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tetris.py
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767 lines (607 loc) · 25.9 KB
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import os
import sys
import threading
os.environ["CUDA_VISIBLE_DEVICES"] = "-1"
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
os.environ['TF_CPP_MIN_LOG_LEVEL'] = '4'
import numpy as np
import tensorflow as tf
from tensorflow import keras
from tensorflow.keras import layers
from game import Game
from tetromino import Tetromino
import random
import pickle
from common import *
from gui import Gui
import time
import multiprocessing
# size dependent
shape_main_grid = (-1, GAME_BOARD_HEIGHT, GAME_BOARD_WIDTH, 1)
if STATE_INPUT == 'short':
shape_hold_next = (1, 1 * 2 + 1 + 1 + 6 * Tetromino.pool_size())
shape_hold_next_description = '[height_sum, hole_sum, combo, is_hold, 6 * 7 type] -> length = 43'
split_hold_next = 1 * 2 + 1 + 1
else:
shape_hold_next = (1, GAME_BOARD_WIDTH * 2 + 1 + 6 * Tetromino.pool_size())
split_hold_next = GAME_BOARD_WIDTH * 2 + 1
shape_dense = (1, GAME_BOARD_WIDTH * 2 + 1 + 6 * Tetromino.pool_size())
gamma = 0.95
epsilon = 0.06
current_avg_score = 0
rand = random.Random()
penalty = -500
# reward_coef = [1.0, 0.5, 0.3, 0.2]
reward_coef = [1.0, 1.0, 1.0, 1.0]
reward_coef_plan = [[1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], 1, 50]
num_search_best = 6
num_search_rd = 6
env_debug = None
def make_model_conv2d_v1():
main_grid_input = keras.Input(shape=shape_main_grid[1:], name="main_grid_input")
a = layers.Conv2D(
64, 6, activation="relu", input_shape=shape_main_grid[1:]
)(main_grid_input)
a = layers.Conv2D(32, (3, 3), activation="relu")(a)
a = layers.MaxPool2D(pool_size=(13, 3))(a)
a = layers.Flatten()(a)
b = layers.Conv2D(
128, 4, activation="relu", input_shape=shape_main_grid[1:]
)(main_grid_input)
b = layers.Conv2D(32, (3, 3), activation="relu")(b)
b = layers.MaxPool2D(pool_size=(15, 5))(b)
b = layers.Flatten()(b)
hold_next_input = keras.Input(shape=shape_hold_next[1:], name="hold_next_input")
x = layers.concatenate([a, b, hold_next_input])
x = layers.Dense(64, activation="relu")(x)
x = layers.Dense(128, activation="relu")(x)
critic_output = layers.Dense(1)(x) # activation=None -> 'linear'
model_new = keras.Model(
inputs=[main_grid_input, hold_next_input],
outputs=critic_output
)
model_new.summary()
return model_new
def make_model_conv2d_v0():
main_grid_input = keras.Input(shape=shape_main_grid[1:], name="main_grid_input")
a = layers.Conv2D(
128, 6, activation="relu", input_shape=shape_main_grid[1:]
)(main_grid_input)
a1 = layers.MaxPool2D(pool_size=(15, 5), strides=(1, 1))(a)
a1 = layers.Flatten()(a1)
a2 = layers.AvgPool2D(pool_size=(15, 5))(a)
a2 = layers.Flatten()(a2)
b = layers.Conv2D(
256, 4, activation="relu", input_shape=shape_main_grid[1:]
)(main_grid_input)
b1 = layers.MaxPool2D(pool_size=(17, 7), strides=(1, 1))(b)
b1 = layers.Flatten()(b1)
b2 = layers.AvgPool2D(pool_size=(17, 7))(b)
b2 = layers.Flatten()(b2)
hold_next_input = keras.Input(shape=shape_hold_next[1:], name="hold_next_input")
x = layers.concatenate([a1, a2, b1, b2, hold_next_input])
x = layers.Dense(128, activation="relu")(x)
x = layers.Dense(256, activation="relu")(x)
x = layers.Dense(128, activation="relu")(x)
critic_output = layers.Dense(1)(x) # activation=None -> 'linear'
model_new = keras.Model(
inputs=[main_grid_input, hold_next_input],
outputs=critic_output
)
model_new.summary()
return model_new
def make_model_dense():
dense_input = keras.Input(shape=shape_dense[1:], name="input")
x = layers.Dense(256, activation="relu")(dense_input)
x = layers.Dense(128, activation="relu")(x)
critic_output = layers.Dense(1)(x) # activation=None -> 'linear'
model_new = keras.Model(
inputs=dense_input,
outputs=critic_output
)
model_new.summary()
return model_new
def load_model(filepath=None):
if STATE_INPUT == 'short' or STATE_INPUT == 'long':
model_loaded = make_model_conv2d_v1()
elif STATE_INPUT == 'dense':
model_loaded = make_model_dense()
else:
model_loaded = None
sys.stderr.write('STATE_INPUT is wrong. Exit...')
