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state_transition.py
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state_transition.py
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# Developed by Lorenzo Mambretti, Justin Wang
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://github.com/jtwwang/hanabi/blob/master/LICENSE
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied
import numpy as np
from data_pipeline.state_translate import state_translator
from data_pipeline.bayes import Belief
"""
function to map the letter of the color to a corresponding number
Args:
ColorLetter (string): the letter of the color
valid letters: 'R', 'Y', 'G', 'W', 'B'
Returns:
the correspondent number (int)
"""
def Color2Num(ColorLetter):
if ColorLetter == 'R':
return 0
elif ColorLetter == 'Y':
return 1
elif ColorLetter =='G':
return 2
elif ColorLetter =='W':
return 3
else:
return 4
"""
Function to convert a 25 bit representation to a 50 bit representation.
In a 50 bit representation, duplicates are represented
Args:
card: a list or numpy array of size 25
"""
def convert_25to50(card):
# emtpy 50 bits card
new_card = [0 for _ in range(50)]
for color in range(5):
for bit in new_card[color*10:(color*10) + 3]:
bit = card[color*5:color*5 + 1]
for bit in new_card[color*10 + 3:(color*10) + 5]:
bit = card[color*5 + 1:color*5 + 2]
for bit in new_card[color*10 + 5:(color*10) + 7]:
bit = card[color*5 + 2:color*5 + 3]
for bit in new_card[color*10 + 7:(color*10) + 9]:
bit = card[color*5 + 3:color*5 + 4]
new_card[color*10 + 9:(color*10) + 10] = card[color*5 + 4:color*5 + 5]
return new_card
def state_tr(obs, move, players):
print(move)
tr = state_translator(obs, players)
# encode the belief before we do any operation
belief = Belief(players)
belief.encode(obs)
# for all actions (play, discard, reveal color/rank)
# lastActivePlayer changes in this way
if 1 not in tr.lastActivePlayer:
# if it's the first move of the game
tr.lastActivePlayer[0] = 1
else:
# otherwise, cycles through players
first = tr.lastActivePlayer[0]
tr.lastActivePlayer = tr.lastActivePlayer[1:] + [first]
if move['action_type'] == 'PLAY':
# index of the card played
ix = move['card_index']
# handSpace NOT CHANGE
# currentDeck DONE
tr.currentDeck = tr.currentDeck[1:] + [0]
# playerMissingCards DONE
if tr.currentDeck[0] == 0:
tr.playerMissingCards[0] = 1
""" **** BoardSpace ****
The probability of extracting the next piece is updated with the probability
of the card that we might have in our hand, according to the hints
"""
cardKnowledge = tr.cardKnowledge
hints = cardKnowledge[ix*35 : ix*35+25]
# calculate the probability
card_prob = belief.prob(hints)
# create a copy
fireworks = tr.boardSpace
# future projection of the fireworks
future_firework = []
# empty the fireworks
tr.boardSpace = [0 for _ in fireworks]
for color in range(5):
# take a single color and advance it by one
firework = fireworks[color * 5: color * 5 + 5]
firework = [1 - sum(firework)] + firework[:4]
future_firework += firework
for rank in range(5):
fire = firework[rank]
# update the probability with the possible extraction
tr.boardSpace[color * 5 + rank] += fire * card_prob[color * 5 + rank]
if rank > 0:
# and update the existing firework piece
tr.boardSpace[color * 5 + rank - 1] += fire * (1 - card_prob[color * 5 + rank])
# infoTokens NOT CHANGE
# lifeTokens DONE
# TODO: test two transitions consecutively, to see if it computes right
chanceToExplode = 1 - (np.multiply(future_firework, card_prob)).sum()
remaining_prob = 1
for life in range(2,-1,-1):
probableLife = tr.lifeTokens[life] - (tr.lifeTokens[life] * chanceToExplode)
