diff options
Diffstat (limited to 'dotsandboxes/agents')
-rw-r--r-- | dotsandboxes/agents/agent_AB.py | 57 | ||||
-rw-r--r-- | dotsandboxes/agents/agent_MCTS.py | 55 | ||||
-rw-r--r-- | dotsandboxes/agents/agent_random.py | 212 | ||||
-rw-r--r-- | dotsandboxes/agents/algorithms/MCTS.py | 151 | ||||
-rw-r--r-- | dotsandboxes/agents/algorithms/alphaBeta.py | 105 | ||||
-rw-r--r-- | dotsandboxes/agents/algorithms/ann.py | 170 |
6 files changed, 750 insertions, 0 deletions
diff --git a/dotsandboxes/agents/agent_AB.py b/dotsandboxes/agents/agent_AB.py new file mode 100644 index 0000000..5564f11 --- /dev/null +++ b/dotsandboxes/agents/agent_AB.py @@ -0,0 +1,57 @@ +from python.alphaBeta import AlphaBeta +import dotsandboxes.dotsandboxesagent as dba + +import sys +import argparse +import logging +from GameState import GameState, DotsAndBoxesState +import alphaBeta + + +logger = logging.getLogger(__name__) +games = {} +agentclass = dba + + +class Agent(dba.DotsAndBoxesAgent): + def __init__(self, player, nb_rows, nb_cols, timelimit): + super(Agent, self).__init__(player, nb_rows, nb_cols, timelimit) + self.GameStateClass = DotsAndBoxesState + self.game_state = self.GameStateClass(nb_rows, nb_cols, player) + self.controller = AlphaBeta() + + def register_action(self, row, column, orientation, player): + super(Agent, self).register_action(row, column, orientation, player) + # adjust agent specific board representation + move = (row, column, orientation) + self.game_state.play_move(move) + + def next_action(self): + r, c, o = self.controller.get_next_move(self.game_state, time_allowed=self.timelimit) + return r, c, o + + def end_game(self): + super(Agent, self).end_game() + + +# Adapted from provided code +def main(argv=None): + global agentclass + parser = argparse.ArgumentParser(description='Start agent to play Dots and Boxes') + parser.add_argument('--verbose', '-v', action='count', default=0, help='Verbose output') + parser.add_argument('--quiet', '-q', action='count', default=0, help='Quiet output') + parser.add_argument('port', metavar='PORT', type=int, help='Port to use for server') + args = parser.parse_args(argv) + print(args) + + logger.setLevel(max(logging.INFO - 10 * (args.verbose - args.quiet), logging.DEBUG)) + logger.addHandler(logging.StreamHandler(sys.stdout)) + + agentclass = Agent + dba.agentclass = Agent + dba.start_server(args.port) + + +if __name__ == "__main__": + sys.exit(main()) + diff --git a/dotsandboxes/agents/agent_MCTS.py b/dotsandboxes/agents/agent_MCTS.py new file mode 100644 index 0000000..b60f5ec --- /dev/null +++ b/dotsandboxes/agents/agent_MCTS.py @@ -0,0 +1,55 @@ +import dotsandboxes.dotsandboxesagent as dba + +import sys +import argparse +import logging +from GameState import GameState, DotsAndBoxesState +from MCTS import MCTSNode, MCTSGameController + +logger = logging.getLogger(__name__) +games = {} +agentclass = dba + + +class Agent(dba.DotsAndBoxesAgent): + def __init__(self, player, nb_rows, nb_cols, timelimit): + super(Agent, self).__init__(player, nb_rows, nb_cols, timelimit) + self.GameStateClass = DotsAndBoxesState + self.game_state = self.GameStateClass(nb_rows, nb_cols, player) + self.controller = MCTSGameController() + + def register_action(self, row, column, orientation, player): + super(Agent, self).register_action(row, column, orientation, player) + # adjust agent specific board representation + move = (row, column, orientation) + self.game_state.play_move(move) + + def next_action(self): + r, c, o = self.controller.get_next_move(self.game_state, time_allowed=self.timelimit) + return r, c, o + + def end_game(self): + super(Agent, self).end_game() + + +# Adapted from provided code +def main(argv=None): + global agentclass + parser = argparse.ArgumentParser(description='Start