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mcts.py
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import math
import numpy
import torch
import models
# Game independent
class MCTS:
"""
Core Monte Carlo Tree Search algorithm.
To decide on an action, we run N simulations, always starting at the root of
the search tree and traversing the tree according to the UCB formula until we
reach a leaf node.
"""
def __init__(self, config):
self.config = config
def run(
self,
model,
observation,
legal_actions,
to_play,
add_exploration_noise,
test_mode=False,
override_root_with=None,
onnx_model=False,
onnx_device=None,
):
"""
At the root of the search tree we use the representation function to obtain a
hidden state given the current observation.
We then run a Monte Carlo Tree Search using only action sequences and the model
learned by the network.
"""
if override_root_with:
root = override_root_with
root_predicted_value = None
else:
root = Node(0)
observation = torch.tensor(observation).float().unsqueeze(0)
if onnx_model:
observation = observation.to(onnx_device)
else:
observation = observation.to(next(model.parameters()).device)
(
root_predicted_value,
reward,
policy_logits,
hidden_state,
) = model.initial_inference(observation)
root_predicted_value = models.support_to_scalar(
root_predicted_value, self.config.support_size
).item()
reward = models.support_to_scalar(reward, self.config.support_size).item()
assert (
legal_actions
), f"Legal actions should not be an empty array. Got {legal_actions}."
assert set(legal_actions).issubset(
set(self.config.action_space)
), "Legal actions should be a subset of the action space."
root.expand(
legal_actions,
to_play,
reward,
policy_logits,
hidden_state,
)
if add_exploration_noise:
root.add_exploration_noise(
dirichlet_alpha=self.config.root_dirichlet_alpha,
exploration_fraction=self.config.root_exploration_fraction,
)
min_max_stats = MinMaxStats()
max_tree_depth = 0
for _ in range(self.config.num_simulations):
virtual_to_play = to_play
node = root
search_path = [node]
current_tree_depth = 0
while node.expanded():
current_tree_depth += 1
action, node = self.select_child(node, min_max_stats, test_mode)
search_path.append(node)
# Players play turn by turn
if virtual_to_play + 1 < len(self.config.players):
virtual_to_play = self.config.players[virtual_to_play + 1]
else:
virtual_to_play = self.config.players[0]
# Inside the search tree we use the dynamics function to obtain the next hidden
# state given an action and the previous hidden state
parent = search_path[-2]
value, reward, policy_logits, hidden_state = model.recurrent_inference(
parent.hidden_state,
torch.tensor([[action]]).to(parent.hidden_state.device),
)
value = models.support_to_scalar(value, self.config.support_size).item()
reward = models.support_to_scalar(reward, self.config.support_size).item()
node.expand(
self.config.action_space,
virtual_to_play,
reward,
policy_logits,
hidden_state,
)
self.backpropagate(search_path, value, virtual_to_play, min_max_stats)
max_tree_depth = max(max_tree_depth, current_tree_depth)
extra_info = {
"max_tree_depth": max_tree_depth,
"root_predicted_value": root_predicted_value,
}
return root, extra_info
def select_child(self, node, min_max_stats, test_mode):
"""
Select the child with the highest UCB score.
"""
max_ucb = max(
self.ucb_score(node, child, min_max_stats)
for action, child in node.children.items()
)
actions = [
action
for action, child in node.children.items()
if self.ucb_score(node, child, min_max_stats) == max_ucb
]
action = actions[0] if test_mode else numpy.random.choice(actions)
return action, node.children[action]
def ucb_score(self, parent, child, min_max_stats):
"""
The score for a node is based on its value, plus an exploration bonus based on the prior.
"""
pb_c = (
math.log(
(parent.visit_count + self.config.pb_c_base + 1) / self.config.pb_c_base
)
+ self.config.pb_c_init
)
pb_c *= math.sqrt(parent.visit_count) / (child.visit_count + 1)
prior_score = pb_c * child.prior
if child.visit_count > 0:
# Mean value Q
value_score = min_max_stats.normalize(
child.reward
+ self.config.discount
* (child.value() if len(self.config.players) == 1 else -child.value())
)
else:
value_score = 0
return prior_score + value_score
def backpropagate(self, search_path, value, to_play, min_max_stats):
"""
At the end of a simulation, we propagate the evaluation all the way up the tree
to the root.
