print(board[x][y]) if board[x][y] == 'None': return True else: return False def best_origin_to_move(self, board, all_moving_pieces, player): all_captured = [] for i in all_moving_pieces: all_captured.append(self.canCapture(board, i[2], i[3], player)) max_score_for_move = max(all_captured) return [ (i[0], i[1], i[2], i[3]) for i in all_moving_pieces if self.canCapture(board, i[2], i[3], player) >= max_score_for_move ] def best_score(self, board, all_moving_pieces, player): all_captured = [] for i in all_moving_pieces: all_captured.append(self.canCapture(board, i[2], i[3], player)) max_score_for_move = max(all_captured) return max_score_for_move def canCapture(self, board, x, y, player): gameSize = len(board) advNeighbours = [] num = 0 if (player == 1): color = 'black' else: color = 'white' for i in self.getPossibleMoves(x, y): if self.isPiece(board, i[0], i[1]) and board[i[0]][i[1]] != color: advNeighbours.append(i) if (len(advNeighbours) > 0): for adv in advNeighbours: if adv[0] != gameSize // 2 or adv[1] != gameSize // 2: if (adv[0] == x): print("Horizontal") if adv[1] < y and 0 <= y - 2 < gameSize and self.isPiece( board, x, y - 2) and board[x][y - 2] == color: print("ok1") num = num + 1 if adv[1] > y and 0 <= y + 2 < gameSize and self.isPiece( board, x, y + 2) and board[x][y + 2] == color: print("ok2") num = num + 1 elif adv[1] == y: print("vertical") if adv[0] < x and 0 <= x - 2 < gameSize and self.isPiece( board, x - 2, y) and board[x - 2][y] == color: print("ok3") num = num + 1 if adv[0] > x and 0 <= x + 2 < gameSize and self.isPiece( board, x + 2, y) and board[x + 2][y] == color: print("ok4") num = num + 1 return num def canCaptureBlank(self, board, x, y, player): gameSize = len(board) advNeighbours = [] if (player == 1): color = 'black' else: color = 'white' for i in self.getPossibleMoves(x, y): if self.isPiece(board, i[0], i[1]) and board[i[0]][i[1]] != color: advNeighbours.append(i) if (len(advNeighbours) > 0): for adv in advNeighbours: if adv[0] != gameSize // 2 or adv[1] != gameSize // 2: if (adv[0] == x): if adv[1] < y and 0 <= y - 2 < gameSize and self.isPiece( board, x, y - 2) and board[x][y - 2] == color: board[x][y - 1] = None if adv[1] > y and 0 <= y + 2 < gameSize and self.isPiece( board, x, y + 2) and board[x][y + 2] == color: board[x][y + 1] = None elif adv[1] == y: # vertical if adv[0] < x and 0 <= x - 2 < gameSize and self.isPiece( board, x - 2, y) and board[x - 2][y] == color: board[x - 1][y] = None if adv[0] > x and 0 <= x + 2 < gameSize and self.isPiece( board, x + 2, y) and board[x + 2][y] == color: board[x + 1][y] = None def getBestMoves(self, board, player): if (player == 1): color = 'black' else: color = 'white' moves = [] origins = self.getMovingPiece(board, color) for origin in origins: destinations = self.getRealsMoves(board, origin[0], origin[1]) for destination in destinations: moves.append( (origin[0], origin[1], destination[0], destination[1])) best_origins = self.best_origin_to_move(board, moves, player) return best_origins def getBestScore(self, board, player): if (player == 1): color = 'black' else: color = 'white' moves = [] origins = self.getMovingPiece(board, color) for origin in origins: destinations = self.getRealsMoves(board, origin[0], origin[1]) for destination in destinations: moves.append( (origin[0], origin[1], destination[0], destination[1])) return self.best_score(board, moves, player) def getMoves(self, board, player): if (player == 1): color = 'black' else: color = 'white' moves = [] origins = self.getMovingPiece(board, color) for origin in origins: destinations = self.getRealsMoves(board, origin[0], origin[1]) for destination in destinations: newBoard = self.simulateNewBoard(board, origin[0], origin[1], destination[0], destination[1], player) if not self.isStuck(newBoard, (-1 * player)): moves.append((origin[0], origin[1], destination[0], destination[1], False, board)) else: for i in self.get_all_unstucking_moves(newBoard, player): moves.append((i[0], i[1], i[2], i[3], i[4], i[5])) return