agent to play Dots and Boxes') + parser.add_argument('--verbose', '-v', action='count', default=0, help='Verbose output') + parser.add_argument('--quiet', '-q', action='count', default=0, help='Quiet output') + parser.add_argument('port', metavar='PORT', type=int, help='Port to use for server') + args = parser.parse_args(argv) + print(args) + + logger.setLevel(max(logging.INFO - 10 * (args.verbose - args.quiet), logging.DEBUG)) + logger.addHandler(logging.StreamHandler(sys.stdout)) + + agentclass = Agent + dba.agentclass = Agent + dba.start_server(args.port) + + +if __name__ == "__main__": + sys.exit(main()) + diff --git a/dotsandboxes/agents/agent_random.py b/dotsandboxes/agents/agent_random.py new file mode 100644 index 0000000..abf677b --- /dev/null +++ b/dotsandboxes/agents/agent_random.py @@ -0,0 +1,212 @@ +#!/usr/bin/env python3 +# encoding: utf-8 +""" +dotsandboxesagent.py + +Template for the Machine Learning Project course at KU Leuven (2017-2018) +of Hendrik Blockeel and Wannes Meert. + +Copyright (c) 2018 KU Leuven. All rights reserved. +""" +import sys +import argparse +import logging +import asyncio +import websockets +import json +from collections import defaultdict +import random + +logger = logging.getLogger(__name__) +games = {} +agentclass = None + + +class DotsAndBoxesAgent: + """Example Dots and Boxes agent implementation base class. + It returns a random next move. + + A DotsAndBoxesAgent object should implement the following methods: + - __init__ + - add_player + - register_action + - next_action + - end_game + + This class does not necessarily use the best data structures for the + approach you want to use. + """ + def __init__(self, player, nb_rows, nb_cols, timelimit): + """Create Dots and Boxes agent. + + :param player: Player number, 1 or 2 + :param nb_rows: Rows in grid + :param nb_cols: Columns in grid + :param timelimit: Maximum time allowed to send a next action. + """ + self.player = {player} + self.timelimit = timelimit + self.ended = False + self.nb_rows = nb_rows + self.nb_cols = nb_cols + rows = [] + for ri in range(nb_rows + 1): + columns = [] + for ci in range(nb_cols + 1): + columns.append({"v": 0, "h": 0}) + rows.append(columns) + self.cells = rows + + def add_player(self, player): + """Use the same agent for multiple players.""" + self.player.add(player) + + def register_action(self, row, column, orientation, player): + """Register action played in game. + + :param row: + :param columns: + :param orientation: "v" or "h" + :param player: 1 or 2 + """ + self.cells[row][column][orientation] = player + + def next_action(self): + """Return the next action this agent wants to perform. + + In this example, the function implements a random move. Replace this + function with your own approach. + + :return: (row, column, orientation) + """ + logger.info("Computing next move (grid={}x{}, player={})"\ + .format(self.nb_rows, self.nb_cols, self.player)) + # Random move + free_lines = [] + for ri in range(len(self.cells)): + row = self.cells[ri] + for ci in range(len(row)): + cell = row[ci] + if ri < (len(self.cells) - 1) and cell["v"] == 0: + free_lines.append((ri, ci, "v")) + if ci < (len(row) - 1) and cell["h"] == 0: + free_lines.append((ri, ci, "h")) + if len(free_lines) == 0: + # Board full + return None + movei = random.randint(0, len(free_lines) - 1) + r, c, o = free_lines[movei] + return r, c, o + + def end_game(self): + self.ended = True + + +## MAIN EVENT LOOP + +async def handler(websocket, path): + logger.info("Start listening") + game = None + # msg = await websocket.recv() + try: + async for msg in websocket: + logger.info("< {}".format(msg)) + try: + msg = json.loads(msg) + except json.decoder.JSONDecodeError as err: + logger.error(err) + return False + game = msg["game"] + answer = None + if msg["type"] == "start": + # Initialize game + if msg["game"] in games: + games[msg["game"]].add_player(msg["player"]) + else: + nb_rows, nb_cols = msg["grid"] + games[msg["game"]] = agentclass(msg["player"], + nb_rows, + nb_cols, + msg["timelimit"]) + if msg["player"] == 1: + # Start the game + nm = games[game].next_action() + print('nm = {}'.format(nm)) + if nm is None: + # Game over + logger.info("Game over") + continue + r, c, o = nm + answer = { + 'type': 'action', + 'location': [r, c], + 'orientation': o + } + else: + # Wait for the opponent + answer = None + + elif msg["type"] == "action": + # An action has been played + r, c = msg["location"] + o = msg["orientation"] + games[game].register_action(r, c, o, msg["player"]) + if msg["nextplayer"] in games[game].player: + # Compute your move + nm = games[game].next_action() + if nm is None: + # Game over + logger.info("Game over") + continue + nr, nc, no = nm + answer = { + 'type': 'action', + 'location': [nr, nc], + 'orientation': no + } + else: + answer = None + + elif msg["type"] == "end": + # End the game + games[msg["game"]].end_game() + answer = None + else: + logger.error("Unknown message type:\n{}".format(msg)) + + if answer is not None: + print(answer) + await websocket.send(json.dumps(answer)) + logger.info("> {}".format(answer)) + except websockets.exceptions.ConnectionClosed as err: + logger.info("Connection closed") + logger.info("Exit handler") + + +def start_server(port): + server = websockets.serve(handler, 'localhost', port) + print("Running on ws://127.0.0.1:{}".format(port)) + asyncio.get_event_loop().run_until_complete(server) + asyncio.get_event_loop().run_forever() + + +## COMMAND LINE INTERFACE + +def main(argv=None): + global agentclass + parser = argparse.ArgumentParser(description='Start agent to play Dots and Boxes') + parser.add_argument('--verbose', '-v', action='count', default=0, help='Verbose output') + parser.add_argument('--quiet', '-q', action='count', default=0, help='Quiet output') + parser.add_argument('port', metavar='PORT', type=int, help='Port to use for server') + args = parser.parse_args(argv) + + logger.setLevel(max(logging.INFO - 10 * (args.verbose - args.quiet), logging.DEBUG)) + logger.addHandler(logging.StreamHandler(sys.stdout)) + + agentclass = DotsAndBoxesAgent + start_server(args.port) + + +if __name__ == "__main__": + sys.exit(main()) + diff --git a/dotsandboxes/agents/algorithms/MCTS.py b/dotsandboxes/agents/algorithms/MCTS.py new file mode 100644 index 0000000..6c71ba9 --- /dev/null +++ b/dotsandboxes/agents/algorithms/MCTS.py @@ -0,0 +1,151 @@ +import math +from copy import deepcopy +from time import perf_counter +from random import choice + +from GameState import GameState + +# Based on https://github.com/DieterBuys/mcts-player/ + +class GameController(object): + def get_next_move(self, state): + # when you get a new move, it is assumed that the game is not ended yet + assert state.get_moves() + + +class MCTSNode(object): + """Monte Carlo Tree Node. + Each node encapsulates a particular game state, the moves that + are possible from that state and the strategic information accumulated + by the tree search as it progressively samples the game space. + """ + + def __init__(self, state, parent=None, move=None): + self.parent = parent + self.move = move + self.state = state + + self.plays = 0 + self.score = 0 + + self.pending_moves = state.get_moves() + self.children = [] + + def select_child_ucb(self): + # Note that each node's plays count is equal + # to the sum of its children's plays + def ucb(child): + win_ratio = child.score / child.plays \ + + math.sqrt(2 * math.log(self.plays) / child.plays) + return win_ratio + + return max(self.children, key=ucb) + + def