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"""
PPO Self-Play Training for Blazing Eights.
Architecture:
- Single policy network shared across all seats
- Self-play: all players use the same (latest) policy
- Collect trajectories by running full games
- Standard PPO update with masked invalid actions
Usage:
python train.py --num_players 2 --episodes 100000 --save_path model.pt
python train.py --num_players 3 --episodes 200000
"""
import argparse
import os
import numpy as np
import torch
import torch.nn as nn
import torch.nn.functional as F
from torch.distributions import Categorical
from collections import defaultdict
from tqdm import tqdm
from blazing_env import BlazingEightsEnv, TOTAL_ACTIONS, NUM_CARDS, DRAW_ACTION, PASS_ACTION
# ---------------------------------------------------------------------------
# Policy + Value Network
# ---------------------------------------------------------------------------
class PolicyValueNet(nn.Module):
def __init__(self, obs_size: int = 180, action_size: int = TOTAL_ACTIONS, hidden: int = 256):
super().__init__()
self.shared = nn.Sequential(
nn.Linear(obs_size, hidden),
nn.ReLU(),
nn.Linear(hidden, hidden),
nn.ReLU(),
)
self.policy_head = nn.Sequential(
nn.Linear(hidden, hidden // 2),
nn.ReLU(),
nn.Linear(hidden // 2, action_size),
)
self.value_head = nn.Sequential(
nn.Linear(hidden, hidden // 2),
nn.ReLU(),
nn.Linear(hidden // 2, 1),
)
def forward(self, obs: torch.Tensor, legal_mask: torch.Tensor):
"""
obs: (B, obs_size)
legal_mask: (B, action_size) — 1 for legal, 0 for illegal
Returns: logits (masked), value
"""
h = self.shared(obs)
logits = self.policy_head(h)
# Mask illegal actions with large negative
logits = logits + (1 - legal_mask) * (-1e9)
value = self.value_head(h).squeeze(-1)
return logits, value
def get_action(self, obs: np.ndarray, legal_actions: list[int], device="cpu"):
"""Sample an action from the policy."""
obs_t = torch.tensor(obs, dtype=torch.float32, device=device).unsqueeze(0)
mask = torch.zeros(1, TOTAL_ACTIONS, device=device)
for a in legal_actions:
mask[0, a] = 1.0
with torch.no_grad():
logits, value = self.forward(obs_t, mask)
probs = F.softmax(logits, dim=-1)
dist = Categorical(probs)
action = dist.sample()
return action.item(), dist.log_prob(action).item(), value.item()
def evaluate(self, obs_t: torch.Tensor, mask_t: torch.Tensor, actions_t: torch.Tensor):
"""Evaluate actions for PPO update."""
logits, values = self.forward(obs_t, mask_t)
probs = F.softmax(logits, dim=-1)
dist = Categorical(probs)
log_probs = dist.log_prob(actions_t)
entropy = dist.entropy()
return log_probs, values, entropy
# ---------------------------------------------------------------------------
# Trajectory Collection
# ---------------------------------------------------------------------------
class Transition:
__slots__ = ["obs", "action", "log_prob", "value", "reward", "done", "legal_mask"]
def __init__(self, obs, action, log_prob, value, reward, done, legal_mask):
self.obs = obs
self.action = action
self.log_prob = log_prob
self.value = value
self.reward = reward
self.done = done
self.legal_mask = legal_mask
def collect_game(env: BlazingEightsEnv, model: PolicyValueNet, device="cpu"):
"""
Play one full game, return per-player trajectories.
All players use the same model (self-play).
"""
obs = env.reset()
trajectories: dict[int, list[Transition]] = defaultdict(list)
max_steps = 500
for _ in range(max_steps):
player = env.current_player
legal = env.legal_actions()
if not legal:
break
action, log_prob, value = model.get_action(obs, legal, device)
# Build legal mask
legal_mask = np.zeros(TOTAL_ACTIONS, dtype=np.float32)
for a in legal:
legal_mask[a] = 1.0
obs_next, rewards, done, info = env.step(action)
# Store transition for the acting player
trajectories[player].append(Transition(
obs=obs.copy(),
action=action,
log_prob=log_prob,
value=value,
reward=rewards[player],
done=done,
legal_mask=legal_mask,
))
# If done, also assign terminal rewards to other players' last transitions
if done:
for p in range(env.num_players):
if p != player and trajectories[p]:
trajectories[p][-1].reward = rewards[p]
trajectories[p][-1].done = True
break
obs = obs_next
return trajectories
# ---------------------------------------------------------------------------
# PPO Update
# ---------------------------------------------------------------------------
def compute_gae(transitions: list[Transition], gamma=0.99, lam=0.95):
"""Compute GAE returns and advantages."""