exit()
model_loaded.compile(
optimizer=keras.optimizers.Adam(0.001),
# loss='huber_loss',
loss='mean_squared_error',
metrics='mean_squared_error'
)
if filepath is not None:
model_loaded.load_weights(filepath)
else:
model_loaded.save(FOLDER_NAME + 'whole_model/outer_{}'.format(0))
print('model initial state has been saved')
return model_loaded
def ai_play(model, max_games=100, mode='piece', is_gui_on=True):
max_steps_per_episode = 2000
seed = None
gui = Gui() if is_gui_on else None
env = Game(gui=gui, seed=seed, height=0)
episode_count = 0
total_score = 0
pause_time = 0.00
while True and episode_count < max_games:
env.reset()
for step in range(max_steps_per_episode):
states, add_scores, dones, _, _, moves, _ = env.get_all_possible_states_input()
rewards = get_reward(add_scores, dones)
q = rewards + model(split_input(states))
best = tf.argmax(q).numpy()[0]
if mode == 'step':
best_moves = moves[best]
for i in range(len(best_moves) - 1):
move = best_moves[i]
env.step(action=move)
env.render()
time.sleep(pause_time)
env.step(chosen=best)
env.render()
time.sleep(pause_time)
else:
env.step(chosen=best)
env.render()
time.sleep(pause_time)
if env.is_done() or step == max_steps_per_episode - 1:
episode_count += 1
total_score += env.current_state.score
print('episode #{}: score:{}'.format(episode_count, env.current_state.score))
break
print('average score = {:7.2f}'.format(total_score / max_games))
def ai_play_search(model, max_games=100, is_gui_on=True):
max_steps_per_episode = 2000
seed = None
gui = Gui() if is_gui_on else None
env = Game(seed=seed, height=0)
env_gui = Game(gui=gui)
episode_count = 0
total_score = 0
pause_time = 0.04
while episode_count < max_games:
env.reset()
old_state = env.current_state.copy()
moves_buffer = []
for step in range(max_steps_per_episode):
env_gui.current_state = old_state.copy()
old_state = env.current_state.copy()
moves = []
thread = threading.Thread(target=ai_get_moves, args=(model, env, moves))
thread.start()
for m in moves_buffer:
env_gui.step(action=m)
env_gui.render()
time.sleep(pause_time)
thread.join()
moves_buffer = moves
if env.current_state.game_status == 'gameover':
break
if env.is_done() or step >= max_steps_per_episode - 1:
episode_count += 1
total_score += env.current_state.score
print('episode #{}: score:{}'.format(episode_count, env.current_state.score))
break
print('average score = {:7.2f}'.format(total_score / max_games))
def ai_get_moves(model, env, moves):
gamestates_new, gamestates_steps, reward_prev = search_steps(model, env, num_remain=10, num_random=0, action_take=1)
moves.clear()
moves += env.get_moves(gamestates_steps[0][0])
env.current_state = gamestates_steps[0][0]
def search_steps(model, env, num_remain=num_search_best, num_random=num_search_rd, action_take=1):
gamestates_new, gamestates_steps, reward_prev = search_one_step(model, [env.current_state], env,
num_remain=num_remain, num_random=num_random)
save = [[], [], []]
if action_take == 1:
save = gamestates_new[-1], gamestates_steps[-1], reward_prev[-1]
for _ in range(3):
gamestates_new, gamestates_steps, reward_prev = search_one_step(model, gamestates_new, env,
gamestates_steps_old=gamestates_steps,
reward_prev_old=reward_prev,
num_remain=num_remain, num_random=num_random)
if action_take != 1:
gamestates_new, gamestates_steps, reward_prev = search_one_step(model, gamestates_new, env,
