# Goals of the PR The PR introduces **no changes to functionality**, apart from improved input validation here and there. The main goals are to reduce some complexity of the code, to improve types and IDE completions, and to extend documentation and block comments where appropriate. Because of the change to the trainer interfaces, many files are affected (more details below), but still the overall changes are "small" in a certain sense. ## Major Change 1 - BatchProtocol **TL;DR:** One can now annotate which fields the batch is expected to have on input params and which fields a returned batch has. Should be useful for reading the code. getting meaningful IDE support, and catching bugs with mypy. This annotation strategy will continue to work if Batch is replaced by TensorDict or by something else. **In more detail:** Batch itself has no fields and using it for annotations is of limited informational power. Batches with fields are not separate classes but instead instances of Batch directly, so there is no type that could be used for annotation. Fortunately, python `Protocol` is here for the rescue. With these changes we can now do things like ```python class ActionBatchProtocol(BatchProtocol): logits: Sequence[Union[tuple, torch.Tensor]] dist: torch.distributions.Distribution act: torch.Tensor state: Optional[torch.Tensor] class RolloutBatchProtocol(BatchProtocol): obs: torch.Tensor obs_next: torch.Tensor info: Dict[str, Any] rew: torch.Tensor terminated: torch.Tensor truncated: torch.Tensor class PGPolicy(BasePolicy): ... def forward( self, batch: RolloutBatchProtocol, state: Optional[Union[dict, Batch, np.ndarray]] = None, **kwargs: Any, ) -> ActionBatchProtocol: ``` The IDE and mypy are now very helpful in finding errors and in auto-completion, whereas before the tools couldn't assist in that at all. ## Major Change 2 - remove duplication in trainer package **TL;DR:** There was a lot of duplication between `BaseTrainer` and its subclasses. Even worse, it was almost-duplication. There was also interface fragmentation through things like `onpolicy_trainer`. Now this duplication is gone and all downstream code was adjusted. **In more detail:** Since this change affects a lot of code, I would like to explain why I thought it to be necessary. 1. The subclasses of `BaseTrainer` just duplicated docstrings and constructors. What's worse, they changed the order of args there, even turning some kwargs of BaseTrainer into args. They also had the arg `learning_type` which was passed as kwarg to the base class and was unused there. This made things difficult to maintain, and in fact some errors were already present in the duplicated docstrings. 2. The "functions" a la `onpolicy_trainer`, which just called the `OnpolicyTrainer.run`, not only introduced interface fragmentation but also completely obfuscated the docstring and interfaces. They themselves had no dosctring and the interface was just `*args, **kwargs`, which makes it impossible to understand what they do and which things can be passed without reading their implementation, then reading the docstring of the associated class, etc. Needless to say, mypy and IDEs provide no support with such functions. Nevertheless, they were used everywhere in the code-base. I didn't find the sacrifices in clarity and complexity justified just for the sake of not having to write `.run()` after instantiating a trainer. 3. The trainers are all very similar to each other. As for my application I needed a new trainer, I wanted to understand their structure. The similarity, however, was hard to discover since they were all in separate modules and there was so much duplication. I kept staring at the constructors for a while until I figured out that essentially no changes to the superclass were introduced. Now they are all in the same module and the similarities/differences between them are much easier to grasp (in my opinion) 4. Because of (1), I had to manually change and check a lot of code, which was very tedious and boring. This kind of work won't be necessary in the future, since now IDEs can be used for changing signatures, renaming args and kwargs, changing class names and so on. I have some more reasons, but maybe the above ones are convincing enough. ## Minor changes: improved input validation and types I added input validation for things like `state` and `action_scaling` (which only makes sense for continuous envs). After adding this, some tests failed to pass this validation. There I added `action_scaling=isinstance(env.action_space, Box)`, after which tests were green. I don't know why the tests were green before, since action scaling doesn't make sense for discrete actions. I guess some aspect was not tested and didn't crash. I also added Literal in some places, in particular for `action_bound_method`. Now it is no longer allowed to pass an empty string, instead one should pass `None`. Also here there is input validation with clear error messages. @Trinkle23897 The functional tests are green. I didn't want to fix the formatting, since it will change in the next PR that will solve #914 anyway. I also found a whole bunch of code in `docs/_static`, which I just deleted (shouldn't it be copied from the sources during docs build instead of committed?). I also haven't adjusted the documentation yet, which atm still mentions the trainers of the type `onpolicy_trainer(...)` instead of `OnpolicyTrainer(...).run()` ## Breaking Changes The adjustments to the trainer package introduce breaking changes as duplicated interfaces are deleted. However, it should be very easy for users to adjust to them --------- Co-authored-by: Michael Panchenko <m.panchenko@appliedai.de>
646 lines
23 KiB
ReStructuredText
646 lines
23 KiB
ReStructuredText
Multi-Agent RL
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==============
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Tianshou use `PettingZoo` environment for multi-agent RL training. Here are some helpful tutorial links:
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* https://pettingzoo.farama.org/tutorials/tianshou/beginner/
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* https://pettingzoo.farama.org/tutorials/tianshou/intermediate/
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* https://pettingzoo.farama.org/tutorials/tianshou/advanced/
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In this section, we describe how to use Tianshou to implement multi-agent reinforcement learning. Specifically, we will design an algorithm to learn how to play `Tic Tac Toe <https://en.wikipedia.org/wiki/Tic-tac-toe>`_ (see the image below) against a random opponent.
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.. image:: ../_static/images/tic-tac-toe.png
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:align: center
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Tic-Tac-Toe Environment
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-----------------------
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The scripts are located at ``test/pettingzoo/``. We have implemented :class:`~tianshou.env.PettingZooEnv` which can wrap any `PettingZoo <https://www.pettingzoo.ml/>`_ environment. PettingZoo offers a 3x3 Tic-Tac-Toe environment, let's first explore it.
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::
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>>> from tianshou.env import PettingZooEnv # wrapper for PettingZoo environments
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>>> from pettingzoo.classic import tictactoe_v3 # the Tic-Tac-Toe environment to be wrapped
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>>> # This board has 3 rows and 3 cols (9 places in total)
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>>> # Players place 'x' and 'o' in turn on the board
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>>> # The player who first gets 3 consecutive 'x's or 'o's wins
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>>>
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>>> env = PettingZooEnv(tictactoe_v3.env(render_mode="human"))
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>>> obs = env.reset()
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>>> env.render() # render the empty board
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board (step 0):
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- | - | -
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_____|_____|_____
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- | - | -
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_____|_____|_____
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- | - | -
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>>> print(obs) # let's see the shape of the observation
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{'agent_id': 'player_1', 'obs': array([[[0, 0],
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[0, 0],
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[0, 0]],
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[[0, 0],
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[0, 0],
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[0, 0]],
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[[0, 0],
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[0, 0],
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[0, 0]]], dtype=int8), 'mask': [True, True, True, True, True, True, True, True, True]}
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The observation variable ``obs`` returned from the environment is a ``dict``, with three keys ``agent_id``, ``obs``, ``mask``. This is a general structure in multi-agent RL where agents take turns. The meaning of these keys are:
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- ``agent_id``: the id of the current acting agent. In our Tic-Tac-Toe case, the agent_id can be ``player_1`` or ``player_2``.
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- ``obs``: the actual observation of the environment. In the Tic-Tac-Toe game above, the observation variable ``obs`` is a ``np.ndarray`` with the shape of (3, 3, 2). For ``player_1``, the first 3x3 plane represents the placement of Xs, and the second plane shows the placement of Os. The possible values for each cell are 0 or 1; in the first plane, 1 indicates that an X has been placed in that cell, and 0 indicates that X is not in that cell. Similarly, in the second plane, 1 indicates that an O has been placed in that cell, while 0 indicates that an O has not been placed. For ``player_2``, the observation is the same, but Xs and Os swap positions, so Os are encoded in plane 1 and Xs in plane 2.
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- ``mask``: the action mask in the current timestep. In board games or card games, the legal action set varies with time. The mask is a boolean array. For Tic-Tac-Toe, index ``i`` means the place of ``i/N`` th row and ``i%N`` th column. If ``mask[i] == True``, the player can place an ``x`` or ``o`` at that position. Now the board is empty, so the mask is all the true, contains all the positions on the board.
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.. note::
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There is no special formulation of ``mask`` either in discrete action space or in continuous action space. You can also use some action spaces like ``gymnasium.spaces.Discrete`` or ``gymnasium.spaces.Box`` to represent the available action space. Currently, we use a boolean array.
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Let's play two steps to have an intuitive understanding of the environment.
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::
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>>> import numpy as np
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>>> action = 0 # action is either an integer, or an np.ndarray with one element
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>>> obs, reward, done, info = env.step(action) # the env.step follows the api of Gymnasium
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>>> print(obs) # notice the change in the observation
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{'agent_id': 'player_2', 'obs': array([[[0, 1],
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[0, 0],
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[0, 0]],
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[[0, 0],
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[0, 0],
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[0, 0]],
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[[0, 0],
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[0, 0],
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[0, 0]]], dtype=int8), 'mask': [False, True, True, True, True, True, True, True, True]}
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>>> # reward has two items, one for each player: 1 for win, -1 for lose, and 0 otherwise
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>>> print(reward)
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[0. 0.]
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>>> print(done) # done indicates whether the game is over
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False
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>>> # info is always an empty dict in Tic-Tac-Toe, but may contain some useful information in environments other than Tic-Tac-Toe.
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>>> print(info)
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{}
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One worth-noting case is that the game is over when there is only one empty position, rather than when there is no position. This is because the player just has one choice (literally no choice) in this game.
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::
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>>> # omitted actions: 3, 1, 4
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>>> obs, reward, done, info = env.step(2) # player_1 wins
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>>> print((reward, done))
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([1, -1], True)
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>>> env.render()
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X | O | -
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_____|_____|_____
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X | O | -
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_____|_____|_____
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X | - | -
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After being familiar with the environment, let's try to play with random agents first!
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Two Random Agents
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-----------------
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.. sidebar:: The relationship between MultiAgentPolicyManager (Manager) and BasePolicy (Agent)
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.. Figure:: ../_static/images/marl.png
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Tianshou already provides some builtin classes for multi-agent learning. You can check out the API documentation for details. Here we use :class:`~tianshou.policy.RandomPolicy` and :class:`~tianshou.policy.MultiAgentPolicyManager`. The figure on the right gives an intuitive explanation.
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::
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>>> from tianshou.data import Collector
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>>> from tianshou.env import DummyVectorEnv
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>>> from tianshou.policy import RandomPolicy, MultiAgentPolicyManager
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>>>
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>>> # agents should be wrapped into one policy,
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>>> # which is responsible for calling the acting agent correctly
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>>> # here we use two random agents
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>>> policy = MultiAgentPolicyManager([RandomPolicy(), RandomPolicy()], env)
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>>>
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>>> # need to vectorize the environment for the collector
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>>> env = DummyVectorEnv([lambda: env])
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>>>
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>>> # use collectors to collect a episode of trajectories
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>>> # the reward is a vector, so we need a scalar metric to monitor the training
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>>> collector = Collector(policy, env)
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>>>
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>>> # you will see a long trajectory showing the board status at each timestep
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>>> result = collector.collect(n_episode=1, render=.1)
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(only show the last 3 steps)
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X | X | -
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_____|_____|_____
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X | O | -
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_____|_____|_____
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O | - | -
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X | X | -
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_____|_____|_____
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X | O | -
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_____|_____|_____
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O | - | O
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X | X | X
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_____|_____|_____
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X | O | -
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_____|_____|_____
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O | - | O
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Random agents perform badly. In the above game, although agent 2 wins finally, it is clear that a smart agent 1 would place an ``x`` at row 4 col 4 to win directly.
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Train an MARL Agent
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-------------------
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So let's start to train our Tic-Tac-Toe agent! First, import some required modules.
