reinforcement learning for tic tac toe in python

To implement reinforcement learning for Tic Tac Toe in Python, you can follow these steps:

  1. Define the game environment:

    • Create a 3x3 grid to represent the Tic Tac Toe board.
    • Implement functions to initialize the board, make moves, check for game over conditions (win/loss/draw) and get a list of available moves.
  2. Design the AI agent:

    • Choose a reinforcement learning algorithm such as Q-learning.
    • Create a Q-table to store the action-value estimates for each state-action pair.
    • Define the exploration-exploitation trade-off, such as using an epsilon-greedy policy.
  3. Implement the training loop:

    • Initialize the Q-table with small random values.
    • For each episode:
      • Reset the game environment.
      • Choose an action based on the current state using the epsilon-greedy policy.
      • Make the chosen move and observe the next state and reward.
      • Update the Q-table using the Q-learning update rule.
      • Repeat until the game is over.
    • Decay the exploration rate over time to decrease exploration and increase exploitation.
  4. Evaluate the trained agent:

    • Play against the trained agent or simulate multiple games to evaluate its performance.
    • You can track the win rate, lose rate, and draw rate to assess the agent's progress.

Here's a high-level code snippet to get you started:

main.py
import numpy as np

# Step 1: Define the game environment

def initialize_board():
    return np.zeros((3, 3), dtype=int)

def make_move(board, row, col, player):
    if board[row][col] == 0:
        board[row][col] = player
        return True
    return False

# Step 2: Design the AI agent

class QLearningAgent:
    def __init__(self, alpha, gamma, epsilon):
        self.alpha = alpha
        self.gamma = gamma
        self.epsilon = epsilon
        self.q_table = np.zeros((3, 3, 9))  # Q-table for each possible state-action pair
    
    def choose_action(self, state):
        if np.random.uniform() < self.epsilon:
            return np.random.choice(9)  # Explore (choose random action)
        else:
            q_values = self.q_table[state[0], state[1]]
            return np.argmax(q_values)  # Exploit (choose action with highest Q-value)
    
    def update_q_table(self, state, action, reward, next_state):
        q_value = self.q_table[state[0], state[1], action]
        max_q_value = np.max(self.q_table[next_state[0], next_state[1]])
        new_q_value = (1 - self.alpha) * q_value + self.alpha * (reward + self.gamma * max_q_value)
        self.q_table[state[0], state[1], action] = new_q_value

# Step 3: Implement the training loop

def play_game(agent):
    board = initialize_board()
    current_player = 1
    game_over = False
    
    while not game_over:
        action = agent.choose_action(board)
        row = action // 3
        col = action % 3
        if make_move(board, row, col, current_player):
            if check_game_over(board):
                game_over = True
                reward = get_reward(board)
            else:
                current_player = 3 - current_player
                reward = 0
            next_state = board.copy()
            agent.update_q_table(board, action, reward, next_state)
            board = next_state

# Step 4: Evaluate the trained agent

def evaluate_agent(agent, num_games):
    wins = 0
    losses = 0
    draws = 0
    
    for _ in range(num_games):
        # Play against random opponent or another agent
        # Keep track of wins, losses, and draws
    
    win_rate = wins / num_games
    loss_rate = losses / num_games
    draw_rate = draws / num_games
    
    return win_rate, loss_rate, draw_rate

# Main program
if __name__ == "__main__":
    agent = QