隔离游戏中的蒙特卡洛树搜索代理-调试建议

ker*_*wei 24 python artificial-intelligence python-3.x monte-carlo-tree-search

TLDR

MCTS代理程序的实现在本地运行时没有错误,相对于启发式驱动的minimax,成功率达到了40%以上,但自动分级器却没有通过-这是提交项目之前的要求。自动平地机抛出IndexError: Cannot choose from an empty sequence。我正在寻找最有可能引发此异常的代码方面的建议。

嗨,我目前停留在这个项目上,我需要在2个星期的时间内完成该项目,然后才能完成所注册的程序的清理。我已经完成的任务是在两个国际象棋骑士之间的隔离游戏中实现一个代理,以与启发式驱动的minimax代理进行对抗。完整的游戏实施细节可以在这里找到。对于我的项目,将使用位板编码在9 x 11的板上玩游戏。我的MCTS实现非常简单,紧随本文(第6页)提供的伪代码。

本质上,一般的MCTS方法包括这4个部分,它们分别由CustomPlayer类中的以下嵌套函数实现:

  1. 选择-tree_policy
  2. 扩展-best_child,扩展
  3. 模拟-default_policy
  4. 反向传播-backup_negamax,update_scores

    import math
    import random
    import time
    import logging
    
    from copy import deepcopy
    from collections import namedtuple
    
    from sample_players import DataPlayer
    
    
    class CustomPlayer(DataPlayer):
        """ Implement your own agent to play knight's Isolation
        The get_action() method is the only required method for this project.
        You can modify the interface for get_action by adding named parameters
        with default values, but the function MUST remain compatible with the
        default interface.
        **********************************************************************
        NOTES:
        - The test cases will NOT be run on a machine with GPU access, nor be
          suitable for using any other machine learning techniques.
        - You can pass state forward to your agent on the next turn by assigning
          any pickleable object to the self.context attribute.
        **********************************************************************
        """
        def get_action(self, state):
            """ Employ an adversarial search technique to choose an action
            available in the current state calls self.queue.put(ACTION) at least
            This method must call self.queue.put(ACTION) at least once, and may
            call it as many times as you want; the caller will be responsible
            for cutting off the function after the search time limit has expired.
            See RandomPlayer and GreedyPlayer in sample_players for more examples.
            **********************************************************************
            NOTE: 
            - The caller is responsible for cutting off search, so calling
              get_action() from your own code will create an infinite loop!
              Refer to (and use!) the Isolation.play() function to run games.
            **********************************************************************
            """
            logging.info("Move %s" % state.ply_count)
            self.queue.put(random.choice(state.actions()))
            i = 1
            statlist = []
    
        while (self.queue._TimedQueue__stop_time - 0.05) > time.perf_counter():
            next_action = self.uct_search(state, statlist, i)
            self.queue.put(next_action)
            i += 1
    
    
        def uct_search(self, state, statlist, i):
            plyturn = state.ply_count % 2
            Stat = namedtuple('Stat', 'state action utility visit nround')
    
            def tree_policy(state):
                statecopy = deepcopy(state)
    
                while not statecopy.terminal_test():
                    # All taken actions at this depth
                    tried = [s.action for s in statlist if s.state == statecopy]
                    # See if there's any untried actions left
                    untried = [a for a in statecopy.actions() if a not in tried]
    
                    topop = []
                    toappend = []
    
                    if len(untried) > 0:
                        next_action = random.choice(untried)
                        statecopy = expand(statecopy, next_action)
                        break
                    else:
                        next_action = best_child(statecopy, 1)
    
                        for k, s in enumerate(statlist):
                            if s.state == statecopy and s.action == next_action:
                                visit1 = statlist[k].visit + 1
                                news = statlist[k]._replace(visit=visit1)
                                news = news._replace(nround=i)
    
                                topop.append(k)
                                toappend.append(news)
                                break
    
