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othelloLN_10_Human_Net.py
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othelloLN_10_Human_Net.py
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# othelloLN_10_Human_Net.py
# 개발 계획: (1) player1, player2 를 neural net 을 이용한 MCTS playbot으로 만들기. => (2) data 생성해서, train용 data와 sgf 저장하기
# => (3) 여러 게임을 하여 batch data 생성하기.
# 현재 Net 끼리 대결하고나서 sgf file 하나를 저장하도록 되어 있음 (현재 net은 0.pkl, 1.pkl 모두 random weight로 된 net임)
# => othello_6_2_Human_Net.py: 한쪽 팀은 입력하여 게임하도록 수정
# => othello_6.py: 이후는 multiple self play로 data도 생성하고 sfg는 한 파일에 collection으로 여러 게임을 저장토록 함.
"""
* othello_6_3 에서 수정된 부분
- policy noise 25%를 검색을 시작 직전에 root node에만 적용하기. (그동안은 모든 node에 적용하였었는데, search 효율이 떨어지는 요인이었을 것 같음)
* othello_6_5 에서 수정된 부분
- MCTS search할 때, 게임이 끝부분에 도달했을 때에는, score를 계산해서 State.V에 넣어 주도록 함.
- MCTS search 횟수를 400회로 낮춤 (<- 700)
* othello_6_5 수정부분
- MCTS 오류 정정: scoring 하는 부분에 dupeBoard 대신에 mainBoard 로 잘못 들어가 있었음.
* othello_6_6 수정부분
- 이곳 저곳 자잘한 수정
==========================
* othelloLN_7_Human_Net.py
- net 의 크기를 증가시키기.
=====================
* othelloLN_10_Human_Net.py
- getNetMove에서 network predict를 하나씩 하지 않고, TN(thread No)(=10)개씩 묶음으로 하도록 함.
- TN 만큼 exploration 하는 중에 이전 thread 가 지나간 경로로는 VL(virtual loss)(=3)을 두기.
-> getNetMove에서 N수가 같은 것이 여러개인 경우, 첫번째 것이 아니라 이중 random으로 고름.
- state를 만들 때, Q 초기 값은 모두 value로, N 초기 값은 legal 에 대해서 모두 1로 하기. mcts_policy 구할 때는 legal action의 N에서 도로 1씩 빼고 계산하기.
- state.SelectAction에서도 puct 가 같은 것이 여러 개인 경우, 이중 random으로 고르게함.
* 2019.1.15 p692.pkl로 대결: Droid zebra는 검색강도 2수까지는 이김 (검색강도 3수 이상은 못 이김) // Reversi는 Professor까지 이김 (Champion은 못 이김)
"""
import pygame, random, sys
from pygame.locals import *
import datetime
import sys, os
sys.path.append(os.pardir) # 부모 디렉터리의 파일을 가져올 수 있도록 설정
import pickle
import numpy as np
from collections import OrderedDict
from common.layers import *
from model.othellonet import *
from common.functions import *
# ======================================================================
WINDOWWIDTH = 800
WINDOWHEIGHT = 1000
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 128, 0)
RED = (255, 0, 0)
OLIVE = (128, 128, 0)
TEXTCOLOR = BLACK
BACKGROUNDCOLOR = OLIVE
BOARDCOLOR = GREEN
BOARDLINECOLOR = BLACK
LINECOLOR = BLACK
MESSAGEBOXCOLOR = WHITE
LASTMOVECOLOR = RED
LASTMOVESIZE = 5
STONERADIUS = 22
TABLESTONERADIUS = 15
FILLED = 0
EMPTY = 1
EXPLORATIONCONSTANT = 1
UCTITERTIME = 500
P1NAME = 'Net'
P2NAME = 'Human'
P1Param = 'model/p1527.pkl'
#P2Param = 'model/p42.pkl'
P1MCTSITERTIME = 800
#P2MCTSITERTIME = 200