gamestates_steps_old=gamestates_steps,
reward_prev_old=reward_prev, num_remain=1,
num_random=1)
return gamestates_new, gamestates_steps, reward_prev
else:
gamestates_new, gamestates_steps, reward_prev = search_one_step(model, gamestates_new, env,
gamestates_steps_old=gamestates_steps,
reward_prev_old=reward_prev, num_remain=1,
num_random=0)
gamestates_new = [gamestates_steps[0][0], save[0]]
gamestates_steps = [gamestates_steps[0][:1], save[1]]
reward_prev = [reward_prev[0], save[2]]
return gamestates_new, gamestates_steps, reward_prev
def search_one_step(model, gamestates_old, env, gamestates_steps_old=None, reward_prev_old=None, num_remain=10,
num_random=5):
s_all = list()
r_all = list()
done_all = list()
gamestates_new = list()
gamestates_steps_new = list()
if gamestates_steps_old is None:
gamestates_steps_old = [[]] * len(gamestates_old)
if reward_prev_old is None:
reward_prev_old = np.array([0] * len(gamestates_old))
for i in range(len(gamestates_old)):
states, add_scores, dones, _, _, _, gamestates = env.get_all_possible_states_input(gamestates_old[i])
s_all.append(states)
r_all.append(get_reward(add_scores, dones, add=reward_prev_old[i] / gamma))
done_all += dones
gamestates_new += gamestates
for j in range(len(gamestates)):
gamestates_steps_new.append(gamestates_steps_old[i].copy() + [gamestates[j]])
s_all = np.concatenate(s_all)
r_all = np.concatenate(r_all)
q = model(split_input(s_all)) + r_all
arg_sorted = tf.argsort(tf.reshape(q, -1), direction='DESCENDING').numpy().tolist()
gamestates_chosen = list()
reward_prev_chosen = list()
gamestates_steps_chosen = list()
prev = 0
q_prev = -999
num_remain = min(num_remain, len(gamestates_new))
for _ in range(num_remain):
if prev >= len(gamestates_new):
break
while q_prev == q[arg_sorted[prev]]:
prev += 1
if prev >= len(gamestates_new):
break
gamestates_chosen.append(gamestates_new[arg_sorted[prev]])
reward_prev_chosen.append(r_all[arg_sorted[prev]])
gamestates_steps_chosen.append(gamestates_steps_new[arg_sorted[prev]])
q_prev = q[arg_sorted[prev]]
if done_all[arg_sorted[prev]]:
break
prev += 1
num_random = min(num_random, len(gamestates_new))
for _ in range(num_random):
rd_int = random.randint(0, len(gamestates_new) - 1)
gamestates_chosen.append(gamestates_new[rd_int])
reward_prev_chosen.append(r_all[rd_int])
gamestates_steps_chosen.append(gamestates_steps_new[rd_int])
return gamestates_chosen, gamestates_steps_chosen, reward_prev_chosen
def split_input(states):
if STATE_INPUT == 'dense':
return states
else:
in1, in2 = tf.split(states, [GAME_BOARD_HEIGHT * GAME_BOARD_WIDTH, -1], axis=1)
return tf.reshape(in1, shape_main_grid), in2
def gamestates_to_training_data(env, gamestates_steps):
row_data = list()
gamestate_prev = env.current_state
for i in range(len(gamestates_steps)):
s_ = env.get_state_input(gamestate_prev)
sp_ = env.get_state_input(gamestates_steps[i])
add_score_ = gamestates_steps[i].score - gamestate_prev.score
done = gamestates_steps[i].game_status == 'gameover'
row_data.append((s_, sp_, add_score_, done))
gamestate_prev = gamestates_steps[i]
if done:
break
return row_data
def get_data_from_playing_cnn2d(model_filename, target_size=8000, max_steps_per_episode=2000, proc_num=0,
queue=None):
tf.autograph.set_verbosity(3)
model = keras.models.load_model(model_filename)
if model is None:
print('ERROR: model has not been loaded. Check this part.')
