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michi.py
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michi.py
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from __future__ import print_function
from collections import namedtuple
from itertools import count
import math
import multiprocessing
from multiprocessing.pool import Pool
import random
import re
import sys
import time
from functools import reduce
# Given a board of size NxN (N=9, 19, ...), we represent the position
# as an (N+1)*(N+2) string, with '.' (empty), 'X' (to-play player),
# 'x' (other player), and whitespace (off-board border to make rules
# implementation easier). Coordinates are just indices in this string.
# You can simply print(board) when debugging.
N = 13
W = N + 2
empty = "\n".join([(N+1)*' '] + N*[' '+N*'.'] + [(N+2)*' '])
colstr = 'ABCDEFGHJKLMNOPQRST'
MAX_GAME_LEN = N * N * 3
N_SIMS = 1400
RAVE_EQUIV = 3500
EXPAND_VISITS = 8
PRIOR_EVEN = 10 # should be even number; 0.5 prior
PRIOR_SELFATARI = 10 # negative prior
PRIOR_CAPTURE_ONE = 15
PRIOR_CAPTURE_MANY = 30
PRIOR_PAT3 = 10
PRIOR_LARGEPATTERN = 100 # most moves have relatively small probability
PRIOR_CFG = [24, 22, 8] # priors for moves in cfg dist. 1, 2, 3
PRIOR_EMPTYAREA = 10
REPORT_PERIOD = 200
PROB_HEURISTIC = {'capture': 0.9, 'pat3': 0.95} # probability of heuristic suggestions being taken in playout
PROB_SSAREJECT = 0.9 # probability of rejecting suggested self-atari in playout
PROB_RSAREJECT = 0.5 # probability of rejecting random self-atari in playout; this is lower than above to allow nakade
RESIGN_THRES = 0.2
FASTPLAY20_THRES = 0.8 # if at 20% playouts winrate is >this, stop reading
FASTPLAY5_THRES = 0.95 # if at 5% playouts winrate is >this, stop reading
pat3src = [ # 3x3 playout patterns; X,O are colors, x,o are their inverses
["XOX", # hane pattern - enclosing hane
"...",
"???"],
["XO.", # hane pattern - non-cutting hane
"...",
"?.?"],
["XO?", # hane pattern - magari
"X..",
"x.?"],
# ["XOO", # hane pattern - thin hane
# "...",
# "?.?", "X", - only for the X player
[".O.", # generic pattern - katatsuke or diagonal attachment; similar to magari
"X..",
"..."],
["XO?", # cut1 pattern (kiri] - unprotected cut
"O.o",
"?o?"],
["XO?", # cut1 pattern (kiri] - peeped cut
"O.X",
"???"],
["?X?", # cut2 pattern (de]
"O.O",
"ooo"],
["OX?", # cut keima
"o.O",
"???"],
["X.?", # side pattern - chase
"O.?",
" "],
["OX?", # side pattern - block side cut
"X.O",
" "],
["?X?", # side pattern - block side connection
"x.O",
" "],
["?XO", # side pattern - sagari
"x.x",
" "],
["?OX", # side pattern - cut
"X.O",
" "],
]
pat_gridcular_seq = [ # Sequence of coordinate offsets of progressively wider diameters in gridcular metric
[[0,0],
[0,1], [0,-1], [1,0], [-1,0],
[1,1], [-1,1], [1,-1], [-1,-1], ], # d=1,2 is not considered separately
[[0,2], [0,-2], [2,0], [-2,0], ],
[[1,2], [-1,2], [1,-2], [-1,-2], [2,1], [-2,1], [2,-1], [-2,-1], ],
[[0,3], [0,-3], [2,2], [-2,2], [2,-2], [-2,-2], [3,0], [-3,0], ],
[[1,3], [-1,3], [1,-3], [-1,-3], [3,1], [-3,1], [3,-1], [-3,-1], ],
[[0,4], [0,-4], [2,3], [-2,3], [2,-3], [-2,-3], [3,2], [-3,2], [3,-2], [-3,-2], [4,0], [-4,0], ],
[[1,4], [-1,4], [1,-4], [-1,-4], [3,3], [-3,3], [3,-3], [-3,-3], [4,1], [-4,1], [4,-1], [-4,-1], ],
[[0,5], [0,-5], [2,4], [-2,4], [2,-4], [-2,-4], [4,2], [-4,2], [4,-2], [-4,-2], [5,0], [-5,0], ],
[[1,5], [-1,5], [1,-5], [-1,-5], [3,4], [-3,4], [3,-4], [-3,-4], [4,3], [-4,3], [4,-3], [-4,-3], [5,1], [-5,1], [5,-1], [-5,-1], ],
