import tensorflow as tf
import numpy as np
import random
# 定义游戏环境
class DouDiZhuEnv():
def __init__(self):
self.state_size = 54 # 牌面数量
self.action_size = 467 # 可选出牌组合数
self.state = np.zeros((self.state_size,), dtype=np.float32)
self.cards = [i for i in range(54)]
self.actions = []
self.cards_to_values = {}
self.values_to_cards = {}
self.reset()
def reset(self):
self.state[:] = 0
self.cards = [i for i in range(54)]
self.actions = []
self.cards_to_values = {}
self.values_to_cards = {}
random.shuffle(self.cards)
# 将牌转换成张量形式
for idx, card in enumerate(self.cards):
self.cards_to_values[card] = idx
self.values_to_cards[idx] = card
self.state[idx] = 1
return self.state
def step(self, action):
done = False
reward = 0
# 更新状态和奖励
cards = self.get_card_list_from_action(action)
if not self.is_valid_action(cards):
reward -= 5
return self.state, reward, done
for card in cards:
self.state[self.cards_to_values[card]] = 0
self.actions.append(action)
if len(self.actions) == 3 and self.is_game_over():
done = True
reward += self.get_reward()
return self.state, reward, done
def get_card_list_from_action(self, action):
cards = []
while action > 0:
idx = action % 54
if idx >= 0 and idx <= 51:
cards.append(idx)
action //= 54
return cards[:]
def get_action_from_card_list(self, cards):
action = 0
for card in reversed(cards):
action = action * 54 + card
return action
def is_valid_action(self, cards):
if not self.actions:
return True
last_cards = self.get_card_list_from_action(self.actions[-1])
if not cards:
return False
if self.is_bomb(cards):
return True
if len(last_cards) != len(cards):
return False
if self.get_type(cards) != self.get_type(last_cards):
return False
if self.get_value(cards[0]) <= self.get_value(last_cards[0]):
return False
return True
def is_bomb(self, cards):
if len(cards) < 4:
return False
values = [self.get_value(card) for card in cards]
if len(set(values)) == 1:
return True
return False
def is_game_over(self):
if len(self.cards) == 0:
return True
if len(self.actions) == 2:
return True
return False
def get_reward(self):
reward = 0
last_action = self.actions[-1]
last_cards = self.get_card_list_from_action(last_action)
if len(last_cards) == 1:
reward += 1
elif len(last_cards) == 2:
reward += 3
elif len(last_cards) == 3:
reward += 6
elif len(last_cards) == 4:
if self.is_bomb(last_cards):
reward += 10
else:
reward += 8
return reward
def get_type(self, cards):
if len(cards) == 1:
return 0
if len(cards) == 2:
if self.get_value(cards[0]) == self.get_value(cards[1]):
return 1
else:
return -1
if len(cards) == 3:
if self.get_value(cards[0]) == self.get_value(cards[1]) and self.get_value(cards[0]) == self.get_value(cards[2]):
return 2
else:
return -1
if len(cards) == 4:
if self.getvalue(cards[0]) == self.get_value(cards[1]) and \
value(cards[0]) == self.get_value(cards[2]) and \
value(cards[0]) == self.get_value(cards[3]):
return 3
elif self.is_bomb(cards):
return 4
if len(cards) == 5:
if self.get_type(cards[:2]) == 1 and self.get_type(cards[2:]) == 2:
return 5
else:
return -1
if len(cards) == 6:
if self.get_type(cards[:3]) == 2 and self.get_type(cards[3:]) == 2:
return 6
else:
return -1
if len(cards) == 7:
if self.get_type(cards[:4]) == 3 and self.get_type(cards[4:]) == 2:
return 7
else:
return -1
if len(cards) == 8:
if self.get_type(cards[:4]) == 1 and self.get_type(cards[4:]) == 2:
return 8
