Source code for lzero.mcts.buffer.game_buffer

import copy
import time
from abc import ABC, abstractmethod
from typing import Any, List, Tuple, Optional, Union, TYPE_CHECKING

import numpy as np
from ding.torch_utils.data_helper import to_list
from ding.utils import BUFFER_REGISTRY
from easydict import EasyDict

if TYPE_CHECKING:
    from lzero.policy import MuZeroPolicy, EfficientZeroPolicy, SampledEfficientZeroPolicy, GumbelMuZeroPolicy


[docs]@BUFFER_REGISTRY.register('game_buffer') class GameBuffer(ABC, object): """ Overview: The base game buffer class for MuZeroPolicy, EfficientZeroPolicy, SampledEfficientZeroPolicy, GumbelMuZeroPolicy. """
[docs] @classmethod def default_config(cls: type) -> EasyDict: cfg = EasyDict(copy.deepcopy(cls.config)) cfg.cfg_type = cls.__name__ + 'Dict' return cfg
# Default configuration for GameBuffer. config = dict( # (int) The size/capacity of the replay buffer in terms of transitions. replay_buffer_size=int(1e6), # (float) The ratio of experiences required for the reanalyzing part in a minibatch. reanalyze_ratio=0, # (bool) Whether to consider outdated experiences for reanalyzing. If True, we first sort the data in the minibatch by the time it was produced # and only reanalyze the oldest ``reanalyze_ratio`` fraction. reanalyze_outdated=True, # (bool) Whether to use the root value in the reanalyzing part. Please refer to EfficientZero paper for details. use_root_value=False, # (int) The number of samples required for mini inference. mini_infer_size=10240, # (str) The type of sampled data. The default is 'transition'. Options: 'transition', 'episode'. sample_type='transition', )
[docs] def __init__(self, cfg: dict): super().__init__() """ Overview: Use the default configuration mechanism. If a user passes in a cfg with a key that matches an existing key in the default configuration, the user-provided value will override the default configuration. Otherwise, the default configuration will be used. """ default_config = self.default_config() default_config.update(cfg) self._cfg = default_config self._cfg = cfg assert self._cfg.env_type in ['not_board_games', 'board_games'] assert self._cfg.action_type in ['fixed_action_space', 'varied_action_space'] self.replay_buffer_size = self._cfg.replay_buffer_size self.batch_size = self._cfg.batch_size self._alpha = self._cfg.priority_prob_alpha self._beta = self._cfg.priority_prob_beta self.game_segment_buffer = [] self.game_pos_priorities = [] self.game_segment_game_pos_look_up = [] self.keep_ratio = 1 self.num_of_collected_episodes = 0 self.base_idx = 0 self.clear_time = 0
[docs] @abstractmethod def sample( self, batch_size: int, policy: Union["MuZeroPolicy", "EfficientZeroPolicy", "SampledEfficientZeroPolicy", "GumbelMuZeroPolicy"] ) -> List[Any]: """ Overview: sample data from ``GameBuffer`` and prepare the current and target batch for training. Arguments: - batch_size (:obj:`int`): batch size. - policy (:obj:`Union["MuZeroPolicy", "EfficientZeroPolicy", "SampledEfficientZeroPolicy", "GumbelMuZeroPolicy"]`): policy. Returns: - train_data (:obj:`List`): List of train data, including current_batch and target_batch. """
[docs] @abstractmethod def _make_batch(self, orig_data: Any, reanalyze_ratio: float) -> Tuple[Any]: """ Overview: prepare the context of a batch reward_value_context: the context of reanalyzed value targets policy_re_context: the context of reanalyzed policy targets policy_non_re_context: the context of non-reanalyzed policy targets current_batch: the inputs of batch Arguments: orig_data: Any batch context from replay buffer reanalyze_ratio: float ratio of reanalyzed policy (value is 100% reanalyzed) Returns: - context (:obj:`Tuple`): reward_value_context, policy_re_context, policy_non_re_context, current_batch """ pass
