# Conflicts:
#	README.md
#	requirements.txt
#	server/media/example_agents/leduc_holdem_dqn.zip
This commit is contained in:
Songyi Huang 2021-06-01 21:28:30 -07:00
commit 983a9c8b43
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/.idea
package-lock.json
douzero_pretrained
dmc_pretrained

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# RLCard Showdown
This is the GUI support for the [RLCard](https://github.com/datamllab/rlcard) project. The project provides evaluation and visualization tools to help understand the performance of the agents. Currently, we only support Leduc Hold'em and Dou Dizhu. The frontend is developed with [React](https://reactjs.org/). The backend is based on [Django](https://www.djangoproject.com/). Have fun!
This is the GUI support for the [RLCard](https://github.com/datamllab/rlcard) project and DouZero project. RLCard-Showdown provides evaluation and visualization tools to help understand the performance of the agents. It includes a replay module, where you can analyze the replays, and a PvE module, where you can play with the AI interactively. Currently, we only support Leduc Hold'em and Dou Dizhu. The frontend is developed with [React](https://reactjs.org/). The backend is based on [Django](https://www.djangoproject.com/) and [Flask](https://flask.palletsprojects.com/). Have fun!
* Official Website: [http://www.rlcard.org](http://www.rlcard.org)
* Tutorial in Jupyter Notebook: [https://github.com/datamllab/rlcard-tutorial](https://github.com/datamllab/rlcard-tutorial)
* Paper: [https://www.ijcai.org/Proceedings/2020/764](https://www.ijcai.org/Proceedings/2020/764)
* Document: [click here](docs/README.md)
* Document: [Click Here](docs/README.md)
## Cite this work
If you find this repo useful, you may cite:
```bibtext
@inproceedings{ijcai2020-764,
title = {RLCard: A Platform for Reinforcement Learning in Card Games},
author = {Zha, Daochen and Lai, Kwei-Herng and Huang, Songyi and Cao, Yuanpu and Reddy, Keerthana and Vargas, Juan and Nguyen, Alex and Wei, Ruzhe and Guo, Junyu and Hu, Xia},
booktitle = {Proceedings of the Twenty-Ninth International Joint Conference on
Artificial Intelligence, {IJCAI-20}},
publisher = {International Joint Conferences on Artificial Intelligence Organization},
editor = {Christian Bessiere},
pages = {5264--5266},
year = {2020},
month = {7},
note = {Demos}
doi = {10.24963/ijcai.2020/764},
url = {https://doi.org/10.24963/ijcai.2020/764},
Zha, Daochen, Kwei-Herng Lai, Songyi Huang, Yuanpu Cao, Keerthana Reddy, Juan Vargas, Alex Nguyen, Ruzhe Wei, Junyu Guo, and Xia Hu. "RLCard: A Platform for Reinforcement Learning in Card Games." In IJCAI. 2020.
```bibtex
@inproceedings{zha2020rlcard,
title={RLCard: A Platform for Reinforcement Learning in Card Games},
author={Zha, Daochen and Lai, Kwei-Herng and Huang, Songyi and Cao, Yuanpu and Reddy, Keerthana and Vargas, Juan and Nguyen, Alex and Wei, Ruzhe and Guo, Junyu and Hu, Xia},
booktitle={IJCAI},
year={2020}
}
```
## Installation
RLCard-Showdown has separated frontend and backend. The frontend is built with React and the backend of leaderboard is based on Django.
RLCard-Showdown has separated frontend and backend. The frontend is built with React and the backend is based on Django and Flask.
### Prerequisite
To set up the frontend, you should make sure you have [Node.js](https://nodejs.org/) and NPM installed. Normally you just need to manually install Node.js, and the NPM package would be automatically installed together with Node.js for you. Please refer to its official website for installation of Node.js.
@ -41,7 +34,7 @@ For backend, make sure that you have **Python 3.6+** and **pip** installed.
### Install Frontend and Backend
The frontend can be installed with the help of NPM:
```
git clone --depth 1 https://github.com/datamllab/rlcard-showdown.git
git clone -b master --single-branch --depth=1 https://github.com/datamllab/rlcard-showdown.git
cd rlcard-showdown
npm install
```
@ -54,27 +47,39 @@ cd ..
```
### Run RLCard-Showdown
Launch the backend of leaderboard with
1. Launch the backend of leaderboard with
```
cd server
python3 manage.py runserver
```
Run the following command in a new terminal under the project folder to start frontend in development mode:
2. Download the pre-trained models in [Google Drive](https://drive.google.com/file/d/1zx-20xNBDbCFd8GWhZFUkl07lofbNHpy/view?usp=sharing) or [百度网盘](https://pan.baidu.com/s/12MgxVBBz4mgitT74quSWfw) 提取码: qh6s. Extract it in `pve_server/pretrained`.
In a new terminal, start the PvE server (i.e., human vs AI) of DouZero with
```
cd pve_server
python3 run_douzero.py
```
Alternatively, you can start the PvE server interfaced with RLCard:
```
cd pve_server
python3 run_dmc.py
```
They are conceptually the same with minor differences in state representation and training time of the pre-trained models (DouZero is fully trained with more than a month, while DMC in RLCard is only trained for hours).
3. Run the following command in another new terminal under the project folder to start frontend:
```
npm start
```
You can view frontend at [http://127.0.0.1:3000/](http://127.0.0.1:3000/). The backend of leaderboard will run in [http://127.0.0.1:8000/](http://127.0.0.1:8000/).
You can view leaderboard at [http://127.0.0.1:3000/](http://127.0.0.1:3000/) and PvE demo of Dou Dizhu at [http://127.0.0.1:3000/pve/doudizhu-demo](http://127.0.0.1:3000/pve/doudizhu-demo). The backend of leaderboard will run in [http://127.0.0.1:8000/](http://127.0.0.1:8000/). The PvE backend will run in [http://127.0.0.1:5000/](http://127.0.0.1:5000/).
More documentation can be found [here](docs/api.md). User guide is [here](docs/guide.md).
### Demos
## Demos
![leaderboards](https://github.com/datamllab/rlcard-showdown/blob/master/docs/imgs/leaderboards.png?raw=true)
![upload](https://github.com/datamllab/rlcard-showdown/blob/master/docs/imgs/upload.png?raw=true)
![doudizhu-replay](https://github.com/datamllab/rlcard-showdown/blob/master/docs/imgs/doudizhu-replay.png?raw=true)
![leduc-replay](https://github.com/datamllab/rlcard-showdown/blob/master/docs/imgs/leduc-replay.png?raw=true)
### Contact Us
## Contact Us
If you have any questions or feedback, feel free to drop an email to [Songyi Huang](https://github.com/hsywhu) for the frontend or [Daochen Zha](https://github.com/daochenzha) for backend.
### Acknowledgements
We would like to thank JJ World Network Technology Co., LTD for the generous support, [Chieh-An Tsai](https://anntsai.myportfolio.com/) for user interface design, and [Lei Pan](mailto:lpa25@sfu.ca) for the help in visualizations.
## Acknowledgements
We would like to thank JJ World Network Technology Co., LTD for the generous support, [Chieh-An Tsai](https://anntsai.myportfolio.com/) for user interface design, and [Lei Pan](https://github.com/lpan18) for the help in visualizations.

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@ -38,7 +38,7 @@ The definitions of the fields are as follows:
| http://127.0.0.1:8000/tournament/query_game?name=leduc-holdem&elements_every_page=10&page_index=0 | Get all the game data of Leduc Holdem |
| http://127.0.0.1:8000/tournament/query_payoff | Get all the payoffs |
| http://127.0.0.1:8000/tournament/query_payoff?agent0=leduc-holdem-cfr&agent1=leduc-holdem-rule-v1 | Get all the payoffs between rule and CFR models |
| http://127.0.0.1:8000/tournament/query_agent_payoff?name=leduc-holdem&elements\_every\_page=1&page\_index=1 | Get the payoffs of all the agents of leduc-holdem |
| http://127.0.0.1:8000/tournament/query_agent_payoff?name=leduc-holdem&elements_every_page=1&page_index=1 | Get the payoffs of all the agents of leduc-holdem |
| http://127.0.0.1:8000/tournament/list_uploaded_agents?game=leduc-holdem | List the uploaded agents of leduc-holdem |
| http://127.0.0.1:8000/tournament/list_baseline_agents?game=leduc-holdem | List the baseline agents of leduc-holdem |
| http://127.0.0.1:8000/tournament/download_examples?name=example_luduc_nfsp_model | Download the NFSP example model for Leduc Hold'em |

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*.swp
*.so
__pycache__
.DS_Store
*.egg-info
*.pyc
*.onnx

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import os
import torch
import numpy as np
from collections import Counter
Card2Column = {3: 0, 4: 1, 5: 2, 6: 3, 7: 4, 8: 5, 9: 6, 10: 7,
11: 8, 12: 9, 13: 10, 14: 11, 17: 12, 20: 13, 30: 14}
NumOnes2Array = {0: np.array([0, 0, 0, 0]),
1: np.array([1, 0, 0, 0]),
2: np.array([1, 1, 0, 0]),
3: np.array([1, 1, 1, 0]),
4: np.array([1, 1, 1, 1])}
def _get_one_hot_bomb(bomb_num):
one_hot = np.zeros(15, dtype=np.float32)
one_hot[bomb_num] = 1
return one_hot
def _load_model(position, model_dir, use_onnx):
if not use_onnx or not os.path.isfile(os.path.join(model_dir, position+'.onnx')) :
from models import model_dict
model = model_dict[position]()
model_state_dict = model.state_dict()
model_path = os.path.join(model_dir, position+'.ckpt')
if torch.cuda.is_available():
pretrained = torch.load(model_path, map_location='cuda:0')
else:
pretrained = torch.load(model_path, map_location='cpu')
pretrained = {k: v for k, v in pretrained.items() if k in model_state_dict}
model_state_dict.update(pretrained)
model.load_state_dict(model_state_dict)
if torch.cuda.is_available():
model.cuda()
model.eval()
if use_onnx:
z = torch.randn(1, 5, 162, requires_grad=True)
if position == 'landlord':
x = torch.randn(1, 373, requires_grad=True)
else:
x = torch.randn(1, 484, requires_grad=True)
torch.onnx.export(model,
(z,x),
os.path.join(model_dir, position+'.onnx'),
export_params=True,
opset_version=10,
do_constant_folding=True,
input_names = ['z', 'x'],
output_names = ['y'],
dynamic_axes={'z' : {0 : 'batch_size'},
'x' : {0 : 'batch_size'},
'y' : {0 : 'batch_size'}})
if use_onnx:
import onnxruntime
model = onnxruntime.InferenceSession(os.path.join(model_dir, position+'.onnx'))
return model
def _process_action_seq(sequence, length=15):
sequence = sequence[-length:].copy()
if len(sequence) < length:
empty_sequence = [[] for _ in range(length - len(sequence))]
empty_sequence.extend(sequence)
sequence = empty_sequence
return sequence
class DeepAgent:
def __init__(self, position, model_dir, use_onnx=False):
self.model = _load_model(position, model_dir, use_onnx)
self.use_onnx = use_onnx
def cards2array(self, list_cards):
if len(list_cards) == 0:
return np.zeros(54, dtype=np.float32)
matrix = np.zeros([4, 13], dtype=np.float32)
jokers = np.zeros(2, dtype=np.float32)
counter = Counter(list_cards)
for card, num_times in counter.items():
if card < 20:
matrix[:, Card2Column[card]] = NumOnes2Array[num_times]
elif card == 20:
jokers[0] = 1
elif card == 30:
jokers[1] = 1
return np.concatenate((matrix.flatten('F'), jokers))
def get_one_hot_array(self, num_left_cards, max_num_cards):
one_hot = np.zeros(max_num_cards, dtype=np.float32)
one_hot[num_left_cards - 1] = 1
return one_hot
def action_seq_list2array(self, action_seq_list):
action_seq_array = np.zeros((len(action_seq_list), 54), dtype=np.float32)
for row, list_cards in enumerate(action_seq_list):
action_seq_array[row, :] = self.cards2array(list_cards)
action_seq_array = action_seq_array.reshape(5, 162)
return action_seq_array
def act(self, infoset):
player_position = infoset.player_position
num_legal_actions = len(infoset.legal_actions)
my_handcards = self.cards2array(infoset.player_hand_cards)
my_handcards_batch = np.repeat(my_handcards[np.newaxis, :],
num_legal_actions, axis=0)
other_handcards = self.cards2array(infoset.other_hand_cards)
other_handcards_batch = np.repeat(other_handcards[np.newaxis, :],
num_legal_actions, axis=0)
my_action_batch = np.zeros(my_handcards_batch.shape, dtype=np.float32)
for j, action in enumerate(infoset.legal_actions):
my_action_batch[j, :] = self.cards2array(action)
last_action = self.cards2array(infoset.rival_move)
last_action_batch = np.repeat(last_action[np.newaxis, :],
num_legal_actions, axis=0)
if player_position == 0:
landlord_up_num_cards_left = self.get_one_hot_array(
infoset.num_cards_left[2], 17)
landlord_up_num_cards_left_batch = np.repeat(
landlord_up_num_cards_left[np.newaxis, :],
num_legal_actions, axis=0)
landlord_down_num_cards_left = self.get_one_hot_array(
infoset.num_cards_left[1], 17)
landlord_down_num_cards_left_batch = np.repeat(
landlord_down_num_cards_left[np.newaxis, :],
num_legal_actions, axis=0)
landlord_up_played_cards = self.cards2array(
infoset.played_cards[2])
landlord_up_played_cards_batch = np.repeat(
landlord_up_played_cards[np.newaxis, :],
num_legal_actions, axis=0)
landlord_down_played_cards = self.cards2array(
infoset.played_cards[1])
landlord_down_played_cards_batch = np.repeat(
landlord_down_played_cards[np.newaxis, :],
num_legal_actions, axis=0)
bomb_num = _get_one_hot_bomb(
infoset.bomb_num)
bomb_num_batch = np.repeat(
bomb_num[np.newaxis, :],
num_legal_actions, axis=0)
x_batch = np.hstack((my_handcards_batch,
other_handcards_batch,
last_action_batch,
landlord_up_played_cards_batch,
landlord_down_played_cards_batch,
landlord_up_num_cards_left_batch,
landlord_down_num_cards_left_batch,
bomb_num_batch,
my_action_batch))
z = self.action_seq_list2array(_process_action_seq(
infoset.card_play_action_seq))
z_batch = np.repeat(
z[np.newaxis, :, :],
num_legal_actions, axis=0)
if self.use_onnx:
ort_inputs = {'z': z_batch, 'x': x_batch}
y_pred = self.model.run(None, ort_inputs)[0]
elif torch.cuda.is_available():
y_pred = self.model.forward(torch.from_numpy(z_batch).float().cuda(),
torch.from_numpy(x_batch).float().cuda())
y_pred = y_pred.cpu().detach().numpy()
else:
y_pred = self.model.forward(torch.from_numpy(z_batch).float(),
torch.from_numpy(x_batch).float())
y_pred = y_pred.detach().numpy()
else:
last_landlord_action = self.cards2array(
infoset.last_moves[0])
last_landlord_action_batch = np.repeat(
last_landlord_action[np.newaxis, :],
num_legal_actions, axis=0)
landlord_num_cards_left = self.get_one_hot_array(
infoset.num_cards_left[0], 20)
landlord_num_cards_left_batch = np.repeat(
landlord_num_cards_left[np.newaxis, :],
num_legal_actions, axis=0)
landlord_played_cards = self.cards2array(
infoset.played_cards[0])
landlord_played_cards_batch = np.repeat(
landlord_played_cards[np.newaxis, :],
num_legal_actions, axis=0)
if player_position == 2:
last_teammate_action = self.cards2array(
infoset.last_moves[1])
last_teammate_action_batch = np.repeat(
last_teammate_action[np.newaxis, :],
num_legal_actions, axis=0)
teammate_num_cards_left = self.get_one_hot_array(
infoset.num_cards_left[1], 17)
teammate_num_cards_left_batch = np.repeat(
teammate_num_cards_left[np.newaxis, :],
num_legal_actions, axis=0)
teammate_played_cards = self.cards2array(
infoset.played_cards[1])
teammate_played_cards_batch = np.repeat(
teammate_played_cards[np.newaxis, :],
num_legal_actions, axis=0)
else:
last_teammate_action = self.cards2array(
infoset.last_moves[2])
last_teammate_action_batch = np.repeat(
last_teammate_action[np.newaxis, :],
num_legal_actions, axis=0)
teammate_num_cards_left = self.get_one_hot_array(
infoset.num_cards_left[2], 17)
teammate_num_cards_left_batch = np.repeat(
teammate_num_cards_left[np.newaxis, :],
num_legal_actions, axis=0)
teammate_played_cards = self.cards2array(
infoset.played_cards[2])
teammate_played_cards_batch = np.repeat(
teammate_played_cards[np.newaxis, :],
num_legal_actions, axis=0)
bomb_num = _get_one_hot_bomb(
infoset.bomb_num)
bomb_num_batch = np.repeat(
bomb_num[np.newaxis, :],
num_legal_actions, axis=0)
x_batch = np.hstack((my_handcards_batch,
other_handcards_batch,
landlord_played_cards_batch,
teammate_played_cards_batch,
last_action_batch,
last_landlord_action_batch,
last_teammate_action_batch,
landlord_num_cards_left_batch,
teammate_num_cards_left_batch,
bomb_num_batch,
my_action_batch))
z = self.action_seq_list2array(_process_action_seq(infoset.card_play_action_seq))
z_batch = np.repeat(
z[np.newaxis, :, :],
num_legal_actions, axis=0)
if self.use_onnx:
ort_inputs = {'z': z_batch, 'x': x_batch}
y_pred = self.model.run(None, ort_inputs)[0]
elif torch.cuda.is_available():
y_pred = self.model.forward(torch.from_numpy(z_batch).float().cuda(),
torch.from_numpy(x_batch).float().cuda())
y_pred = y_pred.cpu().detach().numpy()
else:
y_pred = self.model.forward(torch.from_numpy(z_batch).float(),
torch.from_numpy(x_batch).float())
y_pred = y_pred.detach().numpy()
y_pred = y_pred.flatten()
#best_action_index = np.argmax(y_pred, axis=0)[0]
size = min(3, len(y_pred))
best_action_index = np.argpartition(y_pred, -size)[-size:]
best_action_confidence = y_pred[best_action_index]
best_action = [infoset.legal_actions[index] for index in best_action_index]
return best_action, best_action_confidence

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import torch
from torch import nn
class LandlordLstmModel(nn.Module):
def __init__(self):
super().__init__()
self.lstm = nn.LSTM(162, 128, batch_first = True)
self.dense1 = nn.Linear(373 + 128, 512)
self.dense2 = nn.Linear(512, 512)
self.dense3 = nn.Linear(512, 512)
self.dense4 = nn.Linear(512, 512)
self.dense5 = nn.Linear(512, 512)
self.dense5 = nn.Linear(512, 512)
self.dense5 = nn.Linear(512, 512)
self.dense6 = nn.Linear(512, 1)
def forward(self, z, x):
lstm_out, (h_n, _) = self.lstm(z)
lstm_out = lstm_out[:,-1,:]
x = torch.cat([lstm_out,x], dim=-1)
x = self.dense1(x)
x = torch.relu(x)
x = self.dense2(x)
x = torch.relu(x)
x = self.dense3(x)
x = torch.relu(x)
x = self.dense4(x)
x = torch.relu(x)
x = self.dense5(x)
x = torch.relu(x)
x = self.dense6(x)
return x
class FarmerLstmModel(nn.Module):
def __init__(self):
super().__init__()
self.lstm = nn.LSTM(162, 128, batch_first = True)
self.dense1 = nn.Linear(484 + 128 , 512)
self.dense2 = nn.Linear(512, 512)
self.dense3 = nn.Linear(512, 512)
self.dense4 = nn.Linear(512, 512)
self.dense4 = nn.Linear(512, 512)
self.dense4 = nn.Linear(512, 512)
self.dense5 = nn.Linear(512, 512)
self.dense6 = nn.Linear(512, 1)
def forward(self, z, x):
lstm_out, (h_n, _) = self.lstm(z)
lstm_out = lstm_out[:,-1,:]
x = torch.cat([lstm_out,x], dim=-1)
x = self.dense1(x)
x = torch.relu(x)
x = self.dense2(x)
x = torch.relu(x)
x = self.dense3(x)
x = torch.relu(x)
x = self.dense4(x)
x = torch.relu(x)
x = self.dense5(x)
x = torch.relu(x)
x = self.dense6(x)
return x
model_dict = {}
model_dict['landlord'] = LandlordLstmModel
model_dict['landlord_up'] = FarmerLstmModel
model_dict['landlord_down'] = FarmerLstmModel