[[0,6], [0,-6], [2,5], [-2,5], [2,-5], [-2,-5], [4,4], [-4,4], [4,-4], [-4,-4], [5,2], [-5,2], [5,-2], [-5,-2], [6,0], [-6,0], ],
[[1,6], [-1,6], [1,-6], [-1,-6], [3,5], [-3,5], [3,-5], [-3,-5], [5,3], [-5,3], [5,-3], [-5,-3], [6,1], [-6,1], [6,-1], [-6,-1], ],
[[0,7], [0,-7], [2,6], [-2,6], [2,-6], [-2,-6], [4,5], [-4,5], [4,-5], [-4,-5], [5,4], [-5,4], [5,-4], [-5,-4], [6,2], [-6,2], [6,-2], [-6,-2], [7,0], [-7,0], ],
]
spat_patterndict_file = 'patterns.spat'
large_patterns_file = 'patterns.prob'
#######################
# board string routines
def neighbors(c):
""" generator of coordinates for all neighbors of c """
return [c-1, c+1, c-W, c+W]
def diag_neighbors(c):
""" generator of coordinates for all diagonal neighbors of c """
return [c-W-1, c-W+1, c+W-1, c+W+1]
def board_put(board, c, p):
if c is None:
exit(1)
return board[:c] + p + board[c+1:]
def floodfill(board, c):
""" replace continuous-color area starting at c with special color # """
# This is called so much that a bytearray is worthwhile...
byteboard = bytearray(board, encoding='utf8')
p = byteboard[c]
byteboard[c] = ord('#')
fringe = [c]
while fringe:
c = fringe.pop()
for d in neighbors(c):
if byteboard[d] == p:
byteboard[d] = ord('#')
fringe.append(d)
return str(byteboard)
# Regex that matches various kind of points adjecent to '#' (floodfilled) points
contact_res = dict()
for p in ['.', 'x', 'X']:
rp = '\\.' if p == '.' else p
contact_res_src = ['#' + rp, # p at right
rp + '#', # p at left
'#' + '.'*(W-1) + rp, # p below
rp + '.'*(W-1) + '#'] # p above
contact_res[p] = re.compile('|'.join(contact_res_src), flags=re.DOTALL)
def contact(board, p):
""" test if point of color p is adjecent to color # anywhere
on the board; use in conjunction with floodfill for reachability """
m = contact_res[p].search(board)
if not m:
return None
return m.start() if m.group(0)[0] == p else m.end() - 1
def is_eyeish(board, c):
""" test if c is inside a single-color diamond and return the diamond
color or None; this could be an eye, but also a false one """
eyecolor = None
for d in neighbors(c):
if board[d].isspace():
continue
if board[d] == '.':
return None
if eyecolor is None:
eyecolor = board[d]
othercolor = eyecolor.swapcase()
elif board[d] == othercolor:
return None
return eyecolor
def is_eye(board, c):
""" test if c is an eye and return its color or None """
eyecolor = is_eyeish(board, c)
if eyecolor is None:
return None
# Eye-like shape, but it could be a falsified eye
falsecolor = eyecolor.swapcase()
false_count = 0
at_edge = False
for d in diag_neighbors(c):
if board[d].isspace():
at_edge = True
elif board[d] == falsecolor:
false_count += 1
if at_edge:
false_count += 1
if false_count >= 2:
return None
return eyecolor
class Position(namedtuple('Position', 'board cap n ko last last2 komi')):
""" Implementation of simple Chinese Go rules;
n is how many moves were played so far """
def move(self, c):
""" play as player X at the given coord c, return the new position """
# Test for ko
if c == self.ko:
return None
# Are we trying to play in enemy's eye?
in_enemy_eye = is_eyeish(self.board, c) == 'x'
board = board_put(self.board, c, 'X')
# Test for captures, and track ko
capX = self.cap[0]
singlecaps = []
for d in neighbors(c):
if board[d] != 'x':
continue
# XXX: The following is an extremely naive and SLOW approach
# at things - to do it properly, we should maintain some per-group
# data structures tracking liberties.
fboard = floodfill(board, d) # get a board with the adjecent group replaced by '#'
if contact(fboard, '.') is not None:
continue # some liberties left
# no liberties left for this group, remove the stones!
capcount = fboard.count('#')
if capcount == 1:
singlecaps.append(d)
capX += capcount
board = fboard.replace('#', '.') # capture the group
# Set ko
ko = singlecaps[0] if in_enemy_eye and len(singlecaps) == 1 else None
# Test for suicide
if contact(floodfill(board, c), '.') is None:
return None
# Update the position and return
return Position(board=board.swapcase(), cap=(self.cap[1], capX),
n=self.n + 1, ko=ko, last=c, last2=self.last, komi=self.komi)
def pass_move(self):
""" pass - i.e. return simply a flipped position """
return Position(board=self.board.swapcase(), cap=(self.cap[1], self.cap[0]),
n=self.n + 1, ko=None, last=None, last2=self.last, komi=self.komi)
def moves(self, i0):
""" Generate a list of moves (includes false positives - suicide moves;
does not include true-eye-filling moves), starting from a given board
index (that can be used for randomization) """
i = i0-1
passes = 0
while True:
i = self.board.find('.', i+1)
if passes > 0 and (i == -1 or i >= i0):
break # we have looked through the whole board
elif i == -1:
i = 0
passes += 1
continue # go back and start from the beginning
# Test for to-play player's one-point eye
if is_eye(self.board, i) == 'X':
continue
yield i
def last_moves_neighbors(self):
""" generate a randomly shuffled list of points including and
surrounding the last two moves (but with the last move having
priority) """
clist = []
for c in self.last, self.last2:
if c is None: continue
dlist = [c] + list(neighbors(c) + diag_neighbors(c))
random.shuffle(dlist)
clist += [d for d in dlist if d not in clist]
return clist
def score(self, owner_map=None):
""" compute score for to-play player; this assumes a final position
with all dead stones captured; if owner_map is passed, it is assumed
to be an array of statistics with average owner at the end of the game
(+1 black, -1 white) """
board = self.board
i = 0
while True:
i = self.board.find('.', i+1)
if i == -1:
break
fboard = floodfill(board, i)
# fboard is board with some continuous area of empty space replaced by #
touches_X = contact(fboard, 'X') is not None
touches_x = contact(fboard, 'x') is not None
if touches_X and not touches_x:
board = fboard.replace('#', 'X')
elif touches_x and not touches_X:
board = fboard.replace('#', 'x')
else:
board = fboard.replace('#', ':') # seki, rare
# now that area is replaced either by X, x or :
komi = self.komi if self.n % 2 == 1 else -self.komi
if owner_map is not None:
for c in range(W*W):
n = 1 if board[c] == 'X' else -1 if board[c] == 'x' else 0
owner_map[c] += n * (1 if self.n % 2 == 0 else -1)
return board.count('X') - board.count('x') + komi
def empty_position():
""" Return an initial board position """
return Position(board=empty, cap=(0, 0), n=0, ko=None, last=None, last2=None, komi=7.5)
###############
# go heuristics
def fix_atari(pos, c, singlept_ok=False, twolib_test=True, twolib_edgeonly=False):
""" An atari/capture analysis routine that checks the group at c,
determining whether (i) it is in atari (ii) if it can escape it,
either by playing on its liberty or counter-capturing another group.
N.B. this is maybe the most complicated part of the whole program (sadly);
feel free to just TREAT IT AS A BLACK-BOX, it's not really that
interesting!
The return value is a tuple of (boolean, [coord..]), indicating whether
the group is in atari and how to escape/capture (or [] if impossible).
(Note that (False, [...]) is possible in case the group can be captured
in a ladder - it is not in atari but some capture attack/defense moves
are available.)
singlept_ok means that we will not try to save one-point groups;
twolib_test means that we will check for 2-liberty groups which are
threatened by a ladder
twolib_edgeonly means that we will check the 2-liberty groups only
at the board edge, allowing check of the most common short ladders
even in the playouts """
def read_ladder_attack(pos, c, l1, l2):
""" check if a capturable ladder is being pulled out at c and return
a move that continues it in that case; expects its two liberties as
l1, l2 (in fact, this is a general 2-lib capture exhaustive solver) """
for l in [l1, l2]:
pos_l = pos.move(l)
if pos_l is None:
continue
# fix_atari() will recursively call read_ladder_attack() back;
# however, ignore 2lib groups as we don't have time to chase them
is_atari, atari_escape = fix_atari(pos_l, c, twolib_test=False)
if is_atari and not atari_escape:
return l
return None
fboard = floodfill(pos.board, c)
group_size = fboard.count('#')
if singlept_ok and group_size == 1:
return (False, [])
# Find a liberty
l = contact(fboard, '.')
