Initial upload of Dualist Othello AI (Iteration 652)
Browse files- README.md +64 -41
- bitboard.py +81 -0
- dtypes.py +23 -0
- dualist_model.pth +3 -0
- game.py +88 -0
- inference.py +86 -0
- model.py +72 -0
- requirements.txt +3 -0
README.md
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#
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#
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# Dualist Othello AI
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Dualist is a high-performance Othello (Reversi) AI model trained using a **Deep Residual Neural Network** architecture. It was developed as part of a hybrid learning project where a bitboard-based engine (Edax) acted as the "Grandmaster Teacher" to train the neural network via curriculum learning.
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## Features
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- **Architecture**: 10 Residual Blocks with 256 channels.
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- **Input**: 3x8x8 planes (Player bits, Opponent bits, Turn/Constant).
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- **Heuristics**: Trained to emulate professional-level Othello gameplay and strategic positioning.
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- **Teacher**: Supervised and Reinforcement Learning against the Edax engine (Depth 1-30).
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## Model Details
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- **Model File**: `dualist_model.pth`
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- **Total Parameters**: Optimized for balancing speed and strategic depth.
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- **Architecture Class**: `OthelloNet` in `model.py`.
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## Installation & Usage
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### Prerequisites
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- Python 3.8+
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- PyTorch
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- NumPy
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### Quick Start (Inference)
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The model can be loaded and used for move prediction. Make sure `model.py`, `bitboard.py`, and `dualist_model.pth` are in your working directory.
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```python
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import torch
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from model import OthelloNet
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from bitboard import get_bit, make_input_planes
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# Load model
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model = OthelloNet(num_res_blocks=10, num_channels=256)
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checkpoint = torch.load("dualist_model.pth", map_location="cpu")
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model.load_state_dict(checkpoint["model_state_dict"])
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model.eval()
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# Example input (Bitboards)
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black_bb = 0x0000000810000000
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white_bb = 0x0000001008000000
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# Get prediction
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input_planes = make_input_planes(black_bb, white_bb)
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with torch.no_grad():
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policy, value = model(input_planes)
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# 'policy' contains move probabilities (log_softmax)
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# 'value' is the predicted game outcome [-1, 1]
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```
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### Files Description
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- `dualist_model.pth`: Pre-trained weights for the OthelloNet.
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- `model.py`: Neural Network architecture definition.
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- `game.py`: Core Othello logic and move generation.
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- `bitboard.py`: Bit manipulation and input plane processing.
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- `inference.py`: Example script to run the model on a board state.
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## Hugging Face Integration
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To push this to your Hugging Face account:
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1. Install `huggingface_hub`: `pip install huggingface_hub`
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2. Login: `huggingface-cli login`
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3. Push files to `brandonlanexyz/dualist`.
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---
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*Created by Brandon | Part of the AntiGravity AI-LAB Othello Project*
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bitboard.py
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import numpy as np
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# Bitboard Constants
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BOARD_SIZE = 8
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FULL_MASK = 0xFFFFFFFFFFFFFFFF
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def popcount(x):
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"""Counts set bits in a 64-bit integer."""
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return bin(x).count('1')
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def bit_to_row_col(bit_mask):
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"""Converts a single bit mask to (row, col) coordinates."""
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if bit_mask == 0:
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return -1, -1
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# Find the index of the set bit (0-63)
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# Assumes only one bit is set
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idx = bit_mask.bit_length() - 1
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# Edax/Othello usually maps MSB to A1 (0,0) or LSB to H8 (7,7)
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# Let's align with Edax: A1 is usually high bit.
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# Standard: index 63 is A1, index 0 is H8.
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# row = (63 - idx) // 8
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# col = (63 - idx) % 8
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# However, standard bit manipulation often uses LSB=0.
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# Let's check Edax conventions later, but for now standard math:
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row = (63 - idx) // 8
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col = (63 - idx) % 8
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return row, col
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def get_bit(row, col):
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"""Returns a bitmask with a single bit set at (row, col)."""
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shift = 63 - (row * 8 + col)
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return 1 << shift
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def make_input_planes(player_bb, opponent_bb):
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"""
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Converts bitboards into a 3x8x8 input tensor for the Neural Network.