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import os
import itertools
import torch
import numpy as np
from heapq import nlargest
from collections import Counter, OrderedDict
from flask import Flask, jsonify, request
from flask_cors import CORS
app = Flask(__name__)
CORS(app)
from utils.move_generator import MovesGener
from utils import move_detector as md, move_selector as ms
import rlcard
env = rlcard.make('doudizhu')
DouZeroCard2RLCard = {3: '3', 4: '4', 5: '5', 6: '6', 7: '7',
8: '8', 9: '9', 10: 'T', 11: 'J', 12: 'Q',
13: 'K', 14: 'A', 17: '2', 20: 'B', 30: 'R'}
RLCard2DouZeroCard = {'3': 3, '4': 4, '5': 5, '6': 6, '7': 7,
'8': 8, '9': 9, 'T': 10, 'J': 11, 'Q': 12,
'K': 13, 'A': 14, '2': 17, 'B': 20, 'R': 30}
EnvCard2RealCard = {'3': '3', '4':'4', '5': '5', '6': '6', '7': '7',
'8': '8', '9': '9', 'T': 'T', 'J': 'J', 'Q': 'Q',
'K': 'K', 'A': 'A', '2': '2', 'B': 'X', 'R': 'D'}
RealCard2EnvCard = {'3': '3', '4':'4', '5': '5', '6': '6', '7': '7',
'8': '8', '9': '9', 'T': 'T', 'J': 'J', 'Q': 'Q',
'K': 'K', 'A': 'A', '2': '2', 'X': 'B', 'D': 'R'}
pretrained_dir = 'pretrained/dmc_pretrained'
device = torch.device('cpu')
players = []
for i in range(3):
model_path = os.path.join(pretrained_dir, str(i)+'.pth')
agent = torch.load(model_path, map_location=device)
agent.set_device(device)
players.append(agent)
@app.route('/predict', methods=['POST'])
def predict():
if request.method == 'POST':
try:
# Player postion
player_position = request.form.get('player_position')
if player_position not in ['0', '1', '2']:
return jsonify({'status': 1, 'message': 'player_position must be 0, 1, or 2'})
player_position = int(player_position)
# Player hand cards
player_hand_cards = ''.join([RealCard2EnvCard[c] for c in request.form.get('player_hand_cards')])
if player_position == 0:
if len(player_hand_cards) < 1 or len(player_hand_cards) > 20:
return jsonify({'status': 2, 'message': 'the number of hand cards should be 1-20'})
else:
if len(player_hand_cards) < 1 or len(player_hand_cards) > 17:
return jsonify({'status': 3, 'message': 'the number of hand cards should be 1-17'})
# Number cards left
num_cards_left = [int(request.form.get('num_cards_left_landlord')), int(request.form.get('num_cards_left_landlord_down')), int(request.form.get('num_cards_left_landlord_up'))]
if num_cards_left[player_position] != len(player_hand_cards):
return jsonify({'status': 4, 'message': 'the number of cards left do not align with hand cards'})
if num_cards_left[0] < 0 or num_cards_left[1] < 0 or num_cards_left[2] < 0 or num_cards_left[0] > 20 or num_cards_left[1] > 17 or num_cards_left[2] > 17:
return jsonify({'status': 5, 'message': 'the number of cards left not in range'})
# Three landlord cards
three_landlord_cards = ''.join([RealCard2EnvCard[c] for c in request.form.get('three_landlord_cards')])
if len(three_landlord_cards) < 0 or len(three_landlord_cards) > 3:
return jsonify({'status': 6, 'message': 'the number of landlord cards should be 0-3'})
# Card play sequence
if request.form.get('card_play_action_seq') == '':
card_play_action_seq = []
else:
tmp_seq = [''.join([RealCard2EnvCard[c] for c in cards]) for cards in request.form.get('card_play_action_seq').split(',')]
for i in range(len(tmp_seq)):
if tmp_seq[i] == '':
tmp_seq[i] = 'pass'
card_play_action_seq = []
for i in range(len(tmp_seq)):
card_play_action_seq.append((i%3, tmp_seq[i]))
# Other hand cards
other_hand_cards = ''.join([RealCard2EnvCard[c] for c in request.form.get('other_hand_cards')])
if len(other_hand_cards) != sum(num_cards_left) - num_cards_left[player_position]:
return jsonify({'status': 7, 'message': 'the number of the other hand cards do not align with the number of cards left'})
# Played cards
played_cards = []
for field in ['played_cards_landlord', 'played_cards_landlord_down', 'played_cards_landlord_up']:
played_cards.append(''.join([RealCard2EnvCard[c] for c in request.form.get(field)]))
# RLCard state
state = {}
state['current_hand'] = player_hand_cards
state['landlord'] = 0
state['num_cards_left'] = num_cards_left
state['others_hand'] = other_hand_cards
state['played_cards'] = played_cards
state['seen_cards'] = three_landlord_cards
state['self'] = player_position
state['trace'] = card_play_action_seq
# Get rival move and legal_actions
rival_move = 'pass'
if len(card_play_action_seq) != 0:
if card_play_action_seq[-1][1] == 'pass':
rival_move = card_play_action_seq[-2][1]
else:
rival_move = card_play_action_seq[-1][1]
if rival_move == 'pass':
rival_move = ''
rival_move = [RLCard2DouZeroCard[c] for c in rival_move]
state['actions'] = _get_legal_card_play_actions([RLCard2DouZeroCard[c] for c in player_hand_cards], rival_move)
state['actions'] = [''.join([DouZeroCard2RLCard[c] for c in a]) for a in state['actions']]
for i in range(len(state['actions'])):
if state['actions'][i] == '':
state['actions'][i] = 'pass'
# Prediction
state = _extract_state(state)
action, info = players[player_position].eval_step(state)
if action == 'pass':
action = ''
for i in info['values']:
if i == 'pass':
info['values'][''] = info['values']['pass']
del info['values']['pass']
actions = nlargest(3, info['values'], key=info['values'].get)
actions_confidence = [info['values'].get(action) for action in actions]
actions = [''.join([EnvCard2RealCard[c] for c in action]) for action in actions]
result = {}
win_rates = {}
for i in range(len(actions)):
# Here, we calculate the win rate
win_rate = min(actions_confidence[i], 1)
win_rate = max(win_rate, 0)
win_rates[actions[i]] = str(round(win_rate, 4))
result[actions[i]] = str(round(actions_confidence[i], 6))
############## DEBUG ################
if app.debug:
print('--------------- DEBUG START --------------')
command = 'curl --data "'
parameters = []
for key in request.form:
parameters.append(key+'='+request.form.get(key))
print(key+':', request.form.get(key))
command += '&'.join(parameters)
command += '" "http://127.0.0.1:5000/predict"'
print('Command:', command)
print('Rival Move:', rival_move)
print('legal_actions:', state['legal_actions'])
print('Result:', result)
print('--------------- DEBUG END --------------')
############## DEBUG ################
return jsonify({'status': 0, 'message': 'success', 'result': result, 'win_rates': win_rates})
except:
import traceback
traceback.print_exc()
return jsonify({'status': -1, 'message': 'unkown error'})
@app.route('/legal', methods=['POST'])
def legal():
if request.method == 'POST':
try:
player_hand_cards = [RealCard2EnvCard[c] for c in request.form.get('player_hand_cards')]
rival_move = [RealCard2EnvCard[c] for c in request.form.get('rival_move')]
if rival_move == '':
rival_move = 'pass'
player_hand_cards = [RLCard2DouZeroCard[c] for c in player_hand_cards]
rival_move = [RLCard2DouZeroCard[c] for c in rival_move]
legal_actions = _get_legal_card_play_actions(player_hand_cards, rival_move)
legal_actions = [''.join([DouZeroCard2RLCard[c] for c in a]) for a in legal_actions]
for i in range(len(legal_actions)):
if legal_actions[i] == 'pass':
legal_actions[i] = ''
legal_actions = ','.join([''.join([EnvCard2RealCard[c] for c in action]) for action in legal_actions])
return jsonify({'status': 0, 'message': 'success', 'legal_action': legal_actions})
except:
import traceback
traceback.print_exc()
return jsonify({'status': -1, 'message': 'unkown error'})
def _extract_state(state):
current_hand = _cards2array(state['current_hand'])
others_hand = _cards2array(state['others_hand'])
last_action = ''
if len(state['trace']) != 0:
if state['trace'][-1][1] == 'pass':
last_action = state['trace'][-2][1]
else:
last_action = state['trace'][-1][1]
last_action = _cards2array(last_action)
last_9_actions = _action_seq2array(_process_action_seq(state['trace']))
if state['self'] == 0: # landlord
landlord_up_played_cards = _cards2array(state['played_cards'][2])
landlord_down_played_cards = _cards2array(state['played_cards'][1])
landlord_up_num_cards_left = _get_one_hot_array(state['num_cards_left'][2], 17)
landlord_down_num_cards_left = _get_one_hot_array(state['num_cards_left'][1], 17)
obs = np.concatenate((current_hand,
others_hand,
last_action,
last_9_actions,
landlord_up_played_cards,
landlord_down_played_cards,
landlord_up_num_cards_left,
landlord_down_num_cards_left))
else:
landlord_played_cards = _cards2array(state['played_cards'][0])
for i, action in reversed(state['trace']):
if i == 0:
last_landlord_action = action
last_landlord_action = _cards2array(last_landlord_action)
landlord_num_cards_left = _get_one_hot_array(state['num_cards_left'][0], 20)
teammate_id = 3 - state['self']
teammate_played_cards = _cards2array(state['played_cards'][teammate_id])
last_teammate_action = 'pass'
for i, action in reversed(state['trace']):
if i == teammate_id:
last_teammate_action = action
last_teammate_action = _cards2array(last_teammate_action)
teammate_num_cards_left = _get_one_hot_array(state['num_cards_left'][teammate_id], 17)
obs = np.concatenate((current_hand,
others_hand,
last_action,
last_9_actions,
landlord_played_cards,
teammate_played_cards,
last_landlord_action,
last_teammate_action,
landlord_num_cards_left,
teammate_num_cards_left))
legal_actions = {env._ACTION_2_ID[action]: _cards2array(action) for action in state['actions']}
extracted_state = OrderedDict({'obs': obs, 'legal_actions': legal_actions})
extracted_state['raw_obs'] = state
extracted_state['raw_legal_actions'] = [a for a in state['actions']]
return extracted_state
def _get_legal_card_play_actions(player_hand_cards, rival_move):
mg = MovesGener(player_hand_cards)
rival_type = md.get_move_type(rival_move)
rival_move_type = rival_type['type']
rival_move_len = rival_type.get('len', 1)
moves = list()
if rival_move_type == md.TYPE_0_PASS:
moves = mg.gen_moves()
elif rival_move_type == md.TYPE_1_SINGLE:
all_moves = mg.gen_type_1_single()
moves = ms.filter_type_1_single(all_moves, rival_move)
elif rival_move_type == md.TYPE_2_PAIR:
all_moves = mg.gen_type_2_pair()
moves = ms.filter_type_2_pair(all_moves, rival_move)
elif rival_move_type == md.TYPE_3_TRIPLE:
all_moves = mg.gen_type_3_triple()
moves = ms.filter_type_3_triple(all_moves, rival_move)
elif rival_move_type == md.TYPE_4_BOMB:
all_moves = mg.gen_type_4_bomb() + mg.gen_type_5_king_bomb()
moves = ms.filter_type_4_bomb(all_moves, rival_move)
elif rival_move_type == md.TYPE_5_KING_BOMB:
moves = []
elif rival_move_type == md.TYPE_6_3_1:
all_moves = mg.gen_type_6_3_1()
moves = ms.filter_type_6_3_1(all_moves, rival_move)
elif rival_move_type == md.TYPE_7_3_2:
all_moves = mg.gen_type_7_3_2()
moves = ms.filter_type_7_3_2(all_moves, rival_move)
elif rival_move_type == md.TYPE_8_SERIAL_SINGLE:
all_moves = mg.gen_type_8_serial_single(repeat_num=rival_move_len)
moves = ms.filter_type_8_serial_single(all_moves, rival_move)
elif rival_move_type == md.TYPE_9_SERIAL_PAIR:
all_moves = mg.gen_type_9_serial_pair(repeat_num=rival_move_len)
moves = ms.filter_type_9_serial_pair(all_moves, rival_move)
elif rival_move_type == md.TYPE_10_SERIAL_TRIPLE:
all_moves = mg.gen_type_10_serial_triple(repeat_num=rival_move_len)
moves = ms.filter_type_10_serial_triple(all_moves, rival_move)
elif rival_move_type == md.TYPE_11_SERIAL_3_1:
all_moves = mg.gen_type_11_serial_3_1(repeat_num=rival_move_len)
moves = ms.filter_type_11_serial_3_1(all_moves, rival_move)
elif rival_move_type == md.TYPE_12_SERIAL_3_2:
all_moves = mg.gen_type_12_serial_3_2(repeat_num=rival_move_len)
moves = ms.filter_type_12_serial_3_2(all_moves, rival_move)
elif rival_move_type == md.TYPE_13_4_2:
all_moves = mg.gen_type_13_4_2()
moves = ms.filter_type_13_4_2(all_moves, rival_move)
elif rival_move_type == md.TYPE_14_4_22:
all_moves = mg.gen_type_14_4_22()
moves = ms.filter_type_14_4_22(all_moves, rival_move)
if rival_move_type not in [md.TYPE_0_PASS,
md.TYPE_4_BOMB, md.TYPE_5_KING_BOMB]:
moves = moves + mg.gen_type_4_bomb() + mg.gen_type_5_king_bomb()
if len(rival_move) != 0: # rival_move is not 'pass'
moves = moves + [[]]
for m in moves:
m.sort()
moves.sort()
moves = list(move for move,_ in itertools.groupby(moves))
return moves
Card2Column = {'3': 0, '4': 1, '5': 2, '6': 3, '7': 4, '8': 5, '9': 6, 'T': 7,
'J': 8, 'Q': 9, 'K': 10, 'A': 11, '2': 12}
NumOnes2Array = {0: np.array([0, 0, 0, 0]),
1: np.array([1, 0, 0, 0]),
2: np.array([1, 1, 0, 0]),
3: np.array([1, 1, 1, 0]),
4: np.array([1, 1, 1, 1])}
def _cards2array(cards):
if cards == 'pass':
return np.zeros(54, dtype=np.int8)
matrix = np.zeros([4, 13], dtype=np.int8)
jokers = np.zeros(2, dtype=np.int8)
counter = Counter(cards)
for card, num_times in counter.items():
if card == 'B':
jokers[0] = 1
elif card == 'R':
jokers[1] = 1
else:
matrix[:, Card2Column[card]] = NumOnes2Array[num_times]
return np.concatenate((matrix.flatten('F'), jokers))
def _get_one_hot_array(num_left_cards, max_num_cards):
one_hot = np.zeros(max_num_cards, dtype=np.int8)
one_hot[num_left_cards - 1] = 1
return one_hot
def _action_seq2array(action_seq_list):
action_seq_array = np.zeros((len(action_seq_list), 54), np.int8)
for row, cards in enumerate(action_seq_list):
action_seq_array[row, :] = _cards2array(cards)
action_seq_array = action_seq_array.flatten()
return action_seq_array
def _process_action_seq(sequence, length=9):
sequence = [action[1] for action in sequence[-length:]]
if len(sequence) < length:
empty_sequence = ['' for _ in range(length - len(sequence))]
empty_sequence.extend(sequence)
sequence = empty_sequence
return sequence
if __name__ == '__main__':
import argparse
parser = argparse.ArgumentParser(description='DouZero backend')
parser.add_argument('--debug', action='store_true')
args = parser.parse_args()
app.run(debug=args.debug)

