merge conflict

This commit is contained in:
rtz19970824 2017-12-21 23:36:57 +08:00
commit ff2ebd49c1
5 changed files with 65 additions and 61 deletions

View File

@ -183,7 +183,7 @@ class GTPEngine():
return 'unknown player', False
def cmd_get_score(self, args, **kwargs):
return self._game.game_engine.executor_get_score(True), True
return self._game.game_engine.executor_get_score(self._game.board, True), True
def cmd_show_board(self, args, **kwargs):
return self._game.board, True

View File

@ -34,16 +34,7 @@ class Game:
self.evaluator = model.ResNet(self.size, self.size**2 + 1, history_length=8)
# self.evaluator = lambda state: self.sess.run([tf.nn.softmax(self.net.p), self.net.v],
# feed_dict={self.net.x: state, self.net.is_training: False})
self.game_engine = go.Go(game=self)
def _flatten(self, vertex):
x, y = vertex
return (x - 1) * self.size + (y - 1)
def _deflatten(self, idx):
x = idx // self.size + 1
y = idx % self.size + 1
return (x, y)
self.game_engine = go.Go(size=self.size, komi=self.komi)
def clear(self):
self.board = [utils.EMPTY] * (self.size ** 2)
@ -67,14 +58,14 @@ class Game:
if choice == self.size ** 2:
move = utils.PASS
else:
move = self._deflatten(choice)
move = self.game_engine._deflatten(choice)
return move, prob
def play_move(self, color, vertex):
# this function can be called directly to play the opponent's move
if vertex == utils.PASS:
return True
res = self.game_engine.executor_do_move(color, vertex)
res = self.game_engine.executor_do_move(self.history, self.latest_boards, self.board, color, vertex)
return res
def think_play_move(self, color):