NOISE_POLICY = 0.20
CPUCT = 1.0
TN = 10
VL = 3
SGF_CONTENT = ''
SGFFORMAT = '(;GM[2]AP[ShimSS]SZ[8]FF[4]GN[Net vs Human]GC[]EV[]RO[]PC[]DT[{0}]TM[]PB[{1}]BR[]PW[{2}]WR[]RE[{3}]\n {4})\n\n'
DT = datetime.datetime.now().isoformat(timespec = 'minutes').replace(':', '_')
PB = None
PW = None
RE = None
MoveSeq = []
MS = None
SGF_NAME = 'sgf/NetVsHuman' + DT + '.sgf'
# =================================================================================
class State:
def __init__(self, board, tile, parentState, priorAction, legalActions, nonlegal_mask, feature_x, policy, value):
self.board = board
self.tile = tile
if self.tile=='X': self.opponent_tile='O'
else: self.opponent_tile = 'X'
self.parentState = parentState
self.priorAction = priorAction
self.childStates = {}
for x in range(-1, 64):
self.childStates[x] = None # -1은 pass인 child state
self.legalActions = legalActions
self.nonlegal_mask = nonlegal_mask
self.feature_x = feature_x
self.P = policy
self.V = value
self.Q = np.full([1, 64], value, dtype=float).astype(np.float16)
self.N = np.ones([1, 64], dtype=int)
self.N[self.nonlegal_mask] = 0
#self.V_true_scoring = False
# print('Another state was created!')
def SelectAction(self):
if self.legalActions == []:
return -1
puct = self.Q + CPUCT*self.P*np.sqrt(np.sum(self.N))/(1+self.N)
puct[self.nonlegal_mask] = -100
#selectedAction = np.argmax(puct)
argmax_list = []
PUCT_largest = -2.0
for i in range(64):
PUCT_current = puct[0][i]
if PUCT_current < PUCT_largest: pass
elif PUCT_current > PUCT_largest:
PUCT_largest = PUCT_current
argmax_list = []
argmax_list.append(i)
else:
argmax_list.append(i)
random.shuffle(argmax_list)
selectedAction = argmax_list[0]
assert(self.nonlegal_mask[0][selectedAction] == False)
return selectedAction
def AddChild(self, childBoard, childTile, action, legalActions, nonlegal_mask, feature_x, policy, value):
state = State(childBoard, childTile, self, action, legalActions, nonlegal_mask, feature_x, policy, value)
self.childStates[action] = state
return state
def Update(self, o_reward, x_reward, VL):
if self.priorAction != -1:
self.parentState.N[0][self.priorAction] += 1 - VL
if self.tile == 'O':
reward = x_reward
else: reward = o_reward
self.parentState.Q[0][self.priorAction] += ((VL-1)*self.parentState.Q[0][self.priorAction]+VL+reward)/self.parentState.N[0][self.priorAction] # parent의 tile은 'X'
def terminate():
pygame.quit()
sys.exit()
def drawText(text, font, surface, x, y):
textobj = font.render(text, 1, TEXTCOLOR)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
def drawBoard(message, sound):
