merge conflict
This commit is contained in:
commit
ff2ebd49c1
@ -183,7 +183,7 @@ class GTPEngine():
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return 'unknown player', False
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return 'unknown player', False
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def cmd_get_score(self, args, **kwargs):
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def cmd_get_score(self, args, **kwargs):
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return self._game.game_engine.executor_get_score(True), True
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return self._game.game_engine.executor_get_score(self._game.board, True), True
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def cmd_show_board(self, args, **kwargs):
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def cmd_show_board(self, args, **kwargs):
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return self._game.board, True
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return self._game.board, True
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@ -34,16 +34,7 @@ class Game:
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self.evaluator = model.ResNet(self.size, self.size**2 + 1, history_length=8)
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self.evaluator = model.ResNet(self.size, self.size**2 + 1, history_length=8)
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# self.evaluator = lambda state: self.sess.run([tf.nn.softmax(self.net.p), self.net.v],
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# self.evaluator = lambda state: self.sess.run([tf.nn.softmax(self.net.p), self.net.v],
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# feed_dict={self.net.x: state, self.net.is_training: False})
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# feed_dict={self.net.x: state, self.net.is_training: False})
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self.game_engine = go.Go(game=self)
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self.game_engine = go.Go(size=self.size, komi=self.komi)
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def _flatten(self, vertex):
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x, y = vertex
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return (x - 1) * self.size + (y - 1)
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def _deflatten(self, idx):
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x = idx // self.size + 1
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y = idx % self.size + 1
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return (x, y)
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def clear(self):
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def clear(self):
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self.board = [utils.EMPTY] * (self.size ** 2)
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self.board = [utils.EMPTY] * (self.size ** 2)
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@ -67,14 +58,14 @@ class Game:
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if choice == self.size ** 2:
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if choice == self.size ** 2:
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move = utils.PASS
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move = utils.PASS
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else:
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else:
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move = self._deflatten(choice)
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move = self.game_engine._deflatten(choice)
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return move, prob
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return move, prob
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def play_move(self, color, vertex):
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def play_move(self, color, vertex):
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# this function can be called directly to play the opponent's move
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# this function can be called directly to play the opponent's move
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if vertex == utils.PASS:
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if vertex == utils.PASS:
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return True
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return True
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res = self.game_engine.executor_do_move(color, vertex)
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res = self.game_engine.executor_do_move(self.history, self.latest_boards, self.board, color, vertex)
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return res
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return res
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def think_play_move(self, color):
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def think_play_move(self, color):
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101
AlphaGo/go.py
101
AlphaGo/go.py
@ -16,12 +16,22 @@ CORNER_OFFSET = [[-1, -1], [-1, 1], [1, 1], [1, -1]]
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class Go:
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class Go:
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def __init__(self, **kwargs):
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def __init__(self, **kwargs):
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self.game = kwargs['game']
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self.size = kwargs['size']
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self.komi = kwargs['komi']
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def _flatten(self, vertex):
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x, y = vertex
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return (x - 1) * self.size + (y - 1)
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def _deflatten(self, idx):
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x = idx // self.size + 1
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y = idx % self.size + 1
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return (x, y)
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def _in_board(self, vertex):
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def _in_board(self, vertex):
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x, y = vertex
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x, y = vertex
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if x < 1 or x > self.game.size: return False
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if x < 1 or x > self.size: return False
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if y < 1 or y > self.game.size: return False
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if y < 1 or y > self.size: return False
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return True
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return True
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def _neighbor(self, vertex):
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def _neighbor(self, vertex):
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@ -45,7 +55,7 @@ class Go:
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return corner
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return corner
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def _find_group(self, current_board, vertex):
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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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color = current_board[self._flatten(vertex)]
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# print ("color : ", color)
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# print ("color : ", color)
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chain = set()
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chain = set()
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frontier = [vertex]
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frontier = [vertex]
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@ -55,41 +65,41 @@ class Go:
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# print ("current : ", current)
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# print ("current : ", current)
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chain.add(current)
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chain.add(current)
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for n in self._neighbor(current):
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for n in self._neighbor(current):
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if current_board[self.game._flatten(n)] == color and not n in chain:
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if current_board[self._flatten(n)] == color and not n in chain:
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frontier.append(n)
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frontier.append(n)
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if current_board[self.game._flatten(n)] == utils.EMPTY:
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if current_board[self._flatten(n)] == utils.EMPTY:
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has_liberty = True
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has_liberty = True
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return has_liberty, chain
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return has_liberty, chain
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def _is_suicide(self, current_board, color, vertex):
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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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current_board[self._flatten(vertex)] = color # assume that we already take this move
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suicide = False
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suicide = False
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has_liberty, group = self._find_group(current_board, 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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if not has_liberty:
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suicide = True # no liberty, suicide
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suicide = True # no liberty, suicide
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for n in self._neighbor(vertex):
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for n in self._neighbor(vertex):
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if current_board[self.game._flatten(n)] == utils.another_color(color):
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if current_board[self._flatten(n)] == utils.another_color(color):
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opponent_liberty, group = self._find_group(current_board, n)
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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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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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suicide = False # this move is able to take opponent's stone, not suicide
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current_board[self.game._flatten(vertex)] = utils.EMPTY # undo this move
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current_board[self._flatten(vertex)] = utils.EMPTY # undo this move
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return suicide
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return suicide
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def _process_board(self, current_board, 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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nei = self._neighbor(vertex)
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for n in nei:
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for n in nei:
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if current_board[self.game._flatten(n)] == utils.another_color(color):
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if current_board[self._flatten(n)] == utils.another_color(color):
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has_liberty, group = self._find_group(current_board, n)
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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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if not has_liberty:
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for b in group:
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for b in group:
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current_board[self.game._flatten(b)] = utils.EMPTY
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current_board[self._flatten(b)] = utils.EMPTY
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def _check_global_isomorphous(self, history_boards, current_board, color, vertex):
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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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repeat = False
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next_board = copy.copy(current_board)
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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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next_board[self._flatten(vertex)] = color
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self._process_board(next_board, color, vertex)
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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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if next_board in history_boards:
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repeat = True
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repeat = True
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@ -98,7 +108,7 @@ class Go:
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def _is_eye(self, current_board, 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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nei = self._neighbor(vertex)
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cor = self._corner(vertex)
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cor = self._corner(vertex)
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ncolor = {color == current_board[self.game._flatten(n)] for n in nei}
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ncolor = {color == current_board[self._flatten(n)] for n in nei}
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if False in ncolor:
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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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# print "not all neighbors are in same color with us"
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return False
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return False
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@ -107,7 +117,7 @@ class Go:
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# print "all neighbors are in same group and same color with us"
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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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return True
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else:
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else:
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opponent_number = [current_board[self.game._flatten(c)] for c in cor].count(-color)
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opponent_number = [current_board[self._flatten(c)] for c in cor].count(-color)
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opponent_propotion = float(opponent_number) / float(len(cor))
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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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if opponent_propotion < 0.5:
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# print "few opponents, real eye"
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# print "few opponents, real eye"
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@ -131,20 +141,20 @@ class Go:
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board = copy.deepcopy(current_board)
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board = copy.deepcopy(current_board)
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empty_idx = [i for i, x in enumerate(board) if x == utils.EMPTY] # find all empty idx
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empty_idx = [i for i, x in enumerate(board) if x == utils.EMPTY] # find all empty idx
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for idx in empty_idx:
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for idx in empty_idx:
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neighbor_idx = self._neighbor(self.game.deflatten(idx))
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neighbor_idx = self._neighbor(self.deflatten(idx))
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if len(neighbor_idx) > 1:
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if len(neighbor_idx) > 1:
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first_idx = neighbor_idx[0]
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first_idx = neighbor_idx[0]
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for other_idx in neighbor_idx[1:]:
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for other_idx in neighbor_idx[1:]:
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if self.game.board[self.game.flatten(other_idx)] != self.game.board[self.game.flatten(first_idx)]:
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if board[self.flatten(other_idx)] != board[self.flatten(first_idx)]:
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return False
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return False
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return True
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return True
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def _action2vertex(self, action):
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def _action2vertex(self, action):
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if action == self.game.size ** 2:
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if action == self.size ** 2:
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vertex = (0, 0)
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vertex = (0, 0)
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else:
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else:
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vertex = self.game._deflatten(action)
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vertex = self._deflatten(action)
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return vertex
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return vertex
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def _is_valid(self, history_boards, current_board, color, vertex):
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def _is_valid(self, history_boards, current_board, color, vertex):
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@ -153,7 +163,7 @@ class Go:
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return False
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return False
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### already have stone
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### already have stone
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if not current_board[self.game._flatten(vertex)] == utils.EMPTY:
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if not current_board[self._flatten(vertex)] == utils.EMPTY:
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return False
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return False
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### check if it is suicide
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### check if it is suicide
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@ -195,7 +205,7 @@ class Go:
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if vertex == utils.PASS:
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if vertex == utils.PASS:
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return board
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return board
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else:
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else:
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id_ = self.game._flatten(vertex)
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id_ = self._flatten(vertex)
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board[id_] = color
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board[id_] = color
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return board
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return board
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@ -208,21 +218,21 @@ class Go:
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new_color = -color
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new_color = -color
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return [history_boards, new_color], 0
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return [history_boards, new_color], 0
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def executor_do_move(self, color, vertex):
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def executor_do_move(self, history, latest_boards, current_board, color, vertex):
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if not self._is_valid(self.game.history, self.game.board, color, vertex):
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if not self._is_valid(history, current_board, color, vertex):
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return False
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return False
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self.game.board[self.game._flatten(vertex)] = color
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current_board[self._flatten(vertex)] = color
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self._process_board(self.game.board, color, vertex)
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self._process_board(current_board, color, vertex)
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self.game.history.append(copy.copy(self.game.board))
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history.append(copy.copy(current_board))
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self.game.latest_boards.append(copy.copy(self.game.board))
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latest_boards.append(copy.copy(current_board))
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return True
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return True
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def _find_empty(self):
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def _find_empty(self, current_board):
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idx = [i for i,x in enumerate(self.game.board) if x == utils.EMPTY ][0]
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idx = [i for i,x in enumerate(current_board) if x == utils.EMPTY ][0]
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return self.game._deflatten(idx)
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return self._deflatten(idx)
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def _find_boarder(self, vertex):
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def _find_boarder(self, current_board, vertex):
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_, group = self._find_group(self.game.board, vertex)
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_, group = self._find_group(current_board, vertex)
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border = []
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border = []
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for b in group:
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for b in group:
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for n in self._neighbor(b):
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for n in self._neighbor(b):
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@ -248,7 +258,7 @@ class Go:
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start_vertex_x += x_diff
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start_vertex_x += x_diff
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start_vertex_y += y_diff
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start_vertex_y += y_diff
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def _predict_from_nearby(self, vertex, neighbor_step=3):
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def _predict_from_nearby(self, current_board, vertex, neighbor_step=3):
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'''
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'''
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step: the nearby 3 steps is considered
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step: the nearby 3 steps is considered
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:vertex: position to be estimated
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:vertex: position to be estimated
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@ -264,38 +274,37 @@ class Go:
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self._add_nearby_stones(neighbor_vertex_set, vertex[0], vertex[1] - step, -1, 1, neighbor_step)
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self._add_nearby_stones(neighbor_vertex_set, vertex[0], vertex[1] - step, -1, 1, neighbor_step)
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color_estimate = 0
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color_estimate = 0
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for neighbor_vertex in neighbor_vertex_set:
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for neighbor_vertex in neighbor_vertex_set:
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color_estimate += self.game.board[self.game._flatten(neighbor_vertex)]
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color_estimate += current_board[self._flatten(neighbor_vertex)]
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if color_estimate > 0:
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if color_estimate > 0:
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return utils.BLACK
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return utils.BLACK
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elif color_estimate < 0:
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elif color_estimate < 0:
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return utils.WHITE
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return utils.WHITE
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def executor_get_score(self, is_unknown_estimation=False):
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def executor_get_score(self, current_board, is_unknown_estimation=False):
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'''
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'''
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is_unknown_estimation: whether use nearby stone to predict the unknown
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is_unknown_estimation: whether use nearby stone to predict the unknown
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return score from BLACK perspective.
