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MCTS.pyx
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MCTS.pyx
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# cython: language_level=3
# cython: linetrace=True
# cython: profile=True
# cython: binding=True
import math
import numpy as np
EPS = 1e-8
class MCTS():
"""
This class handles the MCTS tree.
"""
def __init__(self, game, nnet, args):
self.game = game
self.nnet = nnet
self.args = args
self.reset()
def reset(self):
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
self.mode = 'leaf'
self.path = []
self.v = 0
def getActionProb(self, canonicalBoard, temp=1):
"""
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)
"""
for i in range(self.args.numMCTSSims):
self.search(canonicalBoard)
s = self.game.stringRepresentation(canonicalBoard)
counts = [self.Nsa[(s, a)] if (
s, a) in self.Nsa else 0 for a in range(self.game.getActionSize())]
if temp == 0:
bestA = np.argmax(counts)
probs = [0] * len(counts)
probs[bestA] = 1
return probs
try:
counts = [x ** (1. / temp) for x in counts]
probs = [x / float(sum(counts)) for x in counts]
return probs
except OverflowError as err:
bestA = np.argmax(counts)
probs = [0] * len(counts)
probs[bestA] = 1
return probs
def getExpertProb(self, canonicalBoard, temp=1, prune=False):
s = self.game.stringRepresentation(canonicalBoard)
counts = [self.Nsa[(s, a)] if (
s, a) in self.Nsa else 0 for a in range(self.game.getActionSize())]
if prune:
bestA = np.argmax(counts)
u_max = self.Qsa[(s, bestA)] + self.args.cpuct * \
self.Ps[s][bestA] * math.sqrt(self.Ns[s]) / (counts[bestA] + 1)
for a in range(self.game.getActionSize()):
if a == bestA:
continue
if counts[a] <= 0:
continue
desired = math.ceil(math.sqrt(2*self.Ps[s][a]*self.Ns[s]))
u_const = self.Qsa[(s, a)] + self.args.cpuct * \
self.Ps[s][a] * math.sqrt(self.Ns[s])
for _ in range(desired):
if counts[a] <= 0:
break
if u_const / counts[a] < u_max:
counts[a] -= 1
if temp == 0:
bestA = np.argmax(counts)
probs = [0] * len(counts)
probs[bestA] = 1
return probs
try:
counts = [x ** (1. / temp) for x in counts]
probs = [x / float(sum(counts)) for x in counts]
return probs
except OverflowError as err:
bestA = np.argmax(counts)
probs = [0] * len(counts)
probs[bestA] = 1
return probs
def getExpertValue(self, canonicalBoard):
s = self.game.stringRepresentation(canonicalBoard)
values = [self.Qsa[(s, a)] if (
s, a) in self.Qsa else 0 for a in range(self.game.getActionSize())]
return np.max(values)
def processResults(self, pi, value):
if self.mode == 'leaf':
s = self.path.pop()[0]
self.Ps[s] = pi
self.Ps[s] = self.Ps[s] * self.Vs[s] # 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.")
self.Ps[s] = self.Ps[s] + self.Vs[s]
self.Ps[s] /= np.sum(self.Ps[s])
self.Ns[s] = 0
self.v = -value
self.path.reverse()
for s, a in self.path:
if (s, a) in self.Qsa:
self.Qsa[(s, a)] = (self.Nsa[(s, a)] *
self.Qsa[(s, a)] + self.v) / (self.Nsa[(s, a)] + 1)
self.Nsa[(s, a)] += 1
else:
self.Qsa[(s, a)] = self.v
self.Nsa[(s, a)] = 1
self.Ns[s] += 1
self.v *= -1
self.path = []
def findLeafToProcess(self, canonicalBoard, isRoot):
s = self.game.stringRepresentation(canonicalBoard)
if s not in self.Es:
self.Es[s] = self.game.getGameEnded(canonicalBoard, 1)
if self.Es[s] != 0:
# terminal node
self.mode = 'terminal'
self.v = -self.Es[s]
return None
if s not in self.Ps:
# leaf node
self.Vs[s] = self.game.getValidMoves(canonicalBoard, 1)
self.mode = 'leaf'
self.path.append((s, None))
return canonicalBoard
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:
# prioritize under explored options.
if isRoot and self.Nsa[(s, a)] < math.sqrt(2*self.Ps[s][a]*self.Ns[s]):
best_act = a
break
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, 1, a)
next_s = self.game.getCanonicalForm(next_s, next_player)
self.path.append((s, a))
return self.findLeafToProcess(next_s, False)
def search(self, canonicalBoard):
"""
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
"""
s = self.game.stringRepresentation(canonicalBoard)
if s not in self.Es:
self.Es[s] = self.game.getGameEnded(canonicalBoard, 1)
if self.Es[s] != 0:
# terminal node
return -self.Es[s]
if s not in self.Ps:
# leaf node
self.Ps[s], v = self.nnet.predict(canonicalBoard)
valids = self.game.getValidMoves(canonicalBoard, 1)
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.")
self.Ps[s] = self.Ps[s] + valids
self.Ps[s] /= np.sum(self.Ps[s])
self.Vs[s] = valids
self.Ns[s] = 0
return -v
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, 1, a)
next_s = self.game.getCanonicalForm(next_s, next_player)
v = self.search(next_s)
if (s, a) in self.Qsa:
self.Qsa[(s, a)] = (self.Nsa[(s, a)] *
self.Qsa[(s, a)] + v) / (self.Nsa[(s, a)] + 1)
self.Nsa[(s, a)] += 1
else:
self.Qsa[(s, a)] = v
self.Nsa[(s, a)] = 1
self.Ns[s] += 1
return -v