View File

@ -16,12 +16,22 @@ CORNER_OFFSET = [[-1, -1], [-1, 1], [1, 1], [1, -1]]
class Go:
def __init__(self, **kwargs):
self.game = kwargs['game']
self.size = kwargs['size']
self.komi = kwargs['komi']
def _flatten(self, vertex):
x, y = vertex
return (x - 1) * self.size + (y - 1)
def _deflatten(self, idx):
x = idx // self.size + 1
y = idx % self.size + 1
return (x, y)
def _in_board(self, vertex):
x, y = vertex
if x < 1 or x > self.game.size: return False
if y < 1 or y > self.game.size: return False
if x < 1 or x > self.size: return False
if y < 1 or y > self.size: return False
return True
def _neighbor(self, vertex):
@ -45,7 +55,7 @@ class Go:
return corner
def _find_group(self, current_board, vertex):
color = current_board[self.game._flatten(vertex)]
color = current_board[self._flatten(vertex)]
# print ("color : ", color)
chain = set()
frontier = [vertex]
@ -55,41 +65,41 @@ class Go:
# print ("current : ", current)
chain.add(current)
for n in self._neighbor(current):
if current_board[self.game._flatten(n)] == color and not n in chain:
if current_board[self._flatten(n)] == color and not n in chain:
frontier.append(n)
if current_board[self.game._flatten(n)] == utils.EMPTY:
if current_board[self._flatten(n)] == utils.EMPTY:
has_liberty = True
return has_liberty, chain
def _is_suicide(self, current_board, color, vertex):
current_board[self.game._flatten(vertex)] = color # assume that we already take this move
current_board[self._flatten(vertex)] = color # assume that we already take this move
suicide = False
has_liberty, group = self._find_group(current_board, vertex)
if not has_liberty:
suicide = True # no liberty, suicide
for n in self._neighbor(vertex):
if current_board[self.game._flatten(n)] == utils.another_color(color):
if current_board[self._flatten(n)] == utils.another_color(color):
opponent_liberty, group = self._find_group(current_board, n)
if not opponent_liberty:
suicide = False # this move is able to take opponent's stone, not suicide
current_board[self.game._flatten(vertex)] = utils.EMPTY # undo this move
current_board[self._flatten(vertex)] = utils.EMPTY # undo this move
return suicide
def _process_board(self, current_board, color, vertex):
nei = self._neighbor(vertex)
for n in nei:
if current_board[self.game._flatten(n)] == utils.another_color(color):
if current_board[self._flatten(n)] == utils.another_color(color):
has_liberty, group = self._find_group(current_board, n)
if not has_liberty:
for b in group:
current_board[self.game._flatten(b)] = utils.EMPTY
current_board[self._flatten(b)] = utils.EMPTY
def _check_global_isomorphous(self, history_boards, current_board, color, vertex):
repeat = False
next_board = copy.copy(current_board)
next_board[self.game._flatten(vertex)] = color
next_board[self._flatten(vertex)] = color
self._process_board(next_board, color, vertex)
if next_board in history_boards:
repeat = True
@ -98,7 +108,7 @@ class Go:
def _is_eye(self, current_board, color, vertex):
nei = self._neighbor(vertex)
cor = self._corner(vertex)
ncolor = {color == current_board[self.game._flatten(n)] for n in nei}
ncolor = {color == current_board[self._flatten(n)] for n in nei}
if False in ncolor:
# print "not all neighbors are in same color with us"
return False
@ -107,7 +117,7 @@ class Go:
# print "all neighbors are in same group and same color with us"
return True
else:
opponent_number = [current_board[self.game._flatten(c)] for c in cor].count(-color)
opponent_number = [current_board[self._flatten(c)] for c in cor].count(-color)
opponent_propotion = float(opponent_number) / float(len(cor))
if opponent_propotion < 0.5:
# print "few opponents, real eye"
@ -131,20 +141,20 @@ class Go:
board = copy.deepcopy(current_board)
empty_idx = [i for i, x in enumerate(board) if x == utils.EMPTY] # find all empty idx
for idx in empty_idx:
neighbor_idx = self._neighbor(self.game.deflatten(idx))
neighbor_idx = self._neighbor(self.deflatten(idx))
if len(neighbor_idx) > 1:
first_idx = neighbor_idx[0]
for other_idx in neighbor_idx[1:]:
if self.game.board[self.game.flatten(other_idx)] != self.game.board[self.game.flatten(first_idx)]:
if board[self.flatten(other_idx)] != board[self.flatten(first_idx)]:
return False
return True
def _action2vertex(self, action):
if action == self.game.size ** 2:
if action == self.size ** 2:
vertex = (0, 0)
else:
vertex = self.game._deflatten(action)
vertex = self._deflatten(action)
return vertex
def _is_valid(self, history_boards, current_board, color, vertex):
@ -153,7 +163,7 @@ class Go:
return False