[docs] def _sample_orig_data(self, batch_size: int) -> Tuple: """ Overview: sample orig_data that contains: game_segment_list: a list of game segments pos_in_game_segment_list: transition index in game (relative index) batch_index_list: the index of start transition of sampled minibatch in replay buffer weights_list: the weight concerning the priority make_time: the time the batch is made (for correctly updating replay buffer when data is deleted) Arguments: - batch_size (:obj:`int`): batch size - beta: float the parameter in PER for calculating the priority """ assert self._beta > 0 num_of_transitions = self.get_num_of_transitions() if self._cfg.use_priority is False: self.game_pos_priorities = np.ones_like(self.game_pos_priorities) # +1e-6 for numerical stability probs = self.game_pos_priorities ** self._alpha + 1e-6 probs /= probs.sum() # sample according to transition index batch_index_list = np.random.choice(num_of_transitions, batch_size, p=probs, replace=False) if self._cfg.reanalyze_outdated is True: # NOTE: used in reanalyze part batch_index_list.sort() weights_list = (num_of_transitions * probs[batch_index_list]) ** (-self._beta) weights_list /= weights_list.max() game_segment_list = [] pos_in_game_segment_list = [] for idx in batch_index_list: game_segment_idx, pos_in_game_segment = self.game_segment_game_pos_look_up[idx] game_segment_idx -= self.base_idx game_segment = self.game_segment_buffer[game_segment_idx] game_segment_list.append(game_segment) # print(f'len(game_segment)=:len(game_segment.action_segment): {len(game_segment)}') # print(f'len(game_segment.obs_segment): {game_segment.obs_segment.shape[0]}') # In the reanalysis phase, `pos_in_game_segment` should be a multiple of `num_unroll_steps`. # Indices exceeding `game_segment_length` are padded with the next segment and are not updated # in the current implementation. Therefore, we need to sample `pos_in_game_segment` within # [0, game_segment_length - num_unroll_steps] to avoid padded data. # TODO: Consider increasing `self._cfg.game_segment_length` to ensure sampling efficiency. # if pos_in_game_segment >= self._cfg.game_segment_length - self._cfg.num_unroll_steps: # pos_in_game_segment = np.random.choice(self._cfg.game_segment_length - self._cfg.num_unroll_steps, 1).item() # NOTE: Sample the init position from the whole segment, but not from the padded part if pos_in_game_segment >= self._cfg.game_segment_length: pos_in_game_segment = np.random.choice(self._cfg.game_segment_length, 1).item() pos_in_game_segment_list.append(pos_in_game_segment) make_time = [time.time() for _ in range(len(batch_index_list))] orig_data = (game_segment_list, pos_in_game_segment_list, batch_index_list, weights_list, make_time) return orig_data
[docs] def _sample_orig_reanalyze_batch(self, batch_size: int) -> Tuple: """ Overview: This function samples a batch of game segments for reanalysis from the replay buffer. It uses priority sampling based on the `reanalyze_time` of each game segment, with segments that have been reanalyzed more frequently receiving lower priority. The function returns a tuple containing information about the sampled game segments, including their positions within each segment and the time the batch was created. Arguments: - batch_size (:obj:`int`): The number of samples to draw in this batch. Returns: - Tuple: A tuple containing the following elements: - game_segment_list: A list of the sampled game segments. - pos_in_game_segment_list: A list of indices representing the position of each transition within its corresponding game segment. - batch_index_list: The indices of the sampled game segments in the replay buffer. - make_time: A list of timestamps (set to `0` in this implementation) indicating when the batch was created. Key Details: 1. **Priority Sampling**: Game segments are sampled based on a probability distribution calculated using the `reanalyze_time` of each segment. Segments that have been reanalyzed more frequently are less likely to be selected. 2. **Segment Slicing**: Each selected game segment is sampled at regular intervals determined by the `num_unroll_steps` parameter. Up to `samples_per_segment` transitions are sampled from each selected segment. 3. **Handling Extra Samples**: If the `batch_size` is not perfectly divisible by the number of samples per segment, additional segments are sampled to make up the difference. 