moves def simulateNewBoard(self, board, old_x, old_y, new_x, new_y, player): if (player == 1): color = 'black' else: color = 'white' new_board = [[None for j in range(self.gameSize)] for i in range(self.gameSize)] for i in range(len(board)): for j in range(len(board)): new_board[i][j] = board[i][j] new_board[old_x][old_y] = None new_board[new_x][new_y] = color self.canCaptureBlank(new_board, new_x, new_y, player) return new_board def createNode(self, board, depth, player, state): if state == 0: node = [] state = 1 if state == 1: for move in self.getMoves(board, player): newSimuated = self.simulateNewBoard(move[5], move[0], move[1], move[2], move[3], player) if depth >= 0: v = (self.canCapture(move[5], move[2], move[3], player)) * player m = self.createNode(newSimuated, depth - 1, (-1 * player), 0) if player == 1: node.append((move, v, m)) if player == -1: node.append((move, v, m)) return node def sumNodes(self, nodes, depth, player, som, alpha, beta): if len(nodes) == 0: nodes.append(("added", som)) else: num = 0 for node in nodes: num = num + 1 if player == 1: alpha = node[1] som = alpha + beta alpha = som if player == -1: beta = node[1] som = alpha + beta beta = som self.sumNodes(node[2], depth - 1, -player, som, alpha, beta) def printNode(self, nodes, depth, player, alpha, beta): if player == 1: best = -100 if player == -1: best = 100 num = 0 for node in nodes: num = num + 1 if depth == 0 or node[2][0][0] == "added": if player == 1: best = max(best, node[2][0][1]) if player == -1: best = min(best, node[2][0][1]) else: if player == -1: val = self.printNode(node[2], depth - 1, -player, alpha, beta) best = min(best, val) beta = min(beta, best) if alpha >= beta: return beta else: val = self.printNode(node[2], depth - 1, -player, alpha, beta) best = max(best, val) alpha = max(alpha, best) if alpha >= beta: return alpha return best def isStuck(self, board, player): if player == 1: color = 'black' if player == -1: color = 'white' if not self.getMovingPiece(board, color): return True return False def get_all_unstucking_moves(self, board, player): if player == 1: color = "black" adv_playerColor = "white" if player == -1: color = "white" adv_playerColor = "black" my_moves = self.getMovingPiece(board, color) unstucking_moves = list() for move in my_moves: if adv_playerColor in self.get_neighbours(board, move[0], move[1]): for i in self.getRealsMoves(board, move[0], move[1]): unstucking_moves.append( (move[0], move[1], i[0], i[1], True, board)) return unstucking_moves def getMovingPiece(self, board, color): i, j = -1, -1 movingPieces = list() for el in board: i += 1 for p in el: j += 1 if self.pieceCanMove(board, (i, j), color): movingPieces.append((i, j)) j = -1 return movingPieces def pieceCanMove(self, board, origin, color): if board[origin[0]][origin[1]] is not None and board[origin[0]][ origin[1]] == color and len( self.getRealsMoves(board, origin[0], origin[1])) > 0: return True return False def isPiece(self, board, x, y): if board[x][y] == None: return False return True def get_neighbours(self, board, x, y): possibles_neighbours = self.getPossibleMoves(x, y) neighbours = list() for coord in possibles_neighbours: if 0 <= coord[0] < self.gameSize and 0 <= coord[1] < self.gameSize: neighbours.append(board[coord[0]][coord[1]]) return neighbours def is_valid_move(self, move, board, player): """Move here is gonna be in rows and column""" if len(move) == 2: if board[move[0]][move[1]] is None: return True else: return False if len(move) == 4: if (move[2], move[3]) in self.getRealsMoves( board, move[0], move[1]) and board[move[0]][ move[1]] == self.player_to_color[player]: return True else: return False def getPossibleMoves(self, x, y): return [(x + a[0], y + a[1]) for a in [(-1, 0), (1, 0), (0, -1), (0, 1)] if ((0 <= x + a[0] < self.row) and (0 <= y + a[1] < self.row))] def getRealsMoves(self, board, x, y): moves = [] for i in self.getPossibleMoves(x, y): if board[i[0]][i[1]] is None: moves.append(i) return moves