# This function prints out the board that it was passed. Returns None.
windowSurface.fill(BACKGROUNDCOLOR)
drawText('OTHELLO', font2, windowSurface, 300, 40)
for x in range(8):
drawText(chr(ord('a')+x), font3, windowSurface, 215+x*50, 105)
drawText(chr(ord('a')+x), font3, windowSurface, 215+x*50, 555)
for y in range(8):
drawText(chr(ord('a')+y), font3, windowSurface, 165, 155+y*50)
drawText(chr(ord('a')+y), font3, windowSurface, 615, 155+y*50)
pygame.draw.rect(windowSurface, BOARDCOLOR, (200, 140, 400, 400))
for x in range(9):
pygame.draw.line(windowSurface, BOARDLINECOLOR, (200, 140+x*50), (600, 140+x*50), 3)
pygame.draw.line(windowSurface, BOARDLINECOLOR, (200+x*50, 140), (200+x*50, 540), 3)
for y in range(8):
for x in range(8):
if mainBoard[x][y] == 'X':
pygame.draw.circle(windowSurface, BLACK, (225+x*50, 165+y*50), STONERADIUS, FILLED)
elif mainBoard[x][y] == 'O':
pygame.draw.circle(windowSurface, WHITE, (225+x*50, 165+y*50), STONERADIUS, FILLED)
if move != []:
pygame.draw.rect(windowSurface, LASTMOVECOLOR, (225+move[0]*50-round(LASTMOVESIZE/2), 165+move[1]*50-round(LASTMOVESIZE/2), LASTMOVESIZE, LASTMOVESIZE))
for x in range(4):
pygame.draw.line(windowSurface, LINECOLOR, (50, 600+x*50), (750, 600+x*50), 2)
drawText('TURN', font, windowSurface, 70, 615)
drawText('POINTS', font, windowSurface, 220, 615)
drawText('NAME', font, windowSurface, 350, 615)
pygame.draw.circle(windowSurface, BLACK, (180, 675), TABLESTONERADIUS, FILLED)
pygame.draw.circle(windowSurface, WHITE, (180, 725), TABLESTONERADIUS, FILLED)
xscore = 0
oscore = 0
for x in range(8):
for y in range(8):
if mainBoard[x][y] == 'X':
xscore += 1
if mainBoard[x][y] == 'O':
oscore += 1
drawText(str(xscore), font, windowSurface, 250, 660)
drawText(str(oscore), font, windowSurface, 250, 710)
drawText(xname, font, windowSurface, 350, 660)
drawText(oname, font, windowSurface, 350, 710)
if (turn == 'P1' and P1Tile == 'X') or (turn == 'P2' and P2Tile == 'X'): drawText('v', font, windowSurface, 90, 660)
elif (turn == 'P1' and P1Tile == 'O') or (turn == 'P2' and P2Tile == 'O'): drawText('v', font, windowSurface, 90, 710)
pygame.draw.rect(windowSurface, MESSAGEBOXCOLOR, (50, 780, 700, 150))
drawText('MESSAGE', font, windowSurface, 100, 810)
drawText(message[0], font3, windowSurface, 100, 850)
drawText(message[1], font3, windowSurface, 100, 880)
sound.play()
pygame.display.update()
def resetBoard(board):
# Blanks out the board it is passed, except for the original starting position.
for x in range(8):
for y in range(8):
board[x][y] = ' '
# Starting pieces:
board[3][3] = 'O'
board[3][4] = 'X'
board[4][3] = 'X'
board[4][4] = 'O'
def getNewBoard():
# Creates a brand new, blank board data structure.
board = []
for i in range(8):
board.append([' '] * 8)
return board
def isValidMove(board, tile, xstart, ystart):
# Returns False if the player's move on space xstart, ystart is invalid.
# If it is a valid move, returns a list of spaces that would become the player's if they made a move here.
if board[xstart][ystart] != ' ' or not isOnBoard(xstart, ystart):
return False
board[xstart][ystart] = tile # temporarily set the tile on the board.
if tile == 'X':
otherTile = 'O'
else:
otherTile = 'X'
tilesToFlip = []
for xdirection, ydirection in [[0, 1], [1, 1], [1, 0], [1, -1], [0, -1], [-1, -1], [-1, 0], [-1, 1]]:
x, y = xstart, ystart
x += xdirection # first step in the direction
y += ydirection # first step in the direction
if isOnBoard(x, y) and board[x][y] == otherTile:
# There is a piece belonging to the other player next to our piece.
x += xdirection
y += ydirection
if not isOnBoard(x, y):
continue
while board[x][y] == otherTile:
x += xdirection
y += ydirection
if not isOnBoard(x, y): # break out of while loop, then continue in for loop
break
if not isOnBoard(x, y):
continue
if board[x][y] == tile:
# There are pieces to flip over. Go in the reverse direction until we reach the original space, noting all the tiles along the way.
while True:
x -= xdirection
y -= ydirection
if x == xstart and y == ystart:
break
tilesToFlip.append([x, y])
board[xstart][ystart] = ' ' # restore the empty space
if len(tilesToFlip) == 0: # If no tiles were flipped, this is not a valid move.
