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MCTS.py
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import copy
import math
import random
import time
import numpy as np
from tafl.TaflBoard import Player
from tafl.TaflGame import MovementType, action_conversion__index_to_explicit
EPS = 1e-8
class MCTS():
"""
This class handles the MCTS tree.
"""
def __init__(self, game, white_nnet, black_nnet, args):
self.game = game
self.size = game.getBoardSize()[0]
self.white_nnet = white_nnet
self.black_nnet = black_nnet
self.args = args
self.Qsa = {} # stores Q values for s,a (as defined in the paper)
self.Nsa = {} # stores #times edge s,a was visited
self.Ns = {} # stores #times board s was visited
self.Ps = {} # stores initial policy (returned by neural net)
self.Es = {} # stores game.getGameEnded ended for board s
self.Vs = {} # stores game.getValidMoves for board s
def getActionProb(self, canonicalBoard, this_player, temp=1, time=None):
"""
This function performs numMCTSSims simulations of MCTS starting from
canonicalBoard.
Returns:
probs: a policy vector where the probability of the ith action is
proportional to Nsa[(s,a)]**(1./temp)
"""
if time is None:
for i in range(self.args.numMCTSSims):
# print(" search number " + str(i))
self.search(copy.deepcopy(canonicalBoard), this_player)
else:
timeout = time.time() + time
while time.time() < timeout:
self.search(copy.deepcopy(canonicalBoard), this_player)
# bytes are much faster
s = self.game.stringRepresentation(canonicalBoard) + this_player.to_bytes(1, byteorder='big', signed=True)
# s = self.game.stringRepresentation(canonicalBoard) + str(this_player) # this addition is needed so that
# the search algorithm doesn't get confused when the same board state as before is reached, but it's the
# other player's turn
counts = [self.Nsa[(s,a)] if (s,a) in self.Nsa else 0 for a in range(self.game.getActionSize())]
if temp == 0:
maximum = max(counts)
argmaxs = [(index, count) for index, count in enumerate(counts) if count == maximum]
bestA, count = random.choice(argmaxs)
probs = [0]*len(counts)
probs[bestA]=1
return probs
counts = [x**(1./temp) for x in counts]
probs = [x/float(sum(counts)) for x in counts]
return probs
def search(self, canonicalBoard, this_player):
"""
This function performs one iteration of MCTS. It is recursively called
till a leaf node is found. The action chosen at each node is one that
has the maximum upper confidence bound as in the paper.
Once a leaf node is found, the neural network is called to return an
initial policy P and a value v for the state. This value is propogated
up the search path. In case the leaf node is a terminal state, the
outcome is propogated up the search path. The values of Ns, Nsa, Qsa are
updated.
NOTE: the return values are the negative of the value of the current
state. This is done since v is in [-1,1] and if v is the value of a
state for the current player, then its value is -v for the other player.
Returns:
v: the negative of the value of the current canonicalBoard
"""
def player_net(player):
return self.white_nnet if player == Player.white else self.black_nnet
value_stack = []
next_player = this_player
iteration = 0
# build stack
while True:
# workaround because in some cases this function doesn't stop (bug might exist in the original version also)
# print(" iteration " + str(iteration))
iteration += 1
if iteration > 1000:
print("more MCTS search iterations than the maximum, breaking out of possibly infinite loop!")
return
# workaround end
# bytes are much faster
s = self.game.stringRepresentation(canonicalBoard) + next_player.to_bytes(1, byteorder='big', signed=True)
# s = self.game.stringRepresentation(canonicalBoard) + str(next_player) # this addition is needed so that
# the search algorithm doesn't get confused when the same board state as before is reached, but it's the
# other player's turn
if s not in self.Es:
self.Es[s] = self.game.getGameEnded(canonicalBoard, next_player)
if self.Es[s] != 0:
# terminal node
last_iteration_v = -self.Es[s]
break
if s not in self.Ps:
# leaf node
valids = self.game.getValidMoves(canonicalBoard, next_player)
# occurrences = np.zeros(self.size * self.size * self.size * 2)
# for index, action in enumerate(valids):
# if action == 1 and index != self.size * self.size * self.size * 2:
# explicit = action_conversion__index_to_explicit(index, self.size)
# occurrences[index] = 1 if canonicalBoard.would_next_board_be_second_third(2, explicit) else 0
self.Ps[s], v = player_net(next_player).predict(canonicalBoard, np.array([canonicalBoard.king_position[0], canonicalBoard.king_position[1]]))
# valids = self.game.getValidMoves(canonicalBoard, next_player)
self.Ps[s] = self.Ps[s] * valids # masking invalid moves
sum_Ps_s = np.sum(self.Ps[s])
if sum_Ps_s > 0:
self.Ps[s] /= sum_Ps_s # renormalize
else:
# if all valid moves were masked make all valid moves equally probable
# NB! All valid moves may be masked if either your NNet architecture is insufficient or you've get overfitting or something else.
# If you have got dozens or hundreds of these messages you should pay attention to your NNet and/or training process.
print("All valid moves were masked, do workaround.")
print(valids)
self.Ps[s] = self.Ps[s] + valids
self.Ps[s] /= np.sum(self.Ps[s])
self.Vs[s] = valids
self.Ns[s] = 0
last_iteration_v = -v
break
valids = self.Vs[s]
cur_best = -float('inf')
best_act = -1
# pick the action with the highest upper confidence bound
for a in range(self.game.getActionSize()):
if valids[a]:
if (s, a) in self.Qsa:
u = self.Qsa[(s, a)] + self.args.cpuct * self.Ps[s][a] * math.sqrt(self.Ns[s]) / (
1 + self.Nsa[(s, a)])
else:
u = self.args.cpuct * self.Ps[s][a] * math.sqrt(self.Ns[s] + EPS) # Q = 0 ?
if u > cur_best:
cur_best = u
best_act = a
a = best_act
next_s, next_player = self.game.getNextState(canonicalBoard, next_player, a)
canonicalBoard = self.game.getCanonicalForm(next_s, next_player)
value_stack.append((s, a))
# take from stack
while len(value_stack) > 0:
s, a = value_stack.pop()
if (s, a) in self.Qsa:
self.Qsa[(s, a)] = (self.Nsa[(s, a)] * self.Qsa[(s, a)] + last_iteration_v) / (self.Nsa[(s, a)] + 1)
self.Nsa[(s, a)] += 1
else:
self.Qsa[(s, a)] = last_iteration_v
self.Nsa[(s, a)] = 1
self.Ns[s] += 1
last_iteration_v = -last_iteration_v
return -last_iteration_v