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import logging
import math
import time
import os
import numpy as np
import torch
import torch.nn as nn
import torch.nn.functional as F
import torch.optim as optim
from tqdm import tqdm
from collections import deque
from pickle import Pickler, Unpickler
from random import shuffle
from game import *
logging.basicConfig(level = logging.INFO)
log = logging.getLogger(__name__)
class MCTS():
"""
This class handles the MCTS tree.
"""
def __init__(self, game, nnet, args):
self.game = game
self.nnet = nnet
self.args = args
self.Qsa = {} # stores Q values for s,a (as defined in the paper)
self.Nsa = {} # stores #times edge s,a was visited
self.Ns = {} # stores #times board s was visited
self.Ps = {} # stores initial policy (returned by neural net)
self.Es = {} # stores game.getGameEnded for board s
self.Vs = {} # stores game.getValidMoves for board s
def getActionProb(self, canonicalBoard, temp=1):
"""
This function performs numMCTSSims simulations of MCTS starting from
canonicalBoard.
Returns:
probs: a policy vector where the probability of the ith action is
proportional to Nsa[(s,a)]**(1./temp)
"""
for i in range(self.args.numMCTSSims):
self.search(canonicalBoard)
s = self.game.stringRepresentation(canonicalBoard)
counts = [self.Nsa[(s, a)] if (s, a) in self.Nsa else 0 for a in range(self.game.getActionSize())]
if temp == 0:
bestAs = np.array(np.argwhere(counts == np.max(counts))).flatten()
bestA = np.random.choice(bestAs)
probs = [0] * len(counts)
probs[bestA] = 1
return probs
counts = [x ** (1. / temp) for x in counts]
counts_sum = float(sum(counts))
probs = [x / counts_sum for x in counts]
return probs
def search(self, canonicalBoard):
"""
This function performs one iteration of MCTS. It is recursively called
till a leaf node is found. The action chosen at each node is one that
has the maximum upper confidence bound as in the paper.
Once a leaf node is found, the neural network is called to return an
initial policy P and a value v for the state. This value is propagated
up the search path. In case the leaf node is a terminal state, the
outcome is propagated up the search path. The values of Ns, Nsa, Qsa are
updated.
NOTE: Since v is in [-1,1] and if v is the value of a
state for the current player, then its value is -v for the other player.
Returns:
v: the value of the current canonicalBoard
"""
s = self.game.stringRepresentation(canonicalBoard)
if s not in self.Es:
self.Es[s] = self.game.getGameEnded(canonicalBoard, 1)
if self.Es[s] is not None:
# terminal node
return self.Es[s]
if s not in self.Ps:
# leaf node
self.Ps[s], v = self.nnet.predict(canonicalBoard)
valids = self.game.getValidMoves(canonicalBoard, 1)
self.Ps[s] = self.Ps[s] * valids # masking invalid moves
sum_Ps_s = np.sum(self.Ps[s])
if sum_Ps_s > 0:
self.Ps[s] /= sum_Ps_s # renormalize
else:
# if all valid moves were masked make all valid moves equally probable
log.error("All valid moves were masked, doing a workaround.")
self.Ps[s] = self.Ps[s] + valids
self.Ps[s] /= np.sum(self.Ps[s])
self.Vs[s] = valids
self.Ns[s] = 0
return v
valids = self.Vs[s]
cur_best = -float('inf')
best_act = -1
# pick the action with the highest upper confidence bound
for a in range(self.game.getActionSize()):
if valids[a]:
u = self.Qsa.get((s, a), 0) + self.args.cpuct * self.Ps[s][a] * math.sqrt(self.Ns[s]) / (
1 + self.Nsa.get((s, a), 0))
if u > cur_best:
cur_best = u
best_act = a
a = best_act