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::
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import argparse
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import os
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from copy import deepcopy
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from typing import Optional, Tuple
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import gymnasium as gym
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import numpy as np
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import torch
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from pettingzoo.classic import tictactoe_v3
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from torch.utils.tensorboard import SummaryWriter
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from tianshou.data import Collector, VectorReplayBuffer
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from tianshou.env import DummyVectorEnv
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from tianshou.env.pettingzoo_env import PettingZooEnv
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from tianshou.policy import (
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BasePolicy,
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DQNPolicy,
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MultiAgentPolicyManager,
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RandomPolicy,
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)
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from tianshou.trainer import OffpolicyTrainer
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from tianshou.utils import TensorboardLogger
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from tianshou.utils.net.common import Net
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The explanation of each Tianshou class/function will be deferred to their first usages. Here we define some arguments and hyperparameters of the experiment. The meaning of arguments is clear by just looking at their names.
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::
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def get_parser() -> argparse.ArgumentParser:
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parser = argparse.ArgumentParser()
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parser.add_argument('--seed', type=int, default=1626)
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parser.add_argument('--eps-test', type=float, default=0.05)
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parser.add_argument('--eps-train', type=float, default=0.1)
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parser.add_argument('--buffer-size', type=int, default=20000)
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parser.add_argument('--lr', type=float, default=1e-4)
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parser.add_argument(
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'--gamma', type=float, default=0.9, help='a smaller gamma favors earlier win'
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)
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parser.add_argument('--n-step', type=int, default=3)
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parser.add_argument('--target-update-freq', type=int, default=320)
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parser.add_argument('--epoch', type=int, default=50)
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parser.add_argument('--step-per-epoch', type=int, default=1000)
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parser.add_argument('--step-per-collect', type=int, default=10)
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parser.add_argument('--update-per-step', type=float, default=0.1)
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parser.add_argument('--batch-size', type=int, default=64)
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parser.add_argument(
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'--hidden-sizes', type=int, nargs='*', default=[128, 128, 128, 128]
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)
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parser.add_argument('--training-num', type=int, default=10)
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parser.add_argument('--test-num', type=int, default=10)
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parser.add_argument('--logdir', type=str, default='log')
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parser.add_argument('--render', type=float, default=0.1)
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parser.add_argument(
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'--win-rate',
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type=float,
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default=0.6,
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help='the expected winning rate: Optimal policy can get 0.7'
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)
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parser.add_argument(
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'--watch',
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default=False,
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action='store_true',
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help='no training, '
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'watch the play of pre-trained models'
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)
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parser.add_argument(
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'--agent-id',
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type=int,
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default=2,
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help='the learned agent plays as the'
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' agent_id-th player. Choices are 1 and 2.'
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)
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parser.add_argument(
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'--resume-path',
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type=str,
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default='',
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help='the path of agent pth file '
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'for resuming from a pre-trained agent'
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)
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parser.add_argument(
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'--opponent-path',
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type=str,
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default='',
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help='the path of opponent agent pth file '
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'for resuming from a pre-trained agent'
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)
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parser.add_argument(
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'--device', type=str, default='cuda' if torch.cuda.is_available() else 'cpu'
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)
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return parser
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def get_args() -> argparse.Namespace:
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parser = get_parser()
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return parser.parse_known_args()[0]
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.. sidebar:: The relationship between MultiAgentPolicyManager (Manager) and BasePolicy (Agent)
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.. Figure:: ../_static/images/marl.png
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The following ``get_agents`` function returns agents and their optimizers from either constructing a new policy, or loading from disk, or using the pass-in arguments. For the models:
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- The action model we use is an instance of :class:`~tianshou.utils.net.common.Net`, essentially a multi-layer perceptron with the ReLU activation function;
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- The network model is passed to a :class:`~tianshou.policy.DQNPolicy`, where actions are selected according to both the action mask and their Q-values;
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- The opponent can be either a random agent :class:`~tianshou.policy.RandomPolicy` that randomly chooses an action from legal actions, or it can be a pre-trained :class:`~tianshou.policy.DQNPolicy` allowing learned agents to play with themselves.
