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main.py
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167 lines (132 loc) · 4.74 KB
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import numpy as np
import random
import torch
import torch.nn as nn
import torch.optim as optim
import torch.nn.functional as F
from collections import deque
import os
# --- 2048 Game Environment ---
class Game2048:
def __init__(self):
self.reset()
def reset(self):
self.board = [[0 for _ in range(4)] for _ in range(4)]
self.add_tile()
self.add_tile()
return self.get_state()
def get_state(self):
return np.array(self.board).flatten() / 2048 # normalize
def add_tile(self):
empty = [(i, j) for i in range(4) for j in range(4) if self.board[i][j] == 0]
if empty:
i, j = random.choice(empty)
self.board[i][j] = 2 if random.random() < 0.9 else 4
def move(self, direction):
original = [row[:] for row in self.board]
def merge(row):
new_row = [i for i in row if i != 0]
for i in range(len(new_row)-1):
if new_row[i] == new_row[i+1]:
new_row[i] *= 2
new_row[i+1] = 0
new_row = [i for i in new_row if i != 0]
return new_row + [0]*(4 - len(new_row))
def move_left():
self.board = [merge(row) for row in self.board]
def move_right():
self.board = [list(reversed(merge(reversed(row)))) for row in self.board]
def transpose():
self.board = [list(row) for row in zip(*self.board)]
if direction == 0: # Up
transpose()
move_left()
transpose()
elif direction == 1: # Down
transpose()
move_right()
transpose()
elif direction == 2: # Left
move_left()
elif direction == 3: # Right
move_right()
reward = sum(sum(row) for row in self.board) - sum(sum(row) for row in original)
if self.board != original:
self.add_tile()
done = self.is_game_over()
return self.get_state(), reward, done
else:
return self.get_state(), -5, self.is_game_over() # small penalty for invalid move
def is_game_over(self):
temp = [row[:] for row in self.board]
for move in range(4):
self.move(move)
if temp != self.board:
self.board = temp
return False
return True
# --- DQN Agent ---
class DQNAgent:
def __init__(self):
self.model = nn.Sequential(
nn.Linear(16, 128),
nn.ReLU(),
nn.Linear(128, 128),
nn.ReLU(),
nn.Linear(128, 4)
)
self.optimizer = optim.Adam(self.model.parameters(), lr=0.001)
self.memory = deque(maxlen=50000)
self.gamma = 0.99
self.batch_size = 128
def act(self, state, epsilon=0.1):
if random.random() < epsilon:
return random.randint(0, 3)
state = torch.FloatTensor(state).unsqueeze(0)
with torch.no_grad():
q_values = self.model(state)
return torch.argmax(q_values).item()
def remember(self, state, action, reward, next_state, done):
self.memory.append((state, action, reward, next_state, done))
def learn(self):
if len(self.memory) < self.batch_size:
return
batch = random.sample(self.memory, self.batch_size)
states, actions, rewards, next_states, dones = zip(*batch)
states = torch.FloatTensor(states)
actions = torch.LongTensor(actions)
rewards = torch.FloatTensor(rewards)
next_states = torch.FloatTensor(next_states)
dones = torch.BoolTensor(dones)
current_q = self.model(states).gather(1, actions.unsqueeze(1)).squeeze()
max_next_q = self.model(next_states).max(1)[0]
expected_q = rewards + self.gamma * max_next_q * (~dones)
loss = F.mse_loss(current_q, expected_q)
self.optimizer.zero_grad()
loss.backward()
self.optimizer.step()
# --- Training Loop ---
def train_dqn(episodes=5000):
env = Game2048()
agent = DQNAgent()
scores = []
for ep in range(episodes):
state = env.reset()
total_reward = 0
while True:
action = agent.act(state)
next_state, reward, done = env.move(action)
agent.remember(state, action, reward, next_state, done)
agent.learn()
state = next_state
total_reward += reward
if done:
break
scores.append(total_reward)
if ep % 100 == 0:
avg_score = np.mean(scores[-100:])
print(f"Episode {ep}, Avg Score: {avg_score:.2f}")
return agent
# --- Start Training ---
if __name__ == "__main__":
trained_agent = train_dqn(episodes=1000)