exit()
global epsilon
if proc_num == 0:
epsilon = 0
data = list()
env = Game()
episode_max = 1000
total_score = 0
avg_score = 0
t_spins = 0
for episode in range(episode_max):
# env.reset(rand.randint(0, 10))
env.reset()
episode_data = list()
for step in range(max_steps_per_episode):
s = env.get_state_input(env.current_state)
possible_states, add_scores, dones, is_include_hold, is_new_hold, _, _ = env.get_all_possible_states_input()
rewards = get_reward(add_scores, dones)
pool_size = Tetromino.pool_size()
# get the best first before modifying the last next
q = rewards + model(split_input(possible_states), training=False).numpy()
for j in range(len(dones)):
if dones[j]:
q[j] = rewards[j]
best = tf.argmax(q).numpy()[0] + 0
# if hold was empty, then we don't know what's next; if hold was not empty, then we know what's next!
if is_include_hold and not is_new_hold:
possible_states[1][:-1, -pool_size:] = 0
else:
possible_states[1][:, -pool_size:] = 0
rand_fl = rand.random()
if rand_fl > epsilon:
chosen = best
else:
# probability based on q
# q_normal = q.reshape(-1)
# q_normal = q_normal - np.min(q_normal) + 0.001
# q_normal = q_normal / np.sum(q_normal) + 0.3
# q_normal = q_normal / np.sum(q_normal)
# chosen = np.random.choice(q_normal.shape[0], p=q_normal)
# uniform probability
chosen = random.randint(0, len(dones) - 1)
episode_data.append(
(s, (possible_states[0][best], possible_states[1][best]), add_scores[best], dones[best]))
if add_scores[best] != int(add_scores[best]):
t_spins += 1
env.step(chosen=chosen)
if env.is_done() or step == max_steps_per_episode - 1:
data += episode_data
total_score += env.current_state.score
break
if len(data) > target_size:
print('proc_num: #{:<2d} | total episodes:{:<4d} | avg score:{:<7.2f} | data size:{} | t-spins: {}'.format(
proc_num, episode + 1, total_score / (episode + 1), len(data), t_spins))
avg_score = total_score / (episode + 1)
break
if queue is not None:
queue.put((data, avg_score), block=False)
return
return data, avg_score
def get_data_from_playing_search(model_filename, target_size=8000, max_steps_per_episode=1000, proc_num=0,
queue=None):
tf.autograph.set_verbosity(3)
model = keras.models.load_model(model_filename)
if model is None:
print('ERROR: model has not been loaded. Check this part.')
exit()
global epsilon
if proc_num == 0:
epsilon = 0
data = list()
env = Game()
episode_max = 1000
total_score = 0
avg_score = 0
for episode in range(episode_max):
env.reset()
episode_data = list()
for step in range(int(max_steps_per_episode)):
gamestates_new, gamestates_steps, reward_prev = search_steps(model, env, action_take=5)
episode_data += gamestates_to_training_data(env, gamestates_steps[0])
if rand.random() > epsilon:
env.current_state = gamestates_new[0].copy()
else:
env.current_state = gamestates_new[-1].copy()
if env.is_done() or len(data) + len(episode_data) >= target_size:
break
if proc_num == 0:
sys.stdout.write(
f'\r data: {len(data) + len(episode_data)} / {target_size} |'
f' score per step : {(total_score + env.current_state.score) / (len(data) + len(episode_data)):<6.2f} |'
f' game num : {episode + 1}')
sys.stdout.flush()
data += episode_data
total_score += env.current_state.score
if len(data) >= target_size:
if proc_num == 0:
print('\n proc_num: #{:<2d} | total episodes:{:<4d} | avg score:{:<7.2f} | data size:{}'.format(
proc_num, episode + 1, total_score / (episode + 1), len(data)))
avg_score = total_score / (episode + 1)
break
if queue is not None:
queue.put((data, avg_score), block=False)
return
return data, avg_score
def train(model, outer_start=0, outer_max=100):
# outer_max: update samples
inner_max = 5
epoch_training = 5 # model fitting times
batch_training = 512
buffer_new_size = 12000
buffer_outer_max = 4
repeat_new_buffer = 2
history = None
for outer in range(outer_start + 1, outer_start + 1 + outer_max):
print('======== outer = {} ========'.format(outer))
time_outer_begin = time.time()
modify_reward_coef(outer)