4. **Reanalyze Time Update**: The `reanalyze_time` attribute of each sampled game segment is incremented to reflect that it has been selected for reanalysis again. Raises: - ValueError: If the `game_segment_length` is too small to accommodate the `num_unroll_steps`. """ train_sample_num = len(self.game_segment_buffer) assert self._cfg.reanalyze_partition <= 0.75, "The reanalyze partition should be less than 0.75." valid_sample_num = int(train_sample_num * self._cfg.reanalyze_partition) # Calculate the number of samples per segment samples_per_segment = self._cfg.game_segment_length // self._cfg.num_unroll_steps # Make sure that the batch size can be divided by the number of samples per segment if samples_per_segment == 0: raise ValueError("The game segment length is too small for num_unroll_steps.") # Calculate the number of samples per segment batch_size_per_segment = batch_size // samples_per_segment # If the batch size cannot be divided, process the remainder part extra_samples = batch_size % samples_per_segment # We use the reanalyze_time in the game_segment_buffer to generate weights reanalyze_times = np.array([segment.reanalyze_time for segment in self.game_segment_buffer[:valid_sample_num]]) # Calculate weights: the larger the reanalyze_time, the smaller the weight (use exp(-reanalyze_time)) base_decay_rate = 100 decay_rate = base_decay_rate / valid_sample_num weights = np.exp(-decay_rate * reanalyze_times) # Normalize the weights to a probability distribution probabilities = weights / np.sum(weights) # Sample game segments according to the probabilities selected_game_segments = np.random.choice(valid_sample_num, batch_size_per_segment, replace=False, p=probabilities) # If there are extra samples to be allocated, randomly select some game segments and sample again if extra_samples > 0: extra_game_segments = np.random.choice(valid_sample_num, extra_samples, replace=False, p=probabilities) selected_game_segments = np.concatenate((selected_game_segments, extra_game_segments)) game_segment_list = [] pos_in_game_segment_list = [] batch_index_list = [] for game_segment_idx in selected_game_segments: game_segment_idx -= self.base_idx game_segment = self.game_segment_buffer[game_segment_idx] # Update reanalyze_time only once game_segment.reanalyze_time += 1 # The sampling position should be 0, 0 + num_unroll_steps, ... (integer multiples of num_unroll_steps) for i in range(samples_per_segment): game_segment_list.append(game_segment) pos_in_game_segment = i * self._cfg.num_unroll_steps if pos_in_game_segment >= len(game_segment): pos_in_game_segment = np.random.choice(len(game_segment), 1).item() pos_in_game_segment_list.append(pos_in_game_segment) batch_index_list.append(game_segment_idx) # Set the make_time for each sample (set to 0 for now, but can be the actual time if needed). make_time = [0. for _ in range(len(batch_index_list))] orig_data = (game_segment_list, pos_in_game_segment_list, batch_index_list, [], make_time) return orig_data
[docs] def _sample_orig_reanalyze_data(self, batch_size: int) -> Tuple: """ Overview: sample orig_data that contains: game_segment_list: a list of game segments pos_in_game_segment_list: transition index in game (relative index) batch_index_list: the index of start transition of sampled minibatch in replay buffer weights_list: the weight concerning the priority make_time: the time the batch is made (for correctly updating replay buffer when data is deleted) Arguments: - batch_size (:obj:`int`): batch size - beta: float the parameter in PER for calculating the priority """ segment_length = (self.get_num_of_transitions()//2000) assert self._beta > 0 num_of_transitions = self.get_num_of_transitions() sample_points = num_of_transitions // segment_length batch_index_list = np.random.choice(2000, batch_size, replace=False) if self._cfg.reanalyze_outdated is True: # NOTE: used in reanalyze part batch_index_list.sort() # TODO(xcy): use weighted sample game_segment_list = [] pos_in_game_segment_list = [] for idx in batch_index_list: game_segment_idx, pos_in_game_segment = self.game_segment_game_pos_look_up[idx*segment_length] game_segment_idx -= self.base_idx game_segment = self.game_segment_buffer[game_segment_idx] game_segment_list.append(game_segment) pos_in_game_segment_list.append(pos_in_game_segment) make_time = [time.time() for _ in range(len(batch_index_list))] orig_data = (game_segment_list, pos_in_game_segment_list, batch_index_list, [], make_time) return orig_data
