"dumb" RL

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Noa Aarts 2025-11-28 00:32:27 +01:00
parent d73dba80cd
commit 44e30869f8
Signed by: noa
GPG key ID: 1850932741EFF672

342
blokus.py
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@ -1,12 +1,20 @@
#!/usr/bin/env python
import numpy as np
import random
import torch
import torch.nn as nn
import torch.nn.functional as F
import torch.optim as optim
BOARD_SIZE = 14
# =======================
# Game setup and rules
# =======================
def make_board():
a = np.array([[0 for i in range(BOARD_SIZE)] for j in range(BOARD_SIZE)])
a = np.array([[0 for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)])
a[4, 4] = -1
a[9, 9] = -1
return a
@ -38,14 +46,16 @@ tiles = [
def get_permutations(which_tiles: list[int]):
"""
For each tile index in which_tiles, generate all unique rotations/flips.
Returns a list of (tile_index, oriented_tile).
"""
permutations = []
for i, tile in enumerate(tiles):
if i not in which_tiles:
continue
for tidx in which_tiles:
tile = tiles[tidx]
rots = [np.rot90(tile, k) for k in range(4)]
flips = [np.flip(r, axis=1) for r in rots] # flip horizontally
flips = [np.flip(r, axis=1) for r in rots] # horizontal flips
all_orients = rots + flips # 8 orientations
seen = set()
@ -53,12 +63,12 @@ def get_permutations(which_tiles: list[int]):
key = (t.shape, t.tobytes())
if key not in seen:
seen.add(key)
permutations.append((i, t))
permutations.append((tidx, t))
return permutations
def can_place(board, tile, player):
def can_place(board: np.ndarray, tile: np.ndarray, player: int):
placements = []
has_minus_one = False
for x in range(BOARD_SIZE):
@ -102,35 +112,37 @@ def can_place(board, tile, player):
if (
x + i + 1 < BOARD_SIZE
and y + j + 1 < BOARD_SIZE
and board[x + i + 1][y + j + 1] == player
and board[x + i + 1, y + j + 1] == player
):
final.append((x, y))
break
if (
x + i + 1 < BOARD_SIZE
and y + j - 1 >= 0
and board[x + i + 1][y + j - 1] == player
and board[x + i + 1, y + j - 1] == player
):
final.append((x, y))
break
if (
x + i - 1 >= 0
and y + j + 1 < BOARD_SIZE
and board[x + i - 1][y + j + 1] == player
and board[x + i - 1, y + j + 1] == player
):
final.append((x, y))
break
if (
x + i - 1 >= 0
and y + j - 1 >= 0
and board[x + i - 1][y + j - 1] == player
and board[x + i - 1, y + j - 1] == player
):
final.append((x, y))
break
return final
def do_placement(tidx, tile, placement, game_state, player):
def do_placement(
tidx: int, tile: np.ndarray, placement: tuple[int, int], game_state, player: int
):
(x, y) = placement
with np.nditer(tile, flags=["multi_index"]) as it:
for v in it:
@ -156,35 +168,295 @@ def print_game_state(game_state):
print("")
print(f"Player 1 tiles left: {p1tiles}")
print(f"Player 2 tiles left: {p2tiles}")
print("")
game_state = (
make_board(),
[i for i in range(21)],
[i for i in range(21)],
)
def reset_game():
board = make_board()
p1tiles = [i for i in range(21)]
p2tiles = [i for i in range(21)]
return [board, p1tiles, p2tiles] # list so it's mutable in-place
playing = True
player = 1
while playing:
# =======================
# RL: encoding & policy
# =======================
def encode_board(board: np.ndarray, player: int) -> torch.Tensor:
"""
Channels:
0: current player's stones
1: opponent's stones
2: starting squares (-1)
"""
me = (board == player).astype(np.float32)
opp = ((board > 0) & (board != player)).astype(np.float32)
start = (board == -1).astype(np.float32)
state = np.stack([me, opp, start], axis=0) # (3, 14, 14)
return torch.from_numpy(state)
def encode_move(
tidx: int, tile: np.ndarray, placement: tuple[int, int]
) -> torch.Tensor:
x, y = placement
area = int(tile.sum())
return torch.tensor([tidx, x, y, area], dtype=torch.float32)
class PolicyNet(nn.Module):
def __init__(self):
super().__init__()
self.conv = nn.Sequential(
nn.Conv2d(3, 32, kernel_size=3, padding=1),
nn.ReLU(),
nn.Conv2d(32, 64, kernel_size=3, padding=1),
nn.ReLU(),
)
conv_out_dim = 64 * BOARD_SIZE * BOARD_SIZE # 64 * 14 * 14
self.fc = nn.Sequential(
nn.Linear(conv_out_dim + 4, 256),
nn.ReLU(),
nn.Linear(256, 1), # scalar logit
)
def forward(
self, board_tensor: torch.Tensor, move_features: torch.Tensor
) -> torch.Tensor:
"""
board_tensor: (3, 14, 14)
move_features: (N, 4)
returns: logits (N,)
"""
x = self.conv(board_tensor.unsqueeze(0)) # (1, 64, 14, 14)
x = x.view(1, -1) # (1, conv_out_dim)
x = x.repeat(move_features.size(0), 1) # (N, conv_out_dim)
combined = torch.cat([x, move_features], dim=1) # (N, conv_out_dim + 4)
logits = self.fc(combined).squeeze(-1) # (N,)
return logits
# =======================
# RL: move generation & action selection
# =======================
def get_all_moves(game_state, player: int):
board, p1tiles, p2tiles = game_state
available_tiles = p1tiles if player == 1 else p2tiles
moves = []
for tidx, tile in get_permutations(game_state[player]):
for placement in can_place(game_state[0], tile, player):
for tidx, tile in get_permutations(available_tiles):
for placement in can_place(board, tile, player):
