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Q-learning Tic-tac-toe
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import random | |
class TicTacToe: | |
def __init__(self, playerX, playerO): | |
self.board = [' ']*9 | |
self.playerX, self.playerO = playerX, playerO | |
self.playerX_turn = random.choice([True, False]) | |
def play_game(self): | |
self.playerX.start_game('X') | |
self.playerO.start_game('O') | |
while True: #yolo | |
if self.playerX_turn: | |
player, char, other_player = self.playerX, 'X', self.playerO | |
else: | |
player, char, other_player = self.playerO, 'O', self.playerX | |
if player.breed == "human": | |
self.display_board() | |
space = player.move(self.board) | |
if self.board[space-1] != ' ': # illegal move | |
player.reward(-99, self.board) # score of shame | |
break | |
self.board[space-1] = char | |
if self.player_wins(char): | |
player.reward(1, self.board) | |
other_player.reward(-1, self.board) | |
break | |
if self.board_full(): # tie game | |
player.reward(0.5, self.board) | |
other_player.reward(0.5, self.board) | |
break | |
other_player.reward(0, self.board) | |
self.playerX_turn = not self.playerX_turn | |
def player_wins(self, char): | |
for a,b,c in [(0,1,2), (3,4,5), (6,7,8), | |
(0,3,6), (1,4,7), (2,5,8), | |
(0,4,8), (2,4,6)]: | |
if char == self.board[a] == self.board[b] == self.board[c]: | |
return True | |
return False | |
def board_full(self): | |
return not any([space == ' ' for space in self.board]) | |
def display_board(self): | |
row = " {} | {} | {}" | |
hr = "\n-----------\n" | |
print (row + hr + row + hr + row).format(*self.board) | |
class Player(object): | |
def __init__(self): | |
self.breed = "human" | |
def start_game(self, char): | |
print "\nNew game!" | |
def move(self, board): | |
return int(raw_input("Your move? ")) | |
def reward(self, value, board): | |
print "{} rewarded: {}".format(self.breed, value) | |
def available_moves(self, board): | |
return [i+1 for i in range(0,9) if board[i] == ' '] | |
class RandomPlayer(Player): | |
def __init__(self): | |
self.breed = "random" | |
def reward(self, value, board): | |
pass | |
def start_game(self, char): | |
pass | |
def move(self, board): | |
return random.choice(self.available_moves(board)) | |
class MinimaxPlayer(Player): | |
def __init__(self): | |
self.breed = "minimax" | |
self.best_moves = {} | |
def start_game(self, char): | |
self.me = char | |
self.enemy = self.other(char) | |
def other(self, char): | |
return 'O' if char == 'X' else 'X' | |
def move(self, board): | |
if tuple(board) in self.best_moves: | |
return random.choice(self.best_moves[tuple(board)]) | |
if len(self.available_moves(board)) == 9: | |
return random.choice([1,3,7,9]) | |
best_yet = -2 | |
choices = [] | |
for move in self.available_moves(board): | |
board[move-1] = self.me | |
optimal = self.minimax(board, self.enemy, -2, 2) | |
board[move-1] = ' ' | |
if optimal > best_yet: | |
choices = [move] | |
best_yet = optimal | |
elif optimal == best_yet: | |
choices.append(move) | |
self.best_moves[tuple(board)] = choices | |
return random.choice(choices) | |
def minimax(self, board, char, alpha, beta): | |
if self.player_wins(self.me, board): | |
return 1 | |
if self.player_wins(self.enemy, board): | |
return -1 | |
if self.board_full(board): | |
return 0 | |
for move in self.available_moves(board): | |
board[move-1] = char | |
val = self.minimax(board, self.other(char), alpha, beta) | |
board[move-1] = ' ' | |
if char == self.me: | |
if val > alpha: | |
alpha = val | |
if alpha >= beta: | |