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import itertools
from flask import Flask, jsonify, request
from flask_cors import CORS
app = Flask(__name__)
CORS(app)
from utils.move_generator import MovesGener
from utils import move_detector as md, move_selector as ms
from deep import DeepAgent
EnvCard2RealCard = {3: '3', 4: '4', 5: '5', 6: '6', 7: '7',
8: '8', 9: '9', 10: 'T', 11: 'J', 12: 'Q',
13: 'K', 14: 'A', 17: '2', 20: 'X', 30: 'D'}
RealCard2EnvCard = {'3': 3, '4': 4, '5': 5, '6': 6, '7': 7,
'8': 8, '9': 9, 'T': 10, 'J': 11, 'Q': 12,
'K': 13, 'A': 14, '2': 17, 'X': 20, 'D': 30}
pretrained_dir = 'pretrained/douzero_pretrained'
players = []
for position in ['landlord', 'landlord_down', 'landlord_up']:
players.append(DeepAgent(position, pretrained_dir, use_onnx=True))
@app.route('/predict', methods=['POST'])
def predict():
if request.method == 'POST':
try:
# Player postion
player_position = request.form.get('player_position')
if player_position not in ['0', '1', '2']:
return jsonify({'status': 1, 'message': 'player_position must be 0, 1, or 2'})
player_position = int(player_position)
# Player hand cards
player_hand_cards = [RealCard2EnvCard[c] for c in request.form.get('player_hand_cards')]
if player_position == 0:
if len(player_hand_cards) < 1 or len(player_hand_cards) > 20:
return jsonify({'status': 2, 'message': 'the number of hand cards should be 1-20'})
else:
if len(player_hand_cards) < 1 or len(player_hand_cards) > 17:
return jsonify({'status': 3, 'message': 'the number of hand cards should be 1-17'})
# Number cards left
num_cards_left = [int(request.form.get('num_cards_left_landlord')), int(request.form.get('num_cards_left_landlord_down')), int(request.form.get('num_cards_left_landlord_up'))]
if num_cards_left[player_position] != len(player_hand_cards):
return jsonify({'status': 4, 'message': 'the number of cards left do not align with hand cards'})
if num_cards_left[0] < 0 or num_cards_left[1] < 0 or num_cards_left[2] < 0 or num_cards_left[0] > 20 or num_cards_left[1] > 17 or num_cards_left[2] > 17:
return jsonify({'status': 5, 'message': 'the number of cards left not in range'})
# Three landlord cards
three_landlord_cards = [RealCard2EnvCard[c] for c in request.form.get('three_landlord_cards')]
if len(three_landlord_cards) < 0 or len(three_landlord_cards) > 3:
return jsonify({'status': 6, 'message': 'the number of landlord cards should be 0-3'})
# Card play sequence
if request.form.get('card_play_action_seq') == '':
card_play_action_seq = []
else:
card_play_action_seq = [[RealCard2EnvCard[c] for c in cards] for cards in request.form.get('card_play_action_seq').split(',')]
# Other hand cards
other_hand_cards = [RealCard2EnvCard[c] for c in request.form.get('other_hand_cards')]
if len(other_hand_cards) != sum(num_cards_left) - num_cards_left[player_position]:
return jsonify({'status': 7, 'message': 'the number of the other hand cards do not align with the number of cards left'})
# Last moves
last_moves = []
for field in ['last_move_landlord', 'last_move_landlord_down', 'last_move_landlord_up']:
last_moves.append([RealCard2EnvCard[c] for c in request.form.get(field)])
# Played cards
played_cards = []
for field in ['played_cards_landlord', 'played_cards_landlord_down', 'played_cards_landlord_up']:
played_cards.append([RealCard2EnvCard[c] for c in request.form.get(field)])
# Bomb Num
bomb_num = int(request.form.get('bomb_num'))
# InfoSet
info_set = InfoSet()
info_set.player_position = player_position
info_set.player_hand_cards = player_hand_cards
info_set.num_cards_left = num_cards_left
info_set.three_landlord_cards = three_landlord_cards
info_set.card_play_action_seq = card_play_action_seq
info_set.other_hand_cards = other_hand_cards
info_set.last_moves = last_moves
info_set.played_cards = played_cards
info_set.bomb_num = bomb_num
# Get rival move and legal_actions
rival_move = []
if len(card_play_action_seq) != 0:
if len(card_play_action_seq[-1]) == 0:
rival_move = card_play_action_seq[-2]
else:
rival_move = card_play_action_seq[-1]
info_set.rival_move = rival_move
info_set.legal_actions = _get_legal_card_play_actions(player_hand_cards, rival_move)
# Prediction
actions, actions_confidence = players[player_position].act(info_set)
actions = [''.join([EnvCard2RealCard[a] for a in action]) for action in actions]
result = {}
win_rates = {}
for i in range(len(actions)):
# Here, we calculate the win rate
win_rate = max(actions_confidence[i], -1)
win_rate = min(win_rate, 1)
win_rates[actions[i]] = str(round((win_rate + 1) / 2, 4))
result[actions[i]] = str(round(actions_confidence[i], 6))
############## DEBUG ################
if app.debug:
print('--------------- DEBUG START --------------')
command = 'curl --data "'
parameters = []
for key in request.form:
parameters.append(key+'='+request.form.get(key))
print(key+':', request.form.get(key))
command += '&'.join(parameters)
command += '" "http://127.0.0.1:5000/predict"'
print('Command:', command)
print('Rival Move:', rival_move)
print('legal_actions:', info_set.legal_actions)
print('Result:', result)
print('--------------- DEBUG END --------------')
############## DEBUG ################
return jsonify({'status': 0, 'message': 'success', 'result': result, 'win_rates': win_rates})
except:
import traceback
traceback.print_exc()
return jsonify({'status': -1, 'message': 'unkown error'})
@app.route('/legal', methods=['POST'])
def legal():
if request.method == 'POST':
try:
player_hand_cards = [RealCard2EnvCard[c] for c in request.form.get('player_hand_cards')]
rival_move = [RealCard2EnvCard[c] for c in request.form.get('rival_move')]
legal_actions = _get_legal_card_play_actions(player_hand_cards, rival_move)
legal_actions = ','.join([''.join([EnvCard2RealCard[a] for a in action]) for action in legal_actions])
return jsonify({'status': 0, 'message': 'success', 'legal_action': legal_actions})
except:
import traceback
traceback.print_exc()
return jsonify({'status': -1, 'message': 'unkown error'})
class InfoSet(object):
def __init__(self):
self.player_position = None
self.player_hand_cards = None
self.num_cards_left = None
self.three_landlord_cards = None
self.card_play_action_seq = None
self.other_hand_cards = None
self.legal_actions = None
self.rival_move = None
self.last_moves = None
self.played_cards = None
self.bomb_num = None
def _get_legal_card_play_actions(player_hand_cards, rival_move):
mg = MovesGener(player_hand_cards)
rival_type = md.get_move_type(rival_move)
rival_move_type = rival_type['type']
rival_move_len = rival_type.get('len', 1)
moves = list()
if rival_move_type == md.TYPE_0_PASS:
moves = mg.gen_moves()
elif rival_move_type == md.TYPE_1_SINGLE:
all_moves = mg.gen_type_1_single()
moves = ms.filter_type_1_single(all_moves, rival_move)
elif rival_move_type == md.TYPE_2_PAIR:
all_moves = mg.gen_type_2_pair()
moves = ms.filter_type_2_pair(all_moves, rival_move)
elif rival_move_type == md.TYPE_3_TRIPLE:
all_moves = mg.gen_type_3_triple()
moves = ms.filter_type_3_triple(all_moves, rival_move)
elif rival_move_type == md.TYPE_4_BOMB:
all_moves = mg.gen_type_4_bomb() + mg.gen_type_5_king_bomb()
moves = ms.filter_type_4_bomb(all_moves, rival_move)
elif rival_move_type == md.TYPE_5_KING_BOMB:
moves = []
elif rival_move_type == md.TYPE_6_3_1:
all_moves = mg.gen_type_6_3_1()
moves = ms.filter_type_6_3_1(all_moves, rival_move)
elif rival_move_type == md.TYPE_7_3_2:
all_moves = mg.gen_type_7_3_2()
moves = ms.filter_type_7_3_2(all_moves, rival_move)
elif rival_move_type == md.TYPE_8_SERIAL_SINGLE:
all_moves = mg.gen_type_8_serial_single(repeat_num=rival_move_len)
moves = ms.filter_type_8_serial_single(all_moves, rival_move)
elif rival_move_type == md.TYPE_9_SERIAL_PAIR:
all_moves = mg.gen_type_9_serial_pair(repeat_num=rival_move_len)
moves = ms.filter_type_9_serial_pair(all_moves, rival_move)
elif rival_move_type == md.TYPE_10_SERIAL_TRIPLE:
all_moves = mg.gen_type_10_serial_triple(repeat_num=rival_move_len)
moves = ms.filter_type_10_serial_triple(all_moves, rival_move)
elif rival_move_type == md.TYPE_11_SERIAL_3_1:
all_moves = mg.gen_type_11_serial_3_1(repeat_num=rival_move_len)
moves = ms.filter_type_11_serial_3_1(all_moves, rival_move)
elif rival_move_type == md.TYPE_12_SERIAL_3_2:
all_moves = mg.gen_type_12_serial_3_2(repeat_num=rival_move_len)
moves = ms.filter_type_12_serial_3_2(all_moves, rival_move)
elif rival_move_type == md.TYPE_13_4_2:
all_moves = mg.gen_type_13_4_2()
moves = ms.filter_type_13_4_2(all_moves, rival_move)
elif rival_move_type == md.TYPE_14_4_22:
all_moves = mg.gen_type_14_4_22()
moves = ms.filter_type_14_4_22(all_moves, rival_move)
if rival_move_type not in [md.TYPE_0_PASS,
md.TYPE_4_BOMB, md.TYPE_5_KING_BOMB]:
moves = moves + mg.gen_type_4_bomb() + mg.gen_type_5_king_bomb()
if len(rival_move) != 0: # rival_move is not 'pass'
moves = moves + [[]]
for m in moves:
m.sort()
moves.sort()
moves = list(move for move,_ in itertools.groupby(moves))
return moves
if __name__ == '__main__':
import argparse
parser = argparse.ArgumentParser(description='DouZero backend')
parser.add_argument('--debug', action='store_true')
args = parser.parse_args()
app.run(debug=args.debug)

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@ -0,0 +1,107 @@
from .utils import *
import collections
# check if move is a continuous sequence
def is_continuous_seq(move):
i = 0
while i < len(move) - 1:
if move[i+1] - move[i] != 1:
return False
i += 1
return True
# return the type of the move
def get_move_type(move):
move_size = len(move)
move_dict = collections.Counter(move)
if move_size == 0:
return {'type': TYPE_0_PASS}
if move_size == 1:
return {'type': TYPE_1_SINGLE, 'rank': move[0]}
if move_size == 2:
if move[0] == move[1]:
return {'type': TYPE_2_PAIR, 'rank': move[0]}
elif move == [20, 30]: # Kings
return {'type': TYPE_5_KING_BOMB}
else:
return {'type': TYPE_15_WRONG}
if move_size == 3:
if len(move_dict) == 1:
return {'type': TYPE_3_TRIPLE, 'rank': move[0]}
else:
return {'type': TYPE_15_WRONG}
if move_size == 4:
if len(move_dict) == 1:
return {'type': TYPE_4_BOMB, 'rank': move[0]}
elif len(move_dict) == 2:
if move[0] == move[1] == move[2] or move[1] == move[2] == move[3]:
return {'type': TYPE_6_3_1, 'rank': move[1]}
else:
return {'type': TYPE_15_WRONG}
else:
return {'type': TYPE_15_WRONG}
if is_continuous_seq(move):
return {'type': TYPE_8_SERIAL_SINGLE, 'rank': move[0], 'len': len(move)}
if move_size == 5:
if len(move_dict) == 2:
return {'type': TYPE_7_3_2, 'rank': move[2]}
else:
return {'type': TYPE_15_WRONG}
count_dict = collections.defaultdict(int)
for c, n in move_dict.items():
count_dict[n] += 1
if move_size == 6:
if (len(move_dict) == 2 or len(move_dict) == 3) and count_dict.get(4) == 1 and \
(count_dict.get(2) == 1 or count_dict.get(1) == 2):
return {'type': TYPE_13_4_2, 'rank': move[2]}
if move_size == 8 and (((len(move_dict) == 3 or len(move_dict) == 2) and
(count_dict.get(4) == 1 and count_dict.get(2) == 2)) or count_dict.get(4) == 2):
return {'type': TYPE_14_4_22, 'rank': max([c for c, n in move_dict.items() if n == 4])}
mdkeys = sorted(move_dict.keys())
if len(move_dict) == count_dict.get(2) and is_continuous_seq(mdkeys):
return {'type': TYPE_9_SERIAL_PAIR, 'rank': mdkeys[0], 'len': len(mdkeys)}
if len(move_dict) == count_dict.get(3) and is_continuous_seq(mdkeys):
return {'type': TYPE_10_SERIAL_TRIPLE, 'rank': mdkeys[0], 'len': len(mdkeys)}
# Check Type 11 (serial 3+1) and Type 12 (serial 3+2)
if count_dict.get(3, 0) >= MIN_TRIPLES:
serial_3 = list()
single = list()
pair = list()
for k, v in move_dict.items():
if v == 3:
serial_3.append(k)
elif v == 1:
single.append(k)
elif v == 2:
pair.append(k)
else: # no other possibilities
return {'type': TYPE_15_WRONG}
serial_3.sort()
if is_continuous_seq(serial_3):
if len(serial_3) == len(single)+len(pair)*2:
return {'type': TYPE_11_SERIAL_3_1, 'rank': serial_3[0], 'len': len(serial_3)}
if len(serial_3) == len(pair) and len(move_dict) == len(serial_3) * 2:
return {'type': TYPE_12_SERIAL_3_2, 'rank': serial_3[0], 'len': len(serial_3)}
if len(serial_3) == 4:
if is_continuous_seq(serial_3[1:]):
return {'type': TYPE_11_SERIAL_3_1, 'rank': serial_3[1], 'len': len(serial_3) - 1}
if is_continuous_seq(serial_3[:-1]):
return {'type': TYPE_11_SERIAL_3_1, 'rank': serial_3[0], 'len': len(serial_3) - 1}
return {'type': TYPE_15_WRONG}

