蒙特卡洛树搜索(MCTS)代码详解【python】

发布时间:2025-12-09 17:04:31 浏览次数:3

前文:

  • AlphaGo Zero 详解
  • 后文:

  • AlphaZero五子棋网络模型【python】
  • 之前看了AlphaGo Zero 的整个流程,接下来就要了解一下具体怎么实现的。毕设选择做用 AlphaGoZero 做五子棋,也在网上找到了相当不错的前人写的 代码。我要做的是先看懂他写的,然后再试试改进算法的性能。

    首先要实现 MCTS 的部分,原版注释用英语写的。现在我要一步一步的分析。

    首先创建节点类 TreeNode:

    class TreeNode(object):def __init__(self, parent, prior_p):self._parent = parentself._children = {}self._n_visits = 0self._Q = 0self._u = 0self._P = prior_pdef select(self, c_puct):def expand(self, action_priors):def update(self, leaf_value):def update_recursive(self, leaf_value):def get_value(self, c_puct):def is_leaf(self):def is_root(self):

    TreeNode 类里初始化了一些数值,主要是 父节点,子节点,访问节点的次数,Q值和u值,还有先验概率。他还定义了一些函数:

    def select(self, c_puct):return max(self._children.items(), key=lambda act_node: act_node[1].get_value(c_puct))def get_value(self, c_puct):self._u = c_puct * self._P * np.sqrt(self._parent._n_visits) / (1 + self._n_visits)return self._Q + self._u

    select() 的功能:选择
    在子节中选择具有 (Q+u)最大的节点,c_puct是需要我们定义的值,在后面会说到。

    def expand(self, action_priors):for action, prob in action_priors:if action not in self._children:self._children[action] = TreeNode(self, prob)

    expand() 的功能:扩展
    输入action_priors 是一个包括的所有合法动作的列表(list),表示在当前局面我可以在哪些地方落子。此函数为当前节点扩展了子节点。

    def update(self, leaf_value):# Count visit.self._n_visits += 1# Update Q, a running average of values for all visits.self._Q += 1.0*(leaf_value - self._Q) / self._n_visitsdef update_recursive(self, leaf_value):# If it is not root, this node's parent should be updated first.if self._parent:self._parent.update_recursive(-leaf_value)self.update(leaf_value)

    update_recursive() 的功能:回溯
    从该节点开始,自上而下地 更新 所有 的父节点。

    另外还有两个函数

    def is_leaf(self):return self._children == {}def is_root(self):return self._parent is None

    用来判断当前节点是否是叶节点或根节点。

    class MCTS(object):def __init__(self, policy_value_fn, c_puct=5, n_playout=10000):self._root = TreeNode(None, 1.0)self._policy = policy_value_fnself._c_puct = c_puctself._n_playout = n_playoutdef _playout(self, state):node = self._rootwhile True: if node.is_leaf():break # Greedily select next move.action, node = node.select(self._c_puct) state.do_move(action)# Evaluate the leaf using a network which outputs a list of (action, probability)# tuples p and also a score v in [-1, 1] for the current player.action_probs, leaf_value = self._policy(state)# Check for end of game.end, winner = state.game_end()if not end:node.expand(action_probs)else:# for end state,return the "true" leaf_valueif winner == -1: # tieleaf_value = 0.0else:leaf_value = 1.0 if winner == state.get_current_player() else -1.0# Update value and visit count of nodes in this traversal.node.update_recursive(-leaf_value)def get_move_probs(self, state, temp=1e-3):for n in range(self._n_playout):state_copy = copy.deepcopy(state)self._playout(state_copy)act_visits = [(act, node._n_visits) for act, node in self._root._children.items()]acts, visits = zip(*act_visits)act_probs = softmax(1.0/temp * np.log(visits)) return acts, act_probsdef update_with_move(self, last_move):if last_move in self._root._children:self._root = self._root._children[last_move]self._root._parent = Noneelse:self._root = TreeNode(None, 1.0)def __str__(self):return "MCTS"

    MCTS类的初始输入参数:

    • policy_value_fn:当前采用的策略函数,输入是当前棋盘的状态,输出 (action, prob)元祖和score[-1,1]。
    • c_puct:控制探索和回报的比例,值越大表示越依赖之前的先验概率。
    • n_playout:MCTS的执行次数,值越大,消耗的时间越多,效果也越好。

    他还定义了一个根节点 self._root = TreeNode(None, 1.0) 父节点:None,先验概率:1.0

    _playout(self, state):
    此函数有一个输入参数:state, 它表示当前的状态。
    这个函数的功能就是 模拟。它根据当前的状态进行游戏,用贪心算法一条路走到黑,直到叶子节点,再判断游戏结束与否。如果游戏没有结束,则 扩展 节点,否则 回溯 更新叶子节点和所有祖先的值。

    get_move_probs(self, state, temp):
    之前所有的代码都是为这个函数做铺垫。它的功能是从当前状态开始获得所有可行行动以及它们的概率。也就是说它能根据棋盘的状态,结合之前介绍的代码,告诉你它计算的结果,在棋盘的各个位置落子的胜率是多少。有了它,我们就能让计算机学会下棋。

    update_with_move(self, last_move):
    自我对弈时,每走一步之后更新MCTS的子树。
    与玩家对弈时,每一个回合都要重置子树。

    接下来构建一个MCTS的玩家

    class MCTSPlayer(object):"""AI player based on MCTS"""def __init__(self, policy_value_function, c_puct=5, n_playout=2000, is_selfplay=0):self.mcts = MCTS(policy_value_function, c_puct, n_playout)self._is_selfplay = is_selfplaydef set_player_ind(self, p):self.player = pdef reset_player(self):self.mcts.update_with_move(-1)def get_action(self, board, temp=1e-3, return_prob=0):sensible_moves = board.availablesmove_probs = np.zeros(board.width * board.height) # the pi vector returned by MCTS as in the alphaGo Zero paperif len(sensible_moves) > 0:acts, probs = self.mcts.get_move_probs(board, temp)move_probs[list(acts)] = probsif self._is_selfplay:# add Dirichlet Noise for exploration (needed for self-play training)move = np.random.choice(acts, p=0.75 * probs + 0.25 * np.random.dirichlet(0.3 * np.ones(len(probs))))self.mcts.update_with_move(move) # update the root node and reuse the search treeelse:# with the default temp=1e-3, this is almost equivalent to choosing the move with the highest probmove = np.random.choice(acts, p=probs)# reset the root nodeself.mcts.update_with_move(-1)if return_prob:return move, move_probselse:return moveelse:print("WARNING: the board is full")

    MCTSPlayer类的主要功能在函数get_action(self, board, temp=1e-3, return_prob=0)里实现。自我对弈的时候会有一定的探索几率,用来训练。与人类下棋是总是选择最优策略
    ,用来检测训练成果。

    完整代码:

    import numpy as npimport copy def softmax(x):probs = np.exp(x - np.max(x))probs /= np.sum(probs)return probsclass TreeNode(object):"""A node in the MCTS tree. Each node keeps track of its own value Q, prior probability P, andits visit-count-adjusted prior score u."""def __init__(self, parent, prior_p):self._parent = parentself._children = {} # a map from action to TreeNodeself._n_visits = 0self._Q = 0self._u = 0self._P = prior_pdef expand(self, action_priors):"""Expand tree by creating new children.action_priors -- output from policy function - a list of tuples of actionsand their prior probability according to the policy function."""for action, prob in action_priors:if action not in self._children:self._children[action] = TreeNode(self, prob)def select(self, c_puct):"""Select action among children that gives maximum action value, Q plus bonus u(P).Returns:A tuple of (action, next_node)"""return max(self._children.items(), key=lambda act_node: act_node[1].get_value(c_puct))def update(self, leaf_value):"""Update node values from leaf evaluation."""# Count visit.self._n_visits += 1# Update Q, a running average of values for all visits.self._Q += 1.0*(leaf_value - self._Q) / self._n_visitsdef update_recursive(self, leaf_value):"""Like a call to update(), but applied recursively for all ancestors."""# If it is not root, this node's parent should be updated first.if self._parent:self._parent.update_recursive(-leaf_value)self.update(leaf_value)def get_value(self, c_puct):"""Calculate and return the value for this node: a combination of leaf evaluations, Q, andthis node's prior adjusted for its visit count, uc_puct -- a number in (0, inf) controlling the relative impact of values, Q, andprior probability, P, on this node's score."""self._u = c_puct * self._P * np.sqrt(self._parent._n_visits) / (1 + self._n_visits)return self._Q + self._udef is_leaf(self):"""Check if leaf node (i.e. no nodes below this have been expanded)."""return self._children == {}def is_root(self):return self._parent is Noneclass MCTS(object):"""A simple implementation of Monte Carlo Tree Search."""def __init__(self, policy_value_fn, c_puct=5, n_playout=10000):"""Arguments:policy_value_fn -- a function that takes in a board state and outputs a list of (action, probability)tuples and also a score in [-1, 1] (i.e. the expected value of the end game score from the current player's perspective) for the current player.c_puct -- a number in (0, inf) that controls how quickly exploration converges to themaximum-value policy, where a higher value means relying on the prior more"""self._root = TreeNode(None, 1.0)self._policy = policy_value_fnself._c_puct = c_puctself._n_playout = n_playoutdef _playout(self, state):"""Run a single playout from the root to the leaf, getting a value at the leaf andpropagating it back through its parents. State is modified in-place, so a copy must beprovided.Arguments:state -- a copy of the state."""node = self._rootwhile True:if node.is_leaf():break # Greedily select next move.action, node = node.select(self._c_puct) state.do_move(action)# Evaluate the leaf using a network which outputs a list of (action, probability)# tuples p and also a score v in [-1, 1] for the current player.action_probs, leaf_value = self._policy(state)# Check for end of game.end, winner = state.game_end()if not end:node.expand(action_probs)else:# for end state,return the "true" leaf_valueif winner == -1: # tieleaf_value = 0.0else:leaf_value = 1.0 if winner == state.get_current_player() else -1.0# Update value and visit count of nodes in this traversal.node.update_recursive(-leaf_value)def get_move_probs(self, state, temp=1e-3):"""Runs all playouts sequentially and returns the available actions and their corresponding probabilities Arguments:state -- the current state, including both game state and the current player.temp -- temperature parameter in (0, 1] that controls the level of explorationReturns:the available actions and the corresponding probabilities """ for n in range(self._n_playout):state_copy = copy.deepcopy(state)self._playout(state_copy)# calc the move probabilities based on the visit counts at the root nodeact_visits = [(act, node._n_visits) for act, node in self._root._children.items()]acts, visits = zip(*act_visits)act_probs = softmax(1.0/temp * np.log(visits)) return acts, act_probsdef update_with_move(self, last_move):"""Step forward in the tree, keeping everything we already know about the subtree."""if last_move in self._root._children:self._root = self._root._children[last_move]self._root._parent = Noneelse:self._root = TreeNode(None, 1.0)def __str__(self):return "MCTS"class MCTSPlayer(object):"""AI player based on MCTS"""def __init__(self, policy_value_function,c_puct=5, n_playout=2000, is_selfplay=0):self.mcts = MCTS(policy_value_function, c_puct, n_playout)self._is_selfplay = is_selfplaydef set_player_ind(self, p):self.player = pdef reset_player(self):self.mcts.update_with_move(-1)def get_action(self, board, temp=1e-3, return_prob=0):sensible_moves = board.availables# the pi vector returned by MCTS as in the alphaGo Zero papermove_probs = np.zeros(board.width*board.height)if len(sensible_moves) > 0:acts, probs = self.mcts.get_move_probs(board, temp)move_probs[list(acts)] = probsif self._is_selfplay:# add Dirichlet Noise for exploration (needed for# self-play training)move = np.random.choice(acts,p=0.75*probs + 0.25*np.random.dirichlet(0.3*np.ones(len(probs))))# update the root node and reuse the search treeself.mcts.update_with_move(move)else:# with the default temp=1e-3, it is almost equivalent# to choosing the move with the highest probmove = np.random.choice(acts, p=probs)# reset the root nodeself.mcts.update_with_move(-1)# location = board.move_to_location(move)# print("AI move: %d,%d\n" % (location[0], location[1]))if return_prob:return move, move_probselse:return moveelse:print("WARNING: the board is full")
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