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trainer.py
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219 lines (171 loc) · 7.08 KB
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import collections
import math
import os
import pprint
import random
import time
from collections import namedtuple
from itertools import count
import numpy as np
import torch
import torch.nn as nn
import torch.nn.functional as F
import torch.optim as optim
import torchvision.transforms as transforms
from torch.autograd import Variable
# import play_game from our inference file
from inference import play_game
# import the pytorch NN for snake
from snake_dnn import DQN
# import the snake game simulator
from snake_simulator import BoardElements, Direction, SnakeGame, SnakeState
Transition = namedtuple('Transition',
('state', 'action', 'next_state', 'reward'))
class ReplayMemory(object):
def __init__(self, capacity):
self.capacity = capacity
self.memory = []
self.position = 0
def push(self, *args):
if len(self.memory) < self.capacity:
self.memory.append(None)
self.memory[self.position] = Transition(*args)
self.position = (self.position + 1) % self.capacity
def sample(self, batch_size):
return random.sample(self.memory, batch_size)
def __len__(self):
return len(self.memory)
# use a GPU if it's available, otherwise good 'ol CPU training
device = torch.device("cuda" if torch.cuda.is_available() else "cpu")
BATCH_SIZE = 128
GAMMA = 0.999
EPS_START = 0.9
EPS_END = 0.01
EPS_DECAY = 4000
TARGET_UPDATE = 100
BOARD_WIDTH = 30
BOARD_HEIGHT = 10
policy_net = DQN(7, 7, 4, BOARD_WIDTH, BOARD_HEIGHT, device).to(device)
target_net = DQN(7, 7, 4, BOARD_WIDTH, BOARD_HEIGHT, device).to(device)
target_net.load_state_dict(policy_net.state_dict())
target_net.eval()
optimizer = optim.RMSprop(policy_net.parameters())
memory = ReplayMemory(10000)
steps_done = 0
def calculate_eps_threshold():
eps_threshold = EPS_END + (EPS_START - EPS_END) * \
math.exp(-1. * steps_done / EPS_DECAY)
return eps_threshold
def select_action(game_state: SnakeGame, random_action: bool = False):
def get_max(t):
# get the index of the tensor and return that
r = t.max(0)[1].view(1, 1)
return r
def do_random():
random_index = random.randrange(4)
random_tensor = torch.zeros(4, device=device)
random_tensor[random_index] = 1.0
return random_tensor
if random_action:
return get_max(do_random())
global steps_done
sample = random.random()
eps_threshold = EPS_END + (EPS_START - EPS_END) * \
math.exp(-1. * steps_done / EPS_DECAY)
steps_done += 1
if sample > eps_threshold:
with torch.no_grad():
return get_max(policy_net(game_state)) # .max(1)[1].view(1, 1)
else:
return get_max(do_random())
episode_durations = collections.deque(maxlen=100)
episode_scores = collections.deque(maxlen=100)
def optimize_model():
if len(memory) < BATCH_SIZE:
return torch.tensor(0, device=device)
transitions = memory.sample(BATCH_SIZE)
batch = Transition(*zip(*transitions))
# Compute a mask of non-final states and concatenate the batch elements
non_final_mask = torch.tensor(tuple(map(lambda s: s is not None,
batch.next_state)), device=device, dtype=torch.uint8)
non_final_next_states = torch.stack([s for s in batch.next_state
if s is not None])
state_batch = torch.stack(batch.state) # torch.cat(batch.state)
action_batch = torch.stack(batch.action) # torch.cat(batch.action)
reward_batch = torch.cat(batch.reward) # torch.cat(batch.reward)
# Compute Q(s_t, a) - the model computes Q(s_t), then we select the
# columns of actions taken
result = policy_net(state_batch)
state_action_values = result.gather(1, action_batch.view(-1, 1))
# Compute V(s_{t+1}) for all next states.
next_state_values = torch.zeros(BATCH_SIZE, device=device)
next_state_values[non_final_mask] = target_net(non_final_next_states).max(1)[0].detach()
# Compute the expected Q values
expected_state_action_values = (next_state_values * GAMMA) + reward_batch
# Compute Huber loss
loss = F.smooth_l1_loss(state_action_values, expected_state_action_values.unsqueeze(1))
# Optimize the model
optimizer.zero_grad()
loss.backward()
for param in policy_net.parameters():
param.grad.data.clamp_(-1, 1)
optimizer.step()
return loss
def train():
num_episodes = 500000
loss = torch.tensor(0, device=device)
max_score = 0
max_life = 0
# this is the training loop
for i_episode in range(num_episodes):
# Initialize the environment and state
game_state = SnakeGame(board_width=BOARD_WIDTH, board_height=BOARD_HEIGHT)
# kick things off
state = policy_net.feature_engineer(game_state.get_snake_state())
for t in count():
# Select and perform an action
action = select_action(state)
returned_state, reward, done = game_state.next_move_action(action)
reward = torch.tensor([reward], device=device)
# Observe new state
if not done:
next_state = policy_net.feature_engineer(game_state.get_snake_state())
else:
next_state = None
# Store the transition in memory
if state is not None:
memory.push(state.clone().detach().requires_grad_(True), action, next_state, reward)
# memory.push(torch.tensor(state, requires_grad=True, device=device), action, next_state, reward)
# Move to the next state
state = next_state
# Perform one step of the optimization (on the target network)
loss = optimize_model()
max_score = max(max_score, game_state.score)
max_life = max(max_life, game_state.life_counter)
# previous_reward = tensor_reward
if done:
episode_durations.append(t + 1)
episode_scores.append(game_state.score)
break
# Update the target network
if i_episode % TARGET_UPDATE == 0:
target_net.load_state_dict(policy_net.state_dict())
if i_episode % 100 == 0:
print('games played: {} max_score: {} max_life: {} ' \
'average_duration: {} average_score: {} eps_threshold: {} loss: {}'
.format(str(i_episode),
max_score,
max_life,
round(np.average(episode_durations), 2),
round(np.average(episode_scores), 2),
round(calculate_eps_threshold(), 3),
round(loss.item(), 25)))
if i_episode % 500 == 0 and i_episode != 0:
# show the user a game, displaying the NN's almighty learning power!
play_game(policy_net, device, BOARD_WIDTH, BOARD_HEIGHT)
# checkpoint the current training state
torch.save(policy_net, 'training_state.pt')
if __name__ == '__main__':
import warnings
warnings.filterwarnings("ignore", category=UserWarning)
train()