elif self.get_type(cards[:5]) == 5 and self.get_type(cards[5:]) == 3:
return 9
else:
return -1
if len(cards) == 9:
if self.get_type(cards[:6]) == 6 and self.get_type(cards[6:]) == 3:
return 10
else:
return -1
if len(cards) == 10:
if self.get_type(cards[:5]) == 8 and self.get_type(cards[5:]) == 3:
return 11
elif self.get_type(cards[:6]) == 6 and self.get_type(cards[6:]) == 4:
return 12
else:
return -1
if len(cards) == 11:
if self.get_type(cards[:6]) == 7 and self.get_type(cards[6:]) == 4:
return 13
else:
return -1
if len(cards) == 12:
if self.get_type(cards[:6]) == 9 and self.get_type(cards[6:]) == 4:
return 14
elif self.get_type(cards[:8]) == 11 and self.get_type(cards[8:]) == 3:
return 15
else:
return -1
def get_value(self, card):
return card % 13
def get_action_size(self):
count = 0
for i in range(1, 13):
for j in range(54**(i-1), 54**i):
cards = self.get_card_list_from_action(j)
if len(cards) != i:
continue
if not self.is_valid_action(cards):
continue
count += 1
return count
定义策略网络
class PolicyNetwork(tf.keras.Model):
def init(self, state_size, action_size):
super(PolicyNetwork, self).init()
self.dense1 = tf.keras.layers.Dense(128, activation='relu')
self.dense2 = tf.keras.layers.Dense(action_size, activation='softmax')
def call(self, inputs):
x = self.dense1(inputs)
output = self.dense2(x)
return output
定义训练函数
def train(env, policy_network, num_episodes=100):
optimizer = tf.keras.optimizers.Adam()
for episode in range(num_episodes):
state = env.reset()
episode_reward = 0
while True:
# 选择动作
logits = policy_network(np.expand_dims(state, axis=0))
action = tf.random.categorical(logits, num_samples=1)[0, 0]
state, reward, done = env.step(action)
episode_reward += reward
# 计算梯度并更新策略网络
with tf.GradientTape() as tape:
loss = -tf.reduce_sum(tf.one_hot([action], depth=policy_network.action_size) * logits)
grads = tape.gradient(loss, policy_network.trainable_variables)
optimizer.apply_gradients(zip(grads, policy_network.trainable_variables))
if done:
break
print("Episode {}: Reward = {}".format(episode+1, episode_reward))
创建游戏环境和策略网络,并开始训练
env = DouDiZhuEnv()
action_size = env.get_action_size()
policy_network = PolicyNetwork(env.state_size, action_size)
train(env, policy_network, num_episodes=100)
游戏环境
在定义游戏环境时,我们需要考虑到斗地主卡牌的种类和数量、可行动作的组合数、状态表示等问题。具体来说:
- 卡牌种类:斗地主牌有54张,其中52张为普通牌,另外两张为大小王。因此我们需要将每张牌都进行编号,方便后续处理。
- 可行动作:根据斗地主的规则,玩家在出牌时需要考虑牌面大小、牌型等信息。这意味着可行动作的组合数非常多,需要使用算法进行计算。我们可以通过遍历所有可能的出牌组合,从中筛选出合法的组合来得到可行动作的总数。
- 状态表示:在斗地主中,每位玩家的手牌情况和桌面上已经出过的牌都会影响到下一步的决策。因此,我们需要将这些信息都编码成一个状态向量,以供模型进行学习和预测。
在上述代码中,我们定义了DouDiZhuEnv
类作为游戏环境,并实现了以下方法:
reset()
:重置游戏状态,返回初始状态向量。step(action)
:接受一个动作参数,更新游戏状态并返回新的状态向量、奖励值和游戏是否结束的标志。get_card_list_from_action(action)
:将整数类型的动作转换为出牌列表。get_action_from_card_list(cards)
:将出牌列表转换为整数类型的动作。is_valid_action(cards)
:检查给定的出牌是否合法。is_bomb(cards)
:判断给定的出牌是否为炸弹。is_game_over()
:判断游戏是否结束。get_reward()
:根据最后一次出牌的信息计算本轮游戏的奖励值。get_type(cards)
:根据出牌列表判断其所属的牌型。
策略网络
在此示例中,我们使用了一个简单的全连接神经网络作为策略网络,用于预测下一步的出牌动作。该网络的输入是当前游戏状态,输出是所有可行动作的概率分布。具体来说,我们定义了PolicyNetwork
类作为策略网络,并实现了以下方法:
__init__(self, state_size, action_size)
:初始化模型结构。call(self, inputs)
:根据输入计算模型输出。
训练函数
在训练函数中,我们首先需要创建游戏环境和策略网络,并指定训练的轮数。每轮训练时,我们使用随机策略选择出牌动作,并将游戏状态和奖励值传递给模型进行学习。具体来说,我们实现了train(env, policy_network, num_episodes=100)
函数,其中:
env
:游戏环境对象。policy_network
:策略网络对象。num_episodes
:训练轮数。
在每轮训练结束后,我们输出本轮的奖励值,以便观察模型的性能。