# 1. collecting data.
buffer = list()
# getting new samples
new_buffer = collect_samples_multiprocess_queue(model_filename=FOLDER_NAME + f'whole_model/outer_{outer - 1}',
target_size=buffer_new_size)
save_buffer_to_file(FOLDER_NAME + f'dataset/buffer_{outer}.pkl', new_buffer)
buffer += new_buffer
# load more samples. The latest dataset can be added to the buffer twice to give them larger weight.
for i in range(max(1, outer - buffer_outer_max + 1), outer):
buffer += load_buffer_from_file(filename=FOLDER_NAME + 'dataset/buffer_{}.pkl'.format(i))
for _ in range(repeat_new_buffer):
buffer += load_buffer_from_file(filename=FOLDER_NAME + 'dataset/buffer_{}.pkl'.format(outer))
random.shuffle(buffer)
# 2. calculating target
s, s_, r_, dones_ = process_buffer_best(buffer)
buffer_size = len(buffer)
new_buffer_size = len(new_buffer)
del buffer
del new_buffer
for inner in range(inner_max):
print(f" ======== inner = {inner + 1}/{inner_max} =========")
target = list()
for i in range(int(s.shape[0] / batch_training) + 1):
start = i * batch_training
end = min((i + 1) * batch_training, s.shape[0])
target.append(
model(split_input(s_[start:end]), training=False).numpy().reshape(-1) + r_[start:end])
target = np.concatenate(target)
# when it's gameover, Q[s'] must not be added
for i in range(len(dones_)):
if dones_[i]:
target[i] = r_[i]
target = target * gamma
if inner == inner_max - 1:
save_training_dataset_to_file(filename=FOLDER_NAME + 'dataset/dataset_{}.pkl'.format(outer),
dataset=(s, target))
history = model.fit(split_input(s), target, batch_size=batch_training, epochs=epoch_training, verbose=0)
print(' loss = {:8.3f} mse = {:8.3f}'.format(history.history['loss'][-1],
history.history['mean_squared_error'][-1]))
model.save(FOLDER_NAME + 'whole_model/outer_{}'.format(outer))
model.save_weights(FOLDER_NAME + 'checkpoints_dqn/outer_{}'.format(outer))
time_outer_end = time.time()
text_ = ''
if outer == 1:
text_ += f'input shapes: {shape_main_grid} {shape_hold_next} \n {shape_hold_next_description} \n'
text_ += 'outer = {:>4d} | pre-training avg score = {:>8.3f} | loss = {:>8.3f} | mse = {:>8.3f} |' \
' dataset size = {:>7d} | new dataset size = {:>7d} | time elapsed: {:>6.1f} sec | coef = {} | penalty = {:>7d} | gamma = {:>6.3f} |' \
' search best/rd = {}, {} |\n' \
.format(outer, current_avg_score, history.history['loss'][-1], history.history['mean_squared_error'][-1],
buffer_size, new_buffer_size, time_outer_end - time_outer_begin, reward_coef, penalty, gamma,
num_search_best, num_search_rd
)
append_record(text_)
print(' ' + text_)
def save_buffer_to_file(filename, buffer):
from pathlib import Path
Path(FOLDER_NAME + 'dataset').mkdir(parents=True, exist_ok=True)
with open(filename, 'wb') as f:
pickle.dump(buffer, f)
def save_training_dataset_to_file(filename, dataset):
from pathlib import Path
Path(FOLDER_NAME + 'dataset').mkdir(parents=True, exist_ok=True)
with open(filename, 'wb') as f:
pickle.dump(dataset, f)
def load_buffer_from_file(filename):
with open(filename, 'rb') as f:
return pickle.load(f)
def process_buffer_best(buffer):
s = list()
s_ = list()
add_scores = list()
dones_ = list()
for row in buffer:
s.append(row[0])
s_.append(row[1])
add_scores.append(row[2])
dones_ += [row[3]]
s = np.concatenate(s)
s_ = np.concatenate(s_)
