Type: | Package |
Title: | Tic-Tac-Toe Game |
Version: | 0.2.2 |
Description: | Implements tic-tac-toe game to play on console, either with human or AI players. Various levels of AI players are trained through the Q-learning algorithm. |
License: | MIT + file LICENSE |
LazyData: | TRUE |
RoxygenNote: | 6.0.1 |
Depends: | R (≥ 2.10) |
Imports: | hash, stats |
Suggests: | testthat, combiter, dplyr, tidyr, reshape2, ggplot2 |
URL: | https://github.com/kota7/tictactoe |
BugReports: | https://github.com/kota7/tictactoe/issues |
NeedsCompilation: | no |
Packaged: | 2017-05-26 14:15:36 UTC; kota |
Author: | Kota Mori [aut, cre] |
Maintainer: | Kota Mori <kmori05@gmail.com> |
Repository: | CRAN |
Date/Publication: | 2017-05-26 15:33:31 UTC |
Equivalent States
Description
Returns a set of equivalent states and actions
Usage
equivalent_states(state)
equivalent_states_actions(state, action)
Arguments
state |
state, 3x3 matrix |
action |
integer vector of indices (1 to 9) |
Value
equivalent_states
returns a list of state matrices
equivalent_states_actions
returns a list of two lists:
states
, the set of equivalent states and
actions
, the set of equivalent actions
Hash Operations for Single State
Description
Hash Operations for Single State
Usage
haskey(x, ...)
## S3 method for class 'xhash'
x[state, ...]
## S3 replacement method for class 'xhash'
x[state, ...] <- value
## S3 method for class 'xhash'
haskey(x, state, ...)
Arguments
x |
object |
... |
additional arguments to determine the key |
state |
state object |
value |
value to assign |
Value
haskey
returns a logical`[`
returns a reference to the object`[<-`
returns a value
Play Tic-Tac-Toe Game
Description
Start tic-tac-toe game on the console.
Usage
ttt(player1 = ttt_human(), player2 = ttt_human(), sleep = 0.5)
Arguments
player1 , player2 |
objects that inherit |
sleep |
interval to take before an AI player to make decision, in second |
Details
At default, the game is played between humans.
Set player1
or player2
to ttt_ai()
to play against
an AI player.
The strength of the AI can be adjusted by passing the level
argument (0 (weekest) to 5 (strongest)) to the ttt_ai
function.
To input your move, type the position like "a1". Only two-length string consisting of an alphabet and a digit is accepted. Type "exit" to finish the game.
You may set both player1
and player2
as AI players.
In this case, the game transition is displayed on the console without
human inputs.
For conducting a large sized simulations of games between AIs, refer to
ttt_simulate
See Also
ttt_ai
, ttt_human
,
ttt_simulate
Examples
## Not run:
ttt(ttt_human(), ttt_random())
## End(Not run)
Tic-Tac-Toe AI Player
Description
Create an AI tic-tac-toe game player
Usage
ttt_ai(name = "ttt AI", level = 0L)
ttt_random(name = "random AI")
Arguments
name |
player name |
level |
AI strength. must be Integer 0 (weekest) to 5 (strongest) |
Details
level
argument controls the strength of AI, from
0 (weekest) to 5 (strongest).
ttt_random
is an alias of ttt_ai(level = 0)
.
A ttt_ai
object has the getmove
function, which takes
ttt_game
object and returns a move considered as optimal.
getmove
function is designed to take a ttt_game
object
and returns a move using the policy function.
The object has the value and policy functions. The value function maps a game state to the evaluation from the first player's viewpoint. The policy function maps a game state to a set of optimal moves in light of the value evaluation. The functions have been trained through the Q-learning.
Value
ttt_ai
object
Tic-Tac-Toe Game
Description
Object that encapsulates a tic-tac-toe game.