return False
return tilesToFlip
def isOnBoard(x, y):
# Returns True if the coordinates are located on the board.
return x >= 0 and x <= 7 and y >= 0 and y <=7
def getValidMoves(board, tile):
# Returns a list of [x,y] lists of valid moves for the given player on the given board.
validMoves = []
for x in range(8):
for y in range(8):
if isValidMove(board, tile, x, y) != False:
validMoves.append([x, y])
return validMoves
def getScoreOfBoard(board):
# Determine the score by counting the tiles. Returns a dictionary with keys 'X' and 'O'.
xscore = 0
oscore = 0
for x in range(8):
for y in range(8):
if board[x][y] == 'X':
xscore += 1
if board[x][y] == 'O':
oscore += 1
return {'X':xscore, 'O':oscore}
def makeMove(board, tile, xstart, ystart):
# Place the tile on the board at xstart, ystart, and flip any of the opponent's pieces.
# Returns False if this is an invalid move, True if it is valid.
tilesToFlip = isValidMove(board, tile, xstart, ystart)
if tilesToFlip == False:
return False
board[xstart][ystart] = tile
for x, y in tilesToFlip:
board[x][y] = tile
return True
def getBoardCopy(board):
# Make a duplicate of the board list and return the duplicate.
dupeBoard = getNewBoard()
for x in range(8):
for y in range(8):
dupeBoard[x][y] = board[x][y]
return dupeBoard
def isOnCorner(x, y):
# Returns True if the position is in one of the four corners.
return (x == 0 and y == 0) or (x == 7 and y == 0) or (x == 0 and y == 7) or (x == 7 and y == 7)
def getHumanMove(board, playerTile):
# Let the player type in their move.
# Returns the move as [x, y] (or returns the strings 'hints' or 'quit')
message = ['Enter your move by mouse, or press ESC to exit.', ' ']
drawBoard(message, clickSound)
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYUP:
if event.key == K_ESCAPE:
terminate()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
x = round((event.pos[0]-225)/50)
y = round((event.pos[1]-165)/50)
if x >= 0 and x <= 7 and y >= 0 and y <= 7:
if isValidMove(board, playerTile, x, y) == False:
message = ['That is not a valid move!', 'Enter your move by mouse, or press ESC to exit.']
drawBoard(message, alertSound)
else:
return [x, y]
def getComputerMove(board, computerTile):
message = ['Press any key or click to begin a computer move.', ' ']
drawBoard(message, clickSound)
wait_input = True
while wait_input:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
wait_input = False
if event.type == KEYUP:
if event.key == K_ESCAPE:
terminate()
if event.type == MOUSEBUTTONDOWN:
if event.button >= 1 and event.button <= 3:
wait_input = False
# Given a board and the computer's tile, determine where to
# move and return that move as a [x, y] list.
possibleMoves = getValidMoves(board, computerTile)
# randomize the order of the possible moves
random.shuffle(possibleMoves)
# always go for a corner if available.
for x, y in possibleMoves:
if isOnCorner(x, y):
return [x, y]
# Go through all the possible moves and remember the best scoring move
bestScore = -1
for x, y in possibleMoves:
dupeBoard = getBoardCopy(board)
makeMove(dupeBoard, computerTile, x, y)
score = getScoreOfBoard(dupeBoard)[computerTile]
if score > bestScore:
bestMove = [x, y]
bestScore = score
return bestMove
def getUCTMove(rootBoard, UCTTile, itermax=UCTITERTIME):
message = ['Press any key or click to begin a UCT search.', ' ']
drawBoard(message, clickSound)
wait_input = True
while wait_input:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
wait_input = False
if event.type == KEYUP:
if event.key == K_ESCAPE:
terminate()
if event.type == MOUSEBUTTONDOWN:
if event.button >= 1 and event.button <= 3:
wait_input = False
message = ['UCT is simulating {0} times. Please wait a minute.'.format(UCTITERTIME), ' ']
drawBoard(message, alertSound)
rootnode = Node(rootBoard, UCTTile)
for i in range(itermax):
node = rootnode
dupeBoard = getBoardCopy(rootBoard)
dupeBoardTile = UCTTile
# Select
while node.untriedMoves == [] and node.childNodes != []: # If Nodes are fully expanded and non-terminal
node = node.UCTSelectChild()
if node.priorMove != None:
makeMove(dupeBoard, dupeBoardTile, node.priorMove[0], node.priorMove[1])
if dupeBoardTile=='X': dupeBoardTile='O'
else: dupeBoardTile = 'X'
# Expand
if node.untriedMoves == [] and node.childNodes == []: # If Nodes have no legal moves,
if dupeBoardTile=='X': dupeBoardTile='O'
else: dupeBoardTile = 'X'
if getValidMoves(dupeBoard, dupeBoardTile) != []: # while the opponent has legal moves
node = node.AddChild(dupeBoard, dupeBoardTile, None) # Node: representing a pass
node.parentNode.childNodes.append(node)
m = random.choice(node.untriedMoves)
makeMove(dupeBoard, dupeBoardTile, m[0], m[1])
if dupeBoardTile=='X': dupeBoardTile='O'
else: dupeBoardTile = 'X'
node = node.AddChild(dupeBoard, dupeBoardTile, m)
node.parentNode.untriedMoves.remove(m)
node.parentNode.childNodes.append(node)
elif node.untriedMoves != []: # If Node is non-terminal, expand one more random node.
