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307 lines (265 loc) · 9.27 KB
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# import torch.multiprocessing as mp
import time
import rung_rl.plotter as plt
from rung_rl.agents.ppo.ppo_agent import PPOAgent
from rung_rl.agents.random_agent import RandomAgent
from rung_rl.game.Game import Game
# from multiprocessing import Pool
# import multiprocessing as mp
# import torch.multiprocessing as mp
CONCURRENT_GAMES = 128
PROCESSES = 6
def run_game(players):
game = Game(players)
game.initialize()
game.play_game()
# def train(num_games, num_processes):
# model_version = 0
# print("Starting training...")
# for i in range(num_games // num_processes):
# # pool = Pool(processes=4)
# if i % (num_games // num_processes / 20) == 0:
# save_policy(model_version)
# model_version += 1
# processes = []
# for j in range(num_processes):
# p = Process(target=run_game())
# p.start()
# processes.append(p)
# for p in processes:
# p.join() # wait for each game to finish
# print(i * num_processes)
# save_policy("final")
# evaluate(1000)
#
#
# def train_sequential(num_games):
# agents = []
# # ai_vs_shit = [ai_vs_ai[0], RandomAgent(1), ai_vs_ai[2], RandomAgent(4)]
# model_version = 0
# for i in range(num_games // CONCURRENT_GAMES):
# agents = []
# for j in range(CONCURRENT_GAMES):
# ai_vs_shit = [PPOAgent(0), RandomAgent(1), PPOAgent(2), RandomAgent(3)]
# ai_vs_ai = [PPOAgent(0), PPOAgent(1), PPOAgent(2), PPOAgent(3)]
# if i % (num_games / 20) == 0:
# save_policy(model_version)
# model_version += 1
# print(i * CONCURRENT_GAMES + j)
# if i % 5 == 0:
# run_game(ai_vs_shit)
# agents += ai_vs_shit
# else:
# run_game(ai_vs_ai)
# agents += ai_vs_ai
# update_parameters((i * CONCURRENT_GAMES) + j, num_games)
# for agent in agents:
# agent.train()
#
# evaluate(1000)
# save_policy("final")
def play_game(players):
game = Game(players)
game.initialize()
game.play_game()
def strategy_collapse(agent, weak_agent, num_games, random=False):
print("Strategy Collapse...")
for i in range(num_games):
if random:
players = [
agent.get_player(),
RandomAgent(),
agent.get_player(),
RandomAgent()
]
else:
players = [
agent.get_player(),
weak_agent.get_player(False),
agent.get_player(),
weak_agent.get_player(False)
]
game = Game(players)
game.initialize()
game.play_game()
if (i % CONCURRENT_GAMES) == 0 and i != 0:
agent.gather_experience()
agent.optimize_model()
def train_a2c(num_games, debug=False):
agent = PPOAgent()
weak_agent = PPOAgent()
agent.save_model(0)
weak_agent.load_model(0)
# dqn_agent = DQNAgent(True)
# dqn_agent.eval = True
# players = [agent, agent, agent, agent]
win_rate_radiant = []
win_rate_dire = []
win_rate_random = []
games = []
rewards = []
wins = 0
win_rate = []
avg_rewards_r = []
avg_rewards_d = []
for i in range(num_games):
then = time.time()
for _ in range(CONCURRENT_GAMES):
# play concurrent games
players = [
agent.get_player(),
agent.get_player(),
agent.get_player(),
agent.get_player()
]
game = Game(players)
game.initialize()
game.play_game()
agent.gather_experience()
agent.optimize_model()
print("Time elapsed for {} games: {}".format(CONCURRENT_GAMES, time.time() - then))
# processes = []
# for rank in range(CONCURRENT_GAMES):
# players = [
# RandomAgent(0),
# RandomAgent(1),
# RandomAgent(2),
# RandomAgent(3)
# ]
# p = mp.Process(target=play_game, args=(players,))
# p.start()
# processes.append(p)
# for p in processes:
# p.join()
# if (i % 200) == 0:
# agent.save_model(i)
if (i % 20) == 0 and i != 0:
# evaluation time
temp_players = [
weak_agent.get_player(False),
agent.get_player(False),
weak_agent.get_player(False),
agent.get_player(False)
]