remaining_prob -= tr.lifeTokens[life]
if life > 0:
if tr.lifeTokens[life - 1] == 1:
if tr.lifeTokens[life] == 1:
tr.lifeTokens[life] = probableLife
break
else:
tr.lifeTokens[life] = probableLife
tr.lifeTokens[life-1] = 1 - (remaining_prob * chanceToExplode)
break
else:
tr.lifeTokens[life] = probableLife
# discardSpace TODO: elinate possibilities accordingly to boardSpace
# step 1: select the spaces where possibly the discard can go
dubDiscard = [0 for _ in tr.discardSpace]
for color in range(5):
oneColor = tr.discardSpace[color*10:(color + 1)*10]
dubOneColor = dubDiscard[color * 10:(color + 1)*10]
oneApp = 0 #appearance of number 1
for i in range(0,3):
if oneColor[i] > 0:
oneApp = i + 1
if oneApp < 3:
dubOneColor[oneApp] = 1
# for the three colors that have 2 cards each
for z in range(3):
twoApp = 3 + 2 * z
for i in range(3 + 2 * z,5 + 2 * z):
if oneColor[i] > 0:
twoApp = i + 1
if twoApp < 3 + 2 * z:
dubOneColor[twoApp] = 1
# for fives
if oneColor[9] == 0:
dubOneColor[9] = 1
#update the discard copy
dubDiscard[color * 10:(color + 1)*10] = dubOneColor
# step 2: convert the representation from 25 bits to 50 bits encoding
newCardDiscard = convert_25to50(card_prob)
# step 3: sum the possibly discarded card to the existent discardSpace
selectedDiscard = np.multiply(dubDiscard, newCardDiscard)
tr.discardSpace = (selectedDiscard + np.asarray(tr.discardSpace)).tolist()
# lastMoveType DONE
tr.lastMoveType = [1,0,0,0]
# lastMoveTarget DONE
tr.lastMoveTarget = [0,0]
# colorRevealed DONE
tr.colorRevealed = [0 for c in tr.colorRevealed]
# rankRevealed DONE
tr.rankRevealed = [0 for r in tr.rankRevealed]
# cardRevealed DONE
tr.cardRevealed = [0 for _ in tr.cardRevealed]
# positionPlayed DONE
tr.positionPlayed = [0 for p in tr.positionPlayed]
tr.positionPlayed[ix] = 1
# cardPlayed DONE
tr.cardPlayed = card_prob.tolist()
# prevPlay DONE
#1st bit: was successful
tr.prevPlay[0] = 1 - chanceToExplode
#2nd bit: did it add an info token (successful and n.5)
future_fives = [future_firework[i*5 + 4] for i in range(5)]
prob_fives = [card_prob[i*5 + 4] for i in range(5)]
chanceToSucceedAndFive = np.multiply(future_fives, prob_fives).sum()
tr.prevPlay[1] = chanceToSucceedAndFive
# cardKnowledge
no_hint_card = belief.prob(np.ones(25))
# TODO are all cards with no hints full of 1s? or if the card is on the table there is a 0?
tr.cardKnowledge[ix*35: ix*35 + 25] = no_hint_card
elif move['action_type'] == 'DISCARD':
ix = move['card_index']
cardKnowledge = tr.cardKnowledge
hints = cardKnowledge[ix*35 : ix*35+25]
# calculate the probability
card_prob = belief.prob(hints)
# handSpace DOESN'T CHANGE
# playerMissingCards DONE
if tr.currentDeck[0] == 0:
tr.playerMissingCards[0] = 1
# currentDeck DONE
# we take out the last card from the deck
tr.currentDeck = tr.currentDeck[1:] + [0]
# boardSpace DOESN'T CHANGE
# infoTokens DONE
# add one token every time
tr.infoTokens = [1] + tr.infoTokens[:7]
# lifeTokens NOT CHANGE
# discardSpace DONE
# step 1: select the spaces where possibly the discard can go
dubDiscard = [0 for _ in tr.discardSpace]
for color in range(5):
oneColor = tr.discardSpace[color*10:(color + 1)*10]
dubOneColor = dubDiscard[color * 10:(color + 1)*10]
oneApp = 0 #appearance of number 1
for i in range(0,3):
if oneColor[i] > 0:
oneApp = i + 1
if oneApp < 3:
dubOneColor[oneApp] = 1
# for the three colors that have 2 cards each
for z in range(3):
twoApp = 3 + 2 * z
for i in range(3 + 2 * z,5 + 2 * z):
if oneColor[i] > 0:
twoApp = i + 1
if twoApp < 3 + 2 * z:
dubOneColor[twoApp] = 1
# for fives
if oneColor[9] == 0:
dubOneColor[9] = 1
#update the discard copy