View File

@ -0,0 +1,217 @@
from .utils import MIN_SINGLE_CARDS, MIN_PAIRS, MIN_TRIPLES, select
import collections
import itertools
class MovesGener(object):
def __init__(self, cards_list):
self.cards_list = cards_list
self.cards_dict = collections.defaultdict(int)
for i in self.cards_list:
self.cards_dict[i] += 1
self.single_card_moves = []
self.gen_type_1_single()
self.pair_moves = []
self.gen_type_2_pair()
self.triple_cards_moves = []
self.gen_type_3_triple()
self.bomb_moves = []
self.gen_type_4_bomb()
self.final_bomb_moves = []
self.gen_type_5_king_bomb()
def _gen_serial_moves(self, cards, min_serial, repeat=1, repeat_num=0):
if repeat_num < min_serial: # at least repeat_num is min_serial
repeat_num = 0
single_cards = sorted(list(set(cards)))
seq_records = list()
moves = list()
start = i = 0
longest = 1
while i < len(single_cards):
if i + 1 < len(single_cards) and single_cards[i + 1] - single_cards[i] == 1:
longest += 1
i += 1
else:
seq_records.append((start, longest))
i += 1
start = i
longest = 1
for seq in seq_records:
if seq[1] < min_serial:
continue
start, longest = seq[0], seq[1]
longest_list = single_cards[start: start + longest]
if repeat_num == 0: # No limitation on how many sequences
steps = min_serial
while steps <= longest:
index = 0
while steps + index <= longest:
target_moves = sorted(longest_list[index: index + steps] * repeat)
moves.append(target_moves)
index += 1
steps += 1
else: # repeat_num > 0
if longest < repeat_num:
continue
index = 0
while index + repeat_num <= longest:
target_moves = sorted(longest_list[index: index + repeat_num] * repeat)
moves.append(target_moves)
index += 1
return moves
def gen_type_1_single(self):
self.single_card_moves = []
for i in set(self.cards_list):
self.single_card_moves.append([i])
return self.single_card_moves
def gen_type_2_pair(self):
self.pair_moves = []
for k, v in self.cards_dict.items():
if v >= 2:
self.pair_moves.append([k, k])
return self.pair_moves
def gen_type_3_triple(self):
self.triple_cards_moves = []
for k, v in self.cards_dict.items():
if v >= 3:
self.triple_cards_moves.append([k, k, k])
return self.triple_cards_moves
def gen_type_4_bomb(self):
self.bomb_moves = []
for k, v in self.cards_dict.items():
if v == 4:
self.bomb_moves.append([k, k, k, k])
return self.bomb_moves
def gen_type_5_king_bomb(self):
self.final_bomb_moves = []
if 20 in self.cards_list and 30 in self.cards_list:
self.final_bomb_moves.append([20, 30])
return self.final_bomb_moves
def gen_type_6_3_1(self):
result = []
for t in self.single_card_moves:
for i in self.triple_cards_moves:
if t[0] != i[0]:
result.append(t+i)
return result
def gen_type_7_3_2(self):
result = list()
for t in self.pair_moves:
for i in self.triple_cards_moves:
if t[0] != i[0]:
result.append(t+i)
return result
def gen_type_8_serial_single(self, repeat_num=0):
return self._gen_serial_moves(self.cards_list, MIN_SINGLE_CARDS, repeat=1, repeat_num=repeat_num)
def gen_type_9_serial_pair(self, repeat_num=0):
single_pairs = list()
for k, v in self.cards_dict.items():
if v >= 2:
single_pairs.append(k)
return self._gen_serial_moves(single_pairs, MIN_PAIRS, repeat=2, repeat_num=repeat_num)
def gen_type_10_serial_triple(self, repeat_num=0):
single_triples = list()
for k, v in self.cards_dict.items():
if v >= 3:
single_triples.append(k)
return self._gen_serial_moves(single_triples, MIN_TRIPLES, repeat=3, repeat_num=repeat_num)
def gen_type_11_serial_3_1(self, repeat_num=0):
serial_3_moves = self.gen_type_10_serial_triple(repeat_num=repeat_num)
serial_3_1_moves = list()
for s3 in serial_3_moves: # s3 is like [3,3,3,4,4,4]
s3_set = set(s3)
new_cards = [i for i in self.cards_list if i not in s3_set]
# Get any s3_len items from cards
subcards = select(new_cards, len(s3_set))
for i in subcards:
serial_3_1_moves.append(s3 + i)
return list(k for k, _ in itertools.groupby(serial_3_1_moves))
def gen_type_12_serial_3_2(self, repeat_num=0):
serial_3_moves = self.gen_type_10_serial_triple(repeat_num=repeat_num)
serial_3_2_moves = list()
pair_set = sorted([k for k, v in self.cards_dict.items() if v >= 2])
for s3 in serial_3_moves:
s3_set = set(s3)
pair_candidates = [i for i in pair_set if i not in s3_set]
# Get any s3_len items from cards
subcards = select(pair_candidates, len(s3_set))
for i in subcards:
serial_3_2_moves.append(sorted(s3 + i * 2))
return serial_3_2_moves
def gen_type_13_4_2(self):
four_cards = list()
for k, v in self.cards_dict.items():
if v == 4:
four_cards.append(k)
result = list()
for fc in four_cards:
cards_list = [k for k in self.cards_list if k != fc]
subcards = select(cards_list, 2)
for i in subcards:
result.append([fc]*4 + i)
return list(k for k, _ in itertools.groupby(result))
def gen_type_14_4_22(self):
four_cards = list()
for k, v in self.cards_dict.items():
if v == 4:
four_cards.append(k)
result = list()
for fc in four_cards:
cards_list = [k for k, v in self.cards_dict.items() if k != fc and v>=2]
subcards = select(cards_list, 2)
for i in subcards:
result.append([fc] * 4 + [i[0], i[0], i[1], i[1]])
return result
# generate all possible moves from given cards
def gen_moves(self):
moves = []
moves.extend(self.gen_type_1_single())
moves.extend(self.gen_type_2_pair())
moves.extend(self.gen_type_3_triple())
moves.extend(self.gen_type_4_bomb())
moves.extend(self.gen_type_5_king_bomb())
moves.extend(self.gen_type_6_3_1())
moves.extend(self.gen_type_7_3_2())
moves.extend(self.gen_type_8_serial_single())
moves.extend(self.gen_type_9_serial_pair())
moves.extend(self.gen_type_10_serial_triple())
moves.extend(self.gen_type_11_serial_3_1())
moves.extend(self.gen_type_12_serial_3_2())
moves.extend(self.gen_type_13_4_2())
moves.extend(self.gen_type_14_4_22())
return moves

View File

@ -0,0 +1,117 @@
# return all moves that can beat rivals, moves and rival_move should be same type
import collections
def common_handle(moves, rival_move):
new_moves = list()
for move in moves:
if move[0] > rival_move[0]:
new_moves.append(move)
return new_moves
def filter_type_1_single(moves, rival_move):
return common_handle(moves, rival_move)
def filter_type_2_pair(moves, rival_move):
return common_handle(moves, rival_move)
def filter_type_3_triple(moves, rival_move):
return common_handle(moves, rival_move)
def filter_type_4_bomb(moves, rival_move):
return common_handle(moves, rival_move)
# No need to filter for type_5_king_bomb
def filter_type_6_3_1(moves, rival_move):
rival_move.sort()
rival_rank = rival_move[1]
new_moves = list()
for move in moves:
move.sort()
my_rank = move[1]
if my_rank > rival_rank:
new_moves.append(move)
return new_moves
def filter_type_7_3_2(moves, rival_move):
rival_move.sort()
rival_rank = rival_move[2]
new_moves = list()
for move in moves:
move.sort()
my_rank = move[2]
if my_rank > rival_rank:
new_moves.append(move)
return new_moves
def filter_type_8_serial_single(moves, rival_move):
return common_handle(moves, rival_move)
def filter_type_9_serial_pair(moves, rival_move):
return common_handle(moves, rival_move)
def filter_type_10_serial_triple(moves, rival_move):
return common_handle(moves, rival_move)
def filter_type_11_serial_3_1(moves, rival_move):
rival = collections.Counter(rival_move)
rival_rank = max([k for k, v in rival.items() if v == 3])
new_moves = list()
for move in moves:
mymove = collections.Counter(move)
my_rank = max([k for k, v in mymove.items() if v == 3])
if my_rank > rival_rank:
new_moves.append(move)
return new_moves
def filter_type_12_serial_3_2(moves, rival_move):
rival = collections.Counter(rival_move)
rival_rank = max([k for k, v in rival.items() if v == 3])
new_moves = list()
for move in moves:
mymove = collections.Counter(move)
my_rank = max([k for k, v in mymove.items() if v == 3])
if my_rank > rival_rank:
new_moves.append(move)
return new_moves
def filter_type_13_4_2(moves, rival_move):
rival_move.sort()
rival_rank = rival_move[2]
new_moves = list()
for move in moves:
move.sort()
my_rank = move[2]
if my_rank > rival_rank:
new_moves.append(move)
return new_moves
def filter_type_14_4_22(moves, rival_move):
rival = collections.Counter(rival_move)
rival_rank = my_rank = 0
for k, v in rival.items():
if v == 4:
rival_rank = k
new_moves = list()
for move in moves:
mymove = collections.Counter(move)
for k, v in mymove.items():
if v == 4:
my_rank = k
if my_rank > rival_rank:
new_moves.append(move)
return new_moves

33
pve_server/utils/utils.py Normal file
View File

@ -0,0 +1,33 @@
import itertools
# global parameters
MIN_SINGLE_CARDS = 5
MIN_PAIRS = 3
MIN_TRIPLES = 2
# action types
TYPE_0_PASS = 0
TYPE_1_SINGLE = 1
TYPE_2_PAIR = 2
TYPE_3_TRIPLE = 3
TYPE_4_BOMB = 4
TYPE_5_KING_BOMB = 5
TYPE_6_3_1 = 6
TYPE_7_3_2 = 7
TYPE_8_SERIAL_SINGLE = 8
TYPE_9_SERIAL_PAIR = 9
TYPE_10_SERIAL_TRIPLE = 10
TYPE_11_SERIAL_3_1 = 11
TYPE_12_SERIAL_3_2 = 12
TYPE_13_4_2 = 13
TYPE_14_4_22 = 14
TYPE_15_WRONG = 15
# betting round action
PASS = 0
CALL = 1
RAISE = 2
# return all possible results of selecting num cards from cards list
def select(cards, num):
return [list(i) for i in itertools.combinations(cards, num)]

View File

@ -1,4 +1,4 @@
rlcard[training]
rlcard[torch]
Django
tqdm
django-cors-headers

View File

@ -41,9 +41,10 @@ def _get_model_ids_all():
def __init__(self):
self.model_id = name
self._entry_point = M
self.target_path = target_path
def load(self):
model = self._entry_point(target_path)
model = self._entry_point(self.target_path)
return model
rlcard.models.registration.model_registry.model_specs[name] = ModelSpec()
MODEL_IDS_ALL[game].append(name)