# Ok, any other liberty?
fboard = board_put(fboard, l, 'L')
l2 = contact(fboard, '.')
if l2 is not None:
# At least two liberty group...
if twolib_test and group_size > 1 \
and (not twolib_edgeonly or line_height(l) == 0 and line_height(l2) == 0) \
and contact(board_put(fboard, l2, 'L'), '.') is None:
# Exactly two liberty group with more than one stone. Check
# that it cannot be caught in a working ladder; if it can,
# that's as good as in atari, a capture threat.
# (Almost - N/A for countercaptures.)
ladder_attack = read_ladder_attack(pos, c, l, l2)
if ladder_attack:
return (False, [ladder_attack])
return (False, [])
# In atari! If it's the opponent's group, that's enough...
if pos.board[c] == 'x':
return (True, [l])
solutions = []
# Before thinking about defense, what about counter-capturing
# a neighboring group?
ccboard = fboard
while True:
othergroup = contact(ccboard, 'x')
if othergroup is None:
break
a, ccls = fix_atari(pos, othergroup, twolib_test=False)
if a and ccls:
solutions += ccls
# XXX: floodfill is better for big groups
ccboard = board_put(ccboard, othergroup, '%')
# We are escaping. Will playing our last liberty gain
# at least two liberties? Re-floodfill to account for connecting
escpos = pos.move(l)
if escpos is None:
return (True, solutions) # oops, suicidal move
fboard = floodfill(escpos.board, l)
l_new = contact(fboard, '.')
fboard = board_put(fboard, l_new, 'L')
l_new_2 = contact(fboard, '.')
if l_new_2 is not None:
# Good, there is still some liberty remaining - but if it's
# just the two, check that we are not caught in a ladder...
# (Except that we don't care if we already have some alternative
# escape routes!)
if solutions or not (contact(board_put(fboard, l_new_2, 'L'), '.') is None
and read_ladder_attack(escpos, l, l_new, l_new_2) is not None):
solutions.append(l)
return (True, solutions)
def cfg_distances(board, c):
""" return a board map listing common fate graph distances from
a given point - this corresponds to the concept of locality while
contracting groups to single points """
cfg_map = W*W*[-1]
cfg_map[c] = 0
# flood-fill like mechanics
fringe = [c]
while fringe:
c = fringe.pop()
for d in neighbors(c):
if board[d].isspace() or 0 <= cfg_map[d] <= cfg_map[c]:
continue
cfg_before = cfg_map[d]
if board[d] != '.' and board[d] == board[c]:
cfg_map[d] = cfg_map[c]
else:
cfg_map[d] = cfg_map[c] + 1
if cfg_before < 0 or cfg_before > cfg_map[d]:
fringe.append(d)
return cfg_map
def line_height(c):
""" Return the line number above nearest board edge """
row, col = divmod(c - (W+1), W)
return min(row, col, N-1-row, N-1-col)
def empty_area(board, c, dist=3):
""" Check whether there are any stones in Manhattan distance up
to dist """
for d in neighbors(c):
if board[d] in 'Xx':
return False
elif board[d] == '.' and dist > 1 and not empty_area(board, d, dist-1):
return False
return True
# 3x3 pattern routines (those patterns stored in pat3src above)
def pat3_expand(pat):
""" All possible neighborhood configurations matching a given pattern;
used just for a combinatoric explosion when loading them in an
in-memory set. """
def pat_rot90(p):
return [p[2][0] + p[1][0] + p[0][0], p[2][1] + p[1][1] + p[0][1], p[2][2] + p[1][2] + p[0][2]]
def pat_vertflip(p):
return [p[2], p[1], p[0]]
def pat_horizflip(p):
return [l[::-1] for l in p]
def pat_swapcolors(p):
return [l.replace('X', 'Z').replace('x', 'z').replace('O', 'X').replace('o', 'x').replace('Z', 'O').replace('z', 'o') for l in p]
def pat_wildexp(p, c, to):
i = p.find(c)
if i == -1:
return [p]
return reduce(lambda a, b: a + b, [pat_wildexp(p[:i] + t + p[i+1:], c, to) for t in to])
def pat_wildcards(pat):
return [p for p in pat_wildexp(pat, '?', list('.XO '))
for p in pat_wildexp(p, 'x', list('.O '))
for p in pat_wildexp(p, 'o', list('.X '))]
return [p for p in [pat, pat_rot90(pat)]
for p in [p, pat_vertflip(p)]
for p in [p, pat_horizflip(p)]
for p in [p, pat_swapcolors(p)]
for p in pat_wildcards(''.join(p))]
pat3set = set([p.replace('O', 'x') for p in pat3src for p in pat3_expand(p)])
def neighborhood_33(board, c):
""" return a string containing the 9 points forming 3x3 square around
a certain move candidate """
return (board[c-W-1 : c-W+2] + board[c-1 : c+2] + board[c+W-1 : c+W+2]).replace('\n', ' ')
