def act(self, gs: GameState) -> int:

        if self.apprentice_training_count > self.apprentice_training_before_takeover:
            return gs.get_available_actions(gs.get_active_player())[np.argmax(
                self.brain.predict(np.array([
                    gs.get_vectorized_state()
                ]))[0][gs.get_available_actions(gs.get_active_player())])]

        root_hash = gs.get_unique_id()
        memory = self.memory if self.keep_memory else dict()

        if root_hash not in memory:
            ExpertApprenticeAgent.create_node_in_memory(
                memory, root_hash,
                gs.get_available_actions(gs.get_active_player()),
                gs.get_active_player())

        for i in range(self.max_iteration):
            gs_copy = gs.clone()
            s = gs_copy.get_unique_id()
            history = []

            # SELECTION
            while not gs_copy.is_game_over() and all(
                (edge['n'] > 0 for edge in memory[s])):
                chosen_edge = max(((edge, ExpertApprenticeAgent.ucb_1(edge))
                                   for edge in memory[s]),
                                  key=lambda kv: kv[1])[0]
                history.append((s, chosen_edge))

                gs_copy.step(gs_copy.get_active_player(), chosen_edge['a'])
                s = gs_copy.get_unique_id()
                if s not in memory:
                    ExpertApprenticeAgent.create_node_in_memory(
                        memory, s,
                        gs_copy.get_available_actions(
                            gs_copy.get_active_player()),
                        gs_copy.get_active_player())

            # EXPANSION
            if not gs_copy.is_game_over():
                chosen_edge = choice(
                    list(
                        filter(lambda e: e['n'] == 0,
                               (edge for edge in memory[s]))))

                history.append((s, chosen_edge))
                gs_copy.step(gs_copy.get_active_player(), chosen_edge['a'])
                s = gs_copy.get_unique_id()
                if s not in memory:
                    ExpertApprenticeAgent.create_node_in_memory(
                        memory, s,
                        gs_copy.get_available_actions(
                            gs_copy.get_active_player()),
                        gs_copy.get_active_player())

            # SIMULATION
            while not gs_copy.is_game_over():
                gs_copy.step(
                    gs_copy.get_active_player(),
                    choice(
                        gs_copy.get_available_actions(
                            gs_copy.get_active_player())))

            scores = gs_copy.get_scores()
            # REMONTEE DU SCORE
            for (s, edge) in history:
                edge['n'] += 1
                edge['r'] += scores[edge['p']]
                for neighbour_edge in memory[s]:
                    neighbour_edge['np'] += 1

        target = np.zeros(gs.get_action_space_size())

        for edge in memory[root_hash]:
            target[edge['a']] = edge['n']

        target /= np.sum(target)

        self.states_buffer.append(gs.get_vectorized_state())
        self.actions_buffer.append(target)

        if len(self.states_buffer) > 200:
            self.apprentice_training_count += 1
            self.brain.fit(np.array(self.states_buffer),
                           np.array(self.actions_buffer))
            self.states_buffer.clear()
            self.actions_buffer.clear()

        if self.apprentice_training_count > self.apprentice_training_before_takeover:
            print('Apprentice is playing next round')

        return max((edge for edge in memory[root_hash]),
                   key=lambda e: e['n'])['a']
Пример #2
0
    def act(self, gs: GameState) -> int:
        root_hash = gs.get_unique_id()
        memory = self.memory if self.keep_memory else dict()

        if root_hash not in memory:
            q_values = self.brain.predict(gs.get_vectorized_state())
            HalfAlphaZeroAgent.create_node_in_memory(
                memory, root_hash,
                gs.get_available_actions(gs.get_active_player()),
                gs.get_active_player(), q_values)

        for i in range(self.max_iteration):
            gs_copy = gs.clone()
            s = gs_copy.get_unique_id()
            history = []

            # SELECTION
            while not gs_copy.is_game_over() and all(
                (edge['n'] > 0 for edge in memory[s])):
                chosen_edge = max(((edge, HalfAlphaZeroAgent.ucb_1(edge))
                                   for edge in memory[s]),
                                  key=lambda kv: kv[1])[0]
                history.append((s, chosen_edge))

                gs_copy.step(gs_copy.get_active_player(), chosen_edge['a'])
                s = gs_copy.get_unique_id()
                if s not in memory:
                    q_values = self.brain.predict(
                        gs_copy.get_vectorized_state())
                    HalfAlphaZeroAgent.create_node_in_memory(
                        memory, s,
                        gs_copy.get_available_actions(
                            gs_copy.get_active_player()),
                        gs_copy.get_active_player(), q_values)

            # EXPANSION
            if not gs_copy.is_game_over():
                chosen_edge = choice(
                    list(
                        filter(lambda e: e['n'] == 0,
                               (edge for edge in memory[s]))))

                history.append((s, chosen_edge))
                gs_copy.step(gs_copy.get_active_player(), chosen_edge['a'])
                s = gs_copy.get_unique_id()
                if s not in memory:
                    q_values = self.brain.predict(
                        gs_copy.get_vectorized_state())
                    HalfAlphaZeroAgent.create_node_in_memory(
                        memory, s,
                        gs_copy.get_available_actions(
                            gs_copy.get_active_player()),
                        gs_copy.get_active_player(), q_values)

            scores = np.zeros(gs_copy.player_count())
            scores_set = np.zeros(gs_copy.player_count())
            # REMONTEE DU SCORE
            for (s, edge) in history:
                if scores_set[edge['p']] == 0:
                    scores_set[edge['p']] = 1.0
                    scores[edge['p']] = edge['q']

                edge['n'] += 1
                edge['r'] += scores[edge['p']]
                for neighbour_edge in memory[s]:
                    neighbour_edge['np'] += 1

        chosen_action = max((edge for edge in memory[root_hash]),
                            key=lambda e: e['n'])['a']

        if len(self.states_buffer) > 0:
            self.rewards_buffer.append(self.intermediate_reward)

        self.states_buffer.append(gs.get_vectorized_state())
        self.actions_buffer.append(
            to_categorical(chosen_action, gs.get_action_space_size()))
        self.intermediate_reward = 0.0

        return chosen_action