expand_move(self, move): + self.pending_moves.remove(move) # raises KeyError + + child_state = deepcopy(self.state) + child_state.play_move(move) + + child = MCTSNode(state=child_state, parent=self, move=move) + self.children.append(child) + return child + + def get_score(self, result): + # return result + if result == 0.5: + return result + + if self.state.player == 2: + if self.state.next_turn_player == result: + return 0.0 + else: + return 1.0 + else: + if self.state.next_turn_player == result: + return 1.0 + else: + return 0.0 + + if self.state.next_turn_player == result: + return 0.0 + else: + return 1.0 + + def __repr__(self): + s = 'ROOT\n' if self.parent is None else '' + + children_moves = [c.move for c in self.children] + + s += """Score ratio: {score} / {plays} +Pending moves: {pending_moves} +Children's moves: {children_moves} +State: +{state}\n""".format(children_moves=children_moves, **self.__dict__) + + return s + + +class MCTSGameController(GameController): + """Game controller that uses MCTS to determine the next move. + This is the class which implements the Monte Carlo Tree Search algorithm. + It builds a game tree of MCTSNodes and samples the game space until a set + time has elapsed. + """ + + def select(self): + node = self.root_node + + # Descend until we find a node that has pending moves, or is terminal + while node.pending_moves == set() and node.children != []: + node = node.select_child_ucb() + + return node + + def expand(self, node): + assert node.pending_moves != set() + + move = choice(tuple(node.pending_moves)) + return node.expand_move(move) + + def simulate(self, state, max_iterations=1000): + state = deepcopy(state) + + move = state.get_random_move() + while move is not None: + state.play_move(move) + move = state.get_random_move() + + max_iterations -= 1 + if max_iterations <= 0: + return 0.5 # raise exception? (game too deep to simulate) + + return state.game_result + + def update(self, node, result): + while node is not None: + node.plays += 1 + node.score += node.get_score(result) + node = node.parent + + def get_next_move(self, state, time_allowed=1.0): + super(MCTSGameController, self).get_next_move(state) + + # Create new tree (TODO: Preserve some state for better performance?) + self.root_node = MCTSNode(state) + iterations = 0 + + start_time = perf_counter() + while perf_counter() < start_time + time_allowed: + node = self.select() + + if node.pending_moves != set(): + node = self.expand(node) + + result = self.simulate(node.state) + self.update(node, result) + + iterations += 1 + + # Return most visited node's move + return max(self.root_node.children, key=lambda n: n.plays).move diff --git a/dotsandboxes/agents/algorithms/alphaBeta.py b/dotsandboxes/agents/algorithms/alphaBeta.py new file mode 100644 index 0000000..8e041fe --- /dev/null +++ b/dotsandboxes/agents/algorithms/alphaBeta.py @@ -0,0 +1,105 @@ +from GameState import GameState +class GameController(object): + def get_next_move(self, state): + # when you get a new move, it is assumed that the game is not ended yet + assert state.get_moves() + + +def alpha_beta(node, alpha, beta): + + # Based on https://en.wikipedia.org/wiki/Alpha%E2%80%93beta_pruning#Pseudocode + # node needs to support three operations: isTerminal(), value(), getChildren(), maximizingPlayer() + + if node.isTerminal(): + return node.value() + + if node.maximizingPlayer(): + + v = float("-inf") + for child in node.getChildren(): + + v = max(v, alpha_beta(child, alpha, beta)) + alpha = max(alpha, v) + if beta <= alpha: + break + + else: + + v = float("inf") + for child in node.getChildren(): + + v = min(v, alpha_beta(child, alpha, beta)) + beta = min(beta, v) + if beta <= alpha: + break + + return v + + +# A class for defining