[英]MCTS Agent making bad decisions on Tic-Tac-Toe
我已經在 MCTS AI 上工作了幾天了。 我試圖在井字游戲上實現它,這是我能想到的最簡單的游戲,但出於某種原因,我的人工智能總是做出錯誤的決定。 我已經嘗試更改 UCB1 的探索常數的值、每次搜索的迭代次數,甚至是獲勝、失敗和平局所獲得的分數(試圖讓平局更有回報,因為這個 AI 只打第二,並嘗試平局,否則獲勝)。 截至目前,代碼如下所示:
import random
import math
import copy
class tree:
def __init__(self, board):
self.board = board
self.visits = 0
self.score = 0
self.children = []
class mcts:
def search(self, mx, player,):
root = tree(mx)
for i in range(1200):
leaf = mcts.expand(self, root.board, player, root)
result = mcts.rollout(self, leaf)
mcts.backpropagate(self, leaf, root, result)
return mcts.best_child(self, root).board
def expand(self, mx, player, root):
plays = mcts.generate_states(self, mx, player) #all possible plays
if root.visits == 0:
for j in plays:
root.children.append(j) #create child_nodes in case they havent been created yet
for j in root.children:
if j.visits == 0:
return j #first iterations of the loop
for j in plays:
if mcts.final(self, j.board, player):
return j
return mcts.best_child(self, root) #choose the one with most potential
def rollout(self, leaf):
mx = leaf.board
aux = 1
while mcts.final(self, mx, "O") != True:
if aux == 1: # "X" playing
possible_states = []
possible_nodes = mcts.generate_states(self, mx, "X")
for i in possible_nodes:
possible_states.append(i.board)
if len(possible_states) == 1: mx = possible_states[0]
else:
choice = random.randrange(0, len(possible_states) - 1)
mx = possible_states[choice]
if mcts.final(self, mx, "X"): #The play by "X" finished the game
break
elif aux == 0: # "O" playing
possible_states = []
possible_nodes = mcts.generate_states(self, mx, "O")
for i in possible_nodes:
possible_states.append(i.board)
if len(possible_states) == 1: mx = possible_states[0]
else:
choice = random.randrange(0, len(possible_states) - 1)
mx = possible_states[choice]
aux += 1
aux = aux%2
if mcts.final(self, mx, "X"):
for i in range(len(mx)):
for k in range(len(mx[i])):
if mx[i][k] == "-":
return -1 #loss
return 0 #tie
elif mcts.final(self, mx, "O"):
for i in range(len(mx)):
for k in range(len(mx[i])):
if mx[i][k] == "-":
return 1 #win
def backpropagate(self, leaf, root, result): # updating our prospects stats
leaf.score += result
leaf.visits += 1
root.visits += 1
def generate_states(self, mx, player):
possible_states = [] #generate child_nodes
for i in range(len(mx)):
for k in range(len(mx[i])):
if mx[i][k] == "-":
option = copy.deepcopy(mx)
option[i][k] = player
child_node = tree(option)
possible_states.append(child_node)
return possible_states
def final(self,mx, player): #check if game is won
possible_draw = True
win = False
for i in mx: #lines
if i == [player, player, player]:
win = True
possible_draw = False
if mx[0][0] == player: #diagonals
if mx[1][1] == player:
if mx[2][2] == player:
win = True
possible_draw = False
if mx[0][2] == player:
if mx[1][1] == player:
if mx[2][0] == player:
win = True
possible_draw = False
for i in range(3): #columns
if mx[0][i] == player and mx[1][i] == player and mx[2][i] == player:
win = True
possible_draw = False
for i in range(3):
for k in range(3):
if mx[i][k] == "-":
possible_draw = False
if possible_draw:
return possible_draw
return win
def calculate_score(self, score, child_visits, parent_visits, c): #UCB1
return score / child_visits + c * math.sqrt(math.log(parent_visits) / child_visits)
def best_child(self, root): #returns most promising node
treshold = -1*10**6
for j in root.children:
potential = mcts.calculate_score(self, j.score, j.visits, root.visits, 2)
if potential > treshold:
win_choice = j
treshold = potential
return win_choice
#todo the AI takes too long for each play, optimize that by finding the optimal approach in the rollout phase
首先,這個 AI 的目的是返回一個改變的矩陣,在這種情況下他可以做出最好的發揮。 我發現自己質疑 MCTS 算法是否是所有這些失敗游戲背后的原因,因為它的實現中可能存在一些錯誤。 話雖如此,在我看來,代碼執行以下操作:
為什么它不起作用? 為什么選擇糟糕的游戲而不是最佳的游戲? 算法是否執行錯誤?
我的錯誤是在擴展階段選擇了訪問次數最多的節點,而根據 UCB1 公式,它應該是最具潛力的節點。 在執行一些 if 子句時,我也遇到了一些錯誤,因為所有的損失都沒有被計算在內。
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