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Both agents are passed to :class:`~tianshou.policy.MultiAgentPolicyManager`, which is responsible to call the correct agent according to the ``agent_id`` in the observation. :class:`~tianshou.policy.MultiAgentPolicyManager` also dispatches data to each agent according to ``agent_id``, so that each agent seems to play with a virtual single-agent environment.
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Here it is:
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::
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def get_agents(
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args: argparse.Namespace = get_args(),
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agent_learn: Optional[BasePolicy] = None,
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agent_opponent: Optional[BasePolicy] = None,
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optim: Optional[torch.optim.Optimizer] = None,
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) -> Tuple[BasePolicy, torch.optim.Optimizer, list]:
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env = get_env()
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observation_space = env.observation_space['observation'] if isinstance(
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env.observation_space, gym.spaces.Dict
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) else env.observation_space
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args.state_shape = observation_space.shape or observation_space.n
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args.action_shape = env.action_space.shape or env.action_space.n
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if agent_learn is None:
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# model
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net = Net(
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args.state_shape,
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args.action_shape,
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hidden_sizes=args.hidden_sizes,
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device=args.device
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).to(args.device)
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if optim is None:
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optim = torch.optim.Adam(net.parameters(), lr=args.lr)
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agent_learn = DQNPolicy(
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net,
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optim,
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args.gamma,
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args.n_step,
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target_update_freq=args.target_update_freq
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)
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if args.resume_path:
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agent_learn.load_state_dict(torch.load(args.resume_path))
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if agent_opponent is None:
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if args.opponent_path:
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agent_opponent = deepcopy(agent_learn)
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agent_opponent.load_state_dict(torch.load(args.opponent_path))
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else:
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agent_opponent = RandomPolicy()
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if args.agent_id == 1:
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agents = [agent_learn, agent_opponent]
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else:
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agents = [agent_opponent, agent_learn]
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policy = MultiAgentPolicyManager(agents, env)
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return policy, optim, env.agents
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With the above preparation, we are close to the first learned agent. The following code is almost the same as the code in the DQN tutorial.
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::
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def get_env(render_mode=None):
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return PettingZooEnv(tictactoe_v3.env(render_mode=render_mode))
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def train_agent(
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args: argparse.Namespace = get_args(),
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agent_learn: Optional[BasePolicy] = None,
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agent_opponent: Optional[BasePolicy] = None,
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optim: Optional[torch.optim.Optimizer] = None,
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) -> Tuple[dict, BasePolicy]:
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# ======== environment setup =========
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train_envs = DummyVectorEnv([get_env for _ in range(args.training_num)])
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test_envs = DummyVectorEnv([get_env for _ in range(args.test_num)])
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# seed
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np.random.seed(args.seed)
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torch.manual_seed(args.seed)
