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Game transformation to map cooperative games to an MDP (single-player…
… game) PiperOrigin-RevId: 284013659 Change-Id: Ie09007e777fb087027da3920276ec4b3054e58ed
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DeepMind Technologies Ltd
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open_spiel@google.com
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Dec 5, 2019
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// Copyright 2019 DeepMind Technologies Ltd. All rights reserved. | ||
// | ||
// Licensed under the Apache License, Version 2.0 (the "License"); | ||
// you may not use this file except in compliance with the License. | ||
// You may obtain a copy of the License at | ||
// | ||
// http://www.apache.org/licenses/LICENSE-2.0 | ||
// | ||
// Unless required by applicable law or agreed to in writing, software | ||
// distributed under the License is distributed on an "AS IS" BASIS, | ||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
// See the License for the specific language governing permissions and | ||
// limitations under the License. | ||
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#include "open_spiel/game_transforms/coop_to_1p.h" | ||
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#include "open_spiel/spiel.h" | ||
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namespace open_spiel { | ||
namespace coop_to_1p { | ||
namespace { | ||
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// These parameters are the general case. | ||
const GameType kGameType{/*short_name=*/"coop_to_1p", | ||
/*long_name=*/"Cooperative Game As Single-Player", | ||
GameType::Dynamics::kSequential, | ||
GameType::ChanceMode::kExplicitStochastic, | ||
GameType::Information::kImperfectInformation, | ||
GameType::Utility::kGeneralSum, | ||
GameType::RewardModel::kRewards, | ||
/*max_num_players=*/1, | ||
/*min_num_players=*/1, | ||
/*provides_information_state_string=*/false, | ||
/*provides_information_state_tensor=*/false, | ||
/*provides_observation_string=*/true, | ||
/*provides_observation_tensor=*/true, | ||
{{"game", GameParameter(GameParameter::Type::kGame)}}}; | ||
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GameType CoopTo1pGameType(GameType underlying_game_type) { | ||
GameType game_type = kGameType; | ||
game_type.long_name = | ||
absl::StrCat("1p(", underlying_game_type.long_name, ")"); | ||
game_type.reward_model = underlying_game_type.reward_model; | ||
return game_type; | ||
} | ||
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std::unique_ptr<Game> Factory(const GameParameters& params) { | ||
auto game = params.count("game") ? LoadGame(params.at("game").game_value()) | ||
: LoadGame("tiny_hanabi"); | ||
GameType game_type = CoopTo1pGameType(game->GetType()); | ||
return std::unique_ptr<Game>( | ||
new CoopTo1pGame(std::move(game), game_type, params)); | ||
} | ||
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REGISTER_SPIEL_GAME(kGameType, Factory); | ||
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} // namespace | ||
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CoopTo1pGame::CoopTo1pGame(std::shared_ptr<const Game> game, GameType game_type, | ||
GameParameters game_parameters) | ||
: Game(game_type, game_parameters), game_(game) {} | ||
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std::unique_ptr<State> CoopTo1pState::Clone() const { | ||
return std::unique_ptr<State>(new CoopTo1pState(*this)); | ||
} | ||
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std::unique_ptr<State> CoopTo1pGame::NewInitialState() const { | ||
return std::unique_ptr<State>(new CoopTo1pState( | ||
shared_from_this(), NumPrivates(), game_->NewInitialState())); | ||
} | ||
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std::string CoopTo1pState::ActionToString(Player player, | ||
Action action_id) const { | ||
if (player == kChancePlayerId) { | ||
return state_->ActionToString(player, action_id); | ||
} else { | ||
Player pl = state_->CurrentPlayer(); | ||
return absl::StrCat(privates_[pl].names[privates_[pl].next_unassigned], | ||
"->", state_->ActionToString(pl, action_id)); | ||
} | ||
} | ||
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std::string CoopTo1pState::AssignmentToString(Player player, | ||
Action assignment) const { | ||
switch (assignment) { | ||
case PlayerPrivate::kImpossible: | ||
return "impossible"; | ||
case PlayerPrivate::kUnassigned: | ||
return "unassigned"; | ||
default: | ||
return state_->ActionToString(player, assignment); | ||
} | ||
} | ||
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// String representation of the current possible hands for every player and the | ||
// assignment of hands to actions for the current player. | ||
std::string CoopTo1pState::Assignments() const { | ||
std::string str = ""; | ||
Player current_player = state_->CurrentPlayer(); | ||
for (int player = 0; player < privates_.size(); ++player) { | ||
auto possible_assignments = state_->LegalActions(player); | ||
possible_assignments.push_back(PlayerPrivate::kUnassigned); | ||
for (auto asignment : possible_assignments) { | ||
absl::StrAppend(&str, "Player ", player); | ||
if (player == current_player) { | ||
absl::StrAppend(&str, " ", AssignmentToString(player, asignment), ":"); | ||
} else { | ||
absl::StrAppend(&str, " possible:"); | ||
} | ||
bool found = false; | ||
for (int pvt = 0; pvt < privates_[player].assignments.size(); ++pvt) { | ||
if (privates_[player].assignments[pvt] == asignment) { | ||
absl::StrAppend(&str, " ", privates_[player].names[pvt]); | ||
found = true; | ||
} | ||
} | ||
if (!found) absl::StrAppend(&str, " none"); | ||
absl::StrAppend(&str, "\n"); | ||
} | ||
} | ||
return str; | ||
} | ||
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// For debug purposes only. This reveals the state of the underlying game, which | ||
// should be hidden from the player in the 1p game. | ||
std::string CoopTo1pState::ToString() const { | ||
return absl::StrCat(state_->ToString(), "\n", Assignments()); | ||
} | ||
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// The relevant public Markov state of the underlying game (i.e. the last action | ||
// if any). | ||
std::string CoopTo1pState::PublicStateString() const { | ||
if (prev_action_ == kInvalidAction) { | ||
return "New Game"; | ||
} else { | ||
return state_->ActionToString(prev_player_, prev_action_); | ||
} | ||
} | ||
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// Represents a decision point; contains the last action (if any) in the | ||
// underlying game and the current valid hands and their assignments. | ||
std::string CoopTo1pState::ObservationString(Player player) const { | ||
return absl::StrCat("Player ", player, "\n", PublicStateString(), "\n", | ||
Assignments()); | ||
} | ||
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void CoopTo1pState::ObservationTensor(Player unused_player, | ||
std::vector<double>* values) const { | ||
const int num_actions = state_->NumDistinctActions(); | ||
const int num_players = state_->NumPlayers(); | ||
values->resize(num_privates_ * (num_players + num_actions + 1) + num_actions); | ||
std::fill(values->begin(), values->end(), 0); | ||
if (IsChanceNode()) return; | ||
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// Last action in the underlying game | ||
int base = 0; | ||
if (prev_action_ != kInvalidAction) values->at(prev_action_) = 1; | ||
base += num_actions; | ||
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// Possible privates for every player (multi-hot) | ||
for (int p = 0; p < num_players; ++p) { | ||
const auto& pvt = privates_[p]; | ||
for (int i = 0; i < num_privates_; ++i) { | ||
values->at(base + i) = (pvt.assignments[i] != PlayerPrivate::kImpossible); | ||
} | ||
base += num_privates_; | ||
} | ||
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// For terminal states, we don't need anything else. | ||
if (state_->IsTerminal()) return; | ||
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// Currently-assigned privates for every action (multi-hot) | ||
Player current_player = state_->CurrentPlayer(); | ||
const auto& pvt = privates_[current_player]; | ||
for (Action a = 0; a < num_actions; ++a) { | ||
for (int i = 0; i < num_privates_; ++i) { | ||
values->at(base + i) = (pvt.assignments[i] == a); | ||
} | ||
base += num_privates_; | ||
} | ||
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// The private we are currently considering (one-hot) | ||
if (!pvt.AssignmentsComplete()) values->at(base + pvt.next_unassigned) = 1; | ||
base += num_privates_; | ||
} | ||
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void CoopTo1pState::DoApplyAction(Action action_id) { | ||
if (IsChanceNode()) { | ||
// Assume this is the dealing of a private state. Capture info on possible | ||
// privates here. | ||
privates_.push_back(PlayerPrivate(num_privates_)); | ||
actual_private_.push_back(action_id); | ||
for (int i = 0; i < num_privates_; ++i) { | ||
privates_.back().names[i] = state_->ActionToString(kChancePlayerId, i); | ||
} | ||
state_->ApplyAction(action_id); | ||
} else { | ||
// Update the assignment and maybe act in the underlying game. | ||
Player player = state_->CurrentPlayer(); | ||
privates_[player].Assign(action_id); | ||
if (privates_[player].AssignmentsComplete()) { | ||
Action underlying_action = | ||
privates_[player].assignments[actual_private_[player]]; | ||
state_->ApplyAction(underlying_action); | ||
prev_player_ = player; | ||
prev_action_ = underlying_action; | ||
privates_[player].Reset(underlying_action); | ||
} | ||
} | ||
} | ||
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std::vector<int> CoopTo1pGame::ObservationTensorShape() const { | ||
// State of the underlying game (represented as the last action) | ||
// Possible privates for every player (multi-hot) | ||
// Currently-assigned privates for every action (multi-hot) | ||
// The private we are currently considering (one-hot) | ||
const int num_actions = game_->NumDistinctActions(); | ||
const int num_players = game_->NumPlayers(); | ||
return {NumPrivates() * (num_players + num_actions + 1) + num_actions}; | ||
} | ||
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int CoopTo1pGame::MaxGameLength() const { | ||
// Every choice is potentially duplicated for every private state. | ||
return game_->MaxGameLength() * NumPrivates(); | ||
} | ||
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} // namespace coop_to_1p | ||
} // namespace open_spiel |
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