algorithms used (minimax and alpha-beta pruning) +class AlphaBeta: + + def miniMax(State, Ply_num): # Function for the minimax algorithm + + for i in range(State.Current.dimY): + for j in range(State.Current.dimX): + if State.Current.Mat[i][j] == ' ' and (j, i) not in State.children: + State.Make(j, i, True) + if Ply_num < 2: + return (i, j) + + Minimum_Score = 1000 + i = 0 + + j = 0 + for k, z in State.children.items(): + Result = Algo.Maximum(z, Ply_num - 1, Minimum_Score) + if Minimum_Score > Result: + Minimum_Score = Result + i = k[0] + j = k[1] + + return (i, j) + + # Alpha-beta pruning function for taking care of Alpha values + def Maximum(State, Ply_num, Alpha): + if Ply_num == 0: + return State.CurrentScore + + for i in range(State.Current.dimY): + for j in range(State.Current.dimX): + if State.Current.Mat[i][j] == ' ' and (j, i) not in State.children: + State.Make(j, i, False) + + Maximum_Score = -1000 + i = 0 + j = 0 + for k, z in State.children.items(): + Result = Algo.Minimum(z, Ply_num - 1, Maximum_Score) + if Maximum_Score < Result: + Maximum_Score = Result + if Result > Alpha: + return Result + + return Maximum_Score + + def Minimum(State, Ply_num, Beta): # Alpha-beta pruning function for taking care of Beta values + if Ply_num == 0: + return State.CurrentScore + + for i in range(State.Current.dimY): + for j in range(State.Current.dimX): + if State.Current.Mat[i][j] == ' ' and (j, i) not in State.children: + State.Make(j, i, True) + + Minimum_Score = 1000 + i = 0 + j = 0 + for k, z in State.children.items(): + Result = Algo.Maximum(z, Ply_num - 1, Minimum_Score) + if Minimum_Score > Result: + Minimum_Score = Result + if Result < Beta: + return Result + + return Minimum_Score diff --git a/dotsandboxes/agents/algorithms/ann.py b/dotsandboxes/agents/algorithms/ann.py new file mode 100644 index 0000000..05ae647 --- /dev/null +++ b/dotsandboxes/agents/algorithms/ann.py @@ -0,0 +1,170 @@ +from numpy import * +from math import sqrt +from copy import deepcopy +from time import time + +class ANN: + + """ANN with one hidden layer, one output and full connections in between consecutive layers. + Initial weights are chosen from a normal distribution. + Activation function is tanh.""" + + INIT_SIGMA = 0.02 + REL_STOP_MARGIN = 0.01 + MAX_ITERATIONS = 1000000 + ACTIVATION = tanh + D_ACTIVATION = lambda x: 1 - tanh(x)**2 # Derivative of tanh + VEC_ACTIVATION = vectorize(ACTIVATION) + VEC_D_ACTIVATION = vectorize(D_ACTIVATION) + STEP_SIZE = 0.1 + + def __init__(self, input_size, hidden_size): + + #self.input_size = input_size + #self.hidden_size = hidden_size + self.hidden_weights = random.normal(0, ANN.INIT_SIGMA, (hidden_size, input_size)) + self.output_weights = random.normal(0, ANN.INIT_SIGMA, hidden_size) + + def get_weights(self): + return self.hidden_weights, self.output_weights + + def predict(self, input_vector): + + # Predicts the output for this input vector + # input_vector will be normalized + + input_vector = input_vector/linalg.norm(input_vector) + return ANN.ACTIVATION(dot(self.output_weights, ANN.VEC_ACTIVATION(dot(self.hidden_weights, input_vector)))) + + @staticmethod + def frob_norm(a, b): + + # Calculates the total Frobenius norm of both matrices A and B + return sqrt(linalg.norm(a)**2 + linalg.norm(b)**2) + + def train(self, examples): + + #print("Training") + start = time() + + # examples is a list of (input, output)-tuples + # input will be normalized + # We stop when the weights have converged within some relative margin + + for example in examples: + example[0] = example[0]/linalg.norm(example[0]) + + iteration = 0 + while True: + + + # Store old weights to check for convergence later + prev_hidden_weights = deepcopy(self.hidden_weights) + prev_output_weights = deepcopy(self.output_weights) + + for