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train_envs.seed(args.seed)
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test_envs.seed(args.seed)
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# ======== agent setup =========
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policy, optim, agents = get_agents(
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args, agent_learn=agent_learn, agent_opponent=agent_opponent, optim=optim
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)
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# ======== collector setup =========
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train_collector = Collector(
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policy,
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train_envs,
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VectorReplayBuffer(args.buffer_size, len(train_envs)),
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exploration_noise=True
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)
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test_collector = Collector(policy, test_envs, exploration_noise=True)
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# policy.set_eps(1)
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train_collector.collect(n_step=args.batch_size * args.training_num)
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# ======== tensorboard logging setup =========
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log_path = os.path.join(args.logdir, 'tic_tac_toe', 'dqn')
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writer = SummaryWriter(log_path)
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writer.add_text("args", str(args))
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logger = TensorboardLogger(writer)
|
|
|
|
# ======== callback functions used during training =========
|
|
def save_best_fn(policy):
|
|
if hasattr(args, 'model_save_path'):
|
|
model_save_path = args.model_save_path
|
|
else:
|
|
model_save_path = os.path.join(
|
|
args.logdir, 'tic_tac_toe', 'dqn', 'policy.pth'
|
|
)
|
|
torch.save(
|
|
policy.policies[agents[args.agent_id - 1]].state_dict(), model_save_path
|
|
)
|
|
|
|
def stop_fn(mean_rewards):
|
|
return mean_rewards >= args.win_rate
|
|
|
|
def train_fn(epoch, env_step):
|
|
policy.policies[agents[args.agent_id - 1]].set_eps(args.eps_train)
|
|
|
|
def test_fn(epoch, env_step):
|
|
policy.policies[agents[args.agent_id - 1]].set_eps(args.eps_test)
|
|
|
|
def reward_metric(rews):
|
|
return rews[:, args.agent_id - 1]
|
|
|
|
# trainer
|
|
result = OffpolicyTrainer(
|
|
policy,
|
|
train_collector,
|
|
test_collector,
|
|
args.epoch,
|
|
args.step_per_epoch,
|
|
args.step_per_collect,
|
|
args.test_num,
|
|
args.batch_size,
|
|
train_fn=train_fn,
|
|
test_fn=test_fn,
|
|
stop_fn=stop_fn,
|
|
save_best_fn=save_best_fn,
|
|
update_per_step=args.update_per_step,
|
|
logger=logger,
|
|
test_in_train=False,
|
|
reward_metric=reward_metric
|
|
).run()
|
|
|
|
return result, policy.policies[agents[args.agent_id - 1]]
|
|
|
|
# ======== a test function that tests a pre-trained agent ======
|
|
def watch(
|
|
args: argparse.Namespace = get_args(),
|
|
agent_learn: Optional[BasePolicy] = None,
|
|
agent_opponent: Optional[BasePolicy] = None,
|
|
) -> None:
|
|
env = get_env(render_mode="human")
|
|
env = DummyVectorEnv([lambda: env])
|
|
policy, optim, agents = get_agents(
|
|
args, agent_learn=agent_learn, agent_opponent=agent_opponent
|
|
)
|
|
policy.eval()
|
|
policy.policies[agents[args.agent_id - 1]].set_eps(args.eps_test)
|
|
collector = Collector(policy, env, exploration_noise=True)
|
|
result = collector.collect(n_episode=1, render=args.render)
|
|
rews, lens = result["rews"], result["lens"]
|
|
print(f"Final reward: {rews[:, args.agent_id - 1].mean()}, length: {lens.mean()}")
|
|
|
|
# train the agent and watch its performance in a match!
|
|
args = get_args()
|
|
result, agent = train_agent(args)
|
|
watch(args, agent)
|
|
|
|
That's it. By executing the code, you will see a progress bar indicating the progress of training. After about less than 1 minute, the agent has finished training, and you can see how it plays against the random agent. Here is an example:
|
|
|
|
.. raw:: html
|
|
|
|
<details>
|
|
<summary>Play with random agent</summary>
|
|
|
|
::
|
|
|
|
| |
|
|
- | - | -
|
|
_____|_____|_____
|
|
| |
|
|
- | - | X
|
|
_____|_____|_____
|
|
| |
|
|
- | - | -
|
|
| |
|
|
| |
|
|
- | - | -
|
|
_____|_____|_____
|
|
| |
|
|
- | O | X
|
|
_____|_____|_____
|
|
| |
|
|
- | - | -
|
|
| |
|
|
| |
|
|
- | - | -
|
|
_____|_____|_____
|
|
| |
|
|
X | O | X
|
|
_____|_____|_____
|
|
| |
|
|
- | - | -
|
|
| |
|
|
| |
|
|
- | O | -
|
|
_____|_____|_____
|
|
| |
|
|
X | O | X
|
|
_____|_____|_____
|
|
| |
|
|
- | - | -
|
|
| |
|
|
| |
|
|
- | O | -
|
|
_____|_____|_____
|
|
| |
|
|
X | O | X
|
|
_____|_____|_____
|
|
| |
|
|
- | X | -
|
|
| |
|
|
| |
|
|
O | O | -
|
|
_____|_____|_____
|
|
| |
|
|
X | O | X
|
|
_____|_____|_____
|
|
| |
|
|
- | X | -
|
|
| |
|
|
| |
|
|
O | O | X
|
|
_____|_____|_____
|
|
| |
|
|
X | O | X
|
|
_____|_____|_____
|
|
| |
|
|
- | X | -
|
|
| |
|
|
| |
|
|
O | O | X
|
|
_____|_____|_____
|
|
| |
|
|
X | O | X
|
|
_____|_____|_____
|
|
| |
|
|
- | X | O
|
|
| |
|
|
Final reward: 1.0, length: 8.0
|
|
|
|
.. raw:: html
|
|
|
|
</details><br>
|
|
|
|
Notice that, our learned agent plays the role of agent 2, placing ``o`` on the board. The agent performs pretty well against the random opponent! It learns the rule of the game by trial and error, and learns that four consecutive ``o`` means winning, so it does!
