Fixed awarding and penalty at the end of each game

This commit is contained in:
2024-06-09 16:42:32 +02:00
parent 1cd1fb729e
commit aaff8e44e0
2 changed files with 57 additions and 32 deletions
+9
View File
@@ -1,6 +1,12 @@
import enum
import numpy as np import numpy as np
from numpy.random import uniform from numpy.random import uniform
class Reason(enum.Enum):
Won = 1
Lost = 2
Undecided = 3
class APlayer(object): class APlayer(object):
def __init__(self, mark): def __init__(self, mark):
@@ -15,6 +21,9 @@ class APlayer(object):
def move(self, state: np.array): def move(self, state: np.array):
return state, False return state, False
def reward(self, value):
pass
def new_game(self): def new_game(self):
pass pass
+43 -27
View File
@@ -1,6 +1,6 @@
import numpy as np import numpy as np
from numpy.random import uniform from numpy.random import uniform
from a_player import APlayer from a_player import APlayer, Reason
from helper import sample, create_empty_state, to_state_string from helper import sample, create_empty_state, to_state_string
float_formatter = "{:.3f}".format float_formatter = "{:.3f}".format
@@ -21,6 +21,12 @@ class MachinePlayer(APlayer):
def init_values(self): def init_values(self):
self.values = {} self.values = {}
def print_state_table(self):
count = 0
for key in self.values:
print(f"{self.mark}: {count:05d}: {key} = {self.values[key]:0.3f}")
count += 1
@staticmethod @staticmethod
def to_key(state: np.array): def to_key(state: np.array):
key = '' key = ''
@@ -29,14 +35,11 @@ class MachinePlayer(APlayer):
return key return key
def get_value(self, state: np.array): def get_value(self, state: np.array):
if state is None:
return 0
key = self.to_key(state) key = self.to_key(state)
try: try:
result = self.values[key] result = self.values[key]
except KeyError: except KeyError:
result = 0 result = 0.5
return result return result
@@ -44,7 +47,7 @@ class MachinePlayer(APlayer):
self.values[self.to_key(state)] = value self.values[self.to_key(state)] = value
def reward(self, value): def reward(self, value):
self.set_value(self.state_last, value) self.set_value(self.state, value)
@staticmethod @staticmethod
def get_potential_moves(state: np.array) -> np.array: def get_potential_moves(state: np.array) -> np.array:
@@ -57,35 +60,44 @@ class MachinePlayer(APlayer):
self.state_last = None self.state_last = None
def move(self, state: np.array): def move(self, state: np.array):
do_sample = False
values = np.array([]) values = np.array([])
# get possible move # get possible move
moves = self.get_potential_moves(state) moves = self.get_potential_moves(state)
can_move = moves.size > 0 can_move = moves.size > 0
best_move = None
best_value = -1
if can_move: if can_move:
for move in moves: for move in moves:
# create hypothetical next state # create hypothetical next state
state_next = self.state_from_move(state.copy(), move) state_next = self.state_from_move(state.copy(), move)
# evaluate value # evaluate value
value = self.get_value(state_next) value = self.get_value(state_next)
if best_value < value:
best_value = value
best_move = move
values = np.append(values, value) values = np.append(values, value)
next_move = best_move
is_exp = False is_exp = False
if uniform() < self.p_exp: if uniform() < self.p_exp:
is_exp = True is_exp = True
index = np.random.randint(len(moves)) index = np.random.randint(len(moves))
else: next_move = moves[index]
elif do_sample:
index = sample(values) index = sample(values)
next_move = moves[index]
move = moves[index]
if self.with_debug: if self.with_debug:
print(f"{self.mark}: Values = {values}") print(f"{self.mark}: Values = {values}")
print(f"{self.mark}: Moves = {moves+1}") print(f"{self.mark}: Moves = {moves+1}")
print(f"{self.mark}: Move = {move+1}, is_exp={is_exp}") print(f"{self.mark}: Best move = {best_move+1}")
print(f"{self.mark}: Next move = {next_move+1}, is_exp={is_exp}")
if self.state is not None: if self.state is not None:
self.state_last = self.state.copy() self.state_last = self.state.copy()
self.state = self.state_from_move(state.copy(), move) self.state = self.state_from_move(state.copy(), next_move)
# Learn # Learn
if not is_exp and self.state_last is not None: if not is_exp and self.state_last is not None:
@@ -106,31 +118,28 @@ class MachinePlayer(APlayer):
class PlayerProvider: class PlayerProvider:
def __init__(self, p1: APlayer, p2: APlayer): def __init__(self, p1: APlayer, p2: APlayer):
self.p1 = p1 self.players = [p1, p2]
self.p2 = p2
def choose(self) -> list[APlayer]:
def choose_player(player_provider: PlayerProvider) -> list[APlayer]:
# Wer fängt an? # Wer fängt an?
p1 = player_provider.p1 players = self.players
p2 = player_provider.p2
if uniform() < 0.5: if uniform() < 0.5:
result = [p1, p2] players.reverse()
else:
result = [p2, p1]
p1.new_game() result = players
p2.new_game() players[0].new_game()
players[1].new_game()
return result return result
def play(player_provider: PlayerProvider, k_max=10000, with_print=False): def play(player_provider: PlayerProvider, k_max=10000, with_print=False):
for k in range(0, k_max): for k in range(0, k_max):
players = choose_player(player_provider) players = player_provider.choose()
state = create_empty_state() state = create_empty_state()
move = 1 move = 1
run = True run = True
other_player = players[-1]
while run: while run:
for player in players: for player in players:
if with_print: if with_print:
@@ -141,32 +150,39 @@ def play(player_provider: PlayerProvider, k_max=10000, with_print=False):
state, has_moved = player.move(state) state, has_moved = player.move(state)
if with_print: if with_print:
print(to_state_string(last_state, state)) print(to_state_string(last_state, state))
if not has_moved: if not has_moved:
if with_print: if with_print:
print(f"{player.mark}: No more moves") print(f"{player.mark}: No more moves")
if isinstance(player, MachinePlayer):
player.reward(0.0)
if isinstance(other_player, MachinePlayer):
other_player.reward(0.0)
run = False run = False
if player.has_won(state): if player.has_won(state):
if with_print: if with_print:
print(f"{player.mark}: Has won the game") print(f"{player.mark}: Has won the game")
if isinstance(player, MachinePlayer): if isinstance(player, MachinePlayer):
player.reward(1.0) player.reward(1.0)
if isinstance(other_player, MachinePlayer):
other_player.reward(0.0)
run = False run = False
other_player = player
if not run: if not run:
break break
move += 1 move += 1
px = MachinePlayer(mark='X', with_debug=False) px = MachinePlayer(mark='X', with_debug=False)
po = MachinePlayer(mark='O', with_debug=False) po = MachinePlayer(mark='O', with_debug=False)
do_training = 1
do_training = 0
if do_training: if do_training:
players = PlayerProvider(px, po) players = PlayerProvider(px, po)
play(players, 4000, False) play(players, 40000, False)
players = PlayerProvider(MachinePlayer(mark='X', with_debug=True, values=px.values), MachinePlayer(mark='O', with_debug=True, values=po.values)) players = PlayerProvider(MachinePlayer(mark='X', with_debug=True, values=px.values), MachinePlayer(mark='O', with_debug=True, values=po.values))
play(players, 4000, True) play(players, 1000, True)
px.print_state_table()