[docs] def _sample_orig_data_episode(self, batch_size: int) -> Tuple: """ Overview: Sample original data for a training batch, which includes: - game_segment_list: A list of game segments. - pos_in_game_segment_list: Indices of transitions within the game segments. - batch_index_list: Indices of the start transitions of the sampled mini-batch in the replay buffer. - weights_list: Weights for each sampled transition, used for prioritization. - make_time: Timestamps indicating when the batch was created (useful for managing replay buffer updates). Arguments: - batch_size (:obj:`int`): The number of samples to draw for the batch. - beta (:obj:`float`): Parameter for Prioritized Experience Replay (PER) that adjusts the importance of samples. """ assert self._beta > 0, "Beta must be greater than zero." num_of_transitions = self.get_num_of_transitions() if not self._cfg.use_priority: self.game_pos_priorities = np.ones_like(self.game_pos_priorities) # Add a small constant for numerical stability probs = self.game_pos_priorities ** self._alpha + 1e-6 probs /= probs.sum() # Sample game segment indices num_of_game_segments = self.get_num_of_game_segments() batch_episode_index_list = np.random.choice(num_of_game_segments, batch_size, replace=False) if self._cfg.reanalyze_outdated: # Sort for consistency when reanalyzing batch_episode_index_list.sort() batch_index_list = batch_episode_index_list * self._cfg.game_segment_length # Calculate weights for the sampled transitions weights_list = (num_of_transitions * probs[batch_index_list]) ** (-self._beta) weights_list /= weights_list.max() game_segment_list = [] pos_in_game_segment_list = [] # Collect game segments and their initial positions for episode_index in batch_episode_index_list: game_segment = self.game_segment_buffer[episode_index] game_segment_list.append(game_segment) pos_in_game_segment_list.append(0) # Starting position in game segments # Record the time when the batch is created make_time = [time.time() for _ in range(len(batch_episode_index_list))] orig_data = (game_segment_list, pos_in_game_segment_list, batch_index_list, weights_list, make_time) return orig_data
[docs] def _preprocess_to_play_and_action_mask( self, game_segment_batch_size, to_play_segment, action_mask_segment, pos_in_game_segment_list, unroll_steps = None ): """ Overview: prepare the to_play and action_mask for the target obs in ``value_obs_list`` - to_play: {list: game_segment_batch_size * (num_unroll_steps+1)} - action_mask: {list: game_segment_batch_size * (num_unroll_steps+1)} """ unroll_steps = unroll_steps if unroll_steps is not None else self._cfg.num_unroll_steps to_play = [] for bs in range(game_segment_batch_size): to_play_tmp = list( to_play_segment[bs][pos_in_game_segment_list[bs]:pos_in_game_segment_list[bs] + unroll_steps + 1] ) if len(to_play_tmp) < unroll_steps + 1: # NOTE: the effective to play index is {1,2}, for null padding data, we set to_play=-1 to_play_tmp += [-1 for _ in range(unroll_steps + 1 - len(to_play_tmp))] to_play.append(to_play_tmp) to_play = sum(to_play, []) if self._cfg.model.continuous_action_space is True: # when the action space of the environment is continuous, action_mask[:] is None. return to_play, None action_mask = [] for bs in range(game_segment_batch_size): action_mask_tmp = list( action_mask_segment[bs][pos_in_game_segment_list[bs]:pos_in_game_segment_list[bs] + unroll_steps + 1] ) if len(action_mask_tmp) < unroll_steps + 1: action_mask_tmp += [ list(np.ones(self._cfg.model.action_space_size, dtype=np.int8)) for _ in range(unroll_steps + 1 - len(action_mask_tmp)) ] action_mask.append(action_mask_tmp) action_mask = to_list(action_mask) action_mask = sum(action_mask, []) return to_play, action_mask