dubDiscard[color * 10:(color + 1)*10] = dubOneColor
# step 2: convert the representation from 25 bits to 50 bits encoding
newCardDiscard = convert_25to50(card_prob)
# step 3: sum the possibly discarded card to the existent discardSpace
selectedDiscard = np.multiply(dubDiscard, newCardDiscard)
tr.discardSpace = (selectedDiscard + np.asarray(tr.discardSpace)).tolist()
# retrieve the knowledge
cardKnowledge = tr.cardKnowledge
hints = cardKnowledge[ix*35 : ix*35+25]
# calculate the probability
card_prob = belief.prob(hints)
# simulated discard space
# this is essentially to make sure that we encode the right vector for the specific move
# that we're looking at
tr.lastMoveType = [0,1,0,0]
# lastMoveTarget DONE
tr.lastMoveTarget = [0 for _ in tr.lastMoveTarget]
# colorRevealed DONE
tr.colorRevealed = [0 for _ in tr.colorRevealed]
# rankRevealed DONE
tr.rankRevealed = [0 for _ in tr.rankRevealed]
# cardRevealed DONE
tr.cardRevealed = [0 for _ in tr.cardRevealed]
# positionPlayed
tr.positionPlayed = [0 for _ in tr.positionPlayed]
tr.positionPlayed[ix] = 1
# cardPlayed DONE
# the card played is probabilistic
tr.cardPlayed = card_prob.tolist()
# prevPlay
tr.prevPlay = [0, 0]
# cardKnowledge TODO
else:
# if this is a hint move
target_offset = move['target_offset']
# handSpace NOT CHANGE
# currentDeck NOT CHANGE
# boardSpace NOT CHANGE
# infoTokens DONE
tr.infoTokens = tr.infoTokens[1:] + [0]
# lifeTokens NOT CHANGE
# discardSpace NOT CHANGE
# lastMoveTarget
# the target is the last active player + target offset
tr.lastMoveTarget = [0 for i in tr.lastMoveTarget] # reset the list
moveTarget = (tr.lastActivePlayer.index(1) + target_offset) % players
tr.lastMoveTarget[moveTarget] = 1 # one-hot encoded
# positionPlayed
# reset all position played - we are not playing but giving a hint
tr.positionPlayed = [0 for p in tr.positionPlayed]
# cardPlayed
# reset all cards played - we are giving a hint not playing
tr.cardPlayed = [0 for c in tr.cardPlayed]
# prevPlay
# no action is played, so there is no statistic for prevPlay
tr.prevPlay = [0,0]
# cardKnoweldge TODO
# cardRevealed (1/2)
tr.cardRevealed = [0 for _ in tr.cardRevealed]
bitHandSize = 25 * tr.handSize
start_hand = (target_offset - 1)* bitHandSize
selectedHand = tr.handSpace[start_hand: start_hand + bitHandSize]
if move['action_type'] == 'REVEAL_RANK':
# lastMoveType
tr.lastMoveType = [0,0,0,1]
# colorRevealed
# reset all color revealed - no color has been revealed this turn
tr.colorRevealed = [0 for c in tr.colorRevealed]
# rankRevealed
# select the correct rank to reveal from the move dict
tr.rankRevealed = [0 for r in tr.rankRevealed]
tr.rankRevealed[move['rank']] = 1
# cardRevelaed (2/2)
for i in range(tr.handSize):
rankCard = selectedHand[i*25:(i+1)*25].index(1) % 5
if rankCard == move['rank']:
tr.cardRevealed[i] = 1
# TODO check if rank card knowledge is already in cardKnowledge
# if it is cardKnowledge, then get rid of that card in cardRevealed
# MAYBE ?? NOT SURE IF THIS IS THE PROBLEM
else:
# else if 'REVEAL_COLOR' (left it implicit)
# lastMoveType
tr.lastMoveType = [0,0,1,0]
# colorRevealed DONE
tr.colorRevealed = [0 for _ in tr.colorRevealed]
colorNum = Color2Num(move['color'])
tr.colorRevealed[colorNum] = 1
# rankRevealed DONE
tr.rankRevealed = [0 for _ in tr.rankRevealed]
# cardRevealed (2/2)
for i in range(tr.handSize):
#print(selectedHand[i*25:(i+1)*25])
colorCard = int(selectedHand[i*25:(i + 1)*25].index(1) / 5)
if colorCard == colorNum:
tr.cardRevealed[i] = 1
#print(tr.cardRevealed)
# CAN'T UNDERSTAND WHY THIS IS NOT WORKING
tr.encodeVector()
new_obs = tr.stateVector
return new_obs