# large-scale pattern routines (those patterns living in patterns.{spat,prob} files)
# are you curious how these patterns look in practice? get
# https://github.com/pasky/pachi/blob/master/tools/pattern_spatial_show.pl
# and try e.g. ./pattern_spatial_show.pl 71
spat_patterndict = dict() # hash(neighborhood_gridcular()) -> spatial id
def load_spat_patterndict(f):
""" load dictionary of positions, translating them to numeric ids """
for line in f:
# line: 71 6 ..X.X..OO.O..........#X...... 33408f5e 188e9d3e 2166befe aa8ac9e 127e583e 1282462e 5e3d7fe 51fc9ee
if line.startswith('#'):
continue
neighborhood = line.split()[2].replace('#', ' ').replace('O', 'x')
spat_patterndict[hash(neighborhood)] = int(line.split()[0])
large_patterns = dict() # spatial id -> probability
def load_large_patterns(f):
""" dictionary of numeric pattern ids, translating them to probabilities
that a move matching such move will be played when it is available """
# The pattern file contains other features like capture, selfatari too;
# we ignore them for now
for line in f:
# line: 0.004 14 3842 (capture:17 border:0 s:784)
p = float(line.split()[0])
m = re.search('s:(\d+)', line)
if m is not None:
s = int(m.groups()[0])
large_patterns[s] = p
def neighborhood_gridcular(board, c):
""" Yield progressively wider-diameter gridcular board neighborhood
stone configuration strings, in all possible rotations """
# Each rotations element is (xyindex, xymultiplier)
rotations = [((0,1),(1,1)), ((0,1),(-1,1)), ((0,1),(1,-1)), ((0,1),(-1,-1)),
((1,0),(1,1)), ((1,0),(-1,1)), ((1,0),(1,-1)), ((1,0),(-1,-1))]
neighborhood = ['' for i in range(len(rotations))]
wboard = board.replace('\n', ' ')
for dseq in pat_gridcular_seq:
for ri in range(len(rotations)):
r = rotations[ri]
for o in dseq:
y, x = divmod(c - (W+1), W)
y += o[r[0][0]]*r[1][0]
x += o[r[0][1]]*r[1][1]
if y >= 0 and y < N and x >= 0 and x < N:
neighborhood[ri] += wboard[(y+1)*W + x+1]
else:
neighborhood[ri] += ' '
yield neighborhood[ri]
def large_pattern_probability(board, c):
""" return probability of large-scale pattern at coordinate c.
Multiple progressively wider patterns may match a single coordinate,
we consider the largest one. """
probability = None
matched_len = 0
non_matched_len = 0
for n in neighborhood_gridcular(board, c):
sp_i = spat_patterndict.get(hash(n))
prob = large_patterns.get(sp_i) if sp_i is not None else None
if prob is not None:
probability = prob
matched_len = len(n)
elif matched_len < non_matched_len < len(n):
# stop when we did not match any pattern with a certain
# diameter - it ain't going to get any better!
break
else:
non_matched_len = len(n)
return probability
###########################
# montecarlo playout policy
def gen_playout_moves(pos, heuristic_set, probs={'capture': 1, 'pat3': 1}, expensive_ok=False):
""" Yield candidate next moves in the order of preference; this is one
of the main places where heuristics dwell, try adding more!
heuristic_set is the set of coordinates considered for applying heuristics;
this is the immediate neighborhood of last two moves in the playout, but
the whole board while prioring the tree. """
# Check whether any local group is in atari and fill that liberty
# print('local moves', [str_coord(c) for c in heuristic_set], file=sys.stderr)
if random.random() <= probs['capture']:
already_suggested = set()
for c in heuristic_set:
if pos.board[c] in 'Xx':
in_atari, ds = fix_atari(pos, c, twolib_edgeonly=not expensive_ok)
random.shuffle(ds)
for d in ds:
if d not in already_suggested:
yield (d, 'capture '+str(c))
already_suggested.add(d)
# Try to apply a 3x3 pattern on the local neighborhood
if random.random() <= probs['pat3']:
already_suggested = set()
for c in heuristic_set:
if pos.board[c] == '.' and c not in already_suggested and neighborhood_33(pos.board, c) in pat3set:
yield (c, 'pat3')
already_suggested.add(c)
# Try *all* available moves, but starting from a random point
# (in other words, suggest a random move)
x, y = random.randint(1, N), random.randint(1, N)
for c in pos.moves(y*W + x):
yield (c, 'random')
def mcplayout(pos, amaf_map, disp=False):
""" Start a Monte Carlo playout from a given position,
return score for to-play player at the starting position;
amaf_map is board-sized scratchpad recording who played at a given
position first """
if disp: print('** SIMULATION **', file=sys.stderr)
start_n = pos.n
passes = 0
while passes < 2 and pos.n < MAX_GAME_LEN:
if disp: print_pos(pos)
