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MCTS.py
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MCTS.py
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import math
import numpy as np
class MCTS():
"""
This class handles the MCTS tree.
"""
def __init__(self, game, nnet, args):
self.game = game
self.nnet = nnet
self.args = args
self.Qsa = {} # stores Q values for s,a (as defined in the paper)
self.Nsa = {} # stores #times edge s,a was visited
self.Ns = {} # stores #times board s was visited
self.Ps = {} # stores initial policy (returned by neural net)
self.Es = {} # stores game.getGameEnded ended for board s
self.Vs = {} # stores game.getValidMoves for board s
def getActionProb(self, canonicalBoard, temp=1):
"""
This function performs numMCTSSims simulations of MCTS starting from
canonicalBoard.
Returns:
probs: a policy vector where the probability of the ith action is
proportional to Nsa[(s,a)]**(1./temp)
"""
for i in range(self.args.numMCTSSims):
self.search(canonicalBoard)
s = self.game.stringRepresentation(canonicalBoard)
counts = [self.Nsa[(s,a)] if (s,a) in self.Nsa else 0 for a in range(self.game.getActionSize())]
if temp==0:
bestA = np.argmax(counts)
probs = [0]*len(counts)
probs[bestA]=1
return probs
counts = [x**(1./temp) for x in counts]
probs = [x/float(sum(counts)) for x in counts]
return probs
def search(self, canonicalBoard):
"""
This function performs one iteration of MCTS. It is recursively called
till a leaf node is found. The action chosen at each node is one that
has the maximum upper confidence bound as in the paper.
Once a leaf node is found, the neural network is called to return an
initial policy P and a value v for the state. This value is propogated
up the search path. In case the leaf node is a terminal state, the
outcome is propogated up the search path. The values of Ns, Nsa, Qsa are
updated.
NOTE: the return values are the negative of the value of the current
state. This is done since v is in [-1,1] and if v is the value of a
state for the current player, then its value is -v for the other player.
Returns:
v: the negative of the value of the current canonicalBoard
"""
s = self.game.stringRepresentation(canonicalBoard)
if s not in self.Es:
self.Es[s] = self.game.getGameEnded(canonicalBoard, 1)
if self.Es[s]!=0:
# terminal node
return -self.Es[s]
if s not in self.Ps:
# leaf node
self.Ps[s], v = self.nnet.predict(canonicalBoard)
valids = self.game.getValidMoves(canonicalBoard, 1)
self.Ps[s] = self.Ps[s]*valids # masking invalid moves
sum_Ps_s = np.sum(self.Ps[s])
if sum_Ps_s > 0:
self.Ps[s] /= sum_Ps_s # renormalize
else:
# if all valid moves were masked make all valid moves equally probable
# NB! All valid moves may be masked if either your NNet architecture is insufficient or you've get overfitting or something else.
# If you have got dozens or hundreds of these messages you should pay attention to your NNet and/or training process.
print("All valid moves were masked, do workaround.")
self.Ps[s] = self.Ps[s] + valids
self.Ps[s] /= np.sum(self.Ps[s])
self.Vs[s] = valids
self.Ns[s] = 0
return -v
valids = self.Vs[s]
cur_best = -float('inf')
best_act = -1
# pick the action with the highest upper confidence bound
for a in range(self.game.getActionSize()):
if valids[a]:
if (s,a) in self.Qsa:
u = self.Qsa[(s,a)] + self.args.cpuct*self.Ps[s][a]*math.sqrt(self.Ns[s])/(1+self.Nsa[(s,a)])
else:
u = self.args.cpuct*self.Ps[s][a]*math.sqrt(self.Ns[s]) # Q = 0 ?
if u > cur_best:
cur_best = u
best_act = a
a = best_act
next_s, next_player = self.game.getNextState(canonicalBoard, 1, a)
next_s = self.game.getCanonicalForm(next_s, next_player)
v = self.search(next_s)
if (s,a) in self.Qsa:
self.Qsa[(s,a)] = (self.Nsa[(s,a)]*self.Qsa[(s,a)] + v)/(self.Nsa[(s,a)]+1)
self.Nsa[(s,a)] += 1
else:
self.Qsa[(s,a)] = v
self.Nsa[(s,a)] = 1
self.Ns[s] += 1
return -v