added base classes for mcts and strategy
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126
classic_mcts.py
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126
classic_mcts.py
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import chess
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import random
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import eval
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import engine
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import IStrategy
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import numpy as np
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from abc import ABC, abstractmethod
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class IMcts(ABC):
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def __init__(self, board: chess.Board, strategy: IStrategy):
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self.board = board
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@abstractmethod
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def sample(self, runs: int = 1000) -> None:
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pass
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@abstractmethod
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def apply_move(self, move: chess.Move) -> None:
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pass
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@abstractmethod
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def get_children(self) -> list['Mcts']:
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pass
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class MCTSNode:
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def __init__(self, board: chess.Board, parent = None, move: chess.Move | None = None, random_state: int | None = None):
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self.random = random.Random(random_state)
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self.board = board
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self.parent = parent
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self.move = move
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self.children = []
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self.visits = 0
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self.legal_moves = list(board.legal_moves)
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self.untried_actions = self.legal_moves
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self.score = 0
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def _expand(self) -> 'MCTSNode':
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"""
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Expands the node, i.e., choose an action and apply it to the board
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:return:
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"""
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move = self.random.choice(self.untried_actions)
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self.untried_actions.remove(move)
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next_board = self.board.copy()
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next_board.push(move)
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child_node = MCTSNode(next_board, parent=self, move=move)
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self.children.append(child_node)
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return child_node
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def _rollout(self, rollout_depth: int = 20) -> int:
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"""
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Rolls out the node by simulating a game for a given depth.
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Sometimes this step is called 'simulation' or 'playout'.
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:return: the score of the rolled out game
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"""
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copied_board = self.board.copy()
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steps = 1
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for i in range(rollout_depth):
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if copied_board.is_game_over():
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break
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m = engine.pick_move(copied_board)
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copied_board.push(m)
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steps += 1
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return eval.score_manual(copied_board) // steps
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def _backpropagate(self, score: float) -> None:
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"""
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Backpropagates the results of the rollout
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:param score:
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:return:
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"""
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self.visits += 1
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# TODO: maybe use score + num of moves together (a win in 1 move is better than a win in 20 moves)
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self.score += score
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if self.parent:
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self.parent._backpropagate(score)
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def is_fully_expanded(self) -> bool:
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return len(self.untried_actions) == 0
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def _best_child(self) -> 'MCTSNode':
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"""
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Picks the best child according to our policy
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:return: the best child
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"""
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# NOTE: maybe clamp the score between [-1, +1] instead of [-inf, +inf]
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choices_weights = [(c.score / c.visits) + np.sqrt(((2 * np.log(self.visits)) / c.visits))
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for c in self.children]
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return self.children[np.argmax(choices_weights)]
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def _select_leaf(self) -> 'MCTSNode':
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"""
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Selects a leaf node.
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If the node is not expanded is will be expanded.
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:return: Leaf node
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"""
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current_node = self
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while not current_node.board.is_game_over():
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if not current_node.is_fully_expanded():
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return current_node._expand()
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else:
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current_node = current_node._best_child()
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return current_node
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def build_tree(self, samples: int = 1000) -> 'MCTSNode':
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"""
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Runs the MCTS with the given number of samples
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:param samples: number of simulations
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:return: best node containing the best move
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"""
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for i in range(samples):
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# selection & expansion
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# rollout
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# backpropagate score
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node = self._select_leaf()
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score = node._rollout()
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node._backpropagate(score)
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return self._best_child()
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