Files
tic_tac_toe/tic_tac_toe.py
T
2024-06-09 15:03:35 +02:00

173 lines
5.1 KiB
Python

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)