T = len(transitions)
if T == 0:
return [], []
rewards = [t.reward for t in transitions]
values = [t.value for t in transitions]
dones = [t.done for t in transitions]
advantages = np.zeros(T, dtype=np.float32)
last_gae = 0.0
for t in reversed(range(T)):
if t == T - 1 or dones[t]:
next_value = 0.0
else:
next_value = values[t + 1]
delta = rewards[t] + gamma * next_value * (1 - dones[t]) - values[t]
advantages[t] = last_gae = delta + gamma * lam * (1 - dones[t]) * last_gae
returns = advantages + np.array(values)
return returns.tolist(), advantages.tolist()
def ppo_update(model: PolicyValueNet, optimizer: torch.optim.Optimizer,
all_transitions: list[Transition], device="cpu",
epochs=4, batch_size=256, clip_eps=0.2, vf_coef=0.5, ent_coef=0.01):
"""PPO clipped surrogate update."""
if not all_transitions:
return {}
# Prepare tensors
obs_arr = np.array([t.obs for t in all_transitions])
actions_arr = np.array([t.action for t in all_transitions])
old_log_probs_arr = np.array([t.log_prob for t in all_transitions])
masks_arr = np.array([t.legal_mask for t in all_transitions])
# Compute GAE (treat all transitions as one sequence — not ideal, but we
# already computed per-game, so we just concatenate pre-computed values)
returns_arr = np.array([t.reward for t in all_transitions]) # placeholder
advantages_arr = np.array([t.reward for t in all_transitions]) # placeholder
obs_t = torch.tensor(obs_arr, dtype=torch.float32, device=device)
actions_t = torch.tensor(actions_arr, dtype=torch.long, device=device)
old_log_probs_t = torch.tensor(old_log_probs_arr, dtype=torch.float32, device=device)
masks_t = torch.tensor(masks_arr, dtype=torch.float32, device=device)
returns_t = torch.tensor(returns_arr, dtype=torch.float32, device=device)
advantages_t = torch.tensor(advantages_arr, dtype=torch.float32, device=device)
# Normalize advantages
if len(advantages_t) > 1:
advantages_t = (advantages_t - advantages_t.mean()) / (advantages_t.std() + 1e-8)
total_loss_sum = 0
n_updates = 0
for _ in range(epochs):
indices = np.arange(len(all_transitions))
np.random.shuffle(indices)
for start in range(0, len(indices), batch_size):
end = min(start + batch_size, len(indices))
idx = indices[start:end]
b_obs = obs_t[idx]
b_actions = actions_t[idx]
b_old_lp = old_log_probs_t[idx]
b_masks = masks_t[idx]
b_returns = returns_t[idx]
b_advantages = advantages_t[idx]
new_log_probs, values, entropy = model.evaluate(b_obs, b_masks, b_actions)
ratio = torch.exp(new_log_probs - b_old_lp)
surr1 = ratio * b_advantages
surr2 = torch.clamp(ratio, 1 - clip_eps, 1 + clip_eps) * b_advantages
policy_loss = -torch.min(surr1, surr2).mean()
value_loss = F.mse_loss(values, b_returns)
loss = policy_loss + vf_coef * value_loss - ent_coef * entropy.mean()
optimizer.zero_grad()
loss.backward()
nn.utils.clip_grad_norm_(model.parameters(), 0.5)
optimizer.step()
total_loss_sum += loss.item()
n_updates += 1
return {"loss": total_loss_sum / max(n_updates, 1)}
# ---------------------------------------------------------------------------
# Training Loop
# ---------------------------------------------------------------------------
def train(args):
device = "cuda" if torch.cuda.is_available() else "cpu"
print(f"Device: {device}")
print(f"Training for {args.num_players} players, {args.episodes} episodes")
model = PolicyValueNet().to(device)
optimizer = torch.optim.Adam(model.parameters(), lr=args.lr)
# Stats
win_counts = defaultdict(int)
game_lengths = []
batch_transitions = []
pbar = tqdm(range(1, args.episodes + 1), desc="Training", unit="ep")
for ep in pbar:
env = BlazingEightsEnv(num_players=args.num_players)
trajectories = collect_game(env, model, device)
# Record stats
if env.done:
win_counts[env.winner] += 1
game_lengths.append(sum(len(v) for v in trajectories.values()))
# Compute GAE per player and collect
for player, trans_list in trajectories.items():
returns, advantages = compute_gae(trans_list, gamma=args.gamma, lam=args.lam)
for i, t in enumerate(trans_list):
t.reward = returns[i] if i < len(returns) else t.reward
# Store advantage in a hacky way: overwrite reward with return,
# and we'll use (return - value) as advantage in update
batch_transitions.extend(trans_list)
# Update every `update_every` episodes
if ep % args.update_every == 0:
# Recompute advantages from stored returns and values
for t in batch_transitions:
pass # returns already in t.reward
# Build proper advantages
for t in batch_transitions:
# t.reward is now the GAE return; advantage = return - value
t.reward = t.reward # this is the return
# We'll set the advantage in the update
# Actually, let's just pass returns and let update compute
returns_for_update = np.array([t.reward for t in batch_transitions])