pos2 = None
# We simply try the moves our heuristics generate, in a particular
# order, but not with 100% probability; this is on the border between
# "rule-based playouts" and "probability distribution playouts".
for c, kind in gen_playout_moves(pos, pos.last_moves_neighbors(), PROB_HEURISTIC):
if disp and kind != 'random':
print('move suggestion', str_coord(c), kind, file=sys.stderr)
pos2 = pos.move(c)
if pos2 is None:
continue
# check if the suggested move did not turn out to be a self-atari
if random.random() <= (PROB_RSAREJECT if kind == 'random' else PROB_SSAREJECT):
in_atari, ds = fix_atari(pos2, c, singlept_ok=True, twolib_edgeonly=True)
if ds:
if disp: print('rejecting self-atari move', str_coord(c), file=sys.stderr)
pos2 = None
continue
if amaf_map[c] == 0: # Mark the coordinate with 1 for black
amaf_map[c] = 1 if pos.n % 2 == 0 else -1
break
if pos2 is None: # no valid moves, pass
pos = pos.pass_move()
passes += 1
continue
passes = 0
pos = pos2
owner_map = W*W*[0]
score = pos.score(owner_map)
if disp: print('** SCORE B%+.1f **' % (score if pos.n % 2 == 0 else -score), file=sys.stderr)
if start_n % 2 != pos.n % 2:
score = -score
return score, amaf_map, owner_map
########################
# montecarlo tree search
class TreeNode():
""" Monte-Carlo tree node;
v is #visits, w is #wins for to-play (expected reward is w/v)
pv, pw are prior values (node value = w/v + pw/pv)
av, aw are amaf values ("all moves as first", used for the RAVE tree policy)
children is None for leaf nodes """
def __init__(self, pos):
self.pos = pos
self.v = 0
self.w = 0
self.pv = PRIOR_EVEN
self.pw = PRIOR_EVEN/2
self.av = 0
self.aw = 0
self.children = None
def expand(self):
""" add and initialize children to a leaf node """
cfg_map = cfg_distances(self.pos.board, self.pos.last) if self.pos.last is not None else None
self.children = []
childset = dict()
# Use playout generator to generate children and initialize them
# with some priors to bias search towards more sensible moves.
# Note that there can be many ways to incorporate the priors in
# next node selection (progressive bias, progressive widening, ...).
for c, kind in gen_playout_moves(self.pos, range(N, (N+1)*W), expensive_ok=True):
pos2 = self.pos.move(c)
if pos2 is None:
continue
# gen_playout_moves() will generate duplicate suggestions
# if a move is yielded by multiple heuristics
try:
node = childset[pos2.last]
except KeyError:
node = TreeNode(pos2)
self.children.append(node)
childset[pos2.last] = node
if kind.startswith('capture'):
# Check how big group we are capturing; coord of the group is
# second word in the ``kind`` string
if floodfill(self.pos.board, int(kind.split()[1])).count('#') > 1:
node.pv += PRIOR_CAPTURE_MANY
node.pw += PRIOR_CAPTURE_MANY
else:
node.pv += PRIOR_CAPTURE_ONE
node.pw += PRIOR_CAPTURE_ONE
elif kind == 'pat3':
node.pv += PRIOR_PAT3
node.pw += PRIOR_PAT3
# Second pass setting priors, considering each move just once now
for node in self.children:
c = node.pos.last
if cfg_map is not None and cfg_map[c]-1 < len(PRIOR_CFG):
node.pv += PRIOR_CFG[cfg_map[c]-1]
node.pw += PRIOR_CFG[cfg_map[c]-1]
height = line_height(c) # 0-indexed
if height <= 2 and empty_area(self.pos.board, c):
# No stones around; negative prior for 1st + 2nd line, positive
# for 3rd line; sanitizes opening and invasions
if height <= 1:
node.pv += PRIOR_EMPTYAREA
node.pw += 0
if height == 2:
node.pv += PRIOR_EMPTYAREA
node.pw += PRIOR_EMPTYAREA
in_atari, ds = fix_atari(node.pos, c, singlept_ok=True)
if ds:
node.pv += PRIOR_SELFATARI
node.pw += 0 # negative prior
patternprob = large_pattern_probability(self.pos.board, c)
if patternprob is not None and patternprob > 0.001:
pattern_prior = math.sqrt(patternprob) # tone up
node.pv += pattern_prior * PRIOR_LARGEPATTERN
node.pw += pattern_prior * PRIOR_LARGEPATTERN
if not self.children:
# No possible moves, add a pass move
self.children.append(TreeNode(self.pos.pass_move()))
def rave_urgency(self):
v = self.v + self.pv
expectation = float(self.w+self.pw) / v
if self.av == 0:
return expectation
rave_expectation = float(self.aw) / self.av
beta = self.av / (self.av + v + float(v) * self.av / RAVE_EQUIV)