return beta | |
else: | |
if val < beta: | |
beta = val | |
if beta <= alpha: | |
return alpha | |
if char == self.me: | |
return alpha | |
else: | |
return beta | |
def player_wins(self, char, board): | |
for a,b,c in [(0,1,2), (3,4,5), (6,7,8), | |
(0,3,6), (1,4,7), (2,5,8), | |
(0,4,8), (2,4,6)]: | |
if char == board[a] == board[b] == board[c]: | |
return True | |
return False | |
def board_full(self, board): | |
return not any([space == ' ' for space in board]) | |
def reward(self, value, board): | |
pass | |
class MinimuddledPlayer(MinimaxPlayer): | |
def __init__(self, confusion=0.1): | |
super(MinimuddledPlayer, self).__init__() | |
self.breed = "muddled" | |
self.confusion = confusion | |
self.ideal_player = MinimaxPlayer() | |
def start_game(self, char): | |
self.ideal_player.me = char | |
self.ideal_player.enemy = self.other(char) | |
def move(self, board): | |
if random.random() > self.confusion: | |
return self.ideal_player.move(board) | |
else: | |
return random.choice(self.available_moves(board)) | |
class QLearningPlayer(Player): | |
def __init__(self, epsilon=0.2, alpha=0.3, gamma=0.9): | |
self.breed = "Qlearner" | |
self.harm_humans = False | |
self.q = {} # (state, action) keys: Q values | |
self.epsilon = epsilon # e-greedy chance of random exploration | |
self.alpha = alpha # learning rate | |
self.gamma = gamma # discount factor for future rewards | |
def start_game(self, char): | |
self.last_board = (' ',)*9 | |
self.last_move = None | |
def getQ(self, state, action): | |
# encourage exploration; "optimistic" 1.0 initial values | |
if self.q.get((state, action)) is None: | |
self.q[(state, action)] = 1.0 | |
return self.q.get((state, action)) | |
def move(self, board): | |
self.last_board = tuple(board) | |
actions = self.available_moves(board) | |
if random.random() < self.epsilon: # explore! | |
self.last_move = random.choice(actions) | |
return self.last_move | |
qs = [self.getQ(self.last_board, a) for a in actions] | |
maxQ = max(qs) | |
if qs.count(maxQ) > 1: | |
# more than 1 best option; choose among them randomly | |
best_options = [i for i in range(len(actions)) if qs[i] == maxQ] | |
i = random.choice(best_options) | |
else: | |
i = qs.index(maxQ) | |
self.last_move = actions[i] | |
return actions[i] | |
def reward(self, value, board): | |
if self.last_move: | |
self.learn(self.last_board, self.last_move, value, tuple(board)) | |
def learn(self, state, action, reward, result_state): | |
prev = self.getQ(state, action) | |
maxqnew = max([self.getQ(result_state, a) for a in self.available_moves(state)]) | |
self.q[(state, action)] = prev + self.alpha * ((reward + self.gamma*maxqnew) - prev) | |
# p1 = RandomPlayer() | |
# p1 = MinimaxPlayer() | |
# p1 = MinimuddledPlayer() | |
p1 = QLearningPlayer() | |
p2 = QLearningPlayer() | |
for i in xrange(0,200000): | |
t = TicTacToe(p1, p2) | |
t.play_game() | |
p1 = Player() | |
p2.epsilon = 0 | |
while True: | |
t = TicTacToe(p1, p2) | |
t.play_game() |
Impressive work! I used it as inspiration for my own Q-Learning Tic Tac Toe program, https://github.com/khpeek/Q-learning-Tic-Tac-Toe, which also features a GUI.
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Shouldn't (https://gist.github.com/fheisler/430e70fa249ba30e707f#file-q-py-L220)
maxqnew = max([self.getQ(result_state, a) for a in self.available_moves(state)])
be
maxqnew = max([self.getQ(result_state, a) for a in self.available_moves(result_state)])
Why are you checking the actions in the previous state for the maximum q values in the next state?