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Plane 0: Player pieces (1 if present, 0 otherwise)
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Plane 1: Opponent pieces (1 if present, 0 otherwise)
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Plane 2: Constant 1 (indicating it's the player's turn, or generally providing board usage context)
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Some implementations use 'Valid Moves' here instead.
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Let's use a constant plane for now as per AlphaZero standard,
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or we can update to valid moves if we have them handy.
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"""
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planes = np.zeros((3, 8, 8), dtype=np.float32)
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# Fill Plane 0 (Player)
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for r in range(8):
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for c in range(8):
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mask = get_bit(r, c)
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if player_bb & mask:
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planes[0, r, c] = 1.0
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# Fill Plane 1 (Opponent)
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for r in range(8):
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for c in range(8):
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mask = get_bit(r, c)
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if opponent_bb & mask:
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planes[1, r, c] = 1.0
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# Fill Plane 2 (Constant / Color)
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# Often for single-network (canonical form), this might just be 1s.
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planes[2, :, :] = 1.0
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import torch
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return torch.tensor(planes).unsqueeze(0) # Add batch dimension: (1, 3, 8, 8)
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def print_board(black_bb, white_bb):
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"""Prints the board state using B/W symbols."""
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print(" A B C D E F G H")
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for r in range(8):
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line = f"{r+1} "
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for c in range(8):
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mask = get_bit(r, c)
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if black_bb & mask:
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line += "B "
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elif white_bb & mask:
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line += "W "
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else:
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line += ". "
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print(line)
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dtypes.py
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from typing import NamedTuple
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import numpy as np
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class Experience(NamedTuple):
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"""
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Represents a single training example from self-play.
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Attributes:
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state (np.ndarray): The board state (canonical form), typically 3x8x8 (Player, Opponent, Valid/Turn).
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policy (np.ndarray): The MCTS visit counts or probability distribution (size 65).
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value (float): The final game outcome from the perspective of the player (1 for win, -1 for loss, 0 for draw).
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"""
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state: np.ndarray
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policy: np.ndarray
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value: float
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class GameResult(NamedTuple):
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"""
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Represents the final outcome of a game.
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"""
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final_board: np.ndarray
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winner: int # 1 for Black, -1 for White, 0 for Draw
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score_diff: int # Black score - White score
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dualist_model.pth
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version https://git-lfs.github.com/spec/v1
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oid sha256:4f2b4cfc68e08a211dbe1c95841d3cca181e0f66f1b80e9f7dc06ebc3e9bdaa3
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size 47452382
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game.py
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import numpy as np
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from src.bitboard import get_bit, bit_to_row_col, popcount
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class OthelloGame:
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def __init__(self):
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# Initial Board Setup (A1 = MSB, H8 = LSB)
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# Black pieces: D5 (35), E4 (28) -> 0x0000000810000000
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# White pieces: D4 (36), E5 (27) -> 0x0000001008000000
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self.player_bb = 0x0000000810000000 # Black starts
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self.opponent_bb = 0x0000001008000000
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self.turn = 1 # 1: Black, -1: White
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def get_valid_moves(self, player, opponent):
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"""Calculates valid moves for 'player' against 'opponent'."""
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empty = ~(player | opponent) & 0xFFFFFFFFFFFFFFFF
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# Consistent with MSB=A1:
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# North: << 8. South: >> 8.
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# West: << 1 (mask A). East: >> 1 (mask H).