return beta * rave_expectation + (1-beta) * expectation
def winrate(self):
return float(self.w) / self.v if self.v > 0 else float('nan')
def best_move(self):
""" best move is the most simulated one """
return max(self.children, key=lambda node: node.v) if self.children is not None else None
def tree_descend(tree, amaf_map, disp=False):
""" Descend through the tree to a leaf """
tree.v += 1
nodes = [tree]
passes = 0
while nodes[-1].children is not None and passes < 2:
if disp: print_pos(nodes[-1].pos)
# Pick the most urgent child
children = list(nodes[-1].children)
if disp:
for c in children:
dump_subtree(c, recurse=False)
random.shuffle(children) # randomize the max in case of equal urgency
node = max(children, key=lambda node: node.rave_urgency())
nodes.append(node)
if disp: print('chosen %s' % (str_coord(node.pos.last),), file=sys.stderr)
if node.pos.last is None:
passes += 1
else:
passes = 0
if amaf_map[node.pos.last] == 0: # Mark the coordinate with 1 for black
amaf_map[node.pos.last] = 1 if nodes[-2].pos.n % 2 == 0 else -1
# updating visits on the way *down* represents "virtual loss", relevant for parallelization
node.v += 1
if node.children is None and node.v >= EXPAND_VISITS:
node.expand()
return nodes
def tree_update(nodes, amaf_map, score, disp=False):
""" Store simulation result in the tree (@nodes is the tree path) """
for node in reversed(nodes):
if disp: print('updating', str_coord(node.pos.last), score < 0, file=sys.stderr)
node.w += score < 0 # score is for to-play, node statistics for just-played
# Update the node children AMAF stats with moves we made
# with their color
amaf_map_value = 1 if node.pos.n % 2 == 0 else -1
if node.children is not None:
for child in node.children:
if child.pos.last is None:
continue
if amaf_map[child.pos.last] == amaf_map_value:
if disp: print(' AMAF updating', str_coord(child.pos.last), score > 0, file=sys.stderr)
child.aw += score > 0 # reversed perspective
child.av += 1
score = -score
worker_pool = None
def tree_search(tree, n, owner_map, disp=False):
""" Perform MCTS search from a given position for a given #iterations """
# Initialize root node
if tree.children is None:
tree.expand()
# We could simply run tree_descend(), mcplayout(), tree_update()
# sequentially in a loop. This is essentially what the code below
# does, if it seems confusing!
# However, we also have an easy (though not optimal) way to parallelize
# by distributing the mcplayout() calls to other processes using the
# multiprocessing Python module. mcplayout() consumes maybe more than
# 90% CPU, especially on larger boards. (Except that with large patterns,
# expand() in the tree descent phase may be quite expensive - we can tune
# that tradeoff by adjusting the EXPAND_VISITS constant.)
n_workers = multiprocessing.cpu_count() if not disp else 1 # set to 1 when debugging
global worker_pool
if worker_pool is None:
worker_pool = Pool(processes=n_workers)
outgoing = [] # positions waiting for a playout
incoming = [] # positions that finished evaluation
ongoing = [] # currently ongoing playout jobs
i = 0
while i < n:
if not outgoing and not (disp and ongoing):
# Descend the tree so that we have something ready when a worker
# stops being busy
amaf_map = W*W*[0]
nodes = tree_descend(tree, amaf_map, disp=disp)
outgoing.append((nodes, amaf_map))
if len(ongoing) >= n_workers:
# Too many playouts running? Wait a bit...
ongoing[0][0].wait(0.01 / n_workers)
else:
i += 1
if i > 0 and i % REPORT_PERIOD == 0:
print_tree_summary(tree, i, f=sys.stderr)
# Issue an mcplayout job to the worker pool
nodes, amaf_map = outgoing.pop()
ongoing.append((worker_pool.apply_async(mcplayout, (nodes[-1].pos, amaf_map, disp)), nodes))
# Anything to store in the tree? (We do this step out-of-order
# picking up data from the previous round so that we don't stall
# ready workers while we update the tree.)
while incoming:
score, amaf_map, owner_map_one, nodes = incoming.pop()
tree_update(nodes, amaf_map, score, disp=disp)
for c in range(W*W):
owner_map[c] += owner_map_one[c]
# Any playouts are finished yet?
for job, nodes in ongoing:
if not job.ready():