next_s, next_player = self.game.getNextState(canonicalBoard, 1, a)
next_s = self.game.getCanonicalForm(next_s, next_player)
v = -self.search(next_s)
if (s, a) in self.Qsa:
self.Qsa[(s, a)] = (self.Nsa[(s, a)] * self.Qsa[(s, a)] + v) / (self.Nsa[(s, a)] + 1)
self.Nsa[(s, a)] += 1
else:
self.Qsa[(s, a)] = v
self.Nsa[(s, a)] = 1
self.Ns[s] += 1
return v
class OthelloNNet(nn.Module):
def __init__(self, game, args):
# game params
self.board_x, self.board_y = game.getBoardSize()
self.action_size = game.getActionSize()
self.args = args
super(OthelloNNet, self).__init__()
self.conv1 = nn.Conv2d(1, args.num_channels, 3, stride=1, padding=1)
self.conv2 = nn.Conv2d(args.num_channels, args.num_channels, 3, stride=1, padding=1)
self.conv3 = nn.Conv2d(args.num_channels, args.num_channels, 3, stride=1)
self.conv4 = nn.Conv2d(args.num_channels, args.num_channels, 3, stride=1)
self.bn1 = nn.BatchNorm2d(args.num_channels)
self.bn2 = nn.BatchNorm2d(args.num_channels)
self.bn3 = nn.BatchNorm2d(args.num_channels)
self.bn4 = nn.BatchNorm2d(args.num_channels)
self.fc1 = nn.Linear(args.num_channels*(self.board_x-4)*(self.board_y-4), 1024)
self.fc_bn1 = nn.BatchNorm1d(1024)
self.fc2 = nn.Linear(1024, 512)
self.fc_bn2 = nn.BatchNorm1d(512)
self.fc3 = nn.Linear(512, self.action_size)
self.fc4 = nn.Linear(512, 1)
def forward(self, s):
# you can add residual to the network
# s: batch_size x board_x x board_y
s = s.view(-1, 1, self.board_x, self.board_y) # batch_size x 1 x board_x x board_y
s = F.relu(self.bn1(self.conv1(s))) # batch_size x num_channels x board_x x board_y
s = F.relu(self.bn2(self.conv2(s))) # batch_size x num_channels x board_x x board_y
s = F.relu(self.bn3(self.conv3(s))) # batch_size x num_channels x (board_x-2) x (board_y-2)
s = F.relu(self.bn4(self.conv4(s))) # batch_size x num_channels x (board_x-4) x (board_y-4)
s = s.view(-1, self.args.num_channels*(self.board_x-4)*(self.board_y-4))
s = F.dropout(F.relu(self.fc_bn1(self.fc1(s))), p=self.args.dropout, training=self.training) # batch_size x 1024
s = F.dropout(F.relu(self.fc_bn2(self.fc2(s))), p=self.args.dropout, training=self.training) # batch_size x 512
pi = self.fc3(s) # batch_size x action_size
v = self.fc4(s) # batch_size x 1
return F.log_softmax(pi, dim=1), torch.tanh(v)
class AverageMeter(object):
"""From https://github.com/pytorch/examples/blob/master/imagenet/main.py"""
def __init__(self):
self.val = 0
self.avg = 0
self.sum = 0
self.count = 0
def __repr__(self):
return f'{self.avg:.2e}'
def update(self, val, n=1):
self.val = val
self.sum += val * n
self.count += n
self.avg = self.sum / self.count
class NNetWrapper():
def __init__(self, game, args):
self.nnet = OthelloNNet(game, args)
self.board_x, self.board_y = game.getBoardSize()
self.action_size = game.getActionSize()
self.args = args
if args.cuda:
self.nnet.cuda()
def train(self, examples):
"""
examples: list of examples, each example is of form (board, pi, v)
"""
optimizer = optim.Adam(self.nnet.parameters(), lr=self.args.lr)
for epoch in range(self.args.epochs):
print('EPOCH ::: ' + str(epoch + 1))
self.nnet.train()
pi_losses = AverageMeter()
v_losses = AverageMeter()
batch_count = int(len(examples) / self.args.batch_size)
t = tqdm(range(batch_count), desc='Training Net')
for _ in t:
sample_ids = np.random.randint(len(examples), size=self.args.batch_size)
boards, pis, vs = list(zip(*[examples[i] for i in sample_ids]))
boards = torch.FloatTensor(np.array(boards).astype(np.float32)) #np.float32 or np.float64 have a difference?
target_pis = torch.FloatTensor(np.array(pis))
target_vs = torch.FloatTensor(np.array(vs).astype(np.float32))
if self.args.cuda:
# boards, target_pis, target_vs = boards.contiguous().cuda(), target_pis.contiguous().cuda(), target_vs.contiguous().cuda()
boards, target_pis, target_vs = boards.cuda(), target_pis.cuda(), target_vs.cuda()
# compute output
out_pi, out_v = self.nnet(boards)
l_pi = self.loss_pi(target_pis, out_pi)
l_v = self.loss_v(target_vs, out_v)
total_loss = l_pi + l_v
# record loss
pi_losses.update(l_pi.item(), boards.size(0))
v_losses.update(l_v.item(), boards.size(0))
t.set_postfix(Loss_pi=pi_losses, Loss_v=v_losses)
# compute gradient and do SGD step
optimizer.zero_grad()
total_loss.backward()
optimizer.step()
def predict(self, board):
"""
board: np array with board
"""
# timing
# start = time.time()
# preparing input
board = torch.FloatTensor(board.astype(np.float32))
if self.args.cuda: board = board.cuda()
board = board.view(1, self.board_x, self.board_y)
self.nnet.eval()
with torch.no_grad():
pi, v = self.nnet(board)
# print('PREDICTION TIME TAKEN : {0:03f}'.format(time.time()-start))
return torch.exp(pi).data.cpu().numpy()[0], v.data.cpu().numpy()[0]
def loss_pi(self, targets, outputs):
return -torch.sum(targets * outputs) / targets.size()[0]
def loss_v(self, targets, outputs):
return torch.sum((targets - outputs.view(-1)) ** 2) / targets.size()[0]
def save_checkpoint(self, folder='checkpoint', filename='checkpoint.pth.tar'):
filepath = os.path.join(folder, filename)
if not os.path.exists(folder):
print("Checkpoint Directory does not exist! Making directory {}".format(folder))
os.mkdir(folder)
else:
print("Checkpoint Directory exists! ")
torch.save({
'state_dict': self.nnet.state_dict(),
}, filepath)
def load_checkpoint(self, folder='checkpoint', filename='checkpoint.pth.tar'):
filepath = os.path.join(folder, filename)
if not os.path.exists(filepath):
raise ValueError("No model in path {}".format(filepath))
map_location = None if self.args.cuda else 'cpu'
checkpoint = torch.load(filepath, map_location=map_location)
self.nnet.load_state_dict(checkpoint['state_dict'])
class SelfPlay():
"""
This class executes the self-play + learning.
"""
def __init__(self, game, nnet, args):
self.game = game
self.nnet = nnet
self.pnet = self.nnet.__class__(self.game, args) # the competitor network
self.args = args
self.mcts = MCTS(self.game, self.nnet, self.args)
self.trainExamplesHistory = [] # history of examples from args.numItersForTrainExamplesHistory latest iterations
def executeEpisode(self):
"""
This function executes one episode of self-play, starting with player 1.
As the game is played, each turn is added as a training example to
trainExamples. The game is played till the game ends. After the game
ends, the outcome of the game is used to assign values to each example
in trainExamples.
It uses a temp=1 if episodeStep < tempThreshold, and thereafter
uses temp=0.
Returns:
trainExamples: a list of examples of the form (canonicalBoard, pi, v)
"""
trainExamples = []
board = self.game.getInitBoard()
self.curPlayer = 1
episodeStep = 0
while True:
episodeStep += 1
canonicalBoard = self.game.getCanonicalForm(board, self.curPlayer)
temp = int(episodeStep < self.args.tempThreshold)
pi = self.mcts.getActionProb(canonicalBoard, temp=temp)
sym = self.game.getSymmetries(canonicalBoard, pi)
for b, p in sym:
trainExamples.append([b, self.curPlayer, p, None])
action = np.random.choice(len(pi), p=pi)
board, self.curPlayer = self.game.getNextState(board, self.curPlayer, action)
r = self.game.getGameEnded(board, self.curPlayer)
if r is not None:
# r * (1 if self.curPlayer == x[1] else -1) means 1 for winner, -1 for loser, 0 for draw.
return [(x[0], x[2], r * (1 if self.curPlayer == x[1] else -1)) for x in trainExamples]
def learn(self):
"""
Performs numIters iterations with numEps episodes of self-play in each
iteration. After every iteration, it retrains neural network with
examples in trainExamples (which has a maximum length of maxlenofQueue).
It then pits the new neural network against the old one and accepts it
only if it wins >= updateThreshold fraction of games.
"""
for i in range(1, self.args.numIters + 1):
# bookkeeping
log.info(f'Starting Iter #{i} ...')
