- control debug output

- fixed last state
- refactored
This commit is contained in:
2024-06-08 20:24:38 +02:00
parent 3a0246d0c9
commit 5b7430f208
+105 -85
View File
@@ -11,12 +11,13 @@ def softmax(values: np.array) -> np.array:
return result return result
def sample(values: np.array): def sample(values: np.array, with_debug=False):
# Normalize and sort # Normalize and sort
probs = softmax(values + 1.0E-6) probs = softmax(values + 1.0E-6)
z = uniform() z = uniform()
print(f"Probs={probs}") if with_debug:
print(f"Z={z:.3f}") print(f"Probs={probs}")
print(f"Z={z:.3f}")
index = None index = None
p_sum = 0 p_sum = 0
for idx, p in enumerate(probs): for idx, p in enumerate(probs):
@@ -70,66 +71,14 @@ def to_state_string(state, state_nex=None):
return state_str return state_str
class Player(object): class APlayer(object):
def __init__(self, mark='X'): def __init__(self, mark):
self.values = {}
self.mark = mark self.mark = mark
self.state = None
self.state_last = None self.state_last = None
def get_value(self, state):
try:
result = self.values[state]
except KeyError:
result = 0
return result
def set_value(self, value, state=None):
if state is None:
if self.state_last is not None:
self.values[self.state_last] = value
else:
self.values[state] = value
@staticmethod
def get_potential_moves(state) -> np.array:
indices = [idx for idx, s in enumerate(state) if '-' in s]
return np.array(indices)
def move(self, state): def move(self, state):
values = np.array([]) return state, False
# get possible move
moves = self.get_potential_moves(state)
can_move = moves.size > 0
state_next = state
if can_move:
for field in moves:
# crate hypothetical next state
state_next = self.state_from_move(state, field)
# evaluate value
value = self.get_value(state_next)
values = np.append(values, value)
index, is_exp = sample(values)
field = moves[index]
print(f"{player.mark}: Chose {index}, is_exp={is_exp}")
state_next = self.state_from_move(state, field)
# Learn
if not is_exp and self.state_last is not None:
v0 = self.get_value(self.state_last)
v1 = self.get_value(state_next)
d = max(0, v1-v0)
if d > 0:
self.set_value(0.1*d)
print(f"{player.mark}: Learned {d:0.3f}")
self.state_last = state_next
return state_next, can_move
def state_from_move(self, state, field):
return state[:field] + self.mark + state[field + 1:]
def has_won(self, state): def has_won(self, state):
ref = self.mark + self.mark + self.mark ref = self.mark + self.mark + self.mark
@@ -169,38 +118,109 @@ class Player(object):
return False return False
p_x = Player(mark='X') class MachinePlayer(APlayer):
p_o = Player(mark='O') def __init__(self, mark='X', with_debug=False):
APlayer.__init__(self, mark)
self.with_debug = with_debug
self.values = {}
def get_value(self, state):
try:
result = self.values[state]
except KeyError:
result = 0
return result
def set_value(self, value):
if self.state_last is not None:
self.values[self.state_last] = value
@staticmethod
def get_potential_moves(state) -> np.array:
indices = [idx for idx, s in enumerate(state) if '-' in s]
return np.array(indices)
def move(self, state):
values = np.array([])
# get possible move
moves = self.get_potential_moves(state)
can_move = moves.size > 0
if can_move:
for field in moves:
# crate hypothetical next state
state_next = self.state_from_move(state, field)
# evaluate value
value = self.get_value(state_next)
values = np.append(values, value)
index, is_exp = sample(values, self.with_debug)
field = moves[index]
if self.with_debug:
print(f"{self.mark}: Chose {index}, is_exp={is_exp}")
self.state_last = self.state
self.state = self.state_from_move(state, field)
# Learn
if not is_exp and self.state_last is not None:
v0 = self.get_value(self.state_last)
v1 = self.get_value(self.state)
d = max(0, v1-v0)
if d > 0:
self.set_value(0.1*d)
if self.with_debug:
print(f"{self.mark}: Learned {d:0.3f}")
return self.state, can_move
def state_from_move(self, state, field):
return state[:field] + self.mark + state[field + 1:]
for k in range(0, 1000): def play(players: list[APlayer], k_max=10000, with_print=False):
for k in range(0, k_max):
state = "---------"
move = 1
run = True
while run:
for player in players:
if with_print:
print(f"---------------------------------------------------")
print(f"- Game {k:06d}, Move {move} -----------------------------")
print(f"---------------------------------------------------")
last_state = state
state, has_moved = player.move(state)
if with_print:
print(to_state_string(last_state, state))
if not has_moved:
if with_print:
print(f"{player.mark}: No more moves")
run = False
if player.has_won(state):
if with_print:
print(f"{player.mark}: Has won the game")
if isinstance(player, MachinePlayer):
player.set_value(1.0)
run = False
if not run:
break
move += 1
def choose_player(p1: APlayer, p2: APlayer) -> list[APlayer]:
# Wer fängt an? # Wer fängt an?
if uniform() < 0.5: if uniform() < 0.5:
players = [p_x, p_o] result = [p1, p2]
else: else:
players = [p_o, p_x] result = [p2, p1]
state = "---------"
move = 1
run = True
while run:
for player in players:
print(f"---------------------------------------------------")
print(f"- Game {k:06d}, Move {move} -----------------------------")
print(f"---------------------------------------------------")
last_state = state
state, has_moved = player.move(state)
print(to_state_string(last_state, state))
if not has_moved: return result
print(f"{player.mark}: No more moves")
run = False
if player.has_won(state):
print(f"{player.mark}: Has won the game")
player.set_value(1.0)
run = False
if not run:
break
move += 1 opponents = choose_player(MachinePlayer(mark='X', with_debug=True), MachinePlayer(mark='O', with_debug=True))
play(opponents, 1000, True)