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mask_h = 0x0101010101010101
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mask_a = 0x8080808080808080
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# Directions
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shifts = [
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(lambda x: (x & ~mask_h) >> 1), # East
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(lambda x: (x & ~mask_a) << 1), # West
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(lambda x: (x << 8) & 0xFFFFFFFFFFFFFFFF), # North
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(lambda x: (x >> 8) & 0xFFFFFFFFFFFFFFFF), # South
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(lambda x: (x & ~mask_h) << 7), # NE (N+E -> <<8 + >>1 = <<7)
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(lambda x: (x & ~mask_a) << 9), # NW (N+W -> <<8 + <<1 = <<9)
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(lambda x: (x & ~mask_h) >> 9), # SE (S+E -> >>8 + >>1 = >>9)
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(lambda x: (x & ~mask_a) >> 7) # SW (S+W -> >>8 + <<1 = >>7)
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]
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valid_moves = 0
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for shift_func in shifts:
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candidates = shift_func(player) & opponent
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for _ in range(6): # Max 6 opponent pieces can be in between
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candidates |= shift_func(candidates) & opponent
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valid_moves |= shift_func(candidates) & empty
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return valid_moves
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def apply_move(self, player, opponent, move_bit):
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"""Calculates new boards after move_bit."""
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if move_bit == 0:
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return player, opponent
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flipped = 0
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mask_h = 0x0101010101010101
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mask_a = 0x8080808080808080
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shifts = [
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(lambda x: (x & ~mask_h) >> 1), # East
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(lambda x: (x & ~mask_a) << 1), # West
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(lambda x: (x << 8) & 0xFFFFFFFFFFFFFFFF), # North
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(lambda x: (x >> 8) & 0xFFFFFFFFFFFFFFFF), # South
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(lambda x: (x & ~mask_h) << 7), # NE
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(lambda x: (x & ~mask_a) << 9), # NW
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(lambda x: (x & ~mask_h) >> 9), # SE
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(lambda x: (x & ~mask_a) >> 7) # SW
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]
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for shift_func in shifts:
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mask = shift_func(move_bit)
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potential_flips = 0
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while mask & opponent:
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potential_flips |= mask
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mask = shift_func(mask)
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if mask & player:
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flipped |= potential_flips
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new_player = player | move_bit | flipped
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| 74 |
+
new_opponent = opponent & ~flipped
|
| 75 |
+
return new_player, new_opponent
|
| 76 |
+
|
| 77 |
+
def play_move(self, move_bit):
|
| 78 |
+
if move_bit != 0:
|
| 79 |
+
self.player_bb, self.opponent_bb = self.apply_move(self.player_bb, self.opponent_bb, move_bit)
|
| 80 |
+
|
| 81 |
+
# Turn always swaps (even on pass)
|
| 82 |
+
self.player_bb, self.opponent_bb = self.opponent_bb, self.player_bb
|
| 83 |
+
self.turn *= -1
|
| 84 |
+
|
| 85 |
+
def is_terminal(self):
|
| 86 |
+
p_moves = self.get_valid_moves(self.player_bb, self.opponent_bb)
|
| 87 |
+
o_moves = self.get_valid_moves(self.opponent_bb, self.player_bb)
|
| 88 |
+
return (p_moves == 0) and (o_moves == 0)
|
inference.py
ADDED
|
@@ -0,0 +1,86 @@
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|
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|
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|
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|
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|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
import torch
|
| 2 |
+
import torch.nn.functional as F
|
| 3 |
+
from model import OthelloNet
|
| 4 |
+
from bitboard import get_bit, make_input_planes
|
| 5 |
+
import numpy as np
|
| 6 |
+
|
| 7 |
+
def load_dualist(model_path="dualist_model.pth", device="cpu"):
|
| 8 |
+
"""
|
| 9 |
+
Loads the Dualist Othello model.
|
| 10 |
+
"""
|
| 11 |
+
model = OthelloNet(num_res_blocks=10, num_channels=256)
|
| 12 |
+
checkpoint = torch.load(model_path, map_location=device)
|
| 13 |
+
|
| 14 |
+
# Handle both full state dict and partial if needed
|
| 15 |
+
if "model_state_dict" in checkpoint:
|
| 16 |
+
model.load_state_dict(checkpoint["model_state_dict"])
|
| 17 |
+
else:
|
| 18 |
+
model.load_state_dict(checkpoint)
|
| 19 |
+
|
| 20 |
+
model.to(device)
|
| 21 |
+
model.eval()
|
| 22 |
+
return model
|
| 23 |
+
|
| 24 |
+
def get_best_move(model, player_bb, opponent_bb, legal_moves_bb, device="cpu"):
|
| 25 |
+
"""
|
| 26 |
+
Given the current board state and legal moves, returns the best move (bitmask).