View File

@ -1,50 +1,49 @@
import React from 'react';
import axios from 'axios';
import { useHistory } from 'react-router-dom';
import Button from '@material-ui/core/Button';
import Card from '@material-ui/core/Card';
import CardContent from '@material-ui/core/CardContent';
import Collapse from '@material-ui/core/Collapse';
import Dialog from '@material-ui/core/Dialog';
import DialogActions from '@material-ui/core/DialogActions';
import DialogContent from '@material-ui/core/DialogContent';
import DialogTitle from '@material-ui/core/DialogTitle';
import Drawer from '@material-ui/core/Drawer';
import FormControl from '@material-ui/core/FormControl';
import InputLabel from '@material-ui/core/InputLabel';
import Link from '@material-ui/core/Link';
import List from '@material-ui/core/List';
import ListItem from '@material-ui/core/ListItem';
import ListItemText from '@material-ui/core/ListItemText';
import Collapse from '@material-ui/core/Collapse';
import ListSubheader from '@material-ui/core/ListSubheader';
import MenuItem from '@material-ui/core/MenuItem';
import Select from '@material-ui/core/Select';
import { makeStyles } from '@material-ui/core/styles';
import TextField from '@material-ui/core/TextField';
import Typography from '@material-ui/core/Typography';
import ExpandLess from '@material-ui/icons/ExpandLess';
import ExpandMore from '@material-ui/icons/ExpandMore';
import {makeStyles} from "@material-ui/core/styles";
import qs from 'query-string';
import ListSubheader from "@material-ui/core/ListSubheader";
import Button from "@material-ui/core/Button";
import Dialog from "@material-ui/core/Dialog";
import DialogTitle from "@material-ui/core/DialogTitle";
import DialogContent from "@material-ui/core/DialogContent";
import TextField from "@material-ui/core/TextField";
import Select from '@material-ui/core/Select';
import MenuItem from '@material-ui/core/MenuItem';
import InputLabel from '@material-ui/core/InputLabel';
import FormControl from '@material-ui/core/FormControl';
import DialogActions from "@material-ui/core/DialogActions";
import Card from '@material-ui/core/Card';
import CardContent from '@material-ui/core/CardContent';
import Typography from '@material-ui/core/Typography';
import HelpIcon from '@material-ui/icons/Help';
import Link from '@material-ui/core/Link';
import {Message, Upload, Loading} from 'element-react';
import {apiUrl} from "../utils/config";
import axios from 'axios';
import { Loading, Message, Upload } from 'element-react';
import qs from 'query-string';
import React from 'react';
import { useHistory } from 'react-router-dom';
import { apiUrl } from '../utils/config';
const drawerWidth = 250;
const useStyles = makeStyles((theme) => ({
uploadNoteRoot: {
maxWidth: "358px",
color: "#E6A23C",
backgroundColor: "#fdf6ec",
maxWidth: '358px',
color: '#E6A23C',
backgroundColor: '#fdf6ec',
},
title: {
color: "#e6a23c",
lineHeight: "24px",
color: '#e6a23c',
lineHeight: '24px',
fontSize: 16,
display: "flex",
alignItems: "center",
justifyContent: "flex-start"
display: 'flex',
alignItems: 'center',
justifyContent: 'flex-start',
},
formControl: {
marginTop: theme.spacing(1),
@ -54,65 +53,65 @@ const useStyles = makeStyles((theme) => ({
drawer: {
zIndex: 1001,
width: drawerWidth,
flexShrink: 0
flexShrink: 0,
},
drawerPaper: {
height: 'calc(100% - 75px)',
zIndex: 1001,
width: drawerWidth,
top: 75
top: 75,
},
button: {
width: 200,
position: 'fixed',
left: 25,
bottom: 25
bottom: 25,
},
list: {
height: 'calc(100% - 86px - 16px)',
overflowY: 'auto',
borderBottom: '1px solid #ccc',
paddingTop: '0'
paddingTop: '0',
},
nested: {
paddingLeft: theme.spacing(4)
paddingLeft: theme.spacing(4),
},
nestedSubheader: {
paddingLeft: theme.spacing(4),
background: 'white'
background: 'white',
},
menuLayer1: {
'& span': {
fontWeight: 600,
fontSize: 14
}
fontSize: 14,
},
},
menuLayer2: {
'& span': {
fontWeight: 400,
fontSize: 14
fontSize: 14,
},
'&$active': {
'& span': {
color: '#3f51b5',
fontWeight: 600
}
}
fontWeight: 600,
},
active: {}
},
},
active: {},
}));
function MenuBar (props) {
function MenuBar(props) {
const classes = useStyles();
const [uploadDialogLoading, setUploadDialogLoading] = React.useState(false);
const [open, setOpen] = React.useState({game: true, agent: true});
const [open, setOpen] = React.useState({ game: true, agent: true });
const handleClickGame = () => {
setOpen({game: !open.game, agent: open.agent});
setOpen({ game: !open.game, agent: open.agent });
};
const handleClickAgent = () => {
setOpen({game: open.game, agent: !open.agent});
setOpen({ game: open.game, agent: !open.agent });
};
const [uploadDialogOpen, setUploadDialogOpen] = React.useState(false);
@ -121,16 +120,16 @@ function MenuBar (props) {
setUploadDialogOpen(true);
};
const uploadFormInitValue = {name: '', game: 'leduc-holdem'};
const [uploadForm, setUploadForm] = React.useState({...uploadFormInitValue});
const uploadFormInitValue = { name: '', game: 'leduc-holdem' };
const [uploadForm, setUploadForm] = React.useState({ ...uploadFormInitValue });
const handleUploadFormChange = (e, property) => {
let tempUploadForm = {...uploadForm};
let tempUploadForm = { ...uploadForm };
tempUploadForm[property] = e.target.value;
setUploadForm(tempUploadForm);
}
};
const handleUploadDialogClose = () => {
setUploadForm({...uploadFormInitValue});
setUploadForm({ ...uploadFormInitValue });
setUploadDialogOpen(false);
};
@ -139,42 +138,44 @@ function MenuBar (props) {
// check if data to upload is legal
if (uploadRef.current.state.fileList.length !== 1) {
Message({
message: "Please select one zip file to upload",
type: "warning",
message: 'Please select one zip file to upload',
type: 'warning',
showClose: true,
});
return ;
return;
}
console.log('upload', uploadRef.current);
if (!["application/zip", "application/x-zip-compressed"].includes(uploadRef.current.state.fileList[0].raw.type)) {
if (
!['application/zip', 'application/x-zip-compressed'].includes(uploadRef.current.state.fileList[0].raw.type)
) {
Message({
message: "Only zip file can be uploaded",
type: "warning",
message: 'Only zip file can be uploaded',
type: 'warning',
showClose: true,
});
return ;
return;
}
if (uploadForm.name === '') {
Message({
message: "Model name cannot be blank",
type: "warning",
message: 'Model name cannot be blank',
type: 'warning',
showClose: true,
});
return ;
return;
}
let flatGameList = [];
Object.keys(props.modelList).forEach(game => {
Object.keys(props.modelList).forEach((game) => {
flatGameList = flatGameList.concat([...props.modelList[game]]);
});
if (flatGameList.includes(uploadForm.name)) {
Message({
message: "Model name exists",
type: "warning",
message: 'Model name exists',
type: 'warning',
showClose: true,
});
return ;
return;
}
const bodyFormData = new FormData();
@ -182,56 +183,89 @@ function MenuBar (props) {
bodyFormData.append('game', uploadForm.game);
bodyFormData.append('model', uploadRef.current.state.fileList[0].raw);
setUploadDialogLoading(true);
axios.post(`${apiUrl}/tournament/upload_agent`, bodyFormData, {headers: {'Content-Type': 'multipart/form-data'}})
.then(res => {
setTimeout(() => {setUploadDialogLoading(false)}, 250);
axios
.post(`${apiUrl}/tournament/upload_agent`, bodyFormData, {
headers: { 'Content-Type': 'multipart/form-data' },
})
.then((res) => {
setTimeout(() => {
setUploadDialogLoading(false);
}, 250);
Message({
message: "Successfully uploaded model",
type: "success",
message: 'Successfully uploaded model',
type: 'success',
showClose: true,
});
props.setReloadMenu(props.reloadMenu+1);
props.setReloadMenu(props.reloadMenu + 1);
setUploadDialogOpen(false);
setUploadForm({...uploadFormInitValue});
setUploadForm({ ...uploadFormInitValue });
})
.catch(err => {
setTimeout(() => {setUploadDialogLoading(false)}, 250);
.catch((err) => {
setTimeout(() => {
setUploadDialogLoading(false);
}, 250);
Message({
message: "Failed to upload model",
type: "error",
message: 'Failed to upload model',
type: 'error',
showClose: true,
});
console.log(err);
})
});
};
const history = useHistory();
const handleGameJump = (gameName) => {
props.resetPagination();
history.push(`/leaderboard?type=game&name=${gameName}`);
}
};
const handleAgentJump = (agentName) => {
props.resetPagination();
history.push(`/leaderboard?type=agent&name=${agentName}`);
}
};
const { type, name } = qs.parse(window.location.search);
const gameMenu = props.gameList.map(game => {
return <List component="div" disablePadding key={"game-menu-"+game.game}>
<ListItem button className={classes.nested} onClick={() => {handleGameJump(game.game)}}>
<ListItemText primary={game.dispName} className={`${classes.menuLayer2} ${(type === 'game' && name === game.game) ? classes.active : classes.inactive}`} />
const gameMenu = props.gameList.map((game) => {
return (
<List component="div" disablePadding key={'game-menu-' + game.game}>
<ListItem
button
className={classes.nested}
onClick={() => {
handleGameJump(game.game);
}}
>
<ListItemText
primary={game.dispName}
className={`${classes.menuLayer2} ${
type === 'game' && name === game.game ? classes.active : classes.inactive
}`}
/>
</ListItem>
</List>
);
});
const generateAgentMenu = (modelList) => {
return modelList.map((model) => {
return <List component="div" disablePadding key={"game-menu-"+model}>
<ListItem button className={classes.nested} onClick={() => {handleAgentJump(model)}}>
<ListItemText primary={model} className={`${classes.menuLayer2} ${(type === 'agent' && name === model) ? classes.active : classes.inactive}`} />
return (
<List component="div" disablePadding key={'game-menu-' + model}>
<ListItem
button
className={classes.nested}
onClick={() => {
handleAgentJump(model);
}}
>
<ListItemText
primary={model}
className={`${classes.menuLayer2} ${
type === 'agent' && name === model ? classes.active : classes.inactive
}`}
/>
</ListItem>
</List>
})
);
});
};
return (
@ -239,35 +273,30 @@ function MenuBar (props) {
className={classes.drawer}
variant="permanent"
classes={{
paper: classes.drawerPaper
paper: classes.drawerPaper,
}}
>
<List
component="nav"
aria-labelledby="nested-list-subheader"
className={classes.list}
>
<List component="nav" aria-labelledby="nested-list-subheader" className={classes.list}>
<ListItem button onClick={handleClickAgent}>
<ListItemText primary="Game LeaderBoards" className={classes.menuLayer1}/>
<ListItemText primary="Game LeaderBoards" className={classes.menuLayer1} />
{open.agent ? <ExpandLess /> : <ExpandMore />}
</ListItem>
<Collapse in={open.agent} timeout="auto" unmountOnExit>
{gameMenu}
</Collapse>
<ListItem button onClick={handleClickGame}>
<ListItemText primary="Agents" className={classes.menuLayer1}/>
<ListItemText primary="Agents" className={classes.menuLayer1} />
{open.game ? <ExpandLess /> : <ExpandMore />}
</ListItem>
<Collapse in={open.game} timeout="auto" unmountOnExit>
{Object.keys(props.modelList).map(gameName => {
{Object.keys(props.modelList).map((gameName) => {
return (
<div key={`agentMenu-sublist-${gameName}`}>
<ListSubheader className={classes.nestedSubheader}>{gameName}</ListSubheader>
{generateAgentMenu(props.modelList[gameName])}
</div>
)
);
})}
</Collapse>
</List>
<Button variant="contained" color="primary" onClick={openUploadDialog} className={classes.button}>
@ -283,12 +312,27 @@ function MenuBar (props) {
<DialogTitle id="form-dialog-title">Upload Model</DialogTitle>
<DialogContent>
<Card variant="outlined" className={classes.uploadNoteRoot}>
<CardContent style={{paddingBottom: "16px"}}>
<CardContent style={{ paddingBottom: '16px' }}>
<Typography className={classes.title} color="textSecondary" gutterBottom>
<HelpIcon style={{marginRight: "5px"}} />Note
<HelpIcon style={{ marginRight: '5px' }} />
Note
</Typography>
<Typography variant="body2" component="p">
Download the example <Link href={apiUrl + "/tournament/download_examples?name=example_luduc_nfsp_model"} download>NFSP model</Link> and <Link href={apiUrl + "/tournament/download_examples?name=example_luduc_rule_model"} download>Rule model</Link> of Leduc Hold'em to test and learn about model upload functionality.
Download the example{' '}
<Link
href={apiUrl + '/tournament/download_examples?name=leduc_holdem_dqn'}
download
>
DQN model
</Link>{' '}
for Leduc Holdem or{' '}
<Link
href={apiUrl + '/tournament/download_examples?name=example_luduc_rule_model'}
download
>
DMC model
</Link>{' '}
for Doudizhu to test and learn about model upload functionality.
</Typography>
</CardContent>
</Card>
@ -302,8 +346,10 @@ function MenuBar (props) {
autoUpload={false}
tip={<div className="el-upload__tip">Only zip file can be uploaded</div>}
>
<i className="el-icon-upload"/>
<div className="el-upload__text">Drag the file here, or <em>Click to upload</em></div>
<i className="el-icon-upload" />
<div className="el-upload__text">
Drag the file here, or <em>Click to upload</em>
</div>
</Upload>
<TextField
className={classes.formControl}
@ -339,10 +385,14 @@ function MenuBar (props) {
labelId="upload-game-label"
id="upload-game"
value={uploadForm.game}
onChange={(e) => handleUploadFormChange(e, "game")}
onChange={(e) => handleUploadFormChange(e, 'game')}
>
{props.gameList.map(game => {
return <MenuItem key={"upload-game-"+game.game} value={game.game}>{game.dispName}</MenuItem>
{props.gameList.map((game) => {
return (
<MenuItem key={'upload-game-' + game.game} value={game.game}>
{game.dispName}
</MenuItem>
);
})}
</Select>
</FormControl>
@ -357,8 +407,20 @@ function MenuBar (props) {
</DialogActions>
</Loading>
</Dialog>
<Dialog
open={uploadDialogOpen}
onClose={handleUploadDialogClose}
aria-labelledby="form-dialog-title"
disableBackdropClick={true}
>
<DialogTitle id="form-dialog-title">Choose Download Channel</DialogTitle>
<DialogContent>
<Button>Google Drive</Button>
<Button>百度网盘</Button>
</DialogContent>
</Dialog>
</Drawer>
)
);
}
export default MenuBar;

View File

@ -1,27 +1,27 @@
import React, {useEffect} from 'react';
import qs from 'query-string';
import MenuBar from "../components/MenuBar";
import PropTypes from 'prop-types';
import Breadcrumbs from "@material-ui/core/Breadcrumbs";
import Button from "@material-ui/core/Button";
import Paper from '@material-ui/core/Paper';
import { lighten, makeStyles } from '@material-ui/core/styles';
import withStyles from "@material-ui/core/styles/withStyles";
import Table from '@material-ui/core/Table';
import TableBody from '@material-ui/core/TableBody';
import TableCell from '@material-ui/core/TableCell';
import TableContainer from '@material-ui/core/TableContainer';
import TableHead from '@material-ui/core/TableHead';
import TablePagination from "@material-ui/core/TablePagination";
import TableRow from '@material-ui/core/TableRow';
import Toolbar from '@material-ui/core/Toolbar';
import Typography from '@material-ui/core/Typography';
import Paper from '@material-ui/core/Paper';
import { apiUrl } from "../utils/config";
import axios from 'axios';
import TablePagination from "@material-ui/core/TablePagination";
import Breadcrumbs from "@material-ui/core/Breadcrumbs";
import withStyles from "@material-ui/core/styles/withStyles";
import PlayCircleOutlineIcon from '@material-ui/icons/PlayCircleOutline';
import Button from "@material-ui/core/Button";
import {useHistory} from "react-router-dom";
import {Message, Loading} from "element-react";
import axios from 'axios';
import { Loading, Message } from "element-react";
import PropTypes from 'prop-types';
import qs from 'query-string';
import React, { useEffect } from 'react';
import { useHistory } from "react-router-dom";
import MenuBar from "../components/MenuBar";
import { apiUrl } from "../utils/config";
const gameList = [
{game: 'leduc-holdem', dispName: 'Leduc Hold\'em'},
@ -241,7 +241,7 @@ const EnhancedTableToolbar = (props) => {
const handleLaunchTournament = (gameName) => {
// todo: customize eval num
setButtonLoading(true);
axios.get(`${apiUrl}/tournament/launch?eval_num=200&name=${gameName}`)
axios.get(`${apiUrl}/tournament/launch?num_eval_games=200&name=${gameName}`)
.then(res => {
setTimeout(() => {setButtonLoading(false)}, 250);
Message({

