gomoku / LightZero /lzero /mcts /buffer /game_buffer_sampled_efficientzero.py
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from typing import Any, List, Tuple
import numpy as np
import torch
from ding.utils import BUFFER_REGISTRY
from lzero.mcts.tree_search.mcts_ctree_sampled import SampledEfficientZeroMCTSCtree as MCTSCtree
from lzero.mcts.tree_search.mcts_ptree_sampled import SampledEfficientZeroMCTSPtree as MCTSPtree
from lzero.mcts.utils import prepare_observation, generate_random_actions_discrete
from lzero.policy import to_detach_cpu_numpy, concat_output, concat_output_value, inverse_scalar_transform
from .game_buffer_efficientzero import EfficientZeroGameBuffer
@BUFFER_REGISTRY.register('game_buffer_sampled_efficientzero')
class SampledEfficientZeroGameBuffer(EfficientZeroGameBuffer):
"""
Overview:
The specific game buffer for Sampled EfficientZero policy.
"""
def __init__(self, cfg: dict):
super().__init__(cfg)
"""
Overview:
Use the default configuration mechanism. If a user passes in a cfg with a key that matches an existing key
in the default configuration, the user-provided value will override the default configuration. Otherwise,
the default configuration will be used.
"""
default_config = self.default_config()
default_config.update(cfg)
self._cfg = default_config
assert self._cfg.env_type in ['not_board_games', 'board_games']
assert self._cfg.action_type in ['fixed_action_space', 'varied_action_space']
self.replay_buffer_size = self._cfg.replay_buffer_size
self.batch_size = self._cfg.batch_size
self._alpha = self._cfg.priority_prob_alpha
self._beta = self._cfg.priority_prob_beta
self.game_segment_buffer = []
self.game_pos_priorities = []
self.game_segment_game_pos_look_up = []
self.keep_ratio = 1
self.num_of_collected_episodes = 0
self.base_idx = 0
self.clear_time = 0
def sample(self, batch_size: int, policy: Any) -> List[Any]:
"""
Overview:
sample data from ``GameBuffer`` and prepare the current and target batch for training
Arguments:
- batch_size (:obj:`int`): batch size
- policy (:obj:`torch.tensor`): model of policy
Returns:
- train_data (:obj:`List`): List of train data
"""
policy._target_model.to(self._cfg.device)
policy._target_model.eval()
reward_value_context, policy_re_context, policy_non_re_context, current_batch = self._make_batch(
batch_size, self._cfg.reanalyze_ratio
)
# target reward, target value
batch_value_prefixs, batch_target_values = self._compute_target_reward_value(
reward_value_context, policy._target_model
)
batch_target_policies_non_re = self._compute_target_policy_non_reanalyzed(
policy_non_re_context, self._cfg.model.num_of_sampled_actions
)
if self._cfg.reanalyze_ratio > 0:
# target policy
batch_target_policies_re, root_sampled_actions = self._compute_target_policy_reanalyzed(
policy_re_context, policy._target_model
)
# ==============================================================
# fix reanalyze in sez:
# use the latest root_sampled_actions after the reanalyze process,
# because the batch_target_policies_re is corresponding to the latest root_sampled_actions
# ==============================================================
assert (self._cfg.reanalyze_ratio > 0 and self._cfg.reanalyze_outdated is True), \
"in sampled effiicientzero, if self._cfg.reanalyze_ratio>0, you must set self._cfg.reanalyze_outdated=True"
# current_batch = [obs_list, action_list, root_sampled_actions_list, mask_list, batch_index_list, weights_list, make_time_list]
if self._cfg.model.continuous_action_space:
current_batch[2][:int(batch_size * self._cfg.reanalyze_ratio)] = root_sampled_actions.reshape(
int(batch_size * self._cfg.reanalyze_ratio), self._cfg.num_unroll_steps + 1,
self._cfg.model.num_of_sampled_actions, self._cfg.model.action_space_size
)
else:
current_batch[2][:int(batch_size * self._cfg.reanalyze_ratio)] = root_sampled_actions.reshape(
int(batch_size * self._cfg.reanalyze_ratio), self._cfg.num_unroll_steps + 1,
self._cfg.model.num_of_sampled_actions, 1
)
if 0 < self._cfg.reanalyze_ratio < 1:
try:
batch_target_policies = np.concatenate([batch_target_policies_re, batch_target_policies_non_re])
except Exception as error:
print(error)
elif self._cfg.reanalyze_ratio == 1:
batch_target_policies = batch_target_policies_re
elif self._cfg.reanalyze_ratio == 0:
batch_target_policies = batch_target_policies_non_re
target_batch = [batch_value_prefixs, batch_target_values, batch_target_policies]
# a batch contains the current_batch and the target_batch
train_data = [current_batch, target_batch]
return train_data
def _make_batch(self, batch_size: int, reanalyze_ratio: float) -> Tuple[Any]:
"""
Overview:
first sample orig_data through ``_sample_orig_data()``,
then prepare the context of a batch:
reward_value_context: the context of reanalyzed value targets
policy_re_context: the context of reanalyzed policy targets
policy_non_re_context: the context of non-reanalyzed policy targets
current_batch: the inputs of batch
Arguments:
- batch_size (:obj:`int`): the batch size of orig_data from replay buffer.
- reanalyze_ratio (:obj:`float`): ratio of reanalyzed policy (value is 100% reanalyzed)
Returns:
- context (:obj:`Tuple`): reward_value_context, policy_re_context, policy_non_re_context, current_batch
"""
# obtain the batch context from replay buffer
orig_data = self._sample_orig_data(batch_size)
game_lst, pos_in_game_segment_list, batch_index_list, weights_list, make_time_list = orig_data
batch_size = len(batch_index_list)
obs_list, action_list, mask_list = [], [], []
root_sampled_actions_list = []
# prepare the inputs of a batch
for i in range(batch_size):
game = game_lst[i]
pos_in_game_segment = pos_in_game_segment_list[i]
# ==============================================================
# sampled related core code
# ==============================================================
actions_tmp = game.action_segment[pos_in_game_segment:pos_in_game_segment +
self._cfg.num_unroll_steps].tolist()
# NOTE: self._cfg.num_unroll_steps + 1
root_sampled_actions_tmp = game.root_sampled_actions[pos_in_game_segment:pos_in_game_segment +
self._cfg.num_unroll_steps + 1]
# add mask for invalid actions (out of trajectory), 1 for valid, 0 for invalid
mask_tmp = [1. for i in range(len(root_sampled_actions_tmp))]
mask_tmp += [0. for _ in range(self._cfg.num_unroll_steps + 1 - len(mask_tmp))]
# pad random action
if self._cfg.model.continuous_action_space:
actions_tmp += [
np.random.randn(self._cfg.model.action_space_size)
for _ in range(self._cfg.num_unroll_steps - len(actions_tmp))
]
root_sampled_actions_tmp += [
np.random.rand(self._cfg.model.num_of_sampled_actions, self._cfg.model.action_space_size)
for _ in range(self._cfg.num_unroll_steps + 1 - len(root_sampled_actions_tmp))
]
else:
# generate random `padded actions_tmp`
actions_tmp += generate_random_actions_discrete(
self._cfg.num_unroll_steps - len(actions_tmp),
self._cfg.model.action_space_size,
1 # Number of sampled actions for actions_tmp is 1
)
# generate random padded `root_sampled_actions_tmp`
# root_sampled_action have different shape in mcts_ctree and mcts_ptree, thus we need to pad differently
reshape = True if self._cfg.mcts_ctree else False
root_sampled_actions_tmp += generate_random_actions_discrete(
self._cfg.num_unroll_steps + 1 - len(root_sampled_actions_tmp),
self._cfg.model.action_space_size,
self._cfg.model.num_of_sampled_actions,
reshape=reshape
)
# obtain the input observations
# stack+num_unroll_steps = 4+5
# pad if length of obs in game_segment is less than stack+num_unroll_steps
obs_list.append(
game_lst[i].get_unroll_obs(
pos_in_game_segment_list[i], num_unroll_steps=self._cfg.num_unroll_steps, padding=True
)
)
action_list.append(actions_tmp)
root_sampled_actions_list.append(root_sampled_actions_tmp)
mask_list.append(mask_tmp)
# formalize the input observations
obs_list = prepare_observation(obs_list, self._cfg.model.model_type)
# ==============================================================
# sampled related core code
# ==============================================================
# formalize the inputs of a batch
current_batch = [
obs_list, action_list, root_sampled_actions_list, mask_list, batch_index_list, weights_list, make_time_list
]
for i in range(len(current_batch)):
current_batch[i] = np.asarray(current_batch[i])
total_transitions = self.get_num_of_transitions()
# obtain the context of value targets
reward_value_context = self._prepare_reward_value_context(
batch_index_list, game_lst, pos_in_game_segment_list, total_transitions
)
"""
only reanalyze recent reanalyze_ratio (e.g. 50%) data
if self._cfg.reanalyze_outdated is True, batch_index_list is sorted according to its generated env_steps
0: reanalyze_num -> reanalyzed policy, reanalyze_num:end -> non reanalyzed policy
"""
reanalyze_num = int(batch_size * reanalyze_ratio)
# reanalyzed policy
if reanalyze_num > 0:
# obtain the context of reanalyzed policy targets
policy_re_context = self._prepare_policy_reanalyzed_context(
batch_index_list[:reanalyze_num], game_lst[:reanalyze_num], pos_in_game_segment_list[:reanalyze_num]
)
else:
policy_re_context = None
# non reanalyzed policy
if reanalyze_num < batch_size:
# obtain the context of non-reanalyzed policy targets
policy_non_re_context = self._prepare_policy_non_reanalyzed_context(
batch_index_list[reanalyze_num:], game_lst[reanalyze_num:], pos_in_game_segment_list[reanalyze_num:]
)
else:
policy_non_re_context = None
context = reward_value_context, policy_re_context, policy_non_re_context, current_batch
return context
def _compute_target_reward_value(self, reward_value_context: List[Any], model: Any) -> List[np.ndarray]:
"""
Overview:
prepare reward and value targets from the context of rewards and values.
Arguments:
- reward_value_context (:obj:'list'): the reward value context
- model (:obj:'torch.tensor'):model of the target model
Returns:
- batch_value_prefixs (:obj:'np.ndarray): batch of value prefix
- batch_target_values (:obj:'np.ndarray): batch of value estimation
"""
value_obs_list, value_mask, pos_in_game_segment_list, rewards_list, game_segment_lens, td_steps_list, action_mask_segment, \
to_play_segment = reward_value_context # noqa
# transition_batch_size = game_segment_batch_size * (num_unroll_steps+1)
transition_batch_size = len(value_obs_list)
game_segment_batch_size = len(pos_in_game_segment_list)
to_play, action_mask = self._preprocess_to_play_and_action_mask(
game_segment_batch_size, to_play_segment, action_mask_segment, pos_in_game_segment_list
)
if self._cfg.model.continuous_action_space is True:
# when the action space of the environment is continuous, action_mask[:] is None.
action_mask = [
list(np.ones(self._cfg.model.action_space_size, dtype=np.int8)) for _ in range(transition_batch_size)
]
# NOTE: in continuous action space env: we set all legal_actions as -1
legal_actions = [
[-1 for _ in range(self._cfg.model.action_space_size)] for _ in range(transition_batch_size)
]
else:
legal_actions = [[i for i, x in enumerate(action_mask[j]) if x == 1] for j in range(transition_batch_size)]
batch_target_values, batch_value_prefixs = [], []
with torch.no_grad():
value_obs_list = prepare_observation(value_obs_list, self._cfg.model.model_type)
# split a full batch into slices of mini_infer_size: to save the GPU memory for more GPU actors
slices = int(np.ceil(transition_batch_size / self._cfg.mini_infer_size))
network_output = []
for i in range(slices):
beg_index = self._cfg.mini_infer_size * i
end_index = self._cfg.mini_infer_size * (i + 1)
m_obs = torch.from_numpy(value_obs_list[beg_index:end_index]).to(self._cfg.device).float()
# calculate the target value
m_output = model.initial_inference(m_obs)
# TODO(pu)
if not model.training:
# if not in training, obtain the scalars of the value/reward
[m_output.latent_state, m_output.value, m_output.policy_logits] = to_detach_cpu_numpy(
[
m_output.latent_state,
inverse_scalar_transform(m_output.value, self._cfg.model.support_scale),
m_output.policy_logits
]
)
m_output.reward_hidden_state = (
m_output.reward_hidden_state[0].detach().cpu().numpy(),
m_output.reward_hidden_state[1].detach().cpu().numpy()
)
network_output.append(m_output)
# concat the output slices after model inference
if self._cfg.use_root_value:
# use the root values from MCTS
# the root values have limited improvement but require much more GPU actors;
_, value_prefix_pool, policy_logits_pool, latent_state_roots, reward_hidden_state_roots = concat_output(
network_output, data_type='efficientzero'
)
value_prefix_pool = value_prefix_pool.squeeze().tolist()
policy_logits_pool = policy_logits_pool.tolist()
# generate the noises for the root nodes
noises = [
np.random.dirichlet([self._cfg.root_dirichlet_alpha] * self._cfg.model.num_of_sampled_actions
).astype(np.float32).tolist() for _ in range(transition_batch_size)
]
if self._cfg.mcts_ctree:
# cpp mcts_tree
# prepare the root nodes for MCTS
roots = MCTSCtree.roots(
transition_batch_size, legal_actions, self._cfg.model.action_space_size,
self._cfg.model.num_of_sampled_actions, self._cfg.model.continuous_action_space
)
roots.prepare(self._cfg.root_noise_weight, noises, value_prefix_pool, policy_logits_pool, to_play)
# do MCTS for a new policy with the recent target model
MCTSCtree(self._cfg).search(roots, model, latent_state_roots, reward_hidden_state_roots, to_play)
else:
# python mcts_tree
roots = MCTSPtree.roots(
transition_batch_size, legal_actions, self._cfg.model.action_space_size,
self._cfg.model.num_of_sampled_actions, self._cfg.model.continuous_action_space
)
roots.prepare(self._cfg.root_noise_weight, noises, value_prefix_pool, policy_logits_pool, to_play)
# do MCTS for a new policy with the recent target model
MCTSPtree.roots(self._cfg
).search(roots, model, latent_state_roots, reward_hidden_state_roots, to_play)
roots_values = roots.get_values()
value_list = np.array(roots_values)
else:
# use the predicted values
value_list = concat_output_value(network_output)
# get last state value
if self._cfg.env_type == 'board_games' and to_play_segment[0][0] in [1, 2]:
# TODO(pu): for board_games, very important, to check
value_list = value_list.reshape(-1) * np.array(
[
self._cfg.discount_factor ** td_steps_list[i] if int(td_steps_list[i]) %
2 == 0 else -self._cfg.discount_factor ** td_steps_list[i]
for i in range(transition_batch_size)
]
)
else:
value_list = value_list.reshape(-1) * (
np.array([self._cfg.discount_factor for _ in range(transition_batch_size)]) ** td_steps_list
)
value_list = value_list * np.array(value_mask)
value_list = value_list.tolist()
horizon_id, value_index = 0, 0
for game_segment_len_non_re, reward_list, state_index, to_play_list in zip(game_segment_lens, rewards_list,
pos_in_game_segment_list,
to_play_segment):
target_values = []
target_value_prefixs = []
value_prefix = 0.0
base_index = state_index
for current_index in range(state_index, state_index + self._cfg.num_unroll_steps + 1):
bootstrap_index = current_index + td_steps_list[value_index]
# for i, reward in enumerate(game.rewards[current_index:bootstrap_index]):
for i, reward in enumerate(reward_list[current_index:bootstrap_index]):
if self._cfg.env_type == 'board_games' and to_play_segment[0][0] in [1, 2]:
# TODO(pu): for board_games, very important, to check
if to_play_list[base_index] == to_play_list[i]:
value_list[value_index] += reward * self._cfg.discount_factor ** i
else:
value_list[value_index] += -reward * self._cfg.discount_factor ** i
else:
value_list[value_index] += reward * self._cfg.discount_factor ** i
# TODO(pu): why value don't use discount_factor factor
# reset every lstm_horizon_len
if horizon_id % self._cfg.lstm_horizon_len == 0:
value_prefix = 0.0
base_index = current_index
horizon_id += 1
if current_index < game_segment_len_non_re:
target_values.append(value_list[value_index])
# Since the horizon is small and the discount_factor is close to 1.
# Compute the reward sum to approximate the value prefix for simplification
value_prefix += reward_list[current_index
] # * config.discount_factor ** (current_index - base_index)
target_value_prefixs.append(value_prefix)
else:
target_values.append(0)
target_value_prefixs.append(value_prefix)
value_index += 1
batch_value_prefixs.append(target_value_prefixs)
batch_target_values.append(target_values)
batch_value_prefixs = np.asarray(batch_value_prefixs, dtype=object)
batch_target_values = np.asarray(batch_target_values, dtype=object)
return batch_value_prefixs, batch_target_values
def _compute_target_policy_reanalyzed(self, policy_re_context: List[Any], model: Any) -> np.ndarray:
"""
Overview:
prepare policy targets from the reanalyzed context of policies
Arguments:
- policy_re_context (:obj:`List`): List of policy context to reanalyzed
Returns:
- batch_target_policies_re
"""
if policy_re_context is None:
return []
batch_target_policies_re = []
policy_obs_list, policy_mask, pos_in_game_segment_list, batch_index_list, child_visits, game_segment_lens, action_mask_segment, \
to_play_segment = policy_re_context # noqa
# transition_batch_size = game_segment_batch_size * (self._cfg.num_unroll_steps + 1)
transition_batch_size = len(policy_obs_list)
game_segment_batch_size = len(pos_in_game_segment_list)
to_play, action_mask = self._preprocess_to_play_and_action_mask(
game_segment_batch_size, to_play_segment, action_mask_segment, pos_in_game_segment_list
)
if self._cfg.model.continuous_action_space is True:
# when the action space of the environment is continuous, action_mask[:] is None.
action_mask = [
list(np.ones(self._cfg.model.action_space_size, dtype=np.int8)) for _ in range(transition_batch_size)
]
# NOTE: in continuous action space env, we set all legal_actions as -1
legal_actions = [
[-1 for _ in range(self._cfg.model.action_space_size)] for _ in range(transition_batch_size)
]
else:
legal_actions = [[i for i, x in enumerate(action_mask[j]) if x == 1] for j in range(transition_batch_size)]
with torch.no_grad():
policy_obs_list = prepare_observation(policy_obs_list, self._cfg.model.model_type)
# split a full batch into slices of mini_infer_size: to save the GPU memory for more GPU actors
self._cfg.mini_infer_size = self._cfg.mini_infer_size
slices = np.ceil(transition_batch_size / self._cfg.mini_infer_size).astype(np.int_)
network_output = []
for i in range(slices):
beg_index = self._cfg.mini_infer_size * i
end_index = self._cfg.mini_infer_size * (i + 1)
m_obs = torch.from_numpy(policy_obs_list[beg_index:end_index]).to(self._cfg.device).float()
m_output = model.initial_inference(m_obs)
if not model.training:
# if not in training, obtain the scalars of the value/reward
[m_output.latent_state, m_output.value, m_output.policy_logits] = to_detach_cpu_numpy(
[
m_output.latent_state,
inverse_scalar_transform(m_output.value, self._cfg.model.support_scale),
m_output.policy_logits
]
)
m_output.reward_hidden_state = (
m_output.reward_hidden_state[0].detach().cpu().numpy(),
m_output.reward_hidden_state[1].detach().cpu().numpy()
)
network_output.append(m_output)
_, value_prefix_pool, policy_logits_pool, latent_state_roots, reward_hidden_state_roots = concat_output(
network_output, data_type='efficientzero'
)
value_prefix_pool = value_prefix_pool.squeeze().tolist()
policy_logits_pool = policy_logits_pool.tolist()
noises = [
np.random.dirichlet([self._cfg.root_dirichlet_alpha] * self._cfg.model.num_of_sampled_actions
).astype(np.float32).tolist() for _ in range(transition_batch_size)
]
if self._cfg.mcts_ctree:
# ==============================================================
# sampled related core code
# ==============================================================
# cpp mcts_tree
roots = MCTSCtree.roots(
transition_batch_size, legal_actions, self._cfg.model.action_space_size,
self._cfg.model.num_of_sampled_actions, self._cfg.model.continuous_action_space
)
roots.prepare(self._cfg.root_noise_weight, noises, value_prefix_pool, policy_logits_pool, to_play)
# do MCTS for a new policy with the recent target model
MCTSCtree(self._cfg).search(roots, model, latent_state_roots, reward_hidden_state_roots, to_play)
else:
# python mcts_tree
roots = MCTSPtree.roots(
transition_batch_size, legal_actions, self._cfg.model.action_space_size,
self._cfg.model.num_of_sampled_actions, self._cfg.model.continuous_action_space
)
roots.prepare(self._cfg.root_noise_weight, noises, value_prefix_pool, policy_logits_pool, to_play)
# do MCTS for a new policy with the recent target model
MCTSPtree.roots(self._cfg).search(roots, model, latent_state_roots, reward_hidden_state_roots, to_play)
roots_legal_actions_list = legal_actions
roots_distributions = roots.get_distributions()
# ==============================================================
# fix reanalyze in sez
# ==============================================================
roots_sampled_actions = roots.get_sampled_actions()
try:
root_sampled_actions = np.array([action.value for action in roots_sampled_actions])
except Exception:
root_sampled_actions = np.array([action for action in roots_sampled_actions])
policy_index = 0
for state_index, game_idx in zip(pos_in_game_segment_list, batch_index_list):
target_policies = []
for current_index in range(state_index, state_index + self._cfg.num_unroll_steps + 1):
distributions = roots_distributions[policy_index]
# ==============================================================
# sampled related core code
# ==============================================================
if policy_mask[policy_index] == 0:
# NOTE: the invalid padding target policy, O is to make sure the correspoding cross_entropy_loss=0
target_policies.append([0 for _ in range(self._cfg.model.num_of_sampled_actions)])
else:
if distributions is None:
# if at some obs, the legal_action is None, then add the fake target_policy
target_policies.append(
list(
np.ones(self._cfg.model.num_of_sampled_actions) /
self._cfg.model.num_of_sampled_actions
)
)
else:
if self._cfg.action_type == 'fixed_action_space':
sum_visits = sum(distributions)
policy = [visit_count / sum_visits for visit_count in distributions]
target_policies.append(policy)
else:
# for two_player board games
policy_tmp = [0 for _ in range(self._cfg.model.num_of_sampled_actions)]
# to make sure target_policies have the same dimension
sum_visits = sum(distributions)
policy = [visit_count / sum_visits for visit_count in distributions]
for index, legal_action in enumerate(roots_legal_actions_list[policy_index]):
policy_tmp[legal_action] = policy[index]
target_policies.append(policy_tmp)
policy_index += 1
batch_target_policies_re.append(target_policies)
batch_target_policies_re = np.array(batch_target_policies_re)
return batch_target_policies_re, root_sampled_actions
def update_priority(self, train_data: List[np.ndarray], batch_priorities: Any) -> None:
"""
Overview:
Update the priority of training data.
Arguments:
- train_data (:obj:`Optional[List[Optional[np.ndarray]]]`): training data to be updated priority.
- batch_priorities (:obj:`batch_priorities`): priorities to update to.
NOTE:
train_data = [current_batch, target_batch]
current_batch = [obs_list, action_list, root_sampled_actions_list, mask_list, batch_index_list, weights_list, make_time_list]
"""
batch_index_list = train_data[0][4]
metas = {'make_time': train_data[0][6], 'batch_priorities': batch_priorities}
# only update the priorities for data still in replay buffer
for i in range(len(batch_index_list)):
if metas['make_time'][i] > self.clear_time:
idx, prio = batch_index_list[i], metas['batch_priorities'][i]
self.game_pos_priorities[idx] = prio