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return score from BLACK perspective.
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'''
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'''
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_board = copy.copy(self.game.board)
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_board = copy.deepcopy(current_board)
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while utils.EMPTY in self.game.board:
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while utils.EMPTY in _board:
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vertex = self._find_empty()
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vertex = self._find_empty(_board)
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boarder = self._find_boarder(vertex)
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boarder = self._find_boarder(_board, vertex)
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boarder_color = set(map(lambda v: self.game.board[self.game._flatten(v)], boarder))
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boarder_color = set(map(lambda v: _board[self._flatten(v)], boarder))
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if boarder_color == {utils.BLACK}:
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if boarder_color == {utils.BLACK}:
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self.game.board[self.game._flatten(vertex)] = utils.BLACK
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_board[self._flatten(vertex)] = utils.BLACK
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elif boarder_color == {utils.WHITE}:
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elif boarder_color == {utils.WHITE}:
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self.game.board[self.game._flatten(vertex)] = utils.WHITE
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_board[self._flatten(vertex)] = utils.WHITE
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elif is_unknown_estimation:
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elif is_unknown_estimation:
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self.game.board[self.game._flatten(vertex)] = self._predict_from_nearby(vertex)
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_board[self._flatten(vertex)] = self._predict_from_nearby(_board, vertex)
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else:
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else:
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self.game.board[self.game._flatten(vertex)] =utils.UNKNOWN
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_board[self._flatten(vertex)] =utils.UNKNOWN
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score = 0
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score = 0
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for i in self.game.board:
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for i in _board:
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if i == utils.BLACK:
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if i == utils.BLACK:
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score += 1
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score += 1
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elif i == utils.WHITE:
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elif i == utils.WHITE:
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score -= 1
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score -= 1
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score -= self.game.komi
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score -= self.komi
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self.game.board = _board
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return score
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return score
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@ -137,8 +137,12 @@ if __name__ == '__main__':
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picklestring = cPickle.dump(data, file)
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picklestring = cPickle.dump(data, file)
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data.reset()
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data.reset()
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game_num += 1
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game_num += 1
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print("Time {}".format(time.time()-start_time))
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except Exception:
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except Exception:
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subprocess.call(["kill", "-9", str(agent_v0.pid)])
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subprocess.call(["kill", "-9", str(agent_v0.pid)])
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subprocess.call(["kill", "-9", str(agent_v1.pid)])
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subprocess.call(["kill", "-9", str(agent_v1.pid)])
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print "Kill all player, finish all game."
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print "Kill all player, finish all game."
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|
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subprocess.call(["kill", "-9", str(agent_v0.pid)])
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subprocess.call(["kill", "-9", str(agent_v1.pid)])
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print "Kill all player, finish all game."
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@ -79,7 +79,7 @@ while True:
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prob.append(np.array(game.prob).reshape(-1, game.size ** 2 + 1))
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prob.append(np.array(game.prob).reshape(-1, game.size ** 2 + 1))
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print("Finished")
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print("Finished")
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print("\n")
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print("\n")
|
||||||
score = game.game_engine.executor_get_score(True)
|
score = game.game_engine.executor_get_score(game.board, True)
|
||||||
if score > 0:
|
if score > 0:
|
||||||
winner = utils.BLACK
|
winner = utils.BLACK
|
||||||
else:
|
else:
|
||||||
|
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Reference in New Issue
Block a user