import numpy as np from a_player import APlayer from numpy.random import uniform from state import get_potential_moves class MachinePlayer(APlayer): class Params: def __init__(self, p_explore, alpha): self.p_exp = p_explore self.alpha = alpha def __init__(self, mark, params: Params, values): APlayer.__init__(self, mark) self.params = params self.values = {} self.with_debug = False self.values = values def set_debug(self, with_debug): self.with_debug = with_debug 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 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): key = self.to_key(state) try: result = self.values[key] except KeyError: result = 0.5 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, value) def new_game(self): self.state = None self.state_last = None def move(self, state: np.array): values = np.array([]) # get possible move moves = get_potential_moves(state) if moves.size == 0: return state, False best_move = None best_value = -1 for move in moves: # create hypothetical next state state_next = self.to_state(state.copy(), move) # evaluate value value = self.get_value(state_next) if best_value < value: best_value = value best_move = move values = np.append(values, value) next_move = best_move is_exp = False # Randomly perform exploratory move if uniform() < self.params.p_exp: index = np.random.randint(len(moves)) next_move = moves[index] is_exp = best_move != next_move if self.with_debug: print(f"{self.mark}: Values = {values}") print(f"{self.mark}: Moves = {moves+1}") 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: self.state_last = self.state.copy() self.state = self.to_state(state.copy(), next_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.params.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, True