Add Monte Carlo Tree Search Algorithm (#2588)
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Searches/MonteCarloTreeSearch.java
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179
Searches/MonteCarloTreeSearch.java
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package Searches;
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import java.util.Collections;
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import java.util.ArrayList;
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import java.util.Comparator;
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import java.util.Random;
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/**
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* Monte Carlo Tree Search (MCTS) is a heuristic search algorithm
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* used in decition taking problems especially games.
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*
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* See more: https://en.wikipedia.org/wiki/Monte_Carlo_tree_search,
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* https://www.baeldung.com/java-monte-carlo-tree-search
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*/
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public class MonteCarloTreeSearch {
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public class Node {
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Node parent;
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ArrayList <Node> childNodes;
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boolean isPlayersTurn; // True if it is the player's turn.
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boolean playerWon; // True if the player won; false if the opponent won.
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int score;
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int visitCount;
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public Node() {}
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public Node(Node parent, boolean isPlayersTurn) {
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this.parent = parent;
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childNodes = new ArrayList<>();
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this.isPlayersTurn = isPlayersTurn;
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playerWon = false;
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score = 0;
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visitCount = 0;
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}
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}
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static final int WIN_SCORE = 10;
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static final int TIME_LIMIT = 500; // Time the algorithm will be running for (in milliseconds).
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public static void main(String[] args) {
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MonteCarloTreeSearch mcts = new MonteCarloTreeSearch();
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mcts.monteCarloTreeSearch(mcts.new Node(null, true));
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}
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/**
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* Explores a game tree using Monte Carlo Tree Search (MCTS)
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* and returns the most promising node.
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*
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* @param rootNode Root node of the game tree.
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* @return The most promising child of the root node.
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*/
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public Node monteCarloTreeSearch(Node rootNode) {
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Node winnerNode;
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double timeLimit;
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// Expand the root node.
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addChildNodes(rootNode, 10);
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timeLimit = System.currentTimeMillis() + TIME_LIMIT;
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// Explore the tree until the time limit is reached.
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while (System.currentTimeMillis() < timeLimit) {
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Node promisingNode;
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// Get a promising node using UCT.
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promisingNode = getPromisingNode(rootNode);
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// Expand the promising node.
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if (promisingNode.childNodes.size() == 0) {
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addChildNodes(promisingNode, 10);
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}
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simulateRandomPlay(promisingNode);
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}
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winnerNode = getWinnerNode(rootNode);
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printScores(rootNode);
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System.out.format("\nThe optimal node is: %02d\n", rootNode.childNodes.indexOf(winnerNode) + 1);
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return winnerNode;
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}
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public void addChildNodes(Node node, int childCount) {
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for (int i = 0; i < childCount; i++) {
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node.childNodes.add(new Node(node, !node.isPlayersTurn));
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}
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}
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/**
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* Uses UCT to find a promising child node to be explored.
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*
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* UCT: Upper Confidence bounds applied to Trees.
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*
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* @param rootNode Root node of the tree.
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* @return The most promising node according to UCT.
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*/
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public Node getPromisingNode(Node rootNode) {
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Node promisingNode = rootNode;
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// Iterate until a node that hasn't been expanded is found.
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while (promisingNode.childNodes.size() != 0) {
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double uctIndex = Double.MIN_VALUE;
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int nodeIndex = 0;
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// Iterate through child nodes and pick the most promising one
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// using UCT (Upper Confidence bounds applied to Trees).
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for (int i = 0; i < promisingNode.childNodes.size(); i++) {
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Node childNode = promisingNode.childNodes.get(i);
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double uctTemp;
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// If child node has never been visited
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// it will have the highest uct value.
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if (childNode.visitCount == 0) {
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nodeIndex = i;
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break;
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}
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uctTemp = ((double) childNode.score / childNode.visitCount)
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+ 1.41 * Math.sqrt(Math.log(promisingNode.visitCount) / (double) childNode.visitCount);
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if (uctTemp > uctIndex) {
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uctIndex = uctTemp;
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nodeIndex = i;
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}
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}
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promisingNode = promisingNode.childNodes.get(nodeIndex);
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}
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return promisingNode;
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}
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/**
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* Simulates a random play from a nodes current state
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* and back propagates the result.
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*
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* @param promisingNode Node that will be simulated.
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*/
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public void simulateRandomPlay(Node promisingNode) {
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Random rand = new Random();
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Node tempNode = promisingNode;
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boolean isPlayerWinner;
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// The following line randomly determines whether the simulated play is a win or loss.
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// To use the MCTS algorithm correctly this should be a simulation of the nodes' current
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// state of the game until it finishes (if possible) and use an evaluation function to
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// determine how good or bad the play was.
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// e.g. Play tic tac toe choosing random squares until the game ends.
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promisingNode.playerWon = (rand.nextInt(6) == 0);
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isPlayerWinner = promisingNode.playerWon;
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// Back propagation of the random play.
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while (tempNode != null) {
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tempNode.visitCount++;
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// Add wining scores to bouth player and opponent depending on the turn.
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if ((tempNode.isPlayersTurn && isPlayerWinner) ||
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(!tempNode.isPlayersTurn && !isPlayerWinner)) {
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tempNode.score += WIN_SCORE;
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}
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tempNode = tempNode.parent;
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}
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}
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public Node getWinnerNode(Node rootNode) {
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return Collections.max(rootNode.childNodes, Comparator.comparing(c -> c.score));
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}
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public void printScores(Node rootNode) {
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System.out.println("N.\tScore\t\tVisits");
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for (int i = 0; i < rootNode.childNodes.size(); i++) {
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System.out.println(String.format("%02d\t%d\t\t%d", i + 1,
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rootNode.childNodes.get(i).score, rootNode.childNodes.get(i).visitCount));
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}
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}
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}
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