r_ = get_reward(add_scores, dones_)
r_ = np.concatenate(r_)
return s, s_, r_, dones_
def render_env_debug_state_input(state):
if STATE_INPUT == 'dense':
return
global env_debug
if env_debug is None:
env_debug = Game(gui=Gui())
loc = 0
for r in range(GAME_BOARD_HEIGHT):
for c in range(GAME_BOARD_WIDTH):
env_debug.current_state.grid[r][c] = state[0, loc]
loc += 1
if STATE_INPUT == 'short':
loc += 3
else:
loc += 21
env_debug.render()
def render_env_debug_gamestate(gamestate):
if STATE_INPUT == 'dense':
return
global env_debug
if env_debug is None:
env_debug = Game(gui=Gui())
env_debug.current_state = gamestate
env_debug.render()
def get_q_from_gamestate(model, gamestate):
return model(split_input(Game.get_state_input(gamestate))).numpy()
def check_same_state(s1, s2):
s1_ = s1.reshape(-1)
s2_ = s2.reshape(-1)
for i in range(s1_.shape[0]):
if s1_[i] != s2_[i]: return False
return True
def append_record(text, filename=None):
if filename is None:
filename = FOLDER_NAME + 'record.txt'
with open(filename, 'a') as f:
f.write(text)
def collect_samples_multiprocess_queue(model_filename, target_size=10000):
timeout = 7200
cpu_count = min(multiprocessing.cpu_count(), CPU_MAX)
jobs = list()
q = multiprocessing.Queue()
for i in range(cpu_count):
p = multiprocessing.Process(target=get_data_from_playing_search,
args=(
model_filename, int(target_size / cpu_count), 250, i, q))
jobs.append(p)
p.start()
data = list()
scores = list()
for i in range(cpu_count):
d_, s_ = q.get(timeout=timeout)
data += d_
scores.append(s_)
i = 0
for proc in jobs:
proc.join()
i += 1
# average score is max(scores) because it's the process with eps = 0
print(f'end multiprocess: total data length: {len(data)} | avg score: {max(scores):<7.2f}')
global current_avg_score
current_avg_score = max(scores)
return data
def modify_reward_coef(outer):
global reward_coef
r_1 = reward_coef_plan[0]
r_2 = reward_coef_plan[1]
start = reward_coef_plan[2]
end = reward_coef_plan[3]
for i in range(len(reward_coef)):
rate = (outer - start) / (end - start)
rate = min(rate, 1)
rate = max(rate, 0)
reward_coef[i] = r_1[i] + (r_2[i] - r_1[i]) * rate
reward_coef[i] = round(reward_coef[i] * 1024) / 1024
print(f' reward_coef modified to {reward_coef}')
def get_reward(add_scores, dones, add=0):
reward = list()
# manipulate the reward
for i in range(len(add_scores)):
add_score = add_scores[i]
# give extra reward to t-spin
# if add_score != int(add_score):
# add_score = add_score * 10
if add_score >= 90:
add_score = add_score * reward_coef[0]
elif add_score >= 50:
add_score = add_score * reward_coef[1]
elif add_score >= 20:
add_score = add_score * reward_coef[2]
elif add_score >= 5:
add_score = add_score * reward_coef[3]
if dones[i]:
add_score += penalty
reward.append(add_score + add)
return np.array(reward).reshape([-1, 1])
if __name__ == "__main__":
if MODE == 'human_player':
game = Game(gui=Gui(), seed=None)
game.restart()
game.run()
elif MODE == 'ai_player_training':
if OUT_START == 0:
load_model()
model_load = keras.models.load_model(FOLDER_NAME + 'whole_model/outer_{}'.format(OUT_START))
train(model_load, outer_start=OUT_START, outer_max=OUTER_MAX)
elif MODE == 'ai_player_watching':
model_load = keras.models.load_model(FOLDER_NAME + 'whole_model/outer_{}'.format(OUT_START))
ai_play_search(model_load, is_gui_on=True)