m = random.choice(node.untriedMoves)
makeMove(dupeBoard, dupeBoardTile, m[0], m[1])
if dupeBoardTile=='X': dupeBoardTile='O'
else: dupeBoardTile = 'X'
node = node.AddChild(dupeBoard, dupeBoardTile, m)
node.parentNode.untriedMoves.remove(m)
node.parentNode.childNodes.append(node)
# Rollout
while True:
validMoves = getValidMoves(dupeBoard, dupeBoardTile)
if validMoves == []:
if dupeBoardTile=='X': dupeBoardTile='O'
else: dupeBoardTile = 'X'
if getValidMoves(dupeBoard, dupeBoardTile) == []:
break
else:
continue
else:
random.shuffle(validMoves)
notSelected = True
priority = [[1,8,2,4,4,2,8,1], [8,8,7,7,7,7,8,8], [2,7,3,5,5,3,7,2], [4,7,5,6,6,5,7,4],
[4,7,5,6,6,5,7,4], [2,7,3,5,5,3,7,2], [8,8,7,7,7,7,8,8], [1,8,2,4,4,2,8,1]]
for v in validMoves:
if priority[v[0]][v[1]] == 1:
m = v
notSelected = False
break
if notSelected == True:
for v in validMoves:
if ((v == [1,0] or v == [0,1] or v == [1,1]) and dupeBoard[0][0] == dupeBoardTile) or ((v == [6,0] or v == [7,1] or v == [6,1]) and dupeBoard[7][0] == dupeBoardTile) or ((v == [0,6] or v == [1,7] or v == [1,6]) and dupeBoard[0][7] == dupeBoardTile) or ((v == [7,6] or v == [6,7] or v == [6,6]) and dupeBoard[0][0] == dupeBoardTile):
m = v
notSelected = False
break
for i in range(2, 8):
if notSelected == True:
for v in validMoves:
if priority[v[0]][v[1]] == i:
m = v
notSelected = False
break
if notSelected == True:
m = validMoves[0]
makeMove(dupeBoard, dupeBoardTile, m[0], m[1])
if dupeBoardTile=='X': dupeBoardTile='O'
else: dupeBoardTile = 'X'
score = getScoreOfBoard(dupeBoard)
if score['O'] > score['X']:
oscore = 2
xscore = 0
elif score['X'] > score['O']:
oscore = 0
xscore = 2
else:
oscore = 1
xscore = 1
# Backpropagate
while node != None:
node.Update(oscore, xscore)
node = node.parentNode
# Return best move
for n in rootnode.childNodes:
print('Move:{0} // wins: {1} // visits: {2} // win rate: {3}'.format(n.priorMove, n.wins, n.visits, n.wins/n.visits))
print('=====================')
bestChildNode = sorted(rootnode.childNodes, key = lambda c: c.visits)[-1]
return bestChildNode.priorMove
def getNetMove(RootState, net, itermax):
#print('This is the states already present at the start of the MTCS search.')