moves.append((tidx, tile, placement))
print_game_state(game_state)
print(f"player {player} has {len(moves)} options")
return moves
def select_action(policy: PolicyNet, game_state, player: int, device="cpu"):
board, _, _ = game_state
moves = get_all_moves(game_state, player)
if len(moves) == 0:
print(f"No moves left, player {player} lost")
playing = False
continue
return None, None # no legal moves
(tidx, tile, placement) = random.choice(moves)
do_placement(tidx, tile, placement, game_state, player)
board_tensor = encode_board(board, player).to(device)
if player == 1:
player = 2
elif player == 2:
player = 1
move_feats = torch.stack(
[encode_move(tidx, tile, placement) for (tidx, tile, placement) in moves], dim=0
).to(device)
logits = policy(board_tensor, move_feats) # (N,)
probs = F.softmax(logits, dim=0)
dist = torch.distributions.Categorical(probs)
idx = dist.sample()
log_prob = dist.log_prob(idx)
chosen_move = moves[idx.item()]
return chosen_move, log_prob
# =======================
# RL: self-play episode
# =======================
def play_episode(policy1: PolicyNet, policy2: PolicyNet, optim1, optim2, device="cpu"):
policy1.train()
policy2.train()
game_state = reset_game()
player = 1
log_probs1 = []
log_probs2 = []
while True:
if player == 1:
move, log_prob = select_action(policy1, game_state, player, device)
else:
move, log_prob = select_action(policy2, game_state, player, device)
# No move → this player loses
if move is None:
loser = player
winner = 2 if player == 1 else 1
break
tidx, tile, placement = move
if player == 1:
log_probs1.append(log_prob)
else:
log_probs2.append(log_prob)
do_placement(tidx, tile, placement, game_state, player)
player = 2 if player == 1 else 1
print_game_state(game_state)
print(f"Player {winner} is the winner")
# Rewards: +1 for win, -1 for loss (from each player's perspective)
r1 = 1.0 if winner == 1 else -1.0
r2 = -r1
if log_probs1:
loss1 = -torch.stack(log_probs1).sum() * r1
optim1.zero_grad()
loss1.backward()
optim1.step()
if log_probs2:
loss2 = -torch.stack(log_probs2).sum() * r2
optim2.zero_grad()
loss2.backward()
optim2.step()
return r1 # from Player 1's perspective
# =======================
# Evaluation: watch them play
# =======================
def play_game(policy1: PolicyNet, policy2: PolicyNet, device="cpu"):
policy1.eval()
policy2.eval()
game_state = reset_game()
player = 1
while True:
print_game_state(game_state)
if player == 1:
move, _ = select_action(policy1, game_state, player, device)
else:
move, _ = select_action(policy2, game_state, player, device)
if move is None:
print(f"No moves left, player {player} lost")
break
tidx, tile, placement = move
do_placement(tidx, tile, placement, game_state, player)
player = 2 if player == 1 else 1
def load_policy(path, device="cpu"):
policy = PolicyNet().to(device)
policy.load_state_dict(torch.load(path, map_location=device))
policy.eval()
return policy
def human_vs_ai(ai_policy: PolicyNet, device="cpu"):
ai_policy.eval()
game_state = reset_game()
player = 1 # AI goes first
while True:
print_game_state(game_state)
# Who moves?
if player == 1:
print("AI thinking...")
move, _ = select_action(ai_policy, game_state, player, device)
if move is None:
print("AI has no moves — AI loses!")
break
tidx, tile, placement = move
print(f"AI plays tile {tidx} at {placement}\n")
else:
# human turn
moves = get_all_moves(game_state, player)
if not moves:
print("You have no moves — you lose!")
break
print("Your legal moves:")
for i, (tidx, tile, placement) in enumerate(moves):
print(f"{i}: tile {tidx} at {placement}")
choice = int(input("Choose move number: "))
tidx, tile, placement = moves[choice]
# Apply move
do_placement(tidx, tile, placement, game_state, player)
# Switch players
player = 2 if player == 1 else 1
# =======================
# Main training loop
# =======================
def main():
device = "cuda" if torch.cuda.is_available() else "cpu"
print(f"Using device: {device}")
policy1 = PolicyNet().to(device)
policy2 = PolicyNet().to(device)
optim1 = optim.Adam(policy1.parameters(), lr=1e-3)
optim2 = optim.Adam(policy2.parameters(), lr=1e-3)
best_avg_reward = -999
reward_history = []
num_episodes = 2000
for episode in range(1, num_episodes + 1):
reward = play_episode(policy1, policy2, optim1, optim2, device=device)
reward_history.append(reward)
# compute moving average every 50 episodes
if len(reward_history) >= 50:
avg = sum(reward_history[-50:]) / 50
# If policy1 improved, save it
if avg > best_avg_reward:
best_avg_reward = avg
torch.save(policy1.state_dict(), "best_policy1.pth")
print(f"Saved best policy1 at episode {episode} (avg reward={avg:.3f})")
if episode % 100 == 0:
print(f"Episode {episode}, last reward={reward}")
print("Training complete.")
print("1 = Watch AI vs AI")
print("2 = Play against AI")
print("3 = Quit")
choice = input("Select: ")
if choice == "1":
play_game(policy1, policy2, device)
elif choice == "2":
best_ai = load_policy("best_policy1.pth", device)
human_vs_ai(best_ai, device)
if __name__ == "__main__":
main()