add evaluation class for engines
This commit is contained in:
21
engine.py
21
engine.py
@@ -2,10 +2,10 @@ from abc import ABC, abstractmethod
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import chess
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import chess.engine
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from classic_mcts import ClassicMcts
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import random
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class Engine(ABC):
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color: chess.Color
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"""The side the engine plays (``chess.WHITE`` or ``chess.BLACK``)."""
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@@ -21,8 +21,9 @@ class Engine(ABC):
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"""
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pass
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@staticmethod
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@abstractmethod
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def get_name(self) -> str:
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def get_name() -> str:
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"""
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Return the engine's name
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:return: the engine's name
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@@ -34,7 +35,8 @@ class ClassicMctsEngine(Engine):
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def __init__(self, color: chess.Color):
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super().__init__(color)
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def get_name(self) -> str:
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@staticmethod
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def get_name() -> str:
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return "ClassicMctsEngine"
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def play(self, board: chess.Board) -> chess.engine.PlayResult:
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@@ -43,3 +45,16 @@ class ClassicMctsEngine(Engine):
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best_move = max(mcts_root.children, key=lambda x: x.score).move if board.turn == chess.WHITE else (
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min(mcts_root.children, key=lambda x: x.score).move)
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return chess.engine.PlayResult(move=best_move, ponder=None)
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class RandomEngine(Engine):
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def __init__(self, color: chess.Color):
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super().__init__(color)
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@staticmethod
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def get_name() -> str:
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return "Random"
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def play(self, board: chess.Board) -> chess.engine.PlayResult:
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move = random.choice(list(board.legal_moves))
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return chess.engine.PlayResult(move=move, ponder=None)
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37
main.py
37
main.py
@@ -5,29 +5,13 @@ from classic_mcts import ClassicMcts
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import engine
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import eval
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import util
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def simulate_game(white: engine.Engine, black: engine.Engine) -> chess.pgn.Game:
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board = chess.Board()
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is_white_playing = True
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while not board.is_game_over():
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play_result = white.play(board) if is_white_playing else black.play(board)
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board.push(play_result.move)
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print(board)
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print()
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is_white_playing = not is_white_playing
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game = chess.pgn.Game.from_board(board)
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game.headers['White'] = white.get_name()
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game.headers['Black'] = black.get_name()
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return game
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import simulation
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def test_simulate():
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white = engine.ClassicMctsEngine(chess.WHITE)
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black = engine.ClassicMctsEngine(chess.BLACK)
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game = simulate_game(white, black)
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game = simulation.simulate_game(white, black)
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print(game)
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@@ -77,8 +61,23 @@ def analyze_results(moves: dict):
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print(f"score for move {m}: manual_score={manual_score}, engine_score={engine_score}")
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def test_evaluation():
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a = engine.ClassicMctsEngine
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b = engine.RandomEngine
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evaluator = simulation.Evaluation(a,b)
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results = evaluator.run(4)
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a_results = len(list(filter(lambda x: x.winner == simulation.Winner.Engine_A, results)))/len(results)*100
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b_results = len(list(filter(lambda x: x.winner == simulation.Winner.Engine_B, results)))/len(results)*100
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draws = len(list(filter(lambda x: x.winner == simulation.Winner.Draw, results)))/len(results)*100
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print(f"Engine {a.get_name()} won {a_results}% of games")
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print(f"Engine {b.get_name()} won {b_results}% of games")
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print(f"{draws}% of games resulted in a draw")
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def main():
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test_simulate()
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test_evaluation()
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# test_simulate()
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# test_mcts()
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# test_stockfish()
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# test_stockfish_prob()
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72
simulation.py
Normal file
72
simulation.py
Normal file
@@ -0,0 +1,72 @@
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import multiprocessing as mp
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import random
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import chess
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import chess.pgn
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from typing import Tuple, List
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from enum import Enum
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from dataclasses import dataclass
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from engine import Engine
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class Winner(Enum):
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Engine_A = 0
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Engine_B = 1
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Draw = 2
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@dataclass
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class EvaluationResult:
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winner: Winner
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game: chess.pgn.Game
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def simulate_game(white: Engine, black: Engine) -> chess.pgn.Game:
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board = chess.Board()
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is_white_playing = True
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while not board.is_game_over():
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play_result = white.play(board) if is_white_playing else black.play(board)
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board.push(play_result.move)
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is_white_playing = not is_white_playing
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game = chess.pgn.Game.from_board(board)
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game.headers['White'] = white.get_name()
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game.headers['Black'] = black.get_name()
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return game
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class Evaluation:
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def __init__(self, engine_a: Engine.__class__, engine_b: Engine.__class__):
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self.engine_a = engine_a
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self.engine_b = engine_b
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def run(self, n_games=100) -> List[EvaluationResult]:
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with mp.Pool(mp.cpu_count()) as pool:
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args = [(self.engine_a, self.engine_b) for i in range(n_games)]
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return pool.map(Evaluation._test_simulate, args)
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@staticmethod
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def _test_simulate(arg: Tuple[Engine.__class__, Engine.__class__]) -> EvaluationResult:
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engine_a, engine_b = arg
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flip_engines = bool(random.getrandbits(1))
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if flip_engines:
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black, white = engine_a(chess.BLACK), engine_b(chess.WHITE)
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else:
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white, black = engine_a(chess.WHITE), engine_b(chess.BLACK)
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game = simulate_game(white, black)
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winner = game.end().board().outcome().winner
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result = Winner.Draw
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match (winner, flip_engines):
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case (chess.WHITE, True):
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result = Winner.Engine_B
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case (chess.BLACK, True):
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result = Winner.Engine_A
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case (chess.WHITE, False):
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result = Winner.Engine_A
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case (chess.BLACK, False):
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result = Winner.Engine_B
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return EvaluationResult(result, game)
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