|
| 27 |
+
"""
|
| 28 |
+
# 1. Prepare input planes (3x8x8)
|
| 29 |
+
input_tensor = make_input_planes(player_bb, opponent_bb).to(device)
|
| 30 |
+
|
| 31 |
+
# 2. Forward pass
|
| 32 |
+
with torch.no_grad():
|
| 33 |
+
policy_logits, value = model(input_tensor)
|
| 34 |
+
|
| 35 |
+
# 3. Filter legal moves and find best
|
| 36 |
+
# The policy head outputs 65 indices (64 squares + 1 pass)
|
| 37 |
+
# We ignore the pass move for now unless no other moves are possible
|
| 38 |
+
# We'll map back to bitmask
|
| 39 |
+
|
| 40 |
+
probs = torch.exp(policy_logits).squeeze(0).cpu().numpy()
|
| 41 |
+
|
| 42 |
+
best_move_idx = -1
|
| 43 |
+
max_prob = -1.0
|
| 44 |
+
|
| 45 |
+
for i in range(64):
|
| 46 |
+
# Convert index back to (row, col)
|
| 47 |
+
row, col = (63 - i) // 8, (63 - i) % 8
|
| 48 |
+
mask = get_bit(row, col)
|
| 49 |
+
|
| 50 |
+
if legal_moves_bb & mask:
|
| 51 |
+
if probs[i] > max_prob:
|
| 52 |
+
max_prob = probs[i]
|
| 53 |
+
best_move_idx = i
|
| 54 |
+
|
| 55 |
+
if best_move_idx == -1:
|
| 56 |
+
# Check if pass (idx 64) is the only option or if something is wrong
|
| 57 |
+
return 0 # Pass/No move
|
| 58 |
+
|
| 59 |
+
row, col = (63 - best_move_idx) // 8, (63 - best_move_idx) % 8
|
| 60 |
+
return get_bit(row, col)
|
| 61 |
+
|
| 62 |
+
if __name__ == "__main__":
|
| 63 |
+
# Quick example: Starting position
|
| 64 |
+
# Black: bit 28 and 35
|
| 65 |
+
# White: bit 27 and 36
|
| 66 |
+
# (Simplified for demonstration)
|
| 67 |
+
|
| 68 |
+
print("Dualist Inference Test")
|
| 69 |
+
try:
|
| 70 |
+
model = load_dualist()
|
| 71 |
+
print("Model loaded successfully!")
|
| 72 |
+
|
| 73 |
+
# Starting position (Black pieces, White pieces)
|
| 74 |
+
# B: (3,4), (4,3) -> bits 27, 36? (depends on indexing)
|
| 75 |
+
# Using bits from Othello standard starting board
|
| 76 |
+
black_bb = 0x0000000810000000
|
| 77 |
+
white_bb = 0x0000001008000000
|
| 78 |
+
legal_moves = 0x0000102004080000 # Standard opening moves for Black
|
| 79 |
+
|
| 80 |
+
best = get_best_move(model, black_bb, white_bb, legal_moves)
|
| 81 |
+
print(f"Best move found: {hex(best)}")
|
| 82 |
+
|
| 83 |
+
except FileNotFoundError:
|
| 84 |
+
print("Error: dualist_model.pth not found. Ensure it's in the same directory.")
