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243 lines (202 loc) · 8.49 KB
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from classes import PcRandomPlayer, WrongSignError
from nn_model import Network, Trainer
import numpy as np
import torch
import copy
from numpy import random
class AiPlayer(PcRandomPlayer):
""" Pc Player driven by neural network """
def __init__(self, name, player_goal, path=None):
super().__init__(name, player_goal)
self.model = Network()
if path:
self.model.load_state_dict(torch.load(path))
self.device = torch.device("cuda" if torch.cuda.is_available() else "cpu")
self.random_games_num = 1000
# self.device = torch.device("cpu")
print(f"Device: {self.device}")
self.model = self.model.to(self.device)
self.moves = []
self.moves_counter = 0
def decode_sign_board(self, signs):
for i, sign in enumerate(signs):
if sign == '-':
signs[i] = 0
elif sign == 'X':
signs[i] = 1
elif sign == 'O':
signs[i] = 2
else:
print(f"Invalid sign: {sign}")
raise WrongSignError
return signs
def decode_x_o(self, sign):
if sign == 'X':
return 1
elif sign == 'O':
return 2
else:
print(f"Invalid sign: {sign}")
raise WrongSignError
def encode_sign(self, sign_num):
if sign_num == 0:
return '-'
if sign_num == 1:
return 'X'
if sign_num == 2:
return 'O'
def load_model(self, path):
print(f"Loading model from {path}")
self.model.load_state_dict(torch.load(path))
print("Model loaded")
def generate_move(self, board_combinations):
rand_val = random.rand()
if self.moves_counter >= self.random_games_num and rand_val>0.2:
"""Generate next move on board based on network prediction"""
board_state = list(map(self.decode_sign_board, copy.deepcopy(board_combinations.state())))
board_state = torch.tensor(board_state, dtype=torch.float).unsqueeze(dim=0).unsqueeze(dim=0)
self.model.eval()
with torch.no_grad():
prediction = self.model(board_state.to(self.device))
prediction = prediction[0]
# Look for the best move but possible on board
top_k = torch.topk(prediction, 6*6*2)
idx = 0
max_pred = top_k.indices[idx]
row = (max_pred%36)//6
column = (max_pred%36)%6
while board_combinations.state()[row][column] != '-':
idx += 1
max_pred = top_k.indices[idx]
row = (max_pred%36)//6
column = (max_pred%36)%6
# max_pred = prediction.argmax().item()
self.model.train()
sign = self.encode_sign(max_pred//36 + 1)
self.moves_counter += 1
# if self.moves_counter == self.random_games_num * 2:
# self.moves_counter = 0
# print("Counter reset")
return row, column, sign
else:
self.moves_counter += 1
if self.moves_counter == self.random_games_num -2:
print("Last random move")
return self.generate_random_move(board_combinations)
class PlayerTrainer(AiPlayer):
def __init__(self, name, goal):
super().__init__(name, goal)
# self.model = Network()
# self.name = name
# self.goal = goal
self.trainer = Trainer(self.model)
self.board_states = []
self.moves = []
def set_trainer_lr(self, lr):
self.trainer.set_lr(lr)
def add_move_data(self, board_state, move):
self.board_states.append(board_state)
sign = self.decode_x_o(move[2])
move = list(move)
move[2] = sign
self.moves.append(move)
def reset_moves_data(self):
self.board_states = []
self.moves = []
def moves_to_tensor(self, moves):
row, column, sign = moves
idx = 6 *row + column
if sign == 2:
idx+=36
tensor = torch.zeros(72)
tensor[idx] = 1
return tensor
def save_model(self, model_name="model"):
print(f"Saving model {model_name}...")
self.model.save(file_name=model_name+".pth")
print("Model saved...")
class OrderTrainer(PlayerTrainer):
def __init__(self):
super().__init__('Order Trainer', 'order')
def train(self, game_winner, moves_number, illegal_move):
# print(f"ww: {game_winner}")
rewards = torch.zeros(moves_number)
if illegal_move:
rewards[:] = 1
rewards[-1] = -1000
elif game_winner == 'order':
rewards[:] = 10
rewards[-1] = 100
elif game_winner == 'chaos':
rewards[:] = -10
else:
raise ValueError
batch_size = len(self.board_states)
tensor_boards = torch.empty((batch_size,6*6), dtype=torch.float)
tensor_next_boards = torch.empty((batch_size,6*6), dtype=torch.float)
tensor_moves = torch.empty((batch_size,6*6*2), dtype=torch.float)
for i, board in enumerate(self.board_states):
tensor_move = self.moves_to_tensor(self.moves[i])
tensor_moves[i][:] = tensor_move
decoded_board = list(map(self.decode_sign_board, copy.deepcopy(board)))
decoded_tensor = torch.tensor(decoded_board, dtype=torch.float).flatten()
tensor_boards[i] = decoded_tensor
if i < batch_size-1:
next_board = self.board_states[i+1]
decoded_next_board = list(map(self.decode_sign_board, copy.deepcopy(next_board)))
decoded_next_tensor = torch.tensor(decoded_next_board, dtype=torch.float).flatten()
tensor_next_boards[i] = decoded_next_tensor
# torch.cat((x_tensor, decoded_tensor), dim=0)
# print(f"board: {decoded_tensor.shape}")
# print(f"move: {move}")
# print(f"x_tensor: {x_tensor.shape}")
self.trainer.train_step(tensor_boards.to(self.device),
tensor_next_boards.to(self.device),
tensor_moves.to(self.device), rewards)
class ChaosTrainer(PlayerTrainer):
def __init__(self):
super().__init__('Chaos Trainer', 'chaos')
# path = "./model/chaos_model.pth"
# self.load_model(path)
# print(f"Chaos model loaded form {path}")
def train(self, game_winner, moves_number, illegal_move):
# print(f"ww: {game_winner}")
rewards = torch.zeros(moves_number)
if illegal_move:
rewards[:] = 0.1
rewards[-1] = -20
elif game_winner == 'order':
rewards[:] = 0.1
rewards[-1] = -15
elif game_winner == 'chaos':
rewards[:] = 0.1
rewards[-1] = 15
else:
raise ValueError
batch_size = len(self.board_states)
tensor_boards = torch.empty((batch_size,1, 6, 6), dtype=torch.float)
tensor_next_boards = torch.empty((batch_size,1, 6, 6), dtype=torch.float)
tensor_moves = torch.empty((batch_size,6*6*2), dtype=torch.float)
for i, board in enumerate(self.board_states):
tensor_move = self.moves_to_tensor(self.moves[i])
tensor_moves[i][:] = tensor_move
decoded_board = list(map(self.decode_sign_board, copy.deepcopy(board)))
decoded_tensor = torch.tensor(decoded_board, dtype=torch.float)
tensor_boards[i][0] = decoded_tensor
if i < batch_size-1:
next_board = self.board_states[i+1]
decoded_next_board = list(map(self.decode_sign_board, copy.deepcopy(next_board)))
decoded_next_tensor = torch.tensor(decoded_next_board, dtype=torch.float)
tensor_next_boards[i][0] = decoded_next_tensor
# torch.cat((x_tensor, decoded_tensor), dim=0)
# print(f"board: {decoded_tensor.shape}")
# print(f"move: {move}")
# print(f"x_tensor: {x_tensor.shape}")
self.trainer.train_step(tensor_boards.to(self.device),
tensor_next_boards.to(self.device),
tensor_moves.to(self.device), rewards)
class RandomTrainer(PlayerTrainer):
def train(self, game_winner, moves_number, illegal_move):
pass
def generate_move(self, board_combinations):
return self.generate_random_move(board_combinations)