#for ac1, st1 in RootState.childStates.items():
# if st1 != None:
# if ac1 == -1: print('pass')
# else:
# print(st1.parentState.N[0][ac1])
# for ac2, st2 in st1.childStates.items():
# if st2 != None:
# if ac2 == -1:
# print(' ', end='')
# print('pass')
# else:
# print(' ', end='')
# print(st2.parentState.N[0][ac2])
# for ac3, st3 in st2.childStates.items():
# if st3 != None:
# if ac3 == -1:
# print(' ', end='')
# print('pass')
# else:
# print(' ', end='')
# print(st3.parentState.N[0][ac3])
# for ac4, st4 in st3.childStates.items():
# if st4 != None:
# if ac4 == -1:
# print(' ', end='')
# print('pass')
# else:
# print(' ', end='')
# print(st4.parentState.N[0][ac4])
#print('================')
message = ['Press any key or click to begin a Net MCTS search.', ' ']
drawBoard(message, clickSound)
wait_input = True
while wait_input:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
wait_input = False
if event.type == KEYUP:
if event.key == K_ESCAPE:
terminate()
if event.type == MOUSEBUTTONDOWN:
if event.button >= 1 and event.button <= 3:
wait_input = False
message = ['Net MCTS is simulating {0} times. Please wait a minute.'.format(itermax), ' ']
drawBoard(message, alertSound)
noise = np.random.randn(1, 64).astype(np.float16)
noise[RootState.nonlegal_mask] = -1000
noise = softmax(noise)
noise[RootState.nonlegal_mask] = 0
RootState.P = RootState.P*(1-NOISE_POLICY) + noise*NOISE_POLICY
for i in range(int(itermax/TN)):
threadStack = []
invert = np.random.randint(2, size=(TN, 3))
for j in range(TN):
stackData = []
state = RootState
dupeBoard = getBoardCopy(state.board)
# Select & Expand
while True:
selectedAction = state.SelectAction()
if selectedAction == -1 and getValidMoves(dupeBoard, state.opponent_tile) == []: # 게임 끝에 도달한 경우 대개는 이곳에서 처리됨.
break
if selectedAction != -1:
makeMove(dupeBoard, state.tile, selectedAction%8, int(selectedAction/8))
if state.childStates[selectedAction] == None:
break
else:
state = state.childStates[selectedAction]
state.parentState.N[0][selectedAction] += VL
state.parentState.Q[0][selectedAction] += -VL * (1+state.parentState.Q[0][selectedAction])/state.parentState.N[0][selectedAction]
tile = state.opponent_tile
opponent_tile = state.tile
stackData.append(state)
stackData.append(dupeBoard)
stackData.append(tile)
stackData.append(selectedAction)
legalActions = getValidMoves(dupeBoard, tile)
nonlegal_mask = np.ones([1, 64], dtype=bool)
if legalActions != []:
for x, y in legalActions:
nonlegal_mask[0][x+y*8] = False
stackData.append(legalActions)
stackData.append(nonlegal_mask)
feature_x = np.zeros([2, 8, 8], dtype=int)
for y in range(8):
for x in range(8):
if dupeBoard[x][y] == tile:
feature_x[0][y][x] = 1
elif dupeBoard[x][y] == opponent_tile:
feature_x[1][y][x] = 1
if invert[j][0]: feature_x = np.transpose(feature_x, (0, 2, 1)) # transpose()
if invert[j][1]: feature_x = np.flip(feature_x, axis=2) # fliplr
if invert[j][2]: feature_x = np.flip(feature_x, axis=1) # flipud
stackData.append(feature_x)
threadStack.append(stackData)
total_feature_x = np.zeros([TN, 2, 8, 8], dtype=int)
for j in range(TN):
total_feature_x[j] = threadStack[j][6]
total_policy, total_value = net.predict(total_feature_x)
for j in range(TN):
state = threadStack[j][0]
policy = total_policy[j].reshape(8,8)
nonlegal_mask = threadStack[j][5]
