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import datetime | ||
import os | ||
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import cv2 | ||
import gym | ||
import numpy | ||
import torch | ||
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from .abstract_game import AbstractGame | ||
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class MuZeroConfig: | ||
def __init__(self): | ||
self.seed = 0 # Seed for numpy, torch and the game | ||
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### Game | ||
self.observation_shape = (3, 96, 96) # Dimensions of the game observation, must be 3D (channel, height, width). For a 1D array, please reshape it to (1, 1, length of array) | ||
self.action_space = [i for i in range(4)] # Fixed list of all possible actions. You should only edit the length | ||
self.players = [i for i in range(1)] # List of players. You should only edit the length | ||
self.stacked_observations = 2 # Number of previous observation and previous actions to add to the current observation | ||
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### Self-Play | ||
self.num_actors = 2 # Number of simultaneous threads self-playing to feed the replay buffer | ||
self.max_moves = 500 # Maximum number of moves if game is not finished before | ||
self.num_simulations = 20 # Number of future moves self-simulated | ||
self.discount = 0.997 # Chronological discount of the reward | ||
self.temperature_threshold = 500 # Number of moves before dropping temperature to 0 (ie playing according to the max) | ||
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# Root prior exploration noise | ||
self.root_dirichlet_alpha = 0.25 | ||
self.root_exploration_fraction = 0.25 | ||
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# UCB formula | ||
self.pb_c_base = 19652 | ||
self.pb_c_init = 1.25 | ||
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### Network | ||
self.network = "resnet" # "resnet" / "fullyconnected" | ||
self.support_size = 10 # Value and reward are scaled (with almost sqrt) and encoded on a vector with a range of -support_size to support_size | ||
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# Residual Network | ||
self.downsample = True # Downsample observations before representation network (See paper appendix Network Architecture) | ||
self.blocks = 1 # Number of blocks in the ResNet | ||
self.channels = 128 # Number of channels in the ResNet | ||
self.reduced_channels = 16 # Number of channels before heads of dynamic and prediction networks | ||
self.resnet_fc_reward_layers = [16] # Define the hidden layers in the reward head of the dynamic network | ||
self.resnet_fc_value_layers = [16] # Define the hidden layers in the value head of the prediction network | ||
self.resnet_fc_policy_layers = [16] # Define the hidden layers in the policy head of the prediction network | ||
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# Fully Connected Network | ||
self.encoding_size = 10 | ||
self.fc_reward_layers = [16] # Define the hidden layers in the reward network | ||
self.fc_value_layers = [] # Define the hidden layers in the value network | ||
self.fc_policy_layers = [] # Define the hidden layers in the policy network | ||
self.fc_representation_layers = [] # Define the hidden layers in the representation network | ||
self.fc_dynamics_layers = [16] # Define the hidden layers in the dynamics network | ||
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### Training | ||
self.results_path = os.path.join(os.path.dirname(__file__), "../results", os.path.basename(__file__)[:-3], datetime.datetime.now().strftime("%Y-%m-%d--%H-%M-%S")) # Path to store the model weights and TensorBoard logs | ||
self.training_steps = 5000 # Total number of training steps (ie weights update according to a batch) | ||
self.batch_size = 128 # Number of parts of games to train on at each training step | ||
self.num_unroll_steps = 10 # Number of game moves to keep for every batch element | ||
self.checkpoint_interval = 10 # Number of training steps before using the model for sef-playing | ||
self.window_size = 1000 # Number of self-play games to keep in the replay buffer | ||
self.td_steps = 50 # Number of steps in the future to take into account for calculating the target value | ||
self.value_loss_weight = 1 # Scale the value loss to avoid overfitting of the value function, paper recommends 0.25 (See paper appendix Reanalyze) | ||
self.training_device = "cuda" if torch.cuda.is_available() else "cpu" # Train on GPU if available | ||
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self.optimizer = "Adam" # "Adam" or "SGD". Paper uses SGD | ||
self.weight_decay = 1e-4 # L2 weights regularization | ||
self.momentum = 0.9 # Used only if optimizer is SGD | ||