k in range(len(examples)): + + input_vector, output = examples[k] + + # Calculate outputs + hidden_input = dot(self.hidden_weights, input_vector) + hidden_output = ANN.VEC_ACTIVATION(hidden_input) + final_input = dot(self.output_weights, hidden_output) + predicted_output = ANN.ACTIVATION(final_input) + + #print("Output:", output) + #print("Predicted output:", predicted_output) + + # Used in calculations + prediction_error = output - predicted_output + output_derivative = ANN.D_ACTIVATION(final_input) + + # Adjust output weights and calculate requested hidden change + requested_hidden_change = prediction_error*output_derivative*self.output_weights + self.output_weights = self.output_weights + ANN.STEP_SIZE*prediction_error*hidden_output + + #print("After adjusting output weights:", ANN.ACTIVATION(dot(self.output_weights, hidden_output))) + + # Backpropagate requested hidden change to adjust hidden weights + self.hidden_weights = self.hidden_weights + ANN.STEP_SIZE*outer(requested_hidden_change*(ANN.VEC_D_ACTIVATION(hidden_input)), input_vector) + + #print("After adjusting hidden weights:", ANN.ACTIVATION(dot(self.output_weights, ANN.VEC_ACTIVATION(dot(self.hidden_weights, input_vector))))) + + # Check stop criteria + iteration += 1 + if iteration >= ANN.MAX_ITERATIONS: + break + + # Check stop criteria + if iteration >= ANN.MAX_ITERATIONS: + break + diff = ANN.frob_norm(self.hidden_weights - prev_hidden_weights, self.output_weights - prev_output_weights) + base = ANN.frob_norm(self.hidden_weights, self.output_weights) + #if base > 0 and diff/base < ANN.REL_STOP_MARGIN: + # break + + print(time() - start) + print("Stopped training after %s iterations."%iteration) + +# TESTING + +def print_difference(ann1, ann2): + + # Prints the differences in weights in between two ANN's with identical topology + + hidden_weights1, output_weights1 = ann1.get_weights() + hidden_weights2, output_weights2 = ann2.get_weights() + hidden_diff = hidden_weights1 - hidden_weights2 + output_diff = output_weights1 - output_weights2 + + print(hidden_diff) + print(output_diff) + print("Frobenius norms:") + print("Hidden weights difference:", linalg.norm(hidden_diff)) + print("Output weights difference:", linalg.norm(output_diff)) + print("Both:", ANN.frob_norm(hidden_diff, output_diff)) + +def RMSE(ann, examples): + + total = 0 + for input_vector, output in examples: + total += (output - ann.predict(input_vector))**2 + return sqrt(total/len(examples)) + +def generate_examples(amount, input_size, evaluate): + # evaluate is a function mapping an input vector onto a numerical value + examples = [] + inputs = random.normal(0, 100, (amount, input_size)) + for i in range(amount): + input_vector = inputs[i] + examples.append([input_vector, evaluate(input_vector)]) + return examples + +def test(): + + # Test the ANN by having it model another ANN with identical topology but unknown weights + + input_size = 5 + hidden_size = 3 + real = ANN(input_size, hidden_size) + model = ANN(input_size, hidden_size) + + # Generate training data + training_data = generate_examples(10000, input_size, real.predict) + validation_data = generate_examples(10000, input_size, real.predict) + + # Print initial difference, train, then print new difference + print("Initial difference:") + print_difference(real, model) + print("Initial RMSE (on training data):", RMSE(model, training_data)) + print("Initial RMSE (on validation data):", RMSE(model, validation_data)) + model.train(training_data) + print("After training:") + print_difference(real, model) + print("After training RMSE (on training data):", RMSE(model, training_data)) + print("After training RMSE (on validation data):", RMSE(model, validation_data)) + +if __name__ == "__main__": + test() + + |