View File

@ -1,29 +1,27 @@
import React from 'react';
import axios from 'axios';
import qs from 'query-string';
import '../../assets/gameview.scss';
import {LeducHoldemGameBoard} from '../../components/GameBoard';
import {deepCopy} from "../../utils";
import { apiUrl } from "../../utils/config";
import { Layout, Loading } from 'element-react';
import { Message } from 'element-react';
import Slider from '@material-ui/core/Slider';
import Button from '@material-ui/core/Button';
import Paper from '@material-ui/core/Paper';
import Divider from '@material-ui/core/Divider';
import LinearProgress from '@material-ui/core/LinearProgress';
import PlayArrowRoundedIcon from '@material-ui/icons/PlayArrowRounded';
import PauseCircleOutlineRoundedIcon from '@material-ui/icons/PauseCircleOutlineRounded';
import ReplayRoundedIcon from '@material-ui/icons/ReplayRounded';
import NotInterestedIcon from '@material-ui/icons/NotInterested';
import SkipNextIcon from '@material-ui/icons/SkipNext';
import SkipPreviousIcon from '@material-ui/icons/SkipPrevious';
import Dialog from '@material-ui/core/Dialog';
import DialogActions from '@material-ui/core/DialogActions';
import DialogContent from '@material-ui/core/DialogContent';
import DialogContentText from '@material-ui/core/DialogContentText';
import DialogTitle from '@material-ui/core/DialogTitle';
import Divider from '@material-ui/core/Divider';
import LinearProgress from '@material-ui/core/LinearProgress';
import Paper from '@material-ui/core/Paper';
import Slider from '@material-ui/core/Slider';
import NotInterestedIcon from '@material-ui/icons/NotInterested';
import PauseCircleOutlineRoundedIcon from '@material-ui/icons/PauseCircleOutlineRounded';
import PlayArrowRoundedIcon from '@material-ui/icons/PlayArrowRounded';
import ReplayRoundedIcon from '@material-ui/icons/ReplayRounded';
import SkipNextIcon from '@material-ui/icons/SkipNext';
import SkipPreviousIcon from '@material-ui/icons/SkipPrevious';
import axios from 'axios';
import { Layout, Loading, Message } from 'element-react';
import qs from 'query-string';
import React from 'react';
import '../../assets/gameview.scss';
import { LeducHoldemGameBoard } from '../../components/GameBoard';
import { deepCopy } from '../../utils';
import { apiUrl } from '../../utils/config';
class LeducHoldemReplayView extends React.Component {
constructor(props) {
@ -35,17 +33,17 @@ class LeducHoldemReplayView extends React.Component {
this.gameStateTimeout = null;
this.moveHistory = [];
this.moveHistoryTotalLength = null;
this.gameStateHistory = [[],[]];
this.gameStateHistory = [[], []];
this.initGameState = {
gameStatus: "ready", // "ready", "playing", "paused", "over"
gameStatus: 'ready', // "ready", "playing", "paused", "over"
playerInfo: [],
hands: [],
latestAction: ["", ""],
latestAction: ['', ''],
mainViewerId: mainViewerId,
round: 0,
turn: 0,
pot: [1, 1],
publicCard: "",
publicCard: '',
currentPlayer: null,
considerationTime: this.initConsiderationTime,
completedPercent: 0,
@ -55,61 +53,66 @@ class LeducHoldemReplayView extends React.Component {
gameStateLoop: null,
gameSpeed: 0,
gameEndDialog: false,
gameEndDialogText: "",
fullScreenLoading: false
}
gameEndDialogText: '',
fullScreenLoading: false,
};
}
generateNewState(){
generateNewState() {
let gameInfo = deepCopy(this.state.gameInfo);
const turn = this.state.gameInfo.turn;
if(turn >= this.moveHistory[this.state.gameInfo.round].length){
if (turn >= this.moveHistory[this.state.gameInfo.round].length) {
gameInfo.turn = 0;
gameInfo.round = 1;
// check if the game state of next turn is already in game state history
if(gameInfo.turn < this.gameStateHistory[gameInfo.round].length){
if (gameInfo.turn < this.gameStateHistory[gameInfo.round].length) {
gameInfo = deepCopy(this.gameStateHistory[gameInfo.round][gameInfo.turn]);
return gameInfo;
}
gameInfo.latestAction = ["", ""];
gameInfo.latestAction = ['', ''];
gameInfo.currentPlayer = this.moveHistory[1][0].playerIdx;
gameInfo.considerationTime = this.initConsiderationTime;
this.setState({ gameInfo: gameInfo });
}else{
} else {
// check if the game state of next turn is already in game state history
if(turn+1 < this.gameStateHistory[gameInfo.round].length){
gameInfo = deepCopy(this.gameStateHistory[gameInfo.round][gameInfo.turn+1]);
if (turn + 1 < this.gameStateHistory[gameInfo.round].length) {
gameInfo = deepCopy(this.gameStateHistory[gameInfo.round][gameInfo.turn + 1]);
return gameInfo;
}
if(gameInfo.currentPlayer === this.moveHistory[gameInfo.round][gameInfo.turn].playerIdx){
if (gameInfo.currentPlayer === this.moveHistory[gameInfo.round][gameInfo.turn].playerIdx) {
gameInfo.latestAction[gameInfo.currentPlayer] = this.moveHistory[gameInfo.round][gameInfo.turn].move;
switch (gameInfo.latestAction[gameInfo.currentPlayer]) {
case "check":
case 'check':
break;
case "raise":
gameInfo.pot[gameInfo.currentPlayer] = (gameInfo.pot[(gameInfo.currentPlayer+2-1)%2] + (gameInfo.round+1) * 2);
case 'raise':
gameInfo.pot[gameInfo.currentPlayer] =
gameInfo.pot[(gameInfo.currentPlayer + 2 - 1) % 2] + (gameInfo.round + 1) * 2;
break;
case "call":
case 'call':
// the upstream player must have bet more
if(gameInfo.pot[(gameInfo.currentPlayer+2-1)%2] > gameInfo.pot[gameInfo.currentPlayer]){
gameInfo.pot[gameInfo.currentPlayer] = gameInfo.pot[(gameInfo.currentPlayer+2-1)%2];
}else{
if (gameInfo.pot[(gameInfo.currentPlayer + 2 - 1) % 2] > gameInfo.pot[gameInfo.currentPlayer]) {
gameInfo.pot[gameInfo.currentPlayer] = gameInfo.pot[(gameInfo.currentPlayer + 2 - 1) % 2];
} else {
Message({
message: "Current player choose call but has bet more or equal to the upstream player",
type: "error",
showClose: true
message: 'Current player choose call but has bet more or equal to the upstream player',
type: 'error',
showClose: true,
});
}
break;
case "fold":
case 'fold':
// if one player folds, game ends
const foldedFound = gameInfo.playerInfo.find(element=>{return element.index === gameInfo.currentPlayer});
const foldedFound = gameInfo.playerInfo.find((element) => {
return element.index === gameInfo.currentPlayer;
});
const foldedId = foldedFound ? foldedFound.id : -1;
const winnerFound = gameInfo.playerInfo.find(element=>{return element.index === (gameInfo.currentPlayer+1)%2});
const winnerFound = gameInfo.playerInfo.find((element) => {
return element.index === (gameInfo.currentPlayer + 1) % 2;
});
const winnerId = winnerFound ? winnerFound.id : -1;
gameInfo.gameStatus = "over";
gameInfo.gameStatus = 'over';
this.setState({ gameInfo: gameInfo });
setTimeout(()=>{
setTimeout(() => {
const mes = `Player ${foldedId} folded, player ${winnerId} wins!`;
this.setState({ gameEndDialog: true, gameEndDialogText: mes });
}, 200);
@ -117,76 +120,76 @@ class LeducHoldemReplayView extends React.Component {
default:
Message({
message: "Error in player's latest action",
type: "error",
showClose: true
type: 'error',
showClose: true,
});
}
gameInfo.turn++;
if(gameInfo.round !== 0 && gameInfo.turn === this.moveHistory[gameInfo.round].length){
gameInfo.gameStatus = "over";
this.setState({gameInfo: gameInfo});
setTimeout(()=>{
if (gameInfo.round !== 0 && gameInfo.turn === this.moveHistory[gameInfo.round].length) {
gameInfo.gameStatus = 'over';
this.setState({ gameInfo: gameInfo });
setTimeout(() => {
// TODO: show winner
this.setState({gameEndDialog: true, gameEndDialogText: ""});
this.setState({ gameEndDialog: true, gameEndDialogText: '' });
}, 200);
return gameInfo;
}
gameInfo.currentPlayer = (gameInfo.currentPlayer+1)%2;
gameInfo.currentPlayer = (gameInfo.currentPlayer + 1) % 2;
gameInfo.considerationTime = this.initConsiderationTime;
gameInfo.completedPercent += 100.0 / this.moveHistoryTotalLength;
gameInfo.gameStatus = "playing";
gameInfo.gameStatus = 'playing';
this.setState({ gameInfo: gameInfo });
}else{
} else {
Message({
message: "Mismatch in current player & move history",
type: "error",
showClose: true
message: 'Mismatch in current player & move history',
type: 'error',
showClose: true,
});
}
}
// if current state is new to game state history, push it to the game state history array
if(gameInfo.turn === this.gameStateHistory[gameInfo.round].length){
if (gameInfo.turn === this.gameStateHistory[gameInfo.round].length) {
this.gameStateHistory[gameInfo.round].push(gameInfo);
}else{
} else {
Message({
message: "Inconsistent game state history length and turn number",
type: "error",
showClose: true
message: 'Inconsistent game state history length and turn number',
type: 'error',
showClose: true,
});
}
return gameInfo;
}
gameStateTimer(){
this.gameStateTimeout = setTimeout(()=>{
gameStateTimer() {
this.gameStateTimeout = setTimeout(() => {
let currentConsiderationTime = this.state.gameInfo.considerationTime;
if(currentConsiderationTime > 0) {
if (currentConsiderationTime > 0) {
currentConsiderationTime -= this.considerationTimeDeduction * Math.pow(2, this.state.gameSpeed);
currentConsiderationTime = currentConsiderationTime < 0 ? 0 : currentConsiderationTime;
if(currentConsiderationTime === 0 && this.state.gameSpeed < 2){
if (currentConsiderationTime === 0 && this.state.gameSpeed < 2) {
let gameInfo = deepCopy(this.state.gameInfo);
gameInfo.toggleFade = "fade-out";
this.setState({gameInfo: gameInfo});
gameInfo.toggleFade = 'fade-out';
this.setState({ gameInfo: gameInfo });
}
let gameInfo = deepCopy(this.state.gameInfo);
gameInfo.considerationTime = currentConsiderationTime;
this.setState({gameInfo: gameInfo});
this.setState({ gameInfo: gameInfo });
this.gameStateTimer();
}else{
} else {
let gameInfo = this.generateNewState();
if(gameInfo.gameStatus === "over") return;
if (gameInfo.gameStatus === 'over') return;
this.gameStateTimer();
gameInfo.gameStatus = "playing";
if(this.state.gameInfo.toggleFade === "fade-out") {
gameInfo.toggleFade = "fade-in";
gameInfo.gameStatus = 'playing';
if (this.state.gameInfo.toggleFade === 'fade-out') {
gameInfo.toggleFade = 'fade-in';
}
this.setState({gameInfo: gameInfo}, ()=>{
this.setState({ gameInfo: gameInfo }, () => {
// toggle fade in
if(this.state.gameInfo.toggleFade !== ""){
setTimeout(()=>{
if (this.state.gameInfo.toggleFade !== '') {
setTimeout(() => {
let gameInfo = deepCopy(this.state.gameInfo);
gameInfo.toggleFade = "";
this.setState({gameInfo: gameInfo});
gameInfo.toggleFade = '';
this.setState({ gameInfo: gameInfo });
}, 200);
}
});
@ -198,36 +201,40 @@ class LeducHoldemReplayView extends React.Component {
const { name, agent0, agent1, index } = qs.parse(window.location.search);
const requestUrl = `${apiUrl}/tournament/replay?name=${name}&agent0=${agent0}&agent1=${agent1}&index=${index}`;
// start full screen loading
this.setState({fullScreenLoading: true});
this.setState({ fullScreenLoading: true });
axios.get(requestUrl)
.then(res => {
axios
.get(requestUrl)
.then((res) => {
res = res.data;
// for test use
if (typeof res === 'string') res = JSON.parse(res.replaceAll("'", '"').replaceAll('None', 'null'));
if (res.moveHistory.length === 0) {
Message({
message: "Empty move history",
type: "error",
message: 'Empty move history',
type: 'error',
showClose: true,
});
this.setState({fullScreenLoading: false});
this.setState({ fullScreenLoading: false });
return false;
}
// init replay info
this.moveHistory = res.moveHistory;
this.moveHistoryTotalLength = this.moveHistory.reduce((count, round) => count + round.length, 0) - 1;
let gameInfo = deepCopy(this.initGameState);
gameInfo.gameStatus = "playing";
gameInfo.gameStatus = 'playing';
gameInfo.playerInfo = res.playerInfo;
gameInfo.hands = res.initHands;
gameInfo.currentPlayer = res.moveHistory[0][0].playerIdx;
// the other player is big blind, should have 2 unit in pot
gameInfo.pot[(res.moveHistory[0][0].playerIdx + 1) % 2] = 2;
gameInfo.publicCard = res.publicCard;
if(this.gameStateHistory.length !== 0 && this.gameStateHistory[0].length === 0){
if (this.gameStateHistory.length !== 0 && this.gameStateHistory[0].length === 0) {
this.gameStateHistory[gameInfo.round].push(gameInfo);
}
this.setState({gameInfo: gameInfo, fullScreenLoading: false}, ()=>{
if(this.gameStateTimeout){
this.setState({ gameInfo: gameInfo, fullScreenLoading: false }, () => {
if (this.gameStateTimeout) {
window.clearTimeout(this.gameStateTimeout);
this.gameStateTimeout = null;