|
| 85 |
+
except Exception as e:
|
| 86 |
+
print(f"An error occurred: {e}")
|
model.py
ADDED
|
@@ -0,0 +1,72 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
import torch
|
| 2 |
+
import torch.nn as nn
|
| 3 |
+
import torch.nn.functional as F
|
| 4 |
+
|
| 5 |
+
class ResidualBlock(nn.Module):
|
| 6 |
+
def __init__(self, channels):
|
| 7 |
+
super(ResidualBlock, self).__init__()
|
| 8 |
+
self.conv1 = nn.Conv2d(channels, channels, kernel_size=3, padding=1, bias=False)
|
| 9 |
+
self.bn1 = nn.BatchNorm2d(channels)
|
| 10 |
+
self.conv2 = nn.Conv2d(channels, channels, kernel_size=3, padding=1, bias=False)
|
| 11 |
+
self.bn2 = nn.BatchNorm2d(channels)
|
| 12 |
+
|
| 13 |
+
def forward(self, x):
|
| 14 |
+
residual = x
|
| 15 |
+
out = F.relu(self.bn1(self.conv1(x)))
|
| 16 |
+
out = self.bn2(self.conv2(out))
|
| 17 |
+
out += residual
|
| 18 |
+
out = F.relu(out)
|
| 19 |
+
return out
|
| 20 |
+
|
| 21 |
+
class OthelloNet(nn.Module):
|
| 22 |
+
def __init__(self, num_res_blocks=10, num_channels=256):
|
| 23 |
+
super(OthelloNet, self).__init__()
|
| 24 |
+
|
| 25 |
+
# Input: 3 channels (Player pieces, Opponent pieces, Legal moves/Constant plane)
|
| 26 |
+
self.conv_input = nn.Conv2d(3, num_channels, kernel_size=3, padding=1, bias=False)
|
| 27 |
+
self.bn_input = nn.BatchNorm2d(num_channels)
|
| 28 |
+
|
| 29 |
+
# Residual Tower
|
| 30 |
+
self.res_blocks = nn.ModuleList([
|
| 31 |
+
ResidualBlock(num_channels) for _ in range(num_res_blocks)
|
| 32 |
+
])
|
| 33 |
+
|
| 34 |
+
# Policy Head
|
| 35 |
+
self.policy_conv = nn.Conv2d(num_channels, 2, kernel_size=1, bias=False)
|
| 36 |
+
self.policy_bn = nn.BatchNorm2d(2)
|
| 37 |
+
# 2 channels * 8 * 8 = 128
|
| 38 |
+
self.policy_fc = nn.Linear(128, 65) # 64 squares + pass
|
| 39 |
+
|
| 40 |
+
# Value Head
|
| 41 |
+
self.value_conv = nn.Conv2d(num_channels, 1, kernel_size=1, bias=False)
|
| 42 |
+
self.value_bn = nn.BatchNorm2d(1)
|
| 43 |
+
# 1 channel * 8 * 8 = 64
|
| 44 |
+
self.value_fc1 = nn.Linear(64, 256)
|
| 45 |
+
self.value_fc2 = nn.Linear(256, 1)
|
| 46 |
+
|
| 47 |
+
def forward(self, x):
|
| 48 |
+
# Input Convolution
|
| 49 |
+
x = F.relu(self.bn_input(self.conv_input(x)))
|
| 50 |
+
|
| 51 |
+
# Residual Tower
|
| 52 |
+
for block in self.res_blocks:
|
| 53 |
+
x = block(x)
|
| 54 |
+
|
| 55 |
+
# Policy Head
|
| 56 |
+
p = F.relu(self.policy_bn(self.policy_conv(x)))
|
| 57 |
+
p = p.view(p.size(0), -1) # Flatten
|
| 58 |
+
p = self.policy_fc(p)
|
| 59 |
+
# We return logits (unnormalized), let loss function handle softma separation
|
| 60 |
+
# Or return log_softmax for NLLLoss if needed.
|
| 61 |
+
# Often for alpha zero implementations, returning log_softmax for training stability is good
|
| 62 |
+
# But here let's stick to returning raw logits (or log_softmax)
|
| 63 |
+
# Let's return log_softmax as it is numerically stable for KLDivLoss
|
| 64 |
+
p = F.log_softmax(p, dim=1)
|
| 65 |
+
|
| 66 |
+
# Value Head
|
| 67 |
+
v = F.relu(self.value_bn(self.value_conv(x)))
|
| 68 |
+
v = v.view(v.size(0), -1) # Flatten
|
| 69 |
+
v = F.relu(self.value_fc1(v))
|
| 70 |
+
v = torch.tanh(self.value_fc2(v))
|
| 71 |
+
|
| 72 |
+
return p, v
|
requirements.txt
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
torch>=1.8.0
|
| 2 |
+
numpy>=1.19.0
|
| 3 |
+
huggingface_hub
|