### already have stone
if not current_board[self.game._flatten(vertex)] == utils.EMPTY:
if not current_board[self._flatten(vertex)] == utils.EMPTY:
return False
### check if it is suicide
@ -195,7 +205,7 @@ class Go:
if vertex == utils.PASS:
return board
else:
id_ = self.game._flatten(vertex)
id_ = self._flatten(vertex)
board[id_] = color
return board
@ -208,21 +218,21 @@ class Go:
new_color = -color
return [history_boards, new_color], 0
def executor_do_move(self, color, vertex):
if not self._is_valid(self.game.history, self.game.board, color, vertex):
def executor_do_move(self, history, latest_boards, current_board, color, vertex):
if not self._is_valid(history, current_board, color, vertex):
return False
self.game.board[self.game._flatten(vertex)] = color
self._process_board(self.game.board, color, vertex)
self.game.history.append(copy.copy(self.game.board))
self.game.latest_boards.append(copy.copy(self.game.board))
current_board[self._flatten(vertex)] = color
self._process_board(current_board, color, vertex)
history.append(copy.copy(current_board))
latest_boards.append(copy.copy(current_board))
return True
def _find_empty(self):
idx = [i for i,x in enumerate(self.game.board) if x == utils.EMPTY ][0]
return self.game._deflatten(idx)
def _find_empty(self, current_board):
idx = [i for i,x in enumerate(current_board) if x == utils.EMPTY ][0]
return self._deflatten(idx)
def _find_boarder(self, vertex):
_, group = self._find_group(self.game.board, vertex)
def _find_boarder(self, current_board, vertex):
_, group = self._find_group(current_board, vertex)
border = []
for b in group:
for n in self._neighbor(b):
@ -248,7 +258,7 @@ class Go:
start_vertex_x += x_diff
start_vertex_y += y_diff
def _predict_from_nearby(self, vertex, neighbor_step=3):
def _predict_from_nearby(self, current_board, vertex, neighbor_step=3):
'''
step: the nearby 3 steps is considered
:vertex: position to be estimated
@ -264,38 +274,37 @@ class Go:
self._add_nearby_stones(neighbor_vertex_set, vertex[0], vertex[1] - step, -1, 1, neighbor_step)
color_estimate = 0
for neighbor_vertex in neighbor_vertex_set:
color_estimate += self.game.board[self.game._flatten(neighbor_vertex)]
color_estimate += current_board[self._flatten(neighbor_vertex)]
if color_estimate > 0:
return utils.BLACK
elif color_estimate < 0:
return utils.WHITE
def executor_get_score(self, is_unknown_estimation=False):
def executor_get_score(self, current_board, is_unknown_estimation=False):
'''
is_unknown_estimation: whether use nearby stone to predict the unknown
return score from BLACK perspective.
'''
_board = copy.copy(self.game.board)
while utils.EMPTY in self.game.board:
vertex = self._find_empty()
boarder = self._find_boarder(vertex)
boarder_color = set(map(lambda v: self.game.board[self.game._flatten(v)], boarder))
_board = copy.deepcopy(current_board)
while utils.EMPTY in _board:
vertex = self._find_empty(_board)
boarder = self._find_boarder(_board, vertex)
boarder_color = set(map(lambda v: _board[self._flatten(v)], boarder))
if boarder_color == {utils.BLACK}:
self.game.board[self.game._flatten(vertex)] = utils.BLACK
_board[self._flatten(vertex)] = utils.BLACK
elif boarder_color == {utils.WHITE}:
self.game.board[self.game._flatten(vertex)] = utils.WHITE
_board[self._flatten(vertex)] = utils.WHITE
elif is_unknown_estimation:
self.game.board[self.game._flatten(vertex)] = self._predict_from_nearby(vertex)
_board[self._flatten(vertex)] = self._predict_from_nearby(_board, vertex)
else:
self.game.board[self.game._flatten(vertex)] =utils.UNKNOWN
_board[self._flatten(vertex)] =utils.UNKNOWN
score = 0
for i in self.game.board:
for i in _board:
if i == utils.BLACK:
score += 1
elif i == utils.WHITE:
score -= 1
score -= self.game.komi
score -= self.komi
self.game.board = _board
return score

View File

@ -137,8 +137,12 @@ if __name__ == '__main__':
picklestring = cPickle.dump(data, file)
data.reset()
game_num += 1
print("Time {}".format(time.time()-start_time))
except Exception:
subprocess.call(["kill", "-9", str(agent_v0.pid)])
subprocess.call(["kill", "-9", str(agent_v1.pid)])
print "Kill all player, finish all game."
subprocess.call(["kill", "-9", str(agent_v0.pid)])
subprocess.call(["kill", "-9", str(agent_v1.pid)])
print "Kill all player, finish all game."

View File

@ -79,7 +79,7 @@ while True:
prob.append(np.array(game.prob).reshape(-1, game.size ** 2 + 1))
print("Finished")
print("\n")
score = game.game_engine.executor_get_score(True)
score = game.game_engine.executor_get_score(game.board, True)
if score > 0:
winner = utils.BLACK
else: