TicTacToe-9x9 / objects_9x9.py
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Rename app.py to objects_9x9.py
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import numpy as np
import pickle
BOARD_ROWS = 9
BOARD_COLS = 9
class State:
def __init__(self, p1, p2):
self.board = np.zeros((BOARD_ROWS, BOARD_COLS))
self.p1 = p1
self.p2 = p2
self.isEnd = False
self.boardHash = None
# init p1 plays first
self.playerSymbol = 1
# get unique hash of current board state
def getHash(self):
self.boardHash = str(self.board.reshape(BOARD_COLS * BOARD_ROWS))
return self.boardHash
def winner(self):
# row
for i in range(BOARD_ROWS):
if sum(self.board[i, :]) == 3:
self.isEnd = True
return 1
if sum(self.board[i, :]) == -3:
self.isEnd = True
return -1
# col
for i in range(BOARD_COLS):
if sum(self.board[:, i]) == 3:
self.isEnd = True
return 1
if sum(self.board[:, i]) == -3:
self.isEnd = True
return -1
# diagonal
diag_sum1 = sum([self.board[i, i] for i in range(BOARD_COLS)])
diag_sum2 = sum([self.board[i, BOARD_COLS - i - 1] for i in range(BOARD_COLS)])
diag_sum = max(abs(diag_sum1), abs(diag_sum2))
if diag_sum == 3:
self.isEnd = True
if diag_sum1 == 3 or diag_sum2 == 3:
return 1
else:
return -1
# tie
# no available positions
if len(self.availablePositions()) == 0:
self.isEnd = True
return 0
# not end
self.isEnd = False
return None
def availablePositions(self):
positions = []
for i in range(BOARD_ROWS):
for j in range(BOARD_COLS):
if self.board[i, j] == 0:
positions.append((i, j)) # need to be tuple
return positions
def updateState(self, position):
self.board[position] = self.playerSymbol
# switch to another player
self.playerSymbol = -1 if self.playerSymbol == 1 else 1
# only when game ends
def giveReward(self):
result = self.winner()
# backpropagate reward
if result == 1:
self.p1.feedReward(1)
self.p2.feedReward(0)
elif result == -1:
self.p1.feedReward(0)
self.p2.feedReward(1)
else:
self.p1.feedReward(0.1)
self.p2.feedReward(0.5)
# board reset
def reset(self):
self.board = np.zeros((BOARD_ROWS, BOARD_COLS))
self.boardHash = None
self.isEnd = False
self.playerSymbol = 1
def playwithbot(self, rounds=100):
for i in range(rounds):
if i % 1000 == 0:
print("Rounds {}".format(i))
while not self.isEnd:
# Player 1
positions = self.availablePositions()
p1_action = self.p1.chooseAction(positions, self.board, self.playerSymbol)
# take action and upate board state
self.updateState(p1_action)
board_hash = self.getHash()
self.p1.addState(board_hash)
# check board status if it is end
win = self.winner()
if win is not None:
# self.showBoard()
# ended with p1 either win or draw
self.giveReward()
self.p1.reset()
self.p2.reset()
self.reset()
break
else:
# Player 2
positions = self.availablePositions()
p2_action = self.p2.chooseAction(positions, self.board, self.playerSymbol)
self.updateState(p2_action)
board_hash = self.getHash()
self.p2.addState(board_hash)
win = self.winner()
if win is not None:
# self.showBoard()
# ended with p2 either win or draw
self.giveReward()
self.p1.reset()
self.p2.reset()
self.reset()
break
# play with human
def playwithhuman(self):
while not self.isEnd:
# Player 1
positions = self.availablePositions()
p1_action = self.p1.chooseAction(positions, self.board, self.playerSymbol)
# take action and upate board state
self.updateState(p1_action)
self.showBoard()
# check board status if it is end
win = self.winner()
if win is not None:
if win == 1:
print(self.p1.name, "wins!")
else:
print("tie!")
self.reset()
break
else:
# Player 2
positions = self.availablePositions()
p2_action = self.p2.chooseAction(positions)
self.updateState(p2_action)
self.showBoard()
win = self.winner()
if win is not None:
if win == -1:
print(self.p2.name, "wins!")
else:
print("tie!")
self.reset()
break
# def showBoard(self):
# # p1: x p2: o
# for i in range(0, BOARD_ROWS):
# print('-------------')
# out = '| '
# for j in range(0, BOARD_COLS):
# if self.board[i, j] == 1:
# token = 'x'
# if self.board[i, j] == -1:
# token = 'o'
# if self.board[i, j] == 0:
# token = ' '
# out += token + ' | '
# print(out)
# print('-------------')
class Player:
def __init__(self, name, exp_rate=0.3):
self.name = name
self.states = [] # record all positions taken
self.lr = 0.2
self.exp_rate = exp_rate
self.decay_gamma = 0.9
self.states_value = {} # state -> value
self.loadPolicy('policy_' + str(self.name)) # Load the pre-trained policy
def getHash(self, board):
boardHash = str(board.reshape(BOARD_COLS * BOARD_ROWS))
return boardHash
def chooseAction(self, positions, current_board, symbol):
if np.random.uniform(0, 1) <= self.exp_rate:
# take random action
idx = np.random.choice(len(positions))
action = positions[idx]
else:
value_max = -999
for p in positions:
next_board = current_board.copy()
next_board[p] = symbol
next_boardHash = self.getHash(next_board)
value = 0 if self.states_value.get(next_boardHash) is None else self.states_value.get(next_boardHash)
# print("value", value)
if value >= value_max:
value_max = value
action = p
# print("{} takes action {}".format(self.name, action))
return action
# append a hash state
def addState(self, state):
self.states.append(state)
# at the end of game, backpropagate and update states value
def feedReward(self, reward):
for st in reversed(self.states):
if self.states_value.get(st) is None:
self.states_value[st] = 0
self.states_value[st] += self.lr * (self.decay_gamma * reward - self.states_value[st])
reward = self.states_value[st]
def reset(self):
self.states = []
def savePolicy(self):
fw = open('policy_9x9_' + str(self.name), 'wb')
pickle.dump(self.states_value, fw)
fw.close()
def loadPolicy(self, file):
fr = open(file, 'rb')
self.states_value = pickle.load(fr)
fr.close()
class HumanPlayer:
def __init__(self, name):
self.name = name
def chooseAction(self, positions):
pass
# append a hash state
def addState(self, state):
pass
# at the end of game, backpropagate and update states value
def feedReward(self, reward):
pass
def reset(self):
pass
if __name__ == "__main__":
# training
p1 = Player("9x9_p1")
p2 = Player("9x9_p2")
st = State(p1, p2)
print("training...")
st.playwithbot(200000)
p1.savePolicy()
p2.savePolicy()