Usage
ttt_game()
Value
ttt_game
object
Examples
x <- ttt_game()
x$play(3)
x$play(5)
x$show_board()
Human Tic-Tac-Toe Player
Description
Create an human tic-tac-toe player
Usage
ttt_human(name = "no name")
Arguments
name |
player name |
Value
ttt_human
object
Q-Learning for Training Tic-Tac-Toe AI
Description
Train a tic-tac-toe AI through Q-learning
Usage
ttt_qlearn(player, N = 1000L, epsilon = 0.1, alpha = 0.8, gamma = 0.99,
simulate = TRUE, sim_every = 250L, N_sim = 1000L, verbose = TRUE)
Arguments
player |
AI player to train |
N |
number of episode, i.e. training games |
epsilon |
fraction of random exploration move |
alpha |
learning rate |
gamma |
discount factor |
simulate |
if true, conduct simulation during training |
sim_every |
conduct simulation after this many training games |
N_sim |
number of simulation games |
verbose |
if true, progress report is shown |
Details
This function implements Q-learning to train a tic-tac-toe AI player. It is designed to train one AI player, which plays against itself to update its value and policy functions.
The employed algorithm is Q-learning with epsilon greedy.
For each state s
, the player updates its value evaluation by
V(s) = (1-\alpha) V(s) + \alpha \gamma max_s' V(s')
if it is the first player's turn. If it is the other player's turn, replace
max
by min
.
Note that s'
spans all possible states you can reach from s
.
The policy function is also updated analogously, that is, the set of
actions to reach s'
that maximizes V(s')
.
The parameter \alpha
controls the learning rate, and gamma
is
the discount factor (earlier win is better than later).
Then the player chooses the next action by \epsilon
-greedy method;
Follow its policy with probability 1-\epsilon
, and choose random
action with probability \epsilon
. \epsilon
controls
the ratio of explorative moves.
At the end of a game, the player sets the value of the final state either to 100 (if the first player wins), -100 (if the second player wins), or 0 (if draw).
This learning process is repeated for N
training games.
When simulate
is set true, simulation is conducted after
sim_every
training games.
This would be usefule for observing the progress of training.
In general, as the AI gets smarter, the game tends to result in draw more.
See Sutton and Barto (1998) for more about the Q-learning.
Value
data.frame
of simulation outcomes, if any
References
Sutton, Richard S and Barto, Andrew G. Reinforcement Learning: An Introduction. The MIT Press (1998)
Examples
p <- ttt_ai()
o <- ttt_qlearn(p, N = 200)
Simulate Tic-Tac-Toe Games between AIs
Description
Simulate Tic-Tac-Toe Games between AIs
Usage
ttt_simulate(player1, player2 = player1, N = 1000L, verbose = TRUE,
showboard = FALSE, pauseif = integer(0))
Arguments
player1 , player2 |
AI players to simulate |
N |
number of simulation games |
verbose |
if true, show progress report |
showboard |
if true, game transition is displayed |
pauseif |
pause the simulation when specified results occur. This can be useful for explorative purposes. |
Value
integer vector of simulation outcomes
Examples
res <- ttt_simulate(ttt_ai(), ttt_ai())
prop.table(table(res))
Vectorized Hash Operations
Description
Vectorized Hash Operations
Usage
haskeys(x, ...)
setvalues(x, ...)
getvalues(x, ...)
## S3 method for class 'xhash'
getvalues(x, states, ...)
## S3 method for class 'xhash'
setvalues(x, states, values, ...)
## S3 method for class 'xhash'
haskeys(x, states, ...)
Arguments
x |
object |
... |
additional arugments to determine the keys |
states |
state object |
values |
values to assign |
Value
haskeys
returns a logical vectorsetvalues
returns a reference to the objectgetvalues
returns a list of values
Create Hash Table for Generic Keys
Description
Create Hash Table for Generic Keys
Usage
xhash(convfunc = function(state, ...) state, convfunc_vec = function(states,
...) unlist(Map(convfunc, states, ...)), default_value = NULL)
Arguments
convfunc |
function that converts a game state to a key.
It must take a positional argument |
convfunc_vec |
function for vectorized conversion from states to keys.
This function must receive a positional argument |
default_value |
value to be returned when a state is not recorded in the table. |
Value
xhash
object