|
|
|
|
The above code can be executed in a python shell or can be saved as a script file (we have saved it in ``test/pettingzoo/test_tic_tac_toe.py``). In the latter case, you can train an agent by
|
|
|
|
.. code-block:: console
|
|
|
|
$ python test_tic_tac_toe.py
|
|
|
|
By default, the trained agent is stored in ``log/tic_tac_toe/dqn/policy.pth``. You can also make the trained agent play against itself, by
|
|
|
|
.. code-block:: console
|
|
|
|
$ python test_tic_tac_toe.py --watch --resume-path log/tic_tac_toe/dqn/policy.pth --opponent-path log/tic_tac_toe/dqn/policy.pth
|
|
|
|
Here is our output:
|
|
|
|
.. raw:: html
|
|
|
|
<details>
|
|
<summary>The trained agent play against itself</summary>
|
|
|
|
::
|
|
|
|
| |
|
|
- | - | -
|
|
_____|_____|_____
|
|
| |
|
|
- | X | -
|
|
_____|_____|_____
|
|
| |
|
|
- | - | -
|
|
| |
|
|
| |
|
|
- | O | -
|
|
_____|_____|_____
|
|
| |
|
|
- | X | -
|
|
_____|_____|_____
|
|
| |
|
|
- | - | -
|
|
| |
|
|
| |
|
|
X | O | -
|
|
_____|_____|_____
|
|
| |
|
|
- | X | -
|
|
_____|_____|_____
|
|
| |
|
|
- | - | -
|
|
| |
|
|
| |
|
|
X | O | -
|
|
_____|_____|_____
|
|
| |
|
|
- | X | -
|
|
_____|_____|_____
|
|
| |
|
|
- | - | O
|
|
| |
|
|
| |
|
|
X | O | -
|
|
_____|_____|_____
|
|
| |
|
|
- | X | -
|
|
_____|_____|_____
|
|
| |
|
|
- | X | O
|
|
| |
|
|
| |
|
|
X | O | O
|
|
_____|_____|_____
|
|
| |
|
|
- | X | -
|
|
_____|_____|_____
|
|
| |
|
|
- | X | O
|
|
| |
|
|
| |
|
|
X | O | O
|
|
_____|_____|_____
|
|
| |
|
|
- | X | -
|
|
_____|_____|_____
|
|
| |
|
|
X | X | O
|
|
| |
|
|
| |
|
|
X | O | O
|
|
_____|_____|_____
|
|
| |
|
|
- | X | O
|
|
_____|_____|_____
|
|
| |
|
|
X | X | O
|
|
| |
|
|
Final reward: 1.0, length: 8.0
|
|
|
|
.. raw:: html
|
|
|
|
</details><br>
|
|
|
|
Well, although the learned agent plays well against the random agent, it is far away from intelligence.
|
|
|
|
Next, maybe you can try to build more intelligent agents by letting the agent learn from self-play, just like AlphaZero!
|
|
|
|
In this tutorial, we show an example of how to use Tianshou for multi-agent RL. Tianshou is a flexible and easy to use RL library. Make the best of Tianshou by yourself!
|