"""
if len(self.config.players) == 1:
for node in reversed(search_path):
node.value_sum += value
node.visit_count += 1
min_max_stats.update(node.reward + self.config.discount * node.value())
value = node.reward + self.config.discount * value
elif len(self.config.players) == 2:
for node in reversed(search_path):
node.value_sum += value if node.to_play == to_play else -value
node.visit_count += 1
min_max_stats.update(node.reward + self.config.discount * -node.value())
value = (
-node.reward if node.to_play == to_play else node.reward
) + self.config.discount * value
else:
raise NotImplementedError("More than two player mode not implemented.")
class Node:
def __init__(self, prior):
self.visit_count = 0
self.to_play = -1
self.prior = prior
self.value_sum = 0
self.children = {}
self.hidden_state = None
self.reward = 0
def expanded(self):
return len(self.children) > 0
def value(self):
return 0 if self.visit_count == 0 else self.value_sum / self.visit_count
def expand(self, actions, to_play, reward, policy_logits, hidden_state):
"""
We expand a node using the value, reward and policy prediction obtained from the
neural network.
"""
self.to_play = to_play
self.reward = reward
self.hidden_state = hidden_state
policy_values = torch.softmax(
torch.tensor([policy_logits[0][a] for a in actions]), dim=0
).tolist()
policy = {a: policy_values[i] for i, a in enumerate(actions)}
for action, p in policy.items():
self.children[action] = Node(p)
def add_exploration_noise(self, dirichlet_alpha, exploration_fraction):
"""
At the start of each search, we add dirichlet noise to the prior of the root to
encourage the search to explore new actions.
"""
actions = list(self.children.keys())
noise = numpy.random.dirichlet([dirichlet_alpha] * len(actions))
frac = exploration_fraction
for a, n in zip(actions, noise):
self.children[a].prior = self.children[a].prior * (1 - frac) + n * frac
class GameHistory:
"""
Store only usefull information of a self-play game.
"""
def __init__(self):
self.observation_history = []
self.action_history = []
self.reward_history = []
self.to_play_history = []
self.child_visits = []
self.root_values = []
self.reanalysed_predicted_root_values = None
# For PER
self.priorities = None
self.game_priority = None
def store_search_statistics(self, mcts_rs, root, action_space):
# Turn visit count from root into a policy
if root is not None:
self.child_visits.append(mcts_rs.sum_child_visit_count(root.idx))
self.root_values.append(mcts_rs.get_node_value(root.idx))
else:
self.root_values.append(None)
def get_stacked_observations(self, index, num_stacked_observations):
"""
Generate a new observation with the observation at the index position
and num_stacked_observations past observations and actions stacked.
"""
# Convert to positive index
index = index % len(self.observation_history)
stacked_observations = self.observation_history[index].copy()
for past_observation_index in reversed(
range(index - num_stacked_observations, index)
):
if past_observation_index >= 0:
previous_observation = numpy.concatenate(
(
self.observation_history[past_observation_index],
[
numpy.ones_like(stacked_observations[0])
* self.action_history[past_observation_index + 1]
],
)
)
else:
previous_observation = numpy.concatenate(
(
numpy.zeros_like(self.observation_history[index]),
[numpy.zeros_like(stacked_observations[0])],
)
)
stacked_observations = numpy.concatenate(
(stacked_observations, previous_observation)
)
return stacked_observations
class MinMaxStats:
"""
A class that holds the min-max values of the tree.
"""
def __init__(self):
self.maximum = -float("inf")
self.minimum = float("inf")
def update(self, value):
self.maximum = max(self.maximum, value)
self.minimum = min(self.minimum, value)
def normalize(self, value):
if self.maximum > self.minimum:
# We normalize only when we have set the maximum and minimum values
return (value - self.minimum) / (self.maximum - self.minimum)
return value