/
ai.py
516 lines (467 loc) · 23.4 KB
/
ai.py
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import heapq
import math
import random
import time
from typing import Dict, List, Optional, Tuple
from katrain.core.constants import (
AI_DEFAULT,
AI_HANDICAP,
AI_INFLUENCE,
AI_INFLUENCE_ELO_GRID,
AI_JIGO,
AI_ANTIMIRROR,
AI_LOCAL,
AI_LOCAL_ELO_GRID,
AI_PICK,
AI_PICK_ELO_GRID,
AI_POLICY,
AI_RANK,
AI_SCORELOSS,
AI_SCORELOSS_ELO,
AI_SETTLE_STONES,
AI_SIMPLE_OWNERSHIP,
AI_STRATEGIES_PICK,
AI_STRATEGIES_POLICY,
AI_STRENGTH,
AI_TENUKI,
AI_TENUKI_ELO_GRID,
AI_TERRITORY,
AI_TERRITORY_ELO_GRID,
AI_WEIGHTED,
AI_WEIGHTED_ELO,
CALIBRATED_RANK_ELO,
OUTPUT_DEBUG,
OUTPUT_ERROR,
OUTPUT_INFO,
PRIORITY_EXTRA_AI_QUERY,
ADDITIONAL_MOVE_ORDER,
)
from katrain.core.game import Game, GameNode, Move
from katrain.core.utils import var_to_grid, weighted_selection_without_replacement, evaluation_class
def interp_ix(lst, x):
i = 0
while i + 1 < len(lst) - 1 and lst[i + 1] < x:
i += 1
t = max(0, min(1, (x - lst[i]) / (lst[i + 1] - lst[i])))
return i, t
def interp1d(lst, x):
xs, ys = zip(*lst)
i, t = interp_ix(xs, x)
return (1 - t) * ys[i] + t * ys[i + 1]
def interp2d(gridspec, x, y):
xs, ys, matrix = gridspec
i, t = interp_ix(xs, x)
j, s = interp_ix(ys, y)
return (
matrix[j][i] * (1 - t) * (1 - s)
+ matrix[j][i + 1] * t * (1 - s)
+ matrix[j + 1][i] * (1 - t) * s
+ matrix[j + 1][i + 1] * t * s
)
def ai_rank_estimation(strategy, settings) -> int:
if strategy in [AI_DEFAULT, AI_HANDICAP, AI_JIGO]:
return 9
if strategy == AI_RANK:
return 1 - settings["kyu_rank"]
if strategy in [AI_WEIGHTED, AI_SCORELOSS, AI_LOCAL, AI_TENUKI, AI_TERRITORY, AI_INFLUENCE, AI_PICK]:
if strategy == AI_WEIGHTED:
elo = interp1d(AI_WEIGHTED_ELO, settings["weaken_fac"])
if strategy == AI_SCORELOSS:
elo = interp1d(AI_SCORELOSS_ELO, settings["strength"])
if strategy == AI_PICK:
elo = interp2d(AI_PICK_ELO_GRID, settings["pick_frac"], settings["pick_n"])
if strategy == AI_LOCAL:
elo = interp2d(AI_LOCAL_ELO_GRID, settings["pick_frac"], settings["pick_n"])
if strategy == AI_TENUKI:
elo = interp2d(AI_TENUKI_ELO_GRID, settings["pick_frac"], settings["pick_n"])
if strategy == AI_TERRITORY:
elo = interp2d(AI_TERRITORY_ELO_GRID, settings["pick_frac"], settings["pick_n"])
if strategy == AI_INFLUENCE:
elo = interp2d(AI_INFLUENCE_ELO_GRID, settings["pick_frac"], settings["pick_n"])
kyu = interp1d(CALIBRATED_RANK_ELO, elo)
return 1 - kyu
else:
return AI_STRENGTH[strategy]
def game_report(game, thresholds, depth_filter=None):
cn = game.current_node
nodes = cn.nodes_from_root
while cn.children: # main branch
cn = cn.children[0]
nodes.append(cn)
x, y = game.board_size
depth_filter = [math.ceil(board_frac * x * y) for board_frac in depth_filter or (0, 1e9)]
nodes = [n for n in nodes if n.move and not n.is_root and depth_filter[0] <= n.depth < depth_filter[1]]
histogram = [{"B": 0, "W": 0} for _ in thresholds]
ai_top_move_count = {"B": 0, "W": 0}
ai_approved_move_count = {"B": 0, "W": 0}
player_ptloss = {"B": [], "W": []}
weights = {"B": [], "W": []}
for n in nodes:
points_lost = n.points_lost
if n.points_lost is None:
continue
else:
points_lost = max(0, points_lost)
bucket = len(thresholds) - 1 - evaluation_class(points_lost, thresholds)
player_ptloss[n.player].append(points_lost)
histogram[bucket][n.player] += 1
cands = n.parent.candidate_moves
filtered_cands = [d for d in cands if d["order"] < ADDITIONAL_MOVE_ORDER and "prior" in d]
weight = min(
1.0,
sum([max(d["pointsLost"], 0) * d["prior"] for d in filtered_cands])
/ (sum(d["prior"] for d in filtered_cands) or 1e-6),
) # complexity capped at 1
# adj_weight between 0.05 - 1, dependent on difficulty and points lost
adj_weight = max(0.05, min(1.0, max(weight, points_lost / 4)))
weights[n.player].append((weight, adj_weight))
if n.parent.analysis_complete:
ai_top_move_count[n.player] += int(cands[0]["move"] == n.move.gtp())
ai_approved_move_count[n.player] += int(
n.move.gtp()
in [d["move"] for d in filtered_cands if d["order"] == 0 or (d["pointsLost"] < 0.5 and d["order"] < 5)]
)
wt_loss = {
bw: sum(s * aw for s, (w, aw) in zip(player_ptloss[bw], weights[bw]))
/ (sum(aw for _, aw in weights[bw]) or 1e-6)
for bw in "BW"
}
sum_stats = {
bw: {
"accuracy": 100 * 0.75 ** wt_loss[bw],
"complexity": sum(w for w, aw in weights[bw]) / len(player_ptloss[bw]),
"mean_ptloss": sum(player_ptloss[bw]) / len(player_ptloss[bw]),
"weighted_ptloss": wt_loss[bw],
"ai_top_move": ai_top_move_count[bw] / len(player_ptloss[bw]),
"ai_top5_move": ai_approved_move_count[bw] / len(player_ptloss[bw]),
}
if len(player_ptloss[bw]) > 0
else {}
for bw in "BW"
}
return sum_stats, histogram, player_ptloss
def dirichlet_noise(num, dir_alpha=0.3):
sample = [random.gammavariate(dir_alpha, 1) for _ in range(num)]
sum_sample = sum(sample)
return [s / sum_sample for s in sample]
def fmt_moves(moves: List[Tuple[float, Move]]):
return ", ".join(f"{mv.gtp()} ({p:.2%})" for p, mv in moves)
def policy_weighted_move(policy_moves, lower_bound, weaken_fac):
lower_bound, weaken_fac = max(0, lower_bound), max(0.01, weaken_fac)
weighted_coords = [
(pv, pv ** (1 / weaken_fac), move) for pv, move in policy_moves if pv > lower_bound and not move.is_pass
]
if weighted_coords:
top = weighted_selection_without_replacement(weighted_coords, 1)[0]
move = top[2]
ai_thoughts = f"Playing policy-weighted random move {move.gtp()} ({top[0]:.1%}) from {len(weighted_coords)} moves above lower_bound of {lower_bound:.1%}."
else:
move = policy_moves[0][1]
ai_thoughts = f"Playing top policy move because no non-pass move > above lower_bound of {lower_bound:.1%}."
return move, ai_thoughts
def generate_influence_territory_weights(ai_mode, ai_settings, policy_grid, size):
thr_line = ai_settings["threshold"] - 1 # zero-based
if ai_mode == AI_INFLUENCE:
weight = lambda x, y: (1 / ai_settings["line_weight"]) ** ( # noqa E731
max(0, thr_line - min(size[0] - 1 - x, x)) + max(0, thr_line - min(size[1] - 1 - y, y))
) # noqa E731
else:
weight = lambda x, y: (1 / ai_settings["line_weight"]) ** ( # noqa E731
max(0, min(size[0] - 1 - x, x, size[1] - 1 - y, y) - thr_line)
)
weighted_coords = [
(policy_grid[y][x] * weight(x, y), weight(x, y), x, y)
for x in range(size[0])
for y in range(size[1])
if policy_grid[y][x] > 0
]
ai_thoughts = f"Generated weights for {ai_mode} according to weight factor {ai_settings['line_weight']} and distance from {thr_line + 1}th line. "
return weighted_coords, ai_thoughts
def generate_local_tenuki_weights(ai_mode, ai_settings, policy_grid, cn, size):
var = ai_settings["stddev"] ** 2
mx, my = cn.move.coords
weighted_coords = [
(policy_grid[y][x], math.exp(-0.5 * ((x - mx) ** 2 + (y - my) ** 2) / var), x, y)
for x in range(size[0])
for y in range(size[1])
if policy_grid[y][x] > 0
]
ai_thoughts = f"Generated weights based on one minus gaussian with variance {var} around coordinates {mx},{my}. "
if ai_mode == AI_TENUKI:
weighted_coords = [(p, 1 - w, x, y) for p, w, x, y in weighted_coords]
ai_thoughts = (
f"Generated weights based on one minus gaussian with variance {var} around coordinates {mx},{my}. "
)
return weighted_coords, ai_thoughts
def request_ai_analysis(game: Game, cn: GameNode, extra_settings: Dict) -> Optional[Dict]:
error = False
analysis = None
def set_analysis(a, partial_result):
nonlocal analysis
if not partial_result:
analysis = a
def set_error(a):
nonlocal error
game.katrain.log(f"Error in additional analysis query: {a}")
error = True
engine = game.engines[cn.player]
engine.request_analysis(
cn,
callback=set_analysis,
error_callback=set_error,
priority=PRIORITY_EXTRA_AI_QUERY,
ownership=False,
extra_settings=extra_settings,
)
while not (error or analysis):
time.sleep(0.01) # TODO: prevent deadlock if esc, check node in queries?
engine.check_alive(exception_if_dead=True)
return analysis
def generate_ai_move(game: Game, ai_mode: str, ai_settings: Dict) -> Tuple[Move, GameNode]:
cn = game.current_node
if ai_mode == AI_HANDICAP:
pda = ai_settings["pda"]
if ai_settings["automatic"]:
n_handicaps = len(game.root.get_list_property("AB", []))
MOVE_VALUE = 14 # could be rules dependent
b_stones_advantage = max(n_handicaps - 1, 0) - (cn.komi - MOVE_VALUE / 2) / MOVE_VALUE
pda = min(3, max(-3, -b_stones_advantage * (3 / 8))) # max PDA at 8 stone adv, normal 9 stone game is 8.46
handicap_analysis = request_ai_analysis(
game, cn, {"playoutDoublingAdvantage": pda, "playoutDoublingAdvantagePla": "BLACK"}
)
if not handicap_analysis:
game.katrain.log("Error getting handicap-based move", OUTPUT_ERROR)
ai_mode = AI_DEFAULT
elif ai_mode == AI_ANTIMIRROR:
antimirror_analysis = request_ai_analysis(game, cn, {"antiMirror": True})
if not antimirror_analysis:
game.katrain.log("Error getting antimirror move", OUTPUT_ERROR)
ai_mode = AI_DEFAULT
while not cn.analysis_complete:
time.sleep(0.01)
game.engines[cn.next_player].check_alive(exception_if_dead=True)
ai_thoughts = ""
if (ai_mode in AI_STRATEGIES_POLICY) and cn.policy: # pure policy based move
policy_moves = cn.policy_ranking
pass_policy = cn.policy[-1]
# dont make it jump around for the last few sensible non pass moves
top_5_pass = any([polmove[1].is_pass for polmove in policy_moves[:5]])
size = game.board_size
policy_grid = var_to_grid(cn.policy, size) # type: List[List[float]]
top_policy_move = policy_moves[0][1]
ai_thoughts += f"Using policy based strategy, base top 5 moves are {fmt_moves(policy_moves[:5])}. "
if (ai_mode == AI_POLICY and cn.depth <= ai_settings["opening_moves"]) or (
ai_mode in [AI_LOCAL, AI_TENUKI] and not (cn.move and cn.move.coords)
):
ai_mode = AI_WEIGHTED
ai_thoughts += "Strategy override, using policy-weighted strategy instead. "
ai_settings = {"pick_override": 0.9, "weaken_fac": 1, "lower_bound": 0.02}
if top_5_pass:
aimove = top_policy_move
ai_thoughts += "Playing top one because one of them is pass."
elif ai_mode == AI_POLICY:
aimove = top_policy_move
ai_thoughts += f"Playing top policy move {aimove.gtp()}."
else: # weighted or pick-based
legal_policy_moves = [(pol, mv) for pol, mv in policy_moves if not mv.is_pass and pol > 0]
board_squares = size[0] * size[1]
if ai_mode == AI_RANK: # calibrated, override from 0.8 at start to ~0.4 at full board
override = 0.8 * (1 - 0.5 * (board_squares - len(legal_policy_moves)) / board_squares)
overridetwo = 0.85 + max(0, 0.02 * (ai_settings["kyu_rank"] - 8))
else:
override = ai_settings["pick_override"]
overridetwo = 1.0
if policy_moves[0][0] > override:
aimove = top_policy_move
ai_thoughts += f"Top policy move has weight > {override:.1%}, so overriding other strategies."
elif policy_moves[0][0] + policy_moves[1][0] > overridetwo:
aimove = top_policy_move
ai_thoughts += (
f"Top two policy moves have cumulative weight > {overridetwo:.1%}, so overriding other strategies."
)
elif ai_mode == AI_WEIGHTED:
aimove, ai_thoughts = policy_weighted_move(
policy_moves, ai_settings["lower_bound"], ai_settings["weaken_fac"]
)
elif ai_mode in AI_STRATEGIES_PICK:
if ai_mode != AI_RANK:
n_moves = max(1, int(ai_settings["pick_frac"] * len(legal_policy_moves) + ai_settings["pick_n"]))
else:
orig_calib_avemodrank = 0.063015 + 0.7624 * board_squares / (
10 ** (-0.05737 * ai_settings["kyu_rank"] + 1.9482)
)
norm_leg_moves = len(legal_policy_moves) / board_squares
modified_calib_avemodrank = (
0.3931
+ 0.6559
* norm_leg_moves
* math.exp(
-1
* (
3.002 * norm_leg_moves * norm_leg_moves
- norm_leg_moves
- 0.034889 * ai_settings["kyu_rank"]
- 0.5097
)
** 2
)
- 0.01093 * ai_settings["kyu_rank"]
) * orig_calib_avemodrank
n_moves = board_squares * norm_leg_moves / (1.31165 * (modified_calib_avemodrank + 1) - 0.082653)
n_moves = max(1, round(n_moves))
if ai_mode in [AI_INFLUENCE, AI_TERRITORY, AI_LOCAL, AI_TENUKI]:
if cn.depth > ai_settings["endgame"] * board_squares:
weighted_coords = [(pol, 1, *mv.coords) for pol, mv in legal_policy_moves]
x_ai_thoughts = (
f"Generated equal weights as move number >= {ai_settings['endgame'] * size[0] * size[1]}. "
)
n_moves = int(max(n_moves, len(legal_policy_moves) // 2))
elif ai_mode in [AI_INFLUENCE, AI_TERRITORY]:
weighted_coords, x_ai_thoughts = generate_influence_territory_weights(
ai_mode, ai_settings, policy_grid, size
)
else: # ai_mode in [AI_LOCAL, AI_TENUKI]
weighted_coords, x_ai_thoughts = generate_local_tenuki_weights(
ai_mode, ai_settings, policy_grid, cn, size
)
ai_thoughts += x_ai_thoughts
else: # ai_mode in [AI_PICK, AI_RANK]:
weighted_coords = [
(policy_grid[y][x], 1, x, y)
for x in range(size[0])
for y in range(size[1])
if policy_grid[y][x] > 0
]
pick_moves = weighted_selection_without_replacement(weighted_coords, n_moves)
ai_thoughts += f"Picked {min(n_moves,len(weighted_coords))} random moves according to weights. "
if pick_moves:
new_top = [
(p, Move((x, y), player=cn.next_player)) for p, wt, x, y in heapq.nlargest(5, pick_moves)
]
aimove = new_top[0][1]
ai_thoughts += f"Top 5 among these were {fmt_moves(new_top)} and picked top {aimove.gtp()}. "
if new_top[0][0] < pass_policy:
ai_thoughts += f"But found pass ({pass_policy:.2%} to be higher rated than {aimove.gtp()} ({new_top[0][0]:.2%}) so will play top policy move instead."
aimove = top_policy_move
else:
aimove = top_policy_move
ai_thoughts += f"Pick policy strategy {ai_mode} failed to find legal moves, so is playing top policy move {aimove.gtp()}."
else:
raise ValueError(f"Unknown Policy-based AI mode {ai_mode}")
else: # Engine based move
candidate_ai_moves = cn.candidate_moves
if ai_mode == AI_HANDICAP:
candidate_ai_moves = handicap_analysis["moveInfos"]
elif ai_mode == AI_ANTIMIRROR:
candidate_ai_moves = antimirror_analysis["moveInfos"]
top_cand = Move.from_gtp(candidate_ai_moves[0]["move"], player=cn.next_player)
if top_cand.is_pass and ai_mode not in [
AI_DEFAULT,
AI_HANDICAP,
]: # don't play suicidal to balance score
aimove = top_cand
ai_thoughts += "Top move is pass, so passing regardless of strategy. "
else:
if ai_mode == AI_JIGO:
sign = cn.player_sign(cn.next_player)
jigo_move = min(
candidate_ai_moves, key=lambda move: abs(sign * move["scoreLead"] - ai_settings["target_score"])
)
aimove = Move.from_gtp(jigo_move["move"], player=cn.next_player)
ai_thoughts += f"Jigo strategy found {len(candidate_ai_moves)} candidate moves (best {top_cand.gtp()}) and chose {aimove.gtp()} as closest to 0.5 point win"
elif ai_mode == AI_SCORELOSS:
c = ai_settings["strength"]
moves = [
(
d["pointsLost"],
math.exp(min(200, -c * max(0, d["pointsLost"]))),
Move.from_gtp(d["move"], player=cn.next_player),
)
for d in candidate_ai_moves
]
topmove = weighted_selection_without_replacement(moves, 1)[0]
aimove = topmove[2]
ai_thoughts += f"ScoreLoss strategy found {len(candidate_ai_moves)} candidate moves (best {top_cand.gtp()}) and chose {aimove.gtp()} (weight {topmove[1]:.3f}, point loss {topmove[0]:.1f}) based on score weights."
elif ai_mode in [AI_SIMPLE_OWNERSHIP, AI_SETTLE_STONES]:
stones_with_player = {(*s.coords, s.player) for s in game.stones}
next_player_sign = cn.player_sign(cn.next_player)
if ai_mode == AI_SIMPLE_OWNERSHIP:
def settledness(d, player_sign, player):
return sum([abs(o) for o in d["ownership"] if player_sign * o > 0])
else:
board_size_x, board_size_y = game.board_size
def settledness(d, player_sign, player):
ownership_grid = var_to_grid(d["ownership"], (board_size_x, board_size_y))
return sum(
[abs(ownership_grid[s.coords[0]][s.coords[1]]) for s in game.stones if s.player == player]
)
def is_attachment(move):
if move.is_pass:
return False
attach_opponent_stones = sum(
(move.coords[0] + dx, move.coords[1] + dy, cn.player) in stones_with_player
for dx in [-1, 0, 1]
for dy in [-1, 0, 1]
if abs(dx) + abs(dy) == 1
)
nearby_own_stones = sum(
(move.coords[0] + dx, move.coords[1] + dy, cn.next_player) in stones_with_player
for dx in [-2, 0, 1, 2]
for dy in [-2 - 1, 0, 1, 2]
if abs(dx) + abs(dy) <= 2 # allows clamps/jumps
)
return attach_opponent_stones >= 1 and nearby_own_stones == 0
def is_tenuki(d):
return not d.is_pass and not any(
not node
or not node.move
or node.move.is_pass
or max(abs(last_c - cand_c) for last_c, cand_c in zip(node.move.coords, d.coords)) < 5
for node in [cn, cn.parent]
)
moves_with_settledness = sorted(
[
(
move,
settledness(d, next_player_sign, cn.next_player),
settledness(d, -next_player_sign, cn.player),
is_attachment(move),
is_tenuki(move),
d,
)
for d in candidate_ai_moves
if d["pointsLost"] < ai_settings["max_points_lost"]
and "ownership" in d
and (d["order"] <= 1 or d["visits"] >= ai_settings.get("min_visits", 1))
for move in [Move.from_gtp(d["move"], player=cn.next_player)]
if not (move.is_pass and d["pointsLost"] > 0.75)
],
key=lambda t: t[5]["pointsLost"]
+ ai_settings["attach_penalty"] * t[3]
+ ai_settings["tenuki_penalty"] * t[4]
- ai_settings["settled_weight"] * (t[1] + ai_settings["opponent_fac"] * t[2]),
)
if moves_with_settledness:
cands = [
f"{move.gtp()} ({d['pointsLost']:.1f} pt lost, {d['visits']} visits, {settled:.1f} settledness, {oppsettled:.1f} opponent settledness{', attachment' if isattach else ''}{', tenuki' if istenuki else ''})"
for move, settled, oppsettled, isattach, istenuki, d in moves_with_settledness[:5]
]
ai_thoughts += f"{ai_mode} strategy. Top 5 Candidates {', '.join(cands)} "
aimove = moves_with_settledness[0][0]
else:
raise (Exception("No moves found - are you using an older KataGo with no per-move ownership info?"))
else:
if ai_mode not in [AI_DEFAULT, AI_HANDICAP, AI_ANTIMIRROR]:
game.katrain.log(f"Unknown AI mode {ai_mode} or policy missing, using default.", OUTPUT_INFO)
ai_thoughts += f"Strategy {ai_mode} not found or unexpected fallback."
aimove = top_cand
if ai_mode == AI_HANDICAP:
ai_thoughts += f"Handicap strategy found {len(candidate_ai_moves)} moves returned from the engine and chose {aimove.gtp()} as top move. PDA based score {cn.format_score(handicap_analysis['rootInfo']['scoreLead'])} and win rate {cn.format_winrate(handicap_analysis['rootInfo']['winrate'])}"
if ai_mode == AI_ANTIMIRROR:
ai_thoughts += f"AntiMirror strategy found {len(candidate_ai_moves)} moves returned from the engine and chose {aimove.gtp()} as top move. antiMirror based score {cn.format_score(antimirror_analysis['rootInfo']['scoreLead'])} and win rate {cn.format_winrate(antimirror_analysis['rootInfo']['winrate'])}"
else:
ai_thoughts += f"Default strategy found {len(candidate_ai_moves)} moves returned from the engine and chose {aimove.gtp()} as top move"
game.katrain.log(f"AI thoughts: {ai_thoughts}", OUTPUT_DEBUG)
played_node = game.play(aimove)
played_node.ai_thoughts = ai_thoughts
return aimove, played_node