selectedAction = threadStack[j][3]
if invert[j][2]: policy = np.flipud(policy)
if invert[j][1]: policy = np.fliplr(policy)
if invert[j][0]: policy = np.transpose(policy)
policy = policy.reshape(1, 64)
policy[nonlegal_mask] = -1000
policy = softmax(policy)
#noise = np.random.randn(1, 64).astype(np.float16)
#noise[self.nonlegal_mask] = -1000
#noise = softmax(noise)
#policy = policy*(1-NOISE_POLICY) + noise*NOISE_POLICY
policy[nonlegal_mask] = 0
value = total_value[j]
state = state.AddChild(threadStack[j][1], threadStack[j][2], selectedAction, threadStack[j][4], nonlegal_mask, threadStack[j][6], policy, value)
state.parentState.N[0][selectedAction] += VL
state.parentState.Q[0][selectedAction] += -VL * (1+state.parentState.Q[0][selectedAction])/state.parentState.N[0][selectedAction]
# Backpropagate
if state.tile == 'O':
o_reward = value
x_reward = -value
else:
o_reward = -value
x_reward = value
while state != RootState:
state.Update(o_reward, x_reward, VL)
state = state.parentState
# Return best move
for n in range(64):
if RootState.N[0][n] != 0:
print('Move:[{}{}] => N: {} // Q: {}'.format(chr(ord('a')+n%8), chr(ord('a')+int(n/8)), RootState.N[0][n], RootState.Q[0][n]))
print('---------------------')
argmax_list = []
N_largest = 0
for i in range(64):
N_current = RootState.N[0][i]
if N_current < N_largest: pass
elif N_current > N_largest:
N_largest = N_current
argmax_list = []
argmax_list.append(i)
else:
argmax_list.append(i)
random.shuffle(argmax_list)
bestAction = argmax_list[0]
#bestAction = np.argmax(RootState.N)
print('* Selected move:[{}{}] => N: {} // Q: {}'.format(chr(ord('a')+bestAction%8), chr(ord('a')+int(bestAction/8)), RootState.N[0][bestAction], RootState.Q[0][bestAction]))
print('--------------------------')
print('* Probable sequence: ', end='')
state = RootState
while state != None and np.sum(state.N) != 0:
nextProbableAction = np.argmax(state.N)
if state.childStates[nextProbableAction] == None: break
print('{}{} - '.format(chr(ord('a')+nextProbableAction%8), chr(ord('a')+int(nextProbableAction/8))), end='')
state = state.childStates[nextProbableAction]
print('\n============================')
return bestAction
# =======================================================================
pygame.init()
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('OTHELLO')
pygame.mouse.set_visible(True)
# set up fonts
font = pygame.font.SysFont(None, 40)
font2 = pygame.font.SysFont(None, 60)
font3 = pygame.font.SysFont(None, 25)
# set up sounds
clickSound = pygame.mixer.Sound('music/move.wav')
alertSound = pygame.mixer.Sound('music/alert.wav')
#pygame.mixer.music.load('music/background_2.mp3')
if P1NAME == 'Net':
P1net = OthelloNet()
P1net.load_params(file_name=P1Param)
P1RootState = None
if P2NAME == 'Net':
P2net = OthelloNet()
P2net.load_params(file_name=P2Param)
P2RootState = None
# -------------------------------------------------
while True:
# Reset the board and game.
mainBoard = getNewBoard()
resetBoard(mainBoard)
turn = ' '
xname = ' '
oname = ' '
move = []
DT = datetime.datetime.now().isoformat(timespec = 'minutes').replace(':', '_')
MoveSeq = []
#pygame.mixer.music.play(-1, 0.0)
message = ['New Game! If player 1 want to be Black or White, press B or W. Black goes first.', 'If you want to exit, press ESC key.']