# examples of the iteration
iterationTrainExamples = deque([], maxlen=self.args.maxlenOfQueue)
for _ in tqdm(range(self.args.numEps), desc="Self Play"):
self.mcts = MCTS(self.game, self.nnet, self.args) # reset search tree
iterationTrainExamples += self.executeEpisode()
# save the iteration examples to the history
self.trainExamplesHistory.append(iterationTrainExamples)
if len(self.trainExamplesHistory) > self.args.numItersForTrainExamplesHistory:
log.warning(
f"Removing the oldest entry in trainExamples. len(trainExamplesHistory) = {len(self.trainExamplesHistory)}")
self.trainExamplesHistory.pop(0)
# shuffle examples before training
trainExamples = []
for e in self.trainExamplesHistory:
trainExamples.extend(e)
shuffle(trainExamples)
# training new network, keeping a copy of the old one
self.nnet.save_checkpoint(folder=self.args.checkpoint, filename='temp.pth.tar')
self.pnet.load_checkpoint(folder=self.args.checkpoint, filename='temp.pth.tar')
pmcts = MCTS(self.game, self.pnet, self.args)
self.nnet.train(trainExamples)
nmcts = MCTS(self.game, self.nnet, self.args)
log.info('PITTING AGAINST PREVIOUS VERSION')
arena = Arena(lambda x: np.argmax(pmcts.getActionProb(x, temp=0)),
lambda x: np.argmax(nmcts.getActionProb(x, temp=0)), self.game)
pwins, nwins, draws = arena.playGames(self.args.arenaCompare)
log.info('NEW/PREV WINS : %d / %d ; DRAWS : %d' % (nwins, pwins, draws))
if pwins + nwins == 0 or float(nwins) / (pwins + nwins) < self.args.updateThreshold:
log.info('REJECTING NEW MODEL')
self.nnet.load_checkpoint(folder=self.args.checkpoint, filename='temp.pth.tar')
else:
log.info('ACCEPTING NEW MODEL')
self.nnet.save_checkpoint(folder=self.args.checkpoint, filename='best.pth.tar')
class dotdict(dict):
def __getattr__(self, name):
return self[name]
args = dotdict({
'lr': 0.001,
'dropout': 0.1,
'epochs': 10,
'batch_size': 64,
'cuda': torch.cuda.is_available(),
'num_channels': 512,
'numIters': 200,
'numEps': 100, # Number of complete self-play games to simulate during a new iteration.
'tempThreshold': 15, #
'updateThreshold': 0.6, # During arena playoff, new neural net will be accepted if threshold ratio or more of games are won.
'maxlenOfQueue': 200000, # Number of game examples to train the neural networks.
'numItersForTrainExamplesHistory': 20,
'numMCTSSims': 25, # Number of games moves for MCTS to simulate.
'arenaCompare': 40, # Number of games to play during arena play to determine if new net will be accepted.
'cpuct': 1,
'checkpoint': './temp/',
'load_model': False,
'load_folder_file': ('./temp/','best.pth.tar'),
})
def main():
import argparse
parser = argparse.ArgumentParser()
parser.add_argument('--train', action="store_true")
parser.add_argument('--board_size', type=int, default=6)
# play arguments
parser.add_argument('--play', action="store_true")
parser.add_argument('--verbose', action="store_true")
parser.add_argument('--round', type=int, default=2)
parser.add_argument('--player1', type=str, default='human', choices=['human', 'random', 'greedy', 'alphazero'])
parser.add_argument('--player2', type=str, default='alphazero', choices=['human', 'random', 'greedy', 'alphazero'])
parser.add_argument('--ckpt_file', type=str, default='best.pth.tar')
args_input = vars(parser.parse_args())
for k,v in args_input.items():
args[k] = v
g = OthelloGame(args.board_size)
if args.train:
nnet = NNetWrapper(g, args)
if args.load_model:
log.info('Loading checkpoint "%s/%s"...', args.load_folder_file[0], args.load_folder_file[1])
nnet.load_checkpoint(args.load_folder_file[0], args.load_folder_file[1])
log.info('Loading the SelfCoach...')
s = SelfPlay(g, nnet, args)
log.info('Starting the learning process π')
s.learn()
if args.play:
def getPlayFunc(name):
if name == 'human':
return HumanOthelloPlayer(g).play
elif name == 'random':
return RandomPlayer(g).play
elif name == 'greedy':
return GreedyOthelloPlayer(g).play
elif name == 'alphazero':
nnet = NNetWrapper(g, args)
nnet.load_checkpoint(args.checkpoint, args.ckpt_file)
mcts = MCTS(g, nnet, dotdict({'numMCTSSims': 200, 'cpuct':1.0}))
return lambda x: np.argmax(mcts.getActionProb(x, temp=0))
else:
raise ValueError('not support player name {}'.format(name))
player1 = getPlayFunc(args.player1)
player2 = getPlayFunc(args.player2)
arena = Arena(player1, player2, g, display=OthelloGame.display)
results = arena.playGames(args.round, verbose=args.verbose)
print("Final results: Player1 wins {}, Player2 wins {}, Draws {}".format(*results))
if __name__ == '__main__':
main()
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