# temp_players_radiant = [
# agent.get_player(False),
# dqn_agent,
# agent.get_player(False),
# dqn_agent
# ]
temp_players_random = [
agent.get_player(False),
RandomAgent(),
agent.get_player(False),
RandomAgent()
]
win_rate_self, _ = evaluate(100, temp_players, 1)
# win_rate_r, _ = evaluate(100, temp_players_radiant, 0)
win_rate_rand, _ = evaluate(100, temp_players_random, 0)
games.append(i)
win_rate_radiant.append(win_rate_self / 100)
# win_rate_dire.append(win_rate_r/100)
win_rate_random.append(win_rate_rand / 100)
plt.plot(games, win_rate_radiant, win_rate_dire, win_rate_random)
plt.savefig()
if win_rate_self < 50:
# past self was better, train against that
strategy_collapse(agent, weak_agent, CONCURRENT_GAMES * 5)
agent.clear_experience()
agent.save_model(i)
weak_agent.load_model(i)
agent.save_model()
if (i % 20) == 0:
agent.save_model(i)
print("Total Games:{}, Total Updates:{}".format(i * CONCURRENT_GAMES, i))
# if (i / CONCURRENT_GAMES) % 100 == 0 and i != 0:
# agent.save_model("final")
# # print("Steps done: {}".format(players[0].steps))
# print("Total Games: {}".format(i))
# temp_players_radiant = [
# agent.get_player(False),
# RandomAgent(1),
# agent.get_player(False),
# RandomAgent(3)]
# temp_players_dire = [
# dqn_agent,
# agent.get_player(False),
# dqn_agent,
# agent.get_player(False)]
# # # for player in players:
# # # player.eval = True
# win_rate_r, reward_r = evaluate(100, temp_players_radiant, 0)
# win_rate_d, reward_d = evaluate(100, temp_players_dire, 1)
# games.append(i/CONCURRENT_GAMES) # actually updates
# # win_rate_radiant.append(win_rate_r)
# # win_rate_dire.append(win_rate_d)
# avg_rewards_r.append(reward_r)
# avg_rewards_d.append(reward_d)
# plt.plot_reward(games, avg_rewards_r, avg_rewards_d)
# plt.savefig()
# agent.clear_experience()
# agent.train = True
# # for player in players:
# # player.eval = False
plt.savefig()
# agent.save_model("final")
# print("Steps done: {}".format(players[0].steps))
def experiments():
games = 10000
steps = 0
players = [RandomAgent(0), RandomAgent(1), RandomAgent(2), RandomAgent(3)]
for i in range(games):
game = Game(players)
game.initialize()
game.play_game()
steps += players[0].get_steps()
return steps / games
def evaluate(num_games, players, idx=0, debug=False):
print("Starting evaluation...")
# players[idx].reset(idx)
wins = 0
toss = None
for i in range(num_games):
game = Game(players, debug, debug)
game.initialize(toss)
winners = game.play_game()
if idx in winners:
wins += 1
# toss = winners[0]
# wins, _ = players[idx].reset(idx)
# avg_reward = players[idx].total_reward / num_games
avg_reward = 0
print(wins, wins / num_games, avg_reward)
return wins / num_games * 100, avg_reward
def test():
agent = PPOAgent(False)
weak_agent = PPOAgent(False)
weak_agent.load_model(100)
players = [
weak_agent.get_player(False),
agent.get_player(False),
weak_agent.get_player(False),
agent.get_player(False)
]
evaluate(1000, players, 1, False)
def main():
# mp.set_start_method('spawn')
train_a2c(10000000)
# test()
agent = PPOAgent(False)
# agent.load_model(1600)
# agent.eval =True
# dqn_agent = DQNAgent()
# dqn_agent.eval = True
# agent.deterministic = True
players = [agent, RandomAgent(), agent, RandomAgent()]
# players = [agent.get_player(False), RandomAgent(1), agent.get_player(False), RandomAgent(3)]
# players = [agent.get_player(False), dqn_agent, agent.get_player(False), dqn_agent]
evaluate(1000, players, 0, False)
# players = [agent.get_player(False), dqn_agent, agent.get_player(False), dqn_agent]
# print("Vs DQN")
# evaluate(1000, players, 0, False)
# # players = [RandomAgent(0), agent, RandomAgent(2), agent]
if __name__ == "__main__":
main()
# test()