import numpy as np from numpy.random import uniform from a_player import APlayer from helper import sample, create_empty_state, to_state_string float_formatter = "{:.3f}".format np.set_printoptions(formatter={'float_kind': float_formatter}) class MachinePlayer(APlayer): def __init__(self, mark='X', with_debug=False, values=None): APlayer.__init__(self, mark) self.p_exp = 0.2 self.alpha = 0.1 self.with_debug = with_debug if values is None: self.init_values() else: self.values = values def init_values(self): self.values = {} @staticmethod def to_key(state: np.array): key = '' for st in state.reshape(state.size): key += st return key def get_value(self, state: np.array): if state is None: return 0 key = self.to_key(state) try: result = self.values[key] except KeyError: result = 0 return result def set_value(self, state: np.array, value): self.values[self.to_key(state)] = value def reward(self, value): self.set_value(self.state_last, value) @staticmethod def get_potential_moves(state: np.array) -> np.array: st = state.reshape(state.size) indices = [idx for idx, s in enumerate(st) if '-' in s] return np.array(indices) def new_game(self): self.state = None self.state_last = None def move(self, state: np.array): values = np.array([]) # get possible move moves = self.get_potential_moves(state) can_move = moves.size > 0 if can_move: for move in moves: # create hypothetical next state state_next = self.state_from_move(state.copy(), move) # evaluate value value = self.get_value(state_next) values = np.append(values, value) is_exp = False if uniform() < self.p_exp: is_exp = True index = np.random.randint(len(moves)) else: index = sample(values) move = moves[index] if self.with_debug: print(f"{self.mark}: Values = {values}") print(f"{self.mark}: Moves = {moves+1}") print(f"{self.mark}: Move = {move+1}, is_exp={is_exp}") if self.state is not None: self.state_last = self.state.copy() self.state = self.state_from_move(state.copy(), move) # 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 = v0 + self.alpha*(v1-v0) if d > 0: self.set_value(self.state_last, d) if self.with_debug: print(f"{self.mark}: Learned {d:0.3f}") return self.state, can_move def state_from_move(self, state: np.array, field): state.reshape(state.size)[field] = self.mark return state class PlayerProvider: def __init__(self, p1: APlayer, p2: APlayer): self.p1 = p1 self.p2 = p2 def choose_player(player_provider: PlayerProvider) -> list[APlayer]: # Wer fängt an? p1 = player_provider.p1 p2 = player_provider.p2 if uniform() < 0.5: result = [p1, p2] else: result = [p2, p1] p1.new_game() p2.new_game() return result def play(player_provider: PlayerProvider, k_max=10000, with_print=False): for k in range(0, k_max): players = choose_player(player_provider) state = create_empty_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.reward(1.0) run = False if not run: break move += 1 px = MachinePlayer(mark='X', with_debug=False) po = MachinePlayer(mark='O', with_debug=False) do_training = 0 if do_training: players = PlayerProvider(px, po) play(players, 4000, False) players = PlayerProvider(MachinePlayer(mark='X', with_debug=True, values=px.values), MachinePlayer(mark='O', with_debug=True, values=po.values)) play(players, 4000, True)