组合游戏系列3: 井字棋、五子棋的OpenAI Gym GUI环境

继上一篇完成了井字棋(N子棋)的minimax 最佳策略后,我们基于Pygame来创造一个图形游戏环境,可供人机和机器对弈,为后续模拟AlphaGo的自我强化学习算法做环境准备。OpenAI Gym 在强化学习领域是事实标准,我们最终封装成OpenAI Gym的接口。本篇所有代码都在github.com/MyEncyclopedia/ConnectNGym。

* 第一篇: Leetcode中的Minimax 和 Alpha Beta剪枝

* 第二篇: 井字棋Leetcode系列题解和Minimax最佳策略实现

  • 第三篇: 井字棋、五子棋的OpenAI Gym GUI环境

  • 第四篇: 井字棋、五子棋的蒙特卡洛树搜索(MCTS)

井字棋、五子棋 Pygame 实现

Pygame 井字棋玩家对弈效果

Python 上有Tkinter,PyQt等跨平台GUI类库,主要用于桌面程序编程,但此类库容量较大,编程也相对麻烦。Pygame具有代码少,开发快的优势,比较适合快速开发五子棋这类桌面小游戏。

Pygame 极简入门

与所有的GUI开发相同,Pygame也是基于事件的单线程编程模型。下面的例子包含了显示一个最简单GUI窗口,操作系统产生事件并发送到Pygame窗口,while True 控制了python主线程永远轮询事件。我们在这里仅仅判断了当前是否是关闭应用程序事件,如果是则退出进程。此外,clock 用于控制FPS。

import sys
import pygame
pygame.init()
display = pygame.display.set_mode((800,600))
clock = pygame.time.Clock()

while True:
  for event in pygame.event.get():
    if event.type == pygame.QUIT:
      sys.exit(0)
    else:
      pygame.display.update()
      clock.tick(1)

PyGameBoard 主体代码

PyGameBoard类封装了Pygame实现游戏交互和显示的逻辑。上一篇中,我们完成了ConnectNGame逻辑,这里PyGameBoard需要在初始化时,指定传入ConnectNGame 实例(见下图),支持通过API 方式改变其状态,也支持GUI交互方式等待人类玩家的输入。next_user_input(self)实现了等待人类玩家输入的逻辑,本质上是循环检查GUI事件直到有合法的落子产生。

PyGameBoard Class Diagram
class PyGameBoard:

  def __init__(self, connectNGame: ConnectNGame):
    self.connectNGame = connectNGame
    pygame.init()

  def next_user_input(self) -> Tuple[int, int]:
    self.action = None
    while not self.action:
      self.check_event()
      self._render()
      self.clock.tick(60)
    return self.action
  
  def move(self, r: int, c: int) -> int:
    return self.connectNGame.move(r, c)
  
if __name__ == '__main__':
  connectNGame = ConnectNGame()
  pygameBoard = PyGameBoard(connectNGame)
  while not pygameBoard.isGameOver():
    pos = pygameBoard.next_user_input()
    pygameBoard.move(*pos)
  pygame.quit()

check_event 较之极简版本增加了处理用户输入事件,这里我们仅支持人类玩家鼠标输入。方法_handle_user_input 将鼠标点击事件转换成棋盘行列值,并判断点击位置是否合法,合法则返回落子位置,类型为Tuple[int, int],例如(0, 0)表示棋盘最左上角位置。

def check_event(self):
  for e in pygame.event.get():
    if e.type == pygame.QUIT:
      pygame.quit()
      sys.exit(0)
    elif e.type == pygame.MOUSEBUTTONDOWN:
      self._handle_user_input(e)
    
def _handle_user_input(self, e: Event) -> Tuple[int, int]:
  origin_x = self.start_x - self.edge_size
  origin_y = self.start_y - self.edge_size
  size = (self.board_size - 1) * self.grid_size + self.edge_size * 2
  pos = e.pos
  if origin_x <= pos[0] <= origin_x + size and origin_y <= pos[1] <= origin_y + size:
    if not self.connectNGame.gameOver:
      x = pos[0] - origin_x
      y = pos[1] - origin_y
      r = int(y // self.grid_size)
      c = int(x // self.grid_size)
      valid = self.connectNGame.checkAction(r, c)
      if valid:
        self.action = (r, c)
        return self.action

OpenAI Gym 接口规范

OpenAI Gym规范了Agent和环境(Env)之间的互动,核心抽象接口类是gym.Env,自定义的游戏环境需要继承Env,并实现 reset、step和render方法。下面我们看一下如何具体实现ConnectNGym的这几个方法:

class ConnectNGym(gym.Env):

  def reset(self) -> ConnectNGame:
		"""Resets the state of the environment and returns an initial observation.

		Returns:
			observation (object): the initial observation.
		"""
		raise NotImplementedError


  def step(self, action: Tuple[int, int]) -> Tuple[ConnectNGame, int, bool, None]:
		"""Run one timestep of the environment's dynamics. When end of
		episode is reached, you are responsible for calling `reset()`
		to reset this environment's state.

		Accepts an action and returns a tuple (observation, reward, done, info).

		Args:
			action (object): an action provided by the agent

		Returns:
			observation (object): agent's observation of the current environment
			reward (float) : amount of reward returned after previous action
			done (bool): whether the episode has ended, in which case further step() calls will return undefined results
			info (dict): contains auxiliary diagnostic information (helpful for debugging, and sometimes learning)
		"""
		raise NotImplementedError



  def render(self, mode='human'):
		"""
		Renders the environment.

		The set of supported modes varies per environment. (And some
		environments do not support rendering at all.) By convention,
		if mode is:

		- human: render to the current display or terminal and
			return nothing. Usually for human consumption.
		- rgb_array: Return an numpy.ndarray with shape (x, y, 3),
			representing RGB values for an x-by-y pixel image, suitable
			for turning into a video.
		- ansi: Return a string (str) or StringIO.StringIO containing a
			terminal-style text representation. The text can include newlines
			and ANSI escape sequences (e.g. for colors).

  Note:
  Make sure that your class's metadata 'render.modes' key includes
		the list of supported modes. It's recommended to call super()
		in implementations to use the functionality of this method.

		Args:
			mode (str): the mode to render with
		"""
		raise NotImplementedError

reset 方法

def reset(self) -> ConnectNGame

重置环境状态,并返回给Agent重置后环境下观察到的状态。ConnectNGym内部维护了ConnectNGame实例作为自身状态,每个agent落子后会更新这个实例。由于棋类游戏对于玩家来说是完全信息的,我们直接返回ConnectNGame的deepcopy。

step 方法

def step(self, action: Tuple[int, int]) -> Tuple[ConnectNGame, int, bool, None]

Agent 选择了某一action后,由环境来执行这个action并返回4个值:1. 执行后的环境Agent观察到的状态;2. 环境执行了这个action回馈给agent的reward;3. 环境是否结束;4. 其余信息。

step方法是最核心的接口,因此举例来说明ConnectNGym中的输入和输出:

初始状态

状态 ((0, 0, 0), (0, 0, 0), (0, 0, 0))

Agent A 选择action = (0, 0),执行ConnectNGym.step 后返回值:status = ((1, 0, 0), (0, 0, 0), (0, 0, 0)),reward = 0,game_end = False

状态 ((1, 0, 0), (0, 0, 0), (0, 0, 0)) Agent B 选择action = (1, 1),执行ConnectNGym.step 后返回值:status = ((1, 0, 0), (0, -1, 0), (0, 0, 0)),reward = 0,game_end = False 状态 ((1, 0, 0), (0, -1, 0), (0, 0, 0))

重复此过程直至游戏结束,下面是5步后游戏可能达到的最终状态

终结状态 ((1, 1, 1), (-1, -1, 0), (0, 0, 0)) 此时step的返回值为:status = ((1, 1, 1), (-1, -1, 0), (0, 0, 0)),reward = 1,game_end = True

render 方法

def render(self, mode='human')

展现环境,通过mode区分是否是人类玩家。

ConnectNGym 代码

class ConnectNGym(gym.Env):

  def __init__(self, pygameBoard: PyGameBoard, isGUI=True, displaySec=2):
    self.pygameBoard = pygameBoard
    self.isGUI = isGUI
    self.displaySec = displaySec
    self.action_space = spaces.Discrete(pygameBoard.board_size * pygameBoard.board_size)
    self.observation_space = spaces.Discrete(pygameBoard.board_size * pygameBoard.board_size)
    self.seed()
    self.reset()

  def reset(self) -> ConnectNGame:
    self.pygameBoard.connectNGame.reset()
    return copy.deepcopy(self.pygameBoard.connectNGame)

  def step(self, action: Tuple[int, int]) -> Tuple[ConnectNGame, int, bool, None]:
    r, c = action
    reward = REWARD_NONE
    result = self.pygameBoard.move(r, c)
    if self.pygameBoard.isGameOver():
      reward = result
    return copy.deepcopy(self.pygameBoard.connectNGame), reward, not result is None, None

  def render(self, mode='human'):
    if not self.isGUI:
      self.pygameBoard.connectNGame.drawText()
      time.sleep(self.displaySec)
    else:
      self.pygameBoard.display(sec=self.displaySec)

  def get_available_actions(self) -> List[Tuple[int, int]]:
    return self.pygameBoard.getAvailablePositions()

井字棋(N子棋)Minimax策略玩家

图中当k=3,m=n=3即井字棋游戏中,两个minimax策略玩家的对弈效果,游戏结局符合已知的结论:井字棋的解是先手被对方逼平。

Minimax策略AI对弈

镜像游戏状态的DP处理

上一篇中,我们确认了井字棋的总状态数是5478。当k=3, m=n=4时是6035992,k=4, m=n=4时是9722011,总的来说游戏状态数是以指数级增长的。上一版minimax DP策略还有改善的空间,第一种是旋转格局的处理。对于任意一种棋盘格局可以得到90度旋转后的另外三种格局,它们的最佳结局是一致的。因此,我们在递归过程中解得某一棋盘格局后,将其另外三种旋转后格局的解也一起缓存起来。例如:

某游戏状态 旋转后的三种游戏状态
def similarStatus(self, status: Tuple[Tuple[int, ...]]) -> List[Tuple[Tuple[int, ...]]]:
  ret = []
  rotatedS = status
  for _ in range(4):
    rotatedS = self.rotate(rotatedS)
    ret.append(rotatedS)
  return ret

def rotate(self, status: Tuple[Tuple[int, ...]]) -> Tuple[Tuple[int, ...]]:
  N = len(status)
  board = [[ConnectNGame.AVAILABLE] * N for _ in range(N)]

  for r in range(N):
    for c in range(N):
      board[c][N - 1 - r] = status[r][c]

  return tuple([tuple(board[i]) for i in range(N)])

Minimax 策略预计算

之前我们对每个棋局去计算最佳的下一步,并在此过程中做了剪枝,即当已经找到当前玩家必胜落子时直接返回。这对于单一局面的计算是较优的,但是AI Agent 需要在每一步都重复这个过程,当棋盘大小>3时运算非常耗时,因此我们来做第二种优化。初始空棋盘时使用Minimax来保证遍历所有状态,缓存所有棋局的最佳结果。对于AI Agent面临的每个棋局只需查找此棋局下所有的可能落子位置,并返回最佳决定,这样大大减少了每次棋局下重复的minimax递归计算。相关代码如下。

class PlannedMinimaxStrategy(Strategy):
  def __init__(self, game: ConnectNGame):
    super().__init__()
    self.game = copy.deepcopy(game)
    self.dpMap = {
     }  # game_status => result, move
    self.result = self.minimax(game.getStatus())


  def action(self, game: ConnectNGame) -> Tuple[int, Tuple[int, int]]:
    game = copy.deepcopy(game)
    player = game.currentPlayer
    bestResult = player * -1  # assume opponent win as worst result
    bestMove = None
    for move in game.getAvailablePositions():
      game.move(*move)
      status = game.getStatus()
      game.undo()

      result = self.dpMap[status]

      if player == ConnectNGame.PLAYER_A:
        bestResult = max(bestResult, result)
      else:
        bestResult = min(bestResult, result)
      # update bestMove if any improvement
      bestMove = move if bestResult == result else bestMove
      print(f'move {move} => {result}')

    return bestResult, bestMove

Agent 类和对弈逻辑

Agent 类的抽象并不是 OpenAI Gym的规范,出于代码扩展性,我们也封装了Agent基类及其子类,包括AI玩家和人类玩家。BaseAgent需要子类实现 act方法,默认实现为随机决定。

class BaseAgent(object):
  def __init__(self):
    pass

  def act(self, game: PyGameBoard, available_actions):
    return random.choice(available_actions)

AIAgent 实现act并代理给 strategy 的action方法。

class AIAgent(BaseAgent):
  def __init__(self, strategy: Strategy):
    self.strategy = strategy

  def act(self, game: PyGameBoard, available_actions):
    result, move = self.strategy.action(game.connectNGame)
    assert move in available_actions
    return move

HumanAgent 实现act并代理给 PyGameBoard 的next_user_input方法。

class HumanAgent(BaseAgent):
  def __init__(self):
    pass

  def act(self, game: PyGameBoard, available_actions):
    return game.next_user_input()
Agent Class Diagram

下面代码展示如何将Agent,ConnectNGym,PyGameBoard 等所有上述类串联起来,完成人人对弈,人机对弈。

def play_ai_vs_ai(env: ConnectNGym):
  plannedMinimaxAgent = AIAgent(PlannedMinimaxStrategy(env.pygameBoard.connectNGame))
  play(env, plannedMinimaxAgent, plannedMinimaxAgent)

def play(env: ConnectNGym, agent1: BaseAgent, agent2: BaseAgent):
  agents = [agent1, agent2]

  while True:
    env.reset()
    done = False
    agent_id = -1
    while not done:
      agent_id = (agent_id + 1) % 2
      available_actions = env.get_available_actions()
      agent = agents[agent_id]
      action = agent.act(pygameBoard, available_actions)
      _, reward, done, info = env.step(action)
      env.render(True)

      if done:
        print(f'result={reward}')
        time.sleep(3)
        break

if __name__ == '__main__':
  pygameBoard = PyGameBoard(connectNGame=ConnectNGame(board_size=3, N=3))
  env = ConnectNGym(pygameBoard)
  env.render(True)

  play_ai_vs_ai(env)
Class Diagram 总览

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组合游戏系列3: 井字棋、五子棋的OpenAI Gym GUI环境_第1张图片

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