continue
# Yes! Queue them up for storing in the tree.
score, amaf_map, owner_map_one = job.get()
incoming.append((score, amaf_map, owner_map_one, nodes))
ongoing.remove((job, nodes))
# Early stop test
best_wr = tree.best_move().winrate()
if i > n*0.05 and best_wr > FASTPLAY5_THRES or i > n*0.2 and best_wr > FASTPLAY20_THRES:
break
for c in range(W*W):
owner_map[c] = float(owner_map[c]) / i
dump_subtree(tree)
print_tree_summary(tree, i, f=sys.stderr)
return tree.best_move()
###################
# user interface(s)
# utility routines
def print_pos(pos, f=sys.stderr, owner_map=None):
""" print visualization of the given board position, optionally also
including an owner map statistic (probability of that area of board
eventually becoming black/white) """
if pos.n % 2 == 0: # to-play is black
board = pos.board.replace('x', 'O')
Xcap, Ocap = pos.cap
else: # to-play is white
board = pos.board.replace('X', 'O').replace('x', 'X')
Ocap, Xcap = pos.cap
print('Move: %-3d Black: %d caps White: %d caps Komi: %.1f' % (pos.n, Xcap, Ocap, pos.komi), file=f)
pretty_board = ' '.join(board.rstrip()) + ' '
if pos.last is not None:
pretty_board = pretty_board[:pos.last*2-1] + '(' + board[pos.last] + ')' + pretty_board[pos.last*2+2:]
rowcounter = count()
pretty_board = [' %-02d%s' % (N-i, row[2:]) for row, i in zip(pretty_board.split("\n")[1:], rowcounter)]
if owner_map is not None:
pretty_ownermap = ''
for c in range(W*W):
if board[c].isspace():
pretty_ownermap += board[c]
elif owner_map[c] > 0.6:
pretty_ownermap += 'X'
elif owner_map[c] > 0.3:
pretty_ownermap += 'x'
elif owner_map[c] < -0.6:
pretty_ownermap += 'O'
elif owner_map[c] < -0.3:
pretty_ownermap += 'o'
else:
pretty_ownermap += '.'
pretty_ownermap = ' '.join(pretty_ownermap.rstrip())
pretty_board = ['%s %s' % (brow, orow[2:]) for brow, orow in zip(pretty_board, pretty_ownermap.split("\n")[1:])]
print("\n".join(pretty_board), file=f)
print(' ' + ' '.join(colstr[:N]), file=f)
print('', file=f)
def dump_subtree(node, thres=N_SIMS/50, indent=0, f=sys.stderr, recurse=True):
""" print this node and all its children with v >= thres. """
print("%s+- %s %.3f (%d/%d, prior %d/%d, rave %d/%d=%.3f, urgency %.3f)" %
(indent*' ', str_coord(node.pos.last), node.winrate(),
node.w, node.v, node.pw, node.pv, node.aw, node.av,
float(node.aw)/node.av if node.av > 0 else float('nan'),
node.rave_urgency()), file=f)
if not recurse:
return
for child in sorted(node.children, key=lambda n: n.v, reverse=True):
if child.v >= thres:
dump_subtree(child, thres=thres, indent=indent+3, f=f)
def print_tree_summary(tree, sims, f=sys.stderr):
best_nodes = sorted(tree.children, key=lambda n: n.v, reverse=True)[:5]
best_seq = []
node = tree
while node is not None:
best_seq.append(node.pos.last)
node = node.best_move()
print('[%4d] winrate %.3f | seq %s | can %s' %
(sims, best_nodes[0].winrate(), ' '.join([str_coord(c) for c in best_seq[1:6]]),
' '.join(['%s(%.3f)' % (str_coord(n.pos.last), n.winrate()) for n in best_nodes])), file=f)
def parse_coord(s):
if s == 'pass':
return None
return W+1 + (N - int(s[1:])) * W + colstr.index(s[0].upper())
def str_coord(c):
if c is None:
return 'pass'
row, col = divmod(c - (W+1), W)
return '%c%d' % (colstr[col], N - row)
# various main programs
def mcbenchmark(n):
""" run n Monte-Carlo playouts from empty position, return avg. score """
sumscore = 0
for i in range(0, n):
sumscore += mcplayout(empty_position(), W*W*[0])[0]
return float(sumscore) / n
def game_io(computer_black=False):
""" A simple minimalistic text mode UI. """
tree = TreeNode(pos=empty_position())
tree.expand()
owner_map = W*W*[0]
while True:
if not (tree.pos.n == 0 and computer_black):
print_pos(tree.pos, sys.stdout, owner_map)
sc = input("Your move: ")
try:
c = parse_coord(sc)
except:
print('An incorrect move')
continue
if c is not None:
# Not a pass
if tree.pos.board[c] != '.':
print('Bad move (not empty point)')
continue
# Find the next node in the game tree and proceed there
nodes = filter(lambda n: n.pos.last == c, tree.children)