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# Prioritized Replay (See paper appendix Training) | ||
self.PER = True # Select in priority the elements in the replay buffer which are unexpected for the network | ||
self.PER_alpha = 0.5 # How much prioritization is used, 0 corresponding to the uniform case, paper suggests 1 | ||
self.PER_beta = 1.0 | ||
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# Exponential learning rate schedule | ||
self.lr_init = 0.05 # Initial learning rate | ||
self.lr_decay_rate = 0.9 # Set it to 1 to use a constant learning rate | ||
self.lr_decay_steps = 1000 | ||
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## Adjust the self play / training ratio to avoid over/underfitting | ||
self.self_play_delay = 0 # Number of seconds to wait after each played game | ||
self.training_delay = 0 # Number of seconds to wait after each training step | ||
self.ratio = None # Desired self played games per training step ratio. Equivalent to a synchronous version, training can take much longer. Set it to None to disable it | ||
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def visit_softmax_temperature_fn(self, trained_steps): | ||
""" | ||
Parameter to alter the visit count distribution to ensure that the action selection becomes greedier as training progresses. | ||
The smaller it is, the more likely the best action (ie with the highest visit count) is chosen. | ||
Returns: | ||
Positive float. | ||
""" | ||
if trained_steps < 0.5 * self.training_steps: | ||
return 1.0 | ||
elif trained_steps < 0.75 * self.training_steps: | ||
return 0.5 | ||
else: | ||
return 0.25 | ||
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class Game(AbstractGame): | ||
""" | ||
Game wrapper. | ||
""" | ||
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def __init__(self, seed=None): | ||
self.env = gym.make("Breakout-v4") | ||
if seed is not None: | ||
self.env.seed(seed) | ||
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def step(self, action): | ||
""" | ||
Apply action to the game. | ||
Args: | ||
action : action of the action_space to take. | ||
Returns: | ||
The new observation, the reward and a boolean if the game has ended. | ||
""" | ||
observation, reward, done, _ = self.env.step(action) | ||
observation = cv2.resize(observation, (96, 96), interpolation=cv2.INTER_AREA) | ||
observation = numpy.asarray(observation, dtype=numpy.float32) / 255.0 | ||
observation = numpy.moveaxis(observation, -1, 0) | ||
return observation, reward, done | ||
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def to_play(self): | ||
""" | ||
Return the current player. | ||
Returns: | ||
The current player, it should be an element of the players list in the config. | ||
""" | ||
return 0 | ||
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def legal_actions(self): | ||
""" | ||
Should return the legal actions at each turn, if it is not available, it can return | ||
the whole action space. At each turn, the game have to be able to handle one of returned actions. | ||
For complex game where calculating legal moves is too long, the idea is to define the legal actions | ||
equal to the action space but to return a negative reward if the action is illegal. | ||
Returns: | ||
An array of integers, subset of the action space. | ||
""" | ||
return [i for i in range(4)] | ||
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def reset(self): | ||
""" | ||
Reset the game for a new game. | ||
Returns: | ||
Initial observation of the game. | ||
""" | ||
observation = self.env.reset() | ||
observation = cv2.resize(observation, (96, 96), interpolation=cv2.INTER_AREA) | ||
observation = numpy.asarray(observation, dtype=numpy.float32) / 255.0 | ||
observation = numpy.moveaxis(observation, -1, 0) | ||
return observation | ||
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def close(self): | ||
""" | ||
Properly close the game. | ||
""" | ||
self.env.close() | ||
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def render(self): | ||
""" | ||
Display the game observation. | ||
""" | ||
self.env.render() | ||
input("Press enter to take a step ") | ||
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def human_to_action(self): | ||
""" | ||
For multiplayer games, ask the user for a legal action | ||
and return the corresponding action number. | ||
Returns: | ||
An integer from the action space. | ||
""" | ||
pass | ||
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def action_to_string(self, action_number): | ||
""" | ||
Convert an action number to a string representing the action. | ||
Args: | ||
action_number: an integer from the action space. | ||
Returns: | ||
String representing the action. | ||
""" | ||
return print(action_number) |
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