}
@ -235,114 +242,195 @@ class LeducHoldemReplayView extends React.Component {
this.gameStateTimer();
});
})
.catch(err => {
.catch((err) => {
console.log(err);
Message({
message: `Error in getting replay data: ${err}`,
type: "error",
showClose: true
type: 'error',
showClose: true,
});
this.setState({fullScreenLoading: false});
this.setState({ fullScreenLoading: false });
});
};
}
pauseReplay(){
if(this.gameStateTimeout){
pauseReplay() {
if (this.gameStateTimeout) {
window.clearTimeout(this.gameStateTimeout);
this.gameStateTimeout = null;
}
let gameInfo = deepCopy(this.state.gameInfo);
gameInfo.gameStatus = "paused";
gameInfo.gameStatus = 'paused';
this.setState({ gameInfo: gameInfo });
}
resumeReplay(){
resumeReplay() {
this.gameStateTimer();
let gameInfo = deepCopy(this.state.gameInfo);
gameInfo.gameStatus = "playing";
gameInfo.gameStatus = 'playing';
this.setState({ gameInfo: gameInfo });
}
changeGameSpeed(newVal){
this.setState({gameSpeed: newVal});
changeGameSpeed(newVal) {
this.setState({ gameSpeed: newVal });
}
gameStatusButton(status){
gameStatusButton(status) {
switch (status) {
case "ready":
return <Button className={"status-button"} variant={"contained"} startIcon={<PlayArrowRoundedIcon />} color="primary" onClick={()=>{this.startReplay()}}>Start</Button>;
case "playing":
return <Button className={"status-button"} variant={"contained"} startIcon={<PauseCircleOutlineRoundedIcon />} color="secondary" onClick={()=>{this.pauseReplay()}}>Pause</Button>;
case "paused":
return <Button className={"status-button"} variant={"contained"} startIcon={<PlayArrowRoundedIcon />} color="primary" onClick={()=>{this.resumeReplay()}}>Resume</Button>;
case "over":
return <Button className={"status-button"} variant={"contained"} startIcon={<ReplayRoundedIcon />} color="primary" onClick={()=>{this.startReplay()}}>Restart</Button>;
case 'ready':
return (
<Button
className={'status-button'}
variant={'contained'}
startIcon={<PlayArrowRoundedIcon />}
color="primary"
onClick={() => {
this.startReplay();
}}
>
Start
</Button>
);
case 'playing':
return (
<Button
className={'status-button'}
variant={'contained'}
startIcon={<PauseCircleOutlineRoundedIcon />}
color="secondary"
onClick={() => {
this.pauseReplay();
}}
>
Pause
</Button>
);
case 'paused':
return (
<Button
className={'status-button'}
variant={'contained'}
startIcon={<PlayArrowRoundedIcon />}
color="primary"
onClick={() => {
this.resumeReplay();
}}
>
Resume
</Button>
);
case 'over':
return (
<Button
className={'status-button'}
variant={'contained'}
startIcon={<ReplayRoundedIcon />}
color="primary"
onClick={() => {
this.startReplay();
}}
>
Restart
</Button>
);
default:
alert(`undefined game status: ${status}`);
}
}
computeProbabilityItem(idx){
if(this.state.gameInfo.gameStatus !== "ready"){
computeProbabilityItem(action) {
if (this.state.gameInfo.gameStatus !== 'ready') {
let currentMove = null;
if(this.state.gameInfo.turn !== this.moveHistory[this.state.gameInfo.round].length){
if (this.state.gameInfo.turn !== this.moveHistory[this.state.gameInfo.round].length) {
currentMove = this.moveHistory[this.state.gameInfo.round][this.state.gameInfo.turn];
}
let style = {};
style["backgroundColor"] = currentMove !== null ? `rgba(63, 81, 181, ${currentMove.probabilities[idx].probability})` : "#bdbdbd";
return (
<div className={"playing"} style={style}>
<div className="probability-move">
{currentMove !== null ?
<img src={require('../../assets/images/Actions/' + currentMove.probabilities[idx].move + (currentMove.probabilities[idx].probability < 0 ? "_u" : "") + '.png')} alt={currentMove.probabilities[idx].move} height="30%" width="30%" />
:
<NotInterestedIcon fontSize="large" />}
</div>
{currentMove !== null ?
(<div className={"non-card"}>
{
currentMove.probabilities[idx].probability === -1 ?
<span>Illegal</span>
:
currentMove.probabilities[idx].probability === -2 ?
<span>Rule Based</span>
:
<span>{`Probability ${(currentMove.probabilities[idx].probability * 100).toFixed(2)}%`}</span>
let probabilities = null;
let probabilityItemType = null;
if (currentMove) {
if (Array.isArray(currentMove.info)) {
probabilityItemType = 'Rule';
} else {
if ('probs' in currentMove.info) {
probabilityItemType = 'Probability';
probabilities = currentMove.info.probs[action];
} else if ('values' in currentMove.info) {
probabilityItemType = 'Expected payoff';
probabilities = currentMove.info.values[action];
} else {
probabilityItemType = 'Rule';
}
</div>) : ""}
}
}
// style["backgroundColor"] = currentMove !== null ? `rgba(63, 81, 181, ${currentMove.probabilities[idx].probability})` : "#bdbdbd";
style['backgroundColor'] = currentMove !== null ? `#fff` : '#bdbdbd';
return (
<div className={'playing'} style={style}>
<div className="probability-move">
{currentMove !== null ? (
<img
src={require('../../assets/images/Actions/' +
action +
(probabilities === undefined || probabilities === null ? '_u' : '') +
'.png')}
alt={action}
height="30%"
width="30%"
/>
) : (
<NotInterestedIcon fontSize="large" />
)}
</div>
)
}else {
return <span className={"waiting"}>Waiting...</span>
{currentMove !== null ? (
<div className={'non-card'}>
{probabilities === undefined ? (
<span>Illegal</span>
) : probabilityItemType === 'Rule' ? (
<span>Rule Based</span>
) : (
<span>
{probabilityItemType === 'Probability'
? `Probability: ${(probabilities * 100).toFixed(2)}%`
: `Expected payoff: ${probabilities.toFixed(4)}`}
</span>
)}
</div>
) : (
''
)}
</div>
);
} else {
return <span className={'waiting'}>Waiting...</span>;
}
}
go2PrevGameState() {
let gameInfo;
if(this.state.gameInfo.turn === 0 && this.state.gameInfo.round !== 0){
let prevRound = this.gameStateHistory[this.state.gameInfo.round-1];
gameInfo = deepCopy(prevRound[prevRound.length-1]);
}else{
if (this.state.gameInfo.turn === 0 && this.state.gameInfo.round !== 0) {
let prevRound = this.gameStateHistory[this.state.gameInfo.round - 1];
gameInfo = deepCopy(prevRound[prevRound.length - 1]);
} else {
gameInfo = deepCopy(this.gameStateHistory[this.state.gameInfo.round][this.state.gameInfo.turn - 1]);
}
gameInfo.gameStatus = "paused";
gameInfo.toggleFade = "";
this.setState({gameInfo: gameInfo});
gameInfo.gameStatus = 'paused';
gameInfo.toggleFade = '';
this.setState({ gameInfo: gameInfo });
}
go2NextGameState() {
let gameInfo = this.generateNewState();
if(gameInfo.gameStatus === "over") return;
gameInfo.gameStatus = "paused";
gameInfo.toggleFade = "";
this.setState({gameInfo: gameInfo});
if (gameInfo.gameStatus === 'over') return;
gameInfo.gameStatus = 'paused';
gameInfo.toggleFade = '';
this.setState({ gameInfo: gameInfo });
}
handleCloseGameEndDialog() {
this.setState({gameEndDialog: false, gameEndDialogText: ""});
this.setState({ gameEndDialog: false, gameEndDialogText: '' });
}
render(){
render() {
let sliderValueText = (value) => {
return value;
};
@ -374,34 +462,44 @@ class LeducHoldemReplayView extends React.Component {
{
value: 3,
label: 'x8',
}
},
];
return (
<div>
<Dialog
open={this.state.gameEndDialog}
onClose={()=>{this.handleCloseGameEndDialog()}}
onClose={() => {
this.handleCloseGameEndDialog();
}}
aria-labelledby="alert-dialog-title"
aria-describedby="alert-dialog-description"
>
<DialogTitle id="alert-dialog-title" style={{"width": "200px"}}>{"Game Ends!"}</DialogTitle>
<DialogTitle id="alert-dialog-title" style={{ width: '200px' }}>
{'Game Ends!'}
</DialogTitle>
<DialogContent>
<DialogContentText id="alert-dialog-description">
{this.state.gameEndDialogText}
</DialogContentText>
</DialogContent>
<DialogActions>
<Button onClick={()=>{this.handleCloseGameEndDialog()}} color="primary" autoFocus>
<Button
onClick={() => {
this.handleCloseGameEndDialog();
}}
color="primary"
autoFocus
>
OK
</Button>
</DialogActions>
</Dialog>
<div className={"leduc-view-container"}>
<Layout.Row style={{"height": "540px"}}>
<Layout.Col style={{"height": "100%"}} span="17">
<div style={{"height": "100%"}}>
<Paper className={"leduc-gameboard-paper"} elevation={3}>
<div className={'leduc-view-container'}>
<Layout.Row style={{ height: '540px' }}>
<Layout.Col style={{ height: '100%' }} span="17">
<div style={{ height: '100%' }}>
<Paper className={'leduc-gameboard-paper'} elevation={3}>
<LeducHoldemGameBoard
playerInfo={this.state.gameInfo.playerInfo}
hands={this.state.gameInfo.hands}
@ -417,30 +515,21 @@ class LeducHoldemReplayView extends React.Component {
</Paper>
</div>
</Layout.Col>
<Layout.Col span="7" style={{"height": "100%"}}>
<Paper className={"leduc-probability-paper"} elevation={3}>
<div className={"probability-player"}>
{
this.state.gameInfo.playerInfo.length > 0 ?
<Layout.Col span="7" style={{ height: '100%' }}>
<Paper className={'leduc-probability-paper'} elevation={3}>
<div className={'probability-player'}>
{this.state.gameInfo.playerInfo.length > 0 ? (
<span>Current Player: {this.state.gameInfo.currentPlayer}</span>
:
) : (
<span>Waiting...</span>
}
)}
</div>
<Divider />
<div className={"probability-table"}>
<div className={"probability-item"}>
{this.computeProbabilityItem(0)}
</div>
<div className={"probability-item"}>
{this.computeProbabilityItem(1)}
</div>
<div className={"probability-item"}>
{this.computeProbabilityItem(2)}
</div>
<div className={"probability-item"}>
{this.computeProbabilityItem(3)}
</div>
<div className={'probability-table'}>
<div className={'probability-item'}>{this.computeProbabilityItem('call')}</div>
<div className={'probability-item'}>{this.computeProbabilityItem('check')}</div>
<div className={'probability-item'}>{this.computeProbabilityItem('raise')}</div>
<div className={'probability-item'}>{this.computeProbabilityItem('fold')}</div>
</div>
</Paper>
</Layout.Col>
@ -450,46 +539,63 @@ class LeducHoldemReplayView extends React.Component {
</div>
<Loading loading={this.state.fullScreenLoading}>
<div className="game-controller">
<Paper className={"game-controller-paper"} elevation={3}>
<Layout.Row style={{"height": "51px"}}>
<Layout.Col span="7" style={{"height": "51px", "lineHeight": "48px"}}>
<Paper className={'game-controller-paper'} elevation={3}>
<Layout.Row style={{ height: '51px' }}>
<Layout.Col span="7" style={{ height: '51px', lineHeight: '48px' }}>
<div>
<Button
variant="contained"
color="primary"
disabled={this.state.gameInfo.gameStatus !== "paused" || (this.state.gameInfo.round === 0 && this.state.gameInfo.turn === 0)}
onClick={()=>{this.go2PrevGameState()}}
disabled={
this.state.gameInfo.gameStatus !== 'paused' ||
(this.state.gameInfo.round === 0 && this.state.gameInfo.turn === 0)
}
onClick={() => {
this.go2PrevGameState();
}}
>
<SkipPreviousIcon />
</Button>
{ this.gameStatusButton(this.state.gameInfo.gameStatus) }
{this.gameStatusButton(this.state.gameInfo.gameStatus)}
<Button
variant="contained"
color="primary"
disabled={this.state.gameInfo.gameStatus !== "paused"}
onClick={()=>{this.go2NextGameState()}}
disabled={this.state.gameInfo.gameStatus !== 'paused'}
onClick={() => {
this.go2NextGameState();
}}
>
<SkipNextIcon />
</Button>
</div>
</Layout.Col>
<Layout.Col span="1" style={{"height": "100%", "width": "1px"}}>
<Layout.Col span="1" style={{ height: '100%', width: '1px' }}>
<Divider orientation="vertical" />
</Layout.Col>
<Layout.Col span="3" style={{"height": "51px", "lineHeight": "51px", "marginLeft": "-1px", "marginRight": "-1px"}}>
<div style={{"textAlign": "center"}}>{`Turn ${this.state.gameInfo.turn}`}</div>
<Layout.Col
span="3"
style={{
height: '51px',
lineHeight: '51px',
marginLeft: '-1px',
marginRight: '-1px',
}}
>
<div style={{ textAlign: 'center' }}>{`Turn ${this.state.gameInfo.turn}`}</div>
</Layout.Col>
<Layout.Col span="1" style={{"height": "100%", "width": "1px"}}>
<Layout.Col span="1" style={{ height: '100%', width: '1px' }}>
<Divider orientation="vertical" />
</Layout.Col>
<Layout.Col span="14">
<div>
<label className={"form-label-left"}>Game Speed</label>
<div style={{"marginLeft": "100px", "marginRight": "10px"}}>
<label className={'form-label-left'}>Game Speed</label>
<div style={{ marginLeft: '100px', marginRight: '10px' }}>
<Slider
value={this.state.gameSpeed}
getAriaValueText={sliderValueText}
onChange={(e, newVal)=>{this.changeGameSpeed(newVal)}}
onChange={(e, newVal) => {
this.changeGameSpeed(newVal);
}}
aria-labelledby="discrete-slider-custom"
step={1}
min={-3}