                        update_scores(topop, toappend)
                        statecopy = statecopy.result(next_action)
                return statecopy
    
    
            def expand(state, action):
                """
                Returns a state resulting from taking an action from the list of untried nodes
                """
                statlist.append(Stat(state, action, 0, 1, i))
                return state.result(action)
    
    
            def best_child(state, c):
                """
                Returns the state resulting from taking the best action. c value between 0 (max score) and 1 (prioritize exploration)
                """
                # All taken actions at this depth
                tried = [s for s in statlist if s.state == state]
    
                maxscore = -999
                maxaction = []
                # Compute the score
                for t in tried:
                    score = (t.utility/t.visit) + c * math.sqrt(2 * math.log(i)/t.visit)
                    if score > maxscore:
                        maxscore = score
                        del maxaction[:]
                        maxaction.append(t.action)
                    elif score == maxscore:
                        maxaction.append(t.action)
    
                if len(maxaction) < 1:
                    logging.error("IndexError: maxaction is empty!")
    
                return random.choice(maxaction)
    
    
            def default_policy(state):
                """
                The simulation to run when visiting unexplored nodes. Defaults to uniform random moves
                """
                while not state.terminal_test():
                    state = state.result(random.choice(state.actions()))
    
                delta = state.utility(self.player_id)
                if abs(delta) == float('inf') and delta < 0:
                    delta = -1
                elif abs(delta) == float('inf') and delta > 0:
                    delta = 1
                return delta
    
    
            def backup_negamax(delta):
                """
                Propagates the terminal utility up the search tree
                """
                topop = []
                toappend = []
                for k, s in enumerate(statlist):
                    if s.nround == i:
                        if s.state.ply_count % 2 == plyturn:
                            utility1 = s.utility + delta
                            news = statlist[k]._replace(utility=utility1)
                        elif s.state.ply_count % 2 != plyturn:
                            utility1 = s.utility - delta
                            news = statlist[k]._replace(utility=utility1)
    
                        topop.append(k)
                        toappend.append(news)
    
                update_scores(topop, toappend)
                return
    
    
            def update_scores(topop, toappend):
                # Remove outdated tuples. Order needs to be in reverse or pop will fail!
                for p in sorted(topop, reverse=True):
                    statlist.pop(p)
                # Add the updated ones
                for a in toappend:
                    statlist.append(a)
                return
    
    
            next_state = tree_policy(state)
            if not next_state.terminal_test():
                delta = default_policy(next_state)
                backup_negamax(delta)
    
            return best_child(state, 0)
    
    Run Code Online (Sandbox Code Playgroud)

缺少颜色格式确实使代码很难阅读。因此,请随时在我的github上进行检查。我在本地运行游戏没有任何问题,我的MCTS代理人对minimax玩家的赢率超过40%(在150ms /移动限制下)。但是,当我尝试将代码提交给自动分级机时,它会被拒绝,并带有IndexError: Cannot choose from an empty sequence异常。

通过对课程表示形式的讨论,我们认为该错误很可能是由于使用引起的random.choice()。在我的实现中有4个使用它的实例:

  1. 第39行,在MCTS算法之前,将随机移动馈入队列
  2. 第66行,随机选择尚未尝试的一招
  3. 第114行,如果最佳举手得分相等,则可以随机选择一个动作
  4. 第122行,随机模拟游戏,直到选定动作的最终状态

我假设游戏实现是正确的,并且只要状态为终端,调用state.actions()将始终返回可能动作的列表。因此,唯一可以触发此异常的实例是项目3。项目1和4只是从可用操作中随机选择,同时进行了显式检查以确保random.choice()不被提供空列表。因此,我将日志记录应用于项目3(即使在本地运行时未引发任何异常),并且可以肯定的是,在50场比赛之后没有捕获任何异常。

对于冗长的帖子,我深表歉意,但我确实希望在那里的某个人可能会发现我在实现过程中错过的某些事情。

ika*_*men 2

我建议为您拥有的每个功能编写单元测试。验证您对代码行为的假设。尝试全面地测试它,包括极端情况。只需输入抽象测试数据通常就能揭示解决方案的架构和细节。

此外,您可以尝试让您的代理玩任何其他合适的游戏。这些步骤将为您提供一个很好的机会来发现代码中的任何错误,并使其更适合将来重用。