drawBoard(message, alertSound)
wait_input = True
while wait_input:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == ord('b'):
P1Tile, P2Tile = ['X', 'O']
xname = 'P1'+P1NAME
if P1NAME == 'Net': xname = xname + P1Param
oname = 'P2'+P2NAME
if P2NAME == 'Net': oname = oname + P2Param
turn = 'P1'
wait_input = False
if event.key == ord('w'):
P1Tile, P2Tile = ['O', 'X']
xname = 'P2'+P2NAME
if P2NAME == 'Net': xname = xname + P2Param
oname = 'P1'+P1NAME
if P1NAME == 'Net': oname = oname + P1Param
turn = 'P2'
wait_input = False
if event.type == KEYUP:
if event.key == K_ESCAPE:
terminate()
if P1NAME == 'Net':
#----------------
legalActions = getValidMoves(mainBoard, 'X')
nonlegal_mask = np.ones([1, 64], dtype=bool)
if legalActions != []:
for x, y in legalActions:
nonlegal_mask[0][x+y*8] = False
feature_x = np.zeros([1, 2, 8, 8], dtype=int)
for y in range(8):
for x in range(8):
if mainBoard[x][y] == 'X':
feature_x[0][0][y][x] = 1
elif mainBoard[x][y] == 'O':
feature_x[0][1][y][x] = 1
invert_a = random.randint(0, 1)
invert_b = random.randint(0, 1)
invert_c = random.randint(0, 1)
feature_x_i = feature_x
if invert_a: feature_x_i = np.transpose(feature_x_i, (0, 1, 3, 2)) # transpose()
if invert_b: feature_x_i = np.flip(feature_x_i, axis=3) # fliplr
if invert_c: feature_x_i = np.flip(feature_x_i, axis=2) # flipud
policy, value = P1net.predict(feature_x_i)
policy = policy.reshape(8,8)
if invert_c: policy = np.flipud(policy)
if invert_b: policy = np.fliplr(policy)
if invert_a: policy = np.transpose(policy)
policy = policy.reshape(1, 64)
policy[nonlegal_mask] = -1000
policy = softmax(policy)
policy[nonlegal_mask] = 0
#------------------
P1RootState = State(mainBoard, 'X', None, None, legalActions, nonlegal_mask, feature_x, policy, value)
if P2NAME == 'Net':
#----------------
legalActions = getValidMoves(mainBoard, 'X')
nonlegal_mask = np.ones([1, 64], dtype=bool)
if legalActions != []:
for x, y in legalActions:
nonlegal_mask[0][x+y*8] = False
feature_x = np.zeros([1, 2, 8, 8], dtype=int)
for y in range(8):
for x in range(8):
if mainBoard[x][y] == 'X':
feature_x[0][0][y][x] = 1
elif mainBoard[x][y] == 'O':
feature_x[0][1][y][x] = 1
invert_a = random.randint(0, 1)
invert_b = random.randint(0, 1)
invert_c = random.randint(0, 1)
feature_x_i = feature_x
if invert_a: feature_x_i = np.transpose(feature_x_i, (0, 1, 3, 2)) # transpose()
if invert_b: feature_x_i = np.flip(feature_x_i, axis=3) # fliplr
if invert_c: feature_x_i = np.flip(feature_x_i, axis=2) # flipud
policy, value = P2net.predict(feature_x_i)
policy = policy.reshape(8,8)
if invert_c: policy = np.flipud(policy)
if invert_b: policy = np.fliplr(policy)
if invert_a: policy = np.transpose(policy)
policy = policy.reshape(1, 64)
policy[nonlegal_mask] = -1000
policy = softmax(policy)
policy[nonlegal_mask] = 0
#------------------
P2RootState = State(mainBoard, 'X', None, None, legalActions, nonlegal_mask, feature_x, policy, value)
PB = xname
PW = oname
MoveSeq = []
message = [' ']
while True:
if turn == 'P1':
# Player 1 (P1)'s turn.
if P1NAME == 'Net':
current_action = getNetMove(P1RootState, P1net, P1MCTSITERTIME)
move = (current_action%8, int(current_action/8))
assert(P1RootState.tile == P1Tile)
elif P1NAME == 'Human':
move = getHumanMove(mainBoard, P1Tile)
current_action = move[0]+move[1]*8
elif P1NAME == 'UCT': move = getUCTMove(mainBoard, P1Tile)
else: move = getComputerMove(mainBoard, P1Tile)
makeMove(mainBoard, P1Tile, move[0], move[1])
if P1Tile == 'X':