fix the copy bug in check_global_isomorphous; refactor code to eliminate side effect
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fc8114fe35
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@ -72,18 +72,14 @@ class Go:
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self.game.board[self.game._flatten(vertex)] = utils.EMPTY
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return True
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def _check_global_isomorphous(self, color, vertex):
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##backup
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_board = copy.copy(self.game.board)
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self.game.board[self.game._flatten(vertex)] = color
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self._process_board(color, vertex)
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if self.game.board in self.game.history:
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res = True
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else:
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res = False
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self.game.board = _board
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return res
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def _check_global_isomorphous(self, history_boards, current_board, color, vertex):
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repeat = False
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next_board = copy.copy(current_board)
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next_board[self.game._flatten(vertex)] = color
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self._process_board(next_board, color, vertex)
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if next_board in history_boards:
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repeat = True
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return repeat
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def _in_board(self, vertex):
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x, y = vertex
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@ -101,38 +97,38 @@ class Go:
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nei.append((_x, _y))
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return nei
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def _process_board(self, color, vertex):
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def _process_board(self, current_board, color, vertex):
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nei = self._neighbor(vertex)
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for n in nei:
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if self.game.board[self.game._flatten(n)] == utils.another_color(color):
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if current_board[self.game._flatten(n)] == utils.another_color(color):
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can_kill, block = self._find_block(n)
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if can_kill:
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for b in block:
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self.game.board[self.game._flatten(b)] = utils.EMPTY
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current_board[self.game._flatten(b)] = utils.EMPTY
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def is_valid(self, color, vertex):
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def is_valid(self, history_boards, current_board, color, vertex):
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### in board
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if not self._in_board(vertex):
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return False
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### already have stone
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if not self.game.board[self.game._flatten(vertex)] == utils.EMPTY:
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if not current_board[self.game._flatten(vertex)] == utils.EMPTY:
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return False
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### check if it is qi
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if not self._is_qi(color, vertex):
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return False
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if self._check_global_isomorphous(color, vertex):
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if self._check_global_isomorphous(history_boards, current_board, color, vertex):
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return False
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return True
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def do_move(self, color, vertex):
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if not self.is_valid(color, vertex):
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if not self.is_valid(self.game.history, self.game.board, color, vertex):
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return False
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self.game.board[self.game._flatten(vertex)] = color
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self._process_board(color, vertex)
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self._process_board(self.game.board, color, vertex)
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self.game.history.append(copy.copy(self.game.board))
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self.game.latest_boards.append(copy.copy(self.game.board))
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return True
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@ -19,52 +19,47 @@ class GoEnv:
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self.simulate_board = [utils.EMPTY] * (self.game.size ** 2)
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self.simulate_latest_boards = deque(maxlen=8)
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def _find_group(self, start):
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color = self.simulate_board[self.game._flatten(start)]
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def _find_group(self, current_board, vertex):
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color = current_board[self.game._flatten(vertex)]
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# print ("color : ", color)
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chain = set()
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frontier = [start]
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frontier = [vertex]
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has_liberty = False
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while frontier:
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current = frontier.pop()
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# print ("current : ", current)
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chain.add(current)
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for n in self._neighbor(current):
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# print n, self._flatten(n), self.board[self._flatten(n)],
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if self.simulate_board[self.game._flatten(n)] == color and not n in chain:
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if current_board[self.game._flatten(n)] == color and not n in chain:
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frontier.append(n)
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if self.simulate_board[self.game._flatten(n)] == utils.EMPTY:
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if current_board[self.game._flatten(n)] == utils.EMPTY:
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has_liberty = True
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return has_liberty, chain
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def _is_suicide(self, color, vertex):
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self.simulate_board[self.game._flatten(vertex)] = color # assume that we already take this move
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def _is_suicide(self, current_board, color, vertex):
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current_board[self.game._flatten(vertex)] = color # assume that we already take this move
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suicide = False
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has_liberty, group = self._find_group(vertex)
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has_liberty, group = self._find_group(current_board, vertex)
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if not has_liberty:
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suicide = True # no liberty, suicide
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for n in self._neighbor(vertex):
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if self.simulate_board[self.game._flatten(n)] == utils.another_color(color):
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opponent_liberty, group = self._find_group(n)
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if current_board[self.game._flatten(n)] == utils.another_color(color):
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opponent_liberty, group = self._find_group(current_board, n)
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if not opponent_liberty:
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suicide = False # this move is able to take opponent's stone, not suicide
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self.simulate_board[self.game._flatten(vertex)] = utils.EMPTY # undo this move
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current_board[self.game._flatten(vertex)] = utils.EMPTY # undo this move
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return suicide
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def _check_global_isomorphous(self, color, vertex):
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##backup
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_board = copy.copy(self.simulate_board)
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self.simulate_board[self.game._flatten(vertex)] = color
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self._process_board(color, vertex)
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if self.simulate_board in self.game.history:
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res = True
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else:
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res = False
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self.simulate_board = _board
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return res
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def _check_global_isomorphous(self, history_boards, current_board, color, vertex):
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repeat = False
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next_board = copy.copy(current_board)
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next_board[self.game._flatten(vertex)] = color
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self._process_board(next_board, color, vertex)
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if next_board in history_boards:
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repeat = True
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return repeat
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def _in_board(self, vertex):
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x, y = vertex
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@ -92,28 +87,28 @@ class GoEnv:
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corner.append((_x, _y))
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return corner
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def _process_board(self, color, vertex):
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def _process_board(self, current_board, color, vertex):
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nei = self._neighbor(vertex)
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for n in nei:
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if self.simulate_board[self.game._flatten(n)] == utils.another_color(color):
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has_liberty, group = self._find_group(n)
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if current_board[self.game._flatten(n)] == utils.another_color(color):
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has_liberty, group = self._find_group(current_board, n)
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if not has_liberty:
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for b in group:
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self.simulate_board[self.game._flatten(b)] = utils.EMPTY
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current_board[self.game._flatten(b)] = utils.EMPTY
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def _is_eye(self, color, vertex):
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def _is_eye(self, current_board, color, vertex):
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nei = self._neighbor(vertex)
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cor = self._corner(vertex)
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ncolor = {color == self.simulate_board[self.game._flatten(n)] for n in nei}
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ncolor = {color == current_board[self.game._flatten(n)] for n in nei}
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if False in ncolor:
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# print "not all neighbors are in same color with us"
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return False
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_, group = self._find_group(nei[0])
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_, group = self._find_group(current_board, nei[0])
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if set(nei) < group:
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# print "all neighbors are in same group and same color with us"
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return True
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else:
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opponent_number = [self.simulate_board[self.game._flatten(c)] for c in cor].count(-color)
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opponent_number = [current_board[self.game._flatten(c)] for c in cor].count(-color)
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opponent_propotion = float(opponent_number) / float(len(cor))
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if opponent_propotion < 0.5:
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# print "few opponents, real eye"
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@ -122,49 +117,54 @@ class GoEnv:
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# print "many opponents, fake eye"
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return False
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def knowledge_prunning(self, color, vertex):
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def knowledge_prunning(self, current_board, color, vertex):
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### check if it is an eye of yourself
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### assumptions : notice that this judgement requires that the state is an endgame
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if self._is_eye(color, vertex):
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if self._is_eye(current_board, color, vertex):
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return False
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return True
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def simulate_is_valid(self, state, action):
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# State is the play board, the shape is [1, self.game.size, self.game.size, 17].
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# Action is an index
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def sa2cv(self, state, action):
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# State is the play board, the shape is [1, self.game.size, self.game.size, 17], action is an index.
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# We need to transfer the (state, action) pair into (color, vertex) pair to simulate the move
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if action == self.game.size ** 2:
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vertex = (0, 0)
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else:
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vertex = self.game._deflatten(action)
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if state[0, 0, 0, -1] == utils.BLACK:
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color = utils.BLACK
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else:
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color = utils.WHITE
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if action == self.game.size ** 2:
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vertex = (0, 0)
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else:
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vertex = self.game._deflatten(action)
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return color, vertex
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def simulate_is_valid(self, history_boards, current_board, state, action):
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# initialize simulate_latest_boards and simulate_board from state
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self.simulate_latest_boards.clear()
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for i in range(8):
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self.simulate_latest_boards.append((state[:, :, :, i] - state[:, :, :, i + 8]).reshape(-1).tolist())
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self.simulate_board = copy.copy(self.simulate_latest_boards[-1])
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color, vertex = self.sa2cv(state, action)
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### in board
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if not self._in_board(vertex):
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return False
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### already have stone
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if not self.simulate_board[self.game._flatten(vertex)] == utils.EMPTY:
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if not current_board[self.game._flatten(vertex)] == utils.EMPTY:
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# print(np.array(self.board).reshape(9, 9))
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# print(vertex)
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return False
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### check if it is suicide
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if self._is_suicide(color, vertex):
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if self._is_suicide(current_board, color, vertex):
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return False
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### forbid global isomorphous
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if self._check_global_isomorphous(color, vertex):
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if self._check_global_isomorphous(history_boards, current_board, color, vertex):
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return False
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if not self.knowledge_prunning(color, vertex):
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if not self.knowledge_prunning(current_board, color, vertex):
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return False
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return True
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@ -181,17 +181,11 @@ class GoEnv:
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return False
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def simulate_step_forward(self, state, action):
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if state[0, 0, 0, -1] == 1:
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color = utils.BLACK
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else:
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color = utils.WHITE
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if action == self.game.size ** 2:
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vertex = utils.PASS
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else:
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vertex = self.game._deflatten(action)
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# print(vertex)
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# print(self.board)
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# initialize the simulate_board from state
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self.simulate_board = (state[:, :, :, 7] - state[:, :, :, 15]).reshape(-1).tolist()
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color, vertex = self.sa2cv(state, action)
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self.simulate_do_move(color, vertex)
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new_state = np.concatenate(
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[state[:, :, :, 1:8], (np.array(self.simulate_board) == utils.BLACK).reshape(1, self.game.size, self.game.size, 1),
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@ -75,7 +75,8 @@ class UCTNode(MCTSNode):
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start_time = time.time()
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self.mask = []
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for act in range(self.action_num - 1):
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if not simulator.simulate_is_valid(self.state, act):
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if not simulator.simulate_is_valid(
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simulator.simulate_latest_boards, simulator.simulate_board, self.state, act):
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self.mask.append(act)
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self.ucb[act] = -float("Inf")
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else:
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