forked from CrossStyle/Board-game-simulation
-
Notifications
You must be signed in to change notification settings - Fork 0
/
multi_tasking_team.py
265 lines (219 loc) · 9.87 KB
/
multi_tasking_team.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
import argparse
import copy
import numpy as np
from MTCSPlayer import MTCSPlayer, task_duration
import pandas as pd
import time
from precedence_graph import precedence_graph
class Board:
def __init__(self, init_game_state, players):
self.current_game_state = init_game_state
self.current_game_state['backup'] = set()
self.current_game_state['done'] = set()
self.record = {}
self.idle = {}
self.availables = copy.deepcopy(self.current_game_state['init'])
self.task_his = []
self.players = players
self.current_active_players = [player.id for player in self.players]
self.current_player = None
self.start_player_id = 0
self.counter = 0
self.new_record()
def new_record(self):
if self.counter not in self.record.keys():
self.record[self.counter] = {}
def run_step(self):
step = min([p.duration for p in self.players])
for _ in range(step):
self.record[self.counter] = {}
for player in self.players:
self.record[self.counter][player.task] = player.id
self.counter += 1
self.check_availability_step(step)
def check_availability(self):
self.current_active_players = []
for player in self.players:
player.work()
if player.duration <= 0:
self.current_active_players.append(player.id)
self.update_task_state(player.task)
if self.current_active_players:
for task in self.current_game_state['backup']:
rel_tasks = self.current_game_state['b_rel'][task]
if rel_tasks <= self.current_game_state['done']:
if task not in self.availables:
if task not in self.task_his:
self.availables.append(task)
def check_availability_step(self, step):
self.current_active_players = []
for player in self.players:
player.work_step(step)
if player.duration <= 0:
self.current_active_players.append(player.id)
if player.task:
self.update_task_state(player.task)
if self.current_active_players:
for task in self.current_game_state['backup']:
rel_tasks = self.current_game_state['b_rel'][task]
if rel_tasks <= self.current_game_state['done']:
if task not in self.availables:
if task not in self.task_his:
self.availables.append(task)
def update_task_state(self, task):
next_tasks = self.current_game_state['f_rel'][task]
self.current_game_state['backup'].update(next_tasks)
self.current_game_state['done'].add(task)
self.current_game_state['backup'] = self.current_game_state['backup'] - self.current_game_state['done'].intersection(self.current_game_state['backup'])
if task in self.current_game_state['left']:
self.current_game_state['left'].remove(task)
def do_move(self, task, show_log=False):
self.task_his.append(task)
if show_log:
print('#########################################')
print(self.counter, ' input task: ', task)
print('available tasks: ', self.availables)
while True:
if self.current_active_players:
break
else:
self.run_step()
if self.start_player_id in self.current_active_players:
self.current_player = self.players[self.start_player_id]
self.current_active_players.remove(self.start_player_id)
else:
self.current_player = self.players[self.current_active_players.pop()]
# assign task to agent
self.players[self.current_player.id].assign_task(task, task_duration[task[0]])
if task in self.availables:
self.availables.remove(task)
end, _ = self.game_end()
while not end:
if self.availables:
break
step_list = []
working_players = []
for player in self.players:
if player.duration > 0:
step_list.append(player.duration)
working_players.append(player.id)
step = min(step_list)
for _ in range(step):
self.record[self.counter] = {}
for id in working_players:
working_player = self.players[id]
self.record[self.counter][working_player.task] = id
self.counter += 1
self.check_availability_step(step)
end, _ = self.game_end()
if end:
self.check_idle()
def game_end(self):
if not self.current_game_state['left']:
return True, self.counter
else:
return False, self.counter
def check_idle(self):
idle = 0
player_num = len(self.players)
for item in self.record.values():
if item:
idle += player_num - len(item)
self.idle['total'] = idle
self.idle['average_idle'] = idle / player_num
def rollout_policy_fn(board):
"""a coarse, fast version of policy_fn used in the rollout phase."""
# rollout randomly
action_probs = np.random.rand(len(board.availables))
return zip(board.availables, action_probs)
class MultiPlayerGame:
def __init__(self, game_state, player_num, c, round_num):
self.board = None
self.player_num = player_num
self.players = []
self.c = c
self.round_num = round_num
self.game_structure = game_state
self.init_game()
def init_game(self):
for player_id in range(self.player_num):
self.players.append(MTCSPlayer(player_id, 'human', self.c, self.round_num))
self.board = Board(self.game_structure, self.players)
def load_game_data(xlsx_path, init):
df = pd.read_excel(xlsx_path, header=None, dtype=str)
forward_dict = {}
reverse_dict = {}
all_stone = set()
for index, row in df.iterrows():
forward_dict[row[0]] = set()
for r_idx, item in enumerate(row):
if not pd.isna(item):
all_stone.add(item)
if r_idx > 0:
forward_dict[row[0]].add(item)
if item not in reverse_dict.keys():
reverse_dict[item] = set()
reverse_dict[item].add(row[0])
game_state = {"f_rel": forward_dict, "b_rel": reverse_dict, 'init': list(init), 'left': all_stone-init}
return game_state
def parse_args():
parser = argparse.ArgumentParser(description='Train a action recognizer')
parser.add_argument('--total_game', default=1, type=int, help='Number of games to play')
parser.add_argument('--player_num', default=8, type=int, help='Number of players of the same type')
parser.add_argument('--N', default=10, type=int, help='Number of simulations per round N')
parser.add_argument('--C', default=10, type=int, help='Parameter for balancing utilization and exploration C')
parser.add_argument('--scaffold_type', default='2x10', type=str, help='Structure of scaffold')
return parser.parse_args()
def run():
args = parse_args()
total_game = args.total_game
player_num = args.player_num
round_num =args. N
c = args.C
scaffold_type = args.scaffold_type
print('player_num: ', player_num)
print('total_game: ', total_game)
print('C: ', c, ' round_num: ', round_num)
print('type: ', scaffold_type)
start_player = 0
total_time, idle_time = [], []
computational_time = []
agent_utilization = []
best_used_time = 1e13
best_model = None
for _ in range(total_game):
t1 = time.perf_counter()
init_state = precedence_graph[scaffold_type][0]
GAME_STATE = load_game_data(precedence_graph[scaffold_type][1], init_state)
wrc_game = MultiPlayerGame(GAME_STATE, player_num, c, round_num)
player = wrc_game.players[start_player]
limit = 1000
for i in range(limit):
end, used_time = wrc_game.board.game_end()
if end:
t2 = time.perf_counter()
c_time = t2 - t1
computational_time.append(c_time)
print('used time: ', c_time)
print('cost: ', used_time)
total_time.append(used_time)
idle_time.append(wrc_game.board.idle['total'])
agent_utilization.append(1 - wrc_game.board.idle['average_idle'] / wrc_game.board.counter)
print('Agent usage: ', 1 - wrc_game.board.idle['average_idle'] / wrc_game.board.counter)
if used_time < best_used_time:
best_used_time = used_time
best_model = copy.deepcopy(wrc_game)
break
sensible_moves = wrc_game.board.availables
if len(sensible_moves) > 0:
move = player.mcts.get_move(wrc_game.board)
player.mcts.update_with_move(move)
wrc_game.board.do_move(move, False)
print(player_num, ' player setting computational time', np.mean(computational_time), ' std: ', np.std(computational_time))
print(player_num, ' player setting best cost', min(total_time))
print(player_num, ' average cost', np.mean(total_time), ' std: ', np.std(total_time))
print('Average idle time: ', np.mean(idle_time)/player_num)
print('Average agent usage: ', 1-np.mean(idle_time)/(np.mean(total_time)*player_num))
return best_model
if __name__ == "__main__":
best_model = run()