values_for_update = np.array([t.value for t in batch_transitions])
advs = returns_for_update - values_for_update
# Overwrite for the update function
obs_arr = np.array([t.obs for t in batch_transitions])
actions_arr = np.array([t.action for t in batch_transitions])
old_lp_arr = np.array([t.log_prob for t in batch_transitions])
masks_arr = np.array([t.legal_mask for t in batch_transitions])
obs_t = torch.tensor(obs_arr, dtype=torch.float32, device=device)
actions_t = torch.tensor(actions_arr, dtype=torch.long, device=device)
old_lp_t = torch.tensor(old_lp_arr, dtype=torch.float32, device=device)
masks_t = torch.tensor(masks_arr, dtype=torch.float32, device=device)
returns_t = torch.tensor(returns_for_update, dtype=torch.float32, device=device)
advs_t = torch.tensor(advs, dtype=torch.float32, device=device)
if len(advs_t) > 1:
advs_t = (advs_t - advs_t.mean()) / (advs_t.std() + 1e-8)
# Manual PPO update
for _ in range(args.ppo_epochs):
indices = np.arange(len(batch_transitions))
np.random.shuffle(indices)
for start in range(0, len(indices), args.batch_size):
end = min(start + args.batch_size, len(indices))
idx = indices[start:end]
b_obs = obs_t[idx]
b_actions = actions_t[idx]
b_old_lp = old_lp_t[idx]
b_masks = masks_t[idx]
b_returns = returns_t[idx]
b_advs = advs_t[idx]
new_lp, values, entropy = model.evaluate(b_obs, b_masks, b_actions)
ratio = torch.exp(new_lp - b_old_lp)
surr1 = ratio * b_advs
surr2 = torch.clamp(ratio, 1 - args.clip_eps, 1 + args.clip_eps) * b_advs
policy_loss = -torch.min(surr1, surr2).mean()
value_loss = F.mse_loss(values, b_returns)
loss = policy_loss + 0.5 * value_loss - args.ent_coef * entropy.mean()
optimizer.zero_grad()
loss.backward()
nn.utils.clip_grad_norm_(model.parameters(), 0.5)
optimizer.step()
batch_transitions = []
# Logging
if ep % args.log_every == 0:
avg_len = np.mean(game_lengths[-args.log_every:]) if game_lengths else 0
total_games = sum(win_counts.values())
wr0 = win_counts[0] / max(total_games, 1)
pbar.set_postfix(avg_len=f"{avg_len:.1f}", wr0=f"{wr0:.1%}", games=total_games)
# Save checkpoint
if ep % args.save_every == 0:
path = f"{args.save_path}_ep{ep}.pt"
torch.save({
"model": model.state_dict(),
"optimizer": optimizer.state_dict(),
"episode": ep,
"num_players": args.num_players,
}, path)
tqdm.write(f" Saved checkpoint: {path}")
# Final save
torch.save({
"model": model.state_dict(),
"optimizer": optimizer.state_dict(),
"episode": args.episodes,
"num_players": args.num_players,
}, f"{args.save_path}_final.pt")
print(f"Training complete. Final model saved to {args.save_path}_final.pt")
return model
# ---------------------------------------------------------------------------
# Evaluation: play against random
# ---------------------------------------------------------------------------
def evaluate_vs_random(model: PolicyValueNet, num_players=2, num_games=1000, device="cpu"):
"""Player 0 = model, others = random. Returns player 0 win rate."""
wins = 0
for _ in range(num_games):
env = BlazingEightsEnv(num_players=num_players)
obs = env.reset()
for _ in range(500):
player = env.current_player
legal = env.legal_actions()
if not legal:
break
if player == 0:
action, _, _ = model.get_action(obs, legal, device)
else:
action = np.random.choice(legal)
obs, rewards, done, info = env.step(action)
if done:
if env.winner == 0:
wins += 1
break
return wins / num_games
if __name__ == "__main__":
parser = argparse.ArgumentParser(description="Train Blazing Eights PPO agent")
parser.add_argument("--num_players", type=int, default=2)
parser.add_argument("--episodes", type=int, default=100000)
parser.add_argument("--lr", type=float, default=3e-4)
parser.add_argument("--gamma", type=float, default=0.99)
parser.add_argument("--lam", type=float, default=0.95)
parser.add_argument("--clip_eps", type=float, default=0.2)
parser.add_argument("--ent_coef", type=float, default=0.01)
parser.add_argument("--ppo_epochs", type=int, default=4)
parser.add_argument("--batch_size", type=int, default=256)
parser.add_argument("--update_every", type=int, default=64)
parser.add_argument("--log_every", type=int, default=1000)
parser.add_argument("--save_every", type=int, default=10000)
parser.add_argument("--save_path", type=str, default="blazing_ppo")
args = parser.parse_args()
model = train(args)
# Eval vs random
print("\nEvaluating vs random opponents...")
for n in [2, 3, 4, 5]:
if n <= args.num_players + 1: # only eval for trained player count
wr = evaluate_vs_random(model, num_players=n, num_games=1000)
print(f" {n} players: win rate = {wr:.1%} (random baseline: {1/n:.1%})")
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