Files
bridzik/rl/selfplay.py
T
timandClaude Fable 5 8f2449a408 RL: self-play PPO trening siete
BridzikNet (trup + guess/play/value hlavy s maskovanim), self-play
generator so zdielanou sietou na 4 sedadlach a opponent mixingom
(random/heuristicke sedadla pre robustnost), vlastny clipped-PPO
so skalovanim odmien a lr/entropy annealom. Torch je len trenovacia
zavislost na hoste (requirements-rl.txt); checkpointy a logy su
gitignorovane. Spustenie: py -m rl.train.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 18:49:55 +02:00

132 lines
5.8 KiB
Python

"""Self-play generator: jedna zdielana siet hra vsetkych 4 hracov v Round
epizodach a zbiera trajektorie pre PPO (viz rl/DESIGN.md, sekcie 4-5).
Odmena je sparse a terminalna: kazde rozhodnutie hraca v kole (tip aj vsetky
karty) dostane ako return jeho `points_summary` z konca kola, gamma = 1.
Masky sa ukladaju oddelene pre obe fazy (rozne velkosti akcneho priestoru);
`phase_play` hovori, ktora hlava/maska pre dany krok plati.
"""
from random import Random
import torch
from rl.encoding import N_GUESS_ACTIONS, N_PLAY_ACTIONS
from rl.env import PHASE_PLAY, RoundEnv
from rl.model import BridzikNet, mask_tensor, masked_categorical, obs_tensor
from rl.players import HeuristicPlayer, RandomPlayer
# Returny sa skaluju do [0, 1] (max odmena je 10+8). Bez skalovania ma value
# loss (MSE na 0-18) radovo vacsi gradient nez policy loss a cez zdielany
# trup policy ucenie prevalcuje.
REWARD_SCALE = 18.0
def _assign_seats(rng: Random, mix_random: float, mix_heuristic: float,
random_player, heuristic_player) -> dict:
"""Obsadenie sedadiel pre jednu epizodu: None = siet, inak skriptovany
supper. Aspon jedno sedadlo musi hrat siet (inak niet co zbierat)."""
seats = {}
for seat in range(4):
roll = rng.random()
if roll < mix_random:
seats[seat] = random_player
elif roll < mix_random + mix_heuristic:
seats[seat] = heuristic_player
else:
seats[seat] = None
if not any(p is None for p in seats.values()):
seats[rng.randrange(4)] = None
return seats
def collect_episodes(net: BridzikNet, n_episodes: int, rng: Random,
round_numbers: list = None, mix_random: float = 0.0,
mix_heuristic: float = 0.0,
heuristic_samples: int = 40) -> dict:
"""Odohra `n_episodes` self-play kol a vrati batch tenzorov:
obs (N, OBS_DIM), phase_play (N,) bool, action (N,), logp (N,), value (N,),
ret (N,), guess_mask (N, 9), play_mask (N, 32) -- maska nepatriacej fazy je
pre dany krok cela False a pri update sa nepouzije.
Navyse 'mean_points': priemerne body na sietove sedadlo a kolo.
Opponent mixing (robustnost na nie-self-play superov): s pravdepodobnostou
`mix_random` / `mix_heuristic` hra sedadlo RandomPlayer / HeuristicPlayer
namiesto siete. Tahy skriptovanych superov sa do batchu NEZAZNAMENAVAJU
(nie su z trenovanej policy) -- superi len obsadzuju stol.
"""
env = RoundEnv(rng)
random_player = RandomPlayer(rng)
heuristic_player = HeuristicPlayer(rng, n_samples=heuristic_samples)
mixing = mix_random > 0 or mix_heuristic > 0
obs_l, phase_l, action_l, logp_l, value_l, ret_l = [], [], [], [], [], []
gmask_l, pmask_l = [], []
total_points = 0.0
net_seat_rounds = 0
net.eval()
with torch.no_grad():
for _ in range(n_episodes):
round_number = rng.choice(round_numbers) if round_numbers else None
decision = env.reset(round_number)
seats = _assign_seats(rng, mix_random, mix_heuristic,
random_player, heuristic_player) if mixing \
else {seat: None for seat in range(4)}
net_seat_rounds += sum(1 for p in seats.values() if p is None)
# indexy krokov sietovych sedadiel -- na priradenie returnu
player_steps = {p: [] for p in range(4) if seats[p] is None}
while True:
opponent = seats[decision.player]
if opponent is not None:
# skriptovany supper: vykonaj tah, nic nezaznamenavaj
if decision.phase == PHASE_PLAY:
action_i = opponent.play(env.round, decision.player)
else:
action_i = opponent.guess(env.round, decision.player)
else:
obs = obs_tensor(decision.obs).unsqueeze(0)
mask = mask_tensor(decision.mask).unsqueeze(0)
guess_logits, play_logits, value = net(obs)
is_play = decision.phase == PHASE_PLAY
dist = masked_categorical(
play_logits if is_play else guess_logits, mask
)
action = dist.sample()
action_i = action.item()
player_steps[decision.player].append(len(obs_l))
obs_l.append(decision.obs)
phase_l.append(is_play)
action_l.append(action_i)
logp_l.append(dist.log_prob(action).item())
value_l.append(value.item())
ret_l.append(0.0) # doplni sa na konci kola
if is_play:
gmask_l.append([False] * N_GUESS_ACTIONS)
pmask_l.append(decision.mask)
else:
gmask_l.append(decision.mask)
pmask_l.append([False] * N_PLAY_ACTIONS)
decision, rewards, done = env.step(action_i)
if done:
for player, steps in player_steps.items():
for i in steps:
ret_l[i] = rewards[player] / REWARD_SCALE
total_points += rewards[player]
break
return {
'obs': torch.tensor(obs_l, dtype=torch.float32),
'phase_play': torch.tensor(phase_l, dtype=torch.bool),
'action': torch.tensor(action_l, dtype=torch.long),
'logp': torch.tensor(logp_l, dtype=torch.float32),
'value': torch.tensor(value_l, dtype=torch.float32),
'ret': torch.tensor(ret_l, dtype=torch.float32),
'guess_mask': torch.tensor(gmask_l, dtype=torch.bool),
'play_mask': torch.tensor(pmask_l, dtype=torch.bool),
'mean_points': total_points / max(net_seat_rounds, 1),
}