[docs] @abstractmethod def _prepare_reward_value_context( self, batch_index_list: List[str], game_segment_list: List[Any], pos_in_game_segment_list: List[Any], total_transitions: int ) -> List[Any]: """ Overview: prepare the context of rewards and values for calculating TD value target in reanalyzing part. Arguments: - batch_index_list (:obj:`list`): the index of start transition of sampled minibatch in replay buffer - game_segment_list (:obj:`list`): list of game segments - pos_in_game_segment_list (:obj:`list`): list of transition index in game_segment - total_transitions (:obj:`int`): number of collected transitions Returns: - reward_value_context (:obj:`list`): value_obs_lst, value_mask, state_index_lst, rewards_lst, game_segment_lens, td_steps_lst, action_mask_segment, to_play_segment """ pass
[docs] @abstractmethod def _prepare_policy_non_reanalyzed_context( self, batch_index_list: List[int], game_segment_list: List[Any], pos_in_game_segment_list: List[int] ) -> List[Any]: """ Overview: prepare the context of policies for calculating policy target in non-reanalyzing part, just return the policy in self-play Arguments: - batch_index_list (:obj:`list`): the index of start transition of sampled minibatch in replay buffer - game_segment_list (:obj:`list`): list of game segments - pos_in_game_segment_list (:obj:`list`): list transition index in game Returns: - policy_non_re_context (:obj:`list`): state_index_lst, child_visits, game_segment_lens, action_mask_segment, to_play_segment """ pass
[docs] @abstractmethod def _prepare_policy_reanalyzed_context( self, batch_index_list: List[str], game_segment_list: List[Any], pos_in_game_segment_list: List[str] ) -> List[Any]: """ Overview: prepare the context of policies for calculating policy target in reanalyzing part. Arguments: - batch_index_list (:obj:'list'): start transition index in the replay buffer - game_segment_list (:obj:'list'): list of game segments - pos_in_game_segment_list (:obj:'list'): position of transition index in one game history Returns: - policy_re_context (:obj:`list`): policy_obs_lst, policy_mask, state_index_lst, indices, child_visits, game_segment_lens, action_mask_segment, to_play_segment """ pass
[docs] @abstractmethod def _compute_target_reward_value(self, reward_value_context: List[Any], model: Any) -> List[np.ndarray]: """ Overview: prepare reward and value targets from the context of rewards and values. Arguments: - reward_value_context (:obj:'list'): the reward value context - model (:obj:'torch.tensor'):model of the target model Returns: - batch_value_prefixs (:obj:'np.ndarray): batch of value prefix - batch_target_values (:obj:'np.ndarray): batch of value estimation """ pass
[docs] @abstractmethod def _compute_target_policy_reanalyzed(self, policy_re_context: List[Any], model: Any) -> np.ndarray: """ Overview: prepare policy targets from the reanalyzed context of policies Arguments: - policy_re_context (:obj:`List`): List of policy context to reanalyzed Returns: - batch_target_policies_re """ pass
[docs] @abstractmethod def _compute_target_policy_non_reanalyzed( self, policy_non_re_context: List[Any], policy_shape: Optional[int] ) -> np.ndarray: """ Overview: prepare policy targets from the non-reanalyzed context of policies Arguments: - policy_non_re_context (:obj:`List`): List containing: - pos_in_game_segment_list - child_visits - game_segment_lens - action_mask_segment - to_play_segment Returns: - batch_target_policies_non_re """ pass
[docs] @abstractmethod def update_priority( self, train_data: Optional[List[Optional[np.ndarray]]], batch_priorities: Optional[Any] ) -> None: """ Overview: Update the priority of training data. Arguments: - train_data (:obj:`Optional[List[Optional[np.ndarray]]]`): training data to be updated priority. - batch_priorities (:obj:`batch_priorities`): priorities to update to. """ pass
[docs] def push_game_segments(self, data_and_meta: Any) -> None: """ Overview: Push game_segments data and it's meta information into buffer. Save a game segment Arguments: - data_and_meta - data (:obj:`Any`): The data (game segments) which will be pushed into buffer. - meta (:obj:`dict`): Meta information, e.g. priority, count, staleness. """ data, meta = data_and_meta for (data_game, meta_game) in zip(data, meta): self._push_game_segment(data_game, meta_game)
[docs] def _push_game_segment(self, data: Any, meta: Optional[dict] = None) -> None: """ Overview: Push data and it's meta information in buffer. Save a game segment. Arguments: - data (:obj:`Any`): The data (a game segment) which will be pushed into buffer. - meta (:obj:`dict`): Meta information, e.g. priority, count, staleness. - done (:obj:`bool`): whether the game is finished. - unroll_plus_td_steps (:obj:`int`): if the game is not finished, we only save the transitions that can be computed - priorities (:obj:`list`): the priorities corresponding to the transitions in the game history Returns: - buffered_data (:obj:`BufferedData`): The pushed data. """ data_length = len(data.action_segment) if len(data.action_segment)<self._cfg.game_segment_length else self._cfg.game_segment_length if meta['done']: self.num_of_collected_episodes += 1 valid_len = data_length else: valid_len = data_length - meta['unroll_plus_td_steps'] # print(f'valid_len is {valid_len}') if meta['priorities'] is None: max_prio = self.game_pos_priorities.max() if self.game_segment_buffer else 1 # if no 'priorities' provided, set the valid part of the new-added game history the max_prio self.game_pos_priorities = np.concatenate( ( self.game_pos_priorities, [max_prio for _ in range(valid_len)] + [0. for _ in range(valid_len, data_length)] ) ) else: assert data_length == len(meta['priorities']), " priorities should be of same length as the game steps" priorities = meta['priorities'].copy().reshape(-1) priorities[valid_len:data_length] = 0. self.game_pos_priorities = np.concatenate((self.game_pos_priorities, priorities)) self.game_segment_buffer.append(data) self.game_segment_game_pos_look_up += [ (self.base_idx + len(self.game_segment_buffer) - 1, step_pos) for step_pos in range(data_length) ]
# print(f'potioritys is {self.game_pos_priorities}') # print(f'num of transitions is {len(self.game_segment_game_pos_look_up)}')
[docs] def remove_oldest_data_to_fit(self) -> None: """ Overview: remove some oldest data if the replay buffer is full. """ assert self.replay_buffer_size > self._cfg.batch_size, "replay buffer size should be larger than batch size" nums_of_game_segments = self.get_num_of_game_segments() total_transition = self.get_num_of_transitions() if total_transition > self.replay_buffer_size: index = 0 for i in range(nums_of_game_segments): length_data = len(self.game_segment_buffer[i].action_segment) if len(self.game_segment_buffer[i].action_segment)<self._cfg.game_segment_length else self._cfg.game_segment_length total_transition -= length_data if total_transition <= self.replay_buffer_size * self.keep_ratio: # find the max game_segment index to keep in the buffer index = i break if total_transition >= self._cfg.batch_size: self._remove(index + 1)
[docs] def _remove(self, excess_game_segment_index: List[int]) -> None: """ Overview: delete game segments in index [0: excess_game_segment_index] Arguments: - excess_game_segment_index (:obj:`List[str]`): Index of data. """ excess_game_positions = sum( [len(game_segment) for game_segment in self.game_segment_buffer[:excess_game_segment_index]] ) del self.game_segment_buffer[:excess_game_segment_index] self.game_pos_priorities = self.game_pos_priorities[excess_game_positions:] del self.game_segment_game_pos_look_up[:excess_game_positions] self.base_idx += excess_game_segment_index self.clear_time = time.time()
[docs] def get_num_of_episodes(self) -> int: # number of collected episodes return self.num_of_collected_episodes
[docs] def get_num_of_game_segments(self) -> int: # num of game segments return len(self.game_segment_buffer)
[docs] def get_num_of_transitions(self) -> int: # total number of transitions return len(self.game_segment_game_pos_look_up)
def __repr__(self): return f'current buffer statistics is: num_of_all_collected_episodes: {self.num_of_collected_episodes}, num of game segments: {len(self.game_segment_buffer)}, number of transitions: {len(self.game_segment_game_pos_look_up)}'