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mcts.py
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200 lines (170 loc) · 6.38 KB
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import amazons
import copy
import math
import numpy as np
import time
from random import randint, random, shuffle
def fire(o, t): return {'from': o, 'to': t}
def getAvaliable(board, pos):
avaliable = []
for vec in amazons.vectors:
avaliable += board.enabledLocation(pos, vec)
return avaliable
def getMoves(board, player):
cheesePos = board.playerState[player]
children = {}
for i in cheesePos:
avaliable = getAvaliable(board, i)
children[i] = avaliable
return children
class Node(object):
def __init__(self, parent, prior, origin, move, player):
self._parent = parent
self.children = []
self._visitTimes = 0
self._origin = origin
self._move = move
self._arrow = None
self.player = player
self._Q = 0
self._v = 0
self._p = prior
def isLeaf(self):
return self.children == []
def isRoot(self):
return self._parent == None
def isExpended(self):
return self._arrow != None
def expand(self, board):
if self._parent == None:
player = self.player
else:
player = 'A' if self.player == 'B' else 'B'
children = getMoves(board, player)
for origin, targets in children.items():
for move in targets:
if not self._parent:
state = copy.deepcopy(board)
state.fire(player, {'from': origin, 'to': move}, 0)
arrow = getAvaliable(state, move)
for shoot in arrow:
s = copy.deepcopy(state)
child = Node(self, 0.5, origin, move, player)
child._arrow = shoot
s.fire(player, fire(move, shoot), 1)
self.children.append(child)
else:
child = Node(self, 0.5, origin, move, player)
self.children.append(child)
def expandArrow(self, board):
arrow = getAvaliable(board, self._move)
self._parent.children.remove(self)
bestVal = -math.inf
bestChild = None
for shoot in arrow:
state = copy.deepcopy(board)
state.fire(self.player, fire(self._move, shoot), 1)
new = Node(self._parent, self._p, self._origin, self._move, self.player)
new._arrow = shoot
self._parent.children.append(new)
prob = random()
if bestVal < prob:
bestVal = prob
bestChild = new
return bestChild
def select(self, time):
if self._parent == None:
child = max(self.children, key=lambda child: child.getValue())
else:
child = max(self.children, key=lambda child: child.getValue())
return child
def getFormatedMove(self):
cheese = fire(self._origin, self._move)
arrow = fire(self._move, self._arrow)
return cheese, arrow
def updateValue(self, reward):
self._visitTimes += 1
self._v += reward
self._Q = (self._v / self._visitTimes)
def getParent(self):
return self._parent
def getBestChild(self):
return max(self.children, key=lambda child: child._Q)
def getValue(self):
c = math.sqrt(2)
right = math.sqrt(math.log(self._parent._visitTimes) / (self._visitTimes + 1))
return self._Q + c * right
class MCTS(object):
def __init__(self, player, budget=1000):
self._root = Node(None, 1.0, None, None, player)
self._budget = budget
def _playout(self, state, player, root, budget):
def move(node):
cheese, arrow = node.getFormatedMove()
board.fire(node.player, cheese, 0)
board.fire(node.player, arrow, 1)
start = time.time()
while time.time() - start < budget:
board = copy.deepcopy(state)
node = root
while(True):
if node.isLeaf():
break
node = node.select((time.time() - start) / budget)
if not node.isExpended():
board.fire(node.player, fire(node._origin, node._move), 0)
node = node.expandArrow(board)
board.fire(node.player, fire(node._move, node._arrow), 1)
else:
move(node)
winner = board.gameStatus()
if winner == None:
node.expand(board)
shuffle(node.children)
val = self._rollout(board, node.player)
else:
val = winner
val = 1 if val == node.player else -1
self._update(node, val)
del board
return root.children
def _rollout(self, board, player):
while board.gameStatus() == None:
player = 'A' if player == 'B' else 'B'
cheeses = copy.deepcopy(board.playerState[player])
cheesePos = cheeses[randint(0, len(cheeses) - 1)]
while not canMove(board, cheesePos):
cheeses.remove(cheesePos)
cheesePos = cheeses[randint(0, len(cheeses) - 1)]
movePos = getAvaliable(board, cheesePos)
movePos = movePos[randint(0, len(movePos) - 1)]
board.fire(player, fire(cheesePos, movePos), 0)
arrowPos = getAvaliable(board, movePos)
arrowPos = arrowPos[randint(0, len(arrowPos) - 1)]
board.fire(player, fire(movePos, arrowPos), 1)
return board.gameStatus()
def _update(self, node, reward):
while node != None:
node.updateValue(reward)
node = node.getParent()
reward = -reward
def getMove(self, board, player):
self._playout(board, player, self._root, self._budget)
maxNode = self._root.getBestChild()
return maxNode.getFormatedMove()
def updateRoot(self, player):
del self._root
self._root = Node(None, 1.0, None, None, player)
def canMove(board, pos):
y = pos[0]
x = pos[1]
empty = -1
for vec in amazons.vectors:
pos = (y + vec[0], x + vec[1])
if not board.isOutOfBound(pos):
if board.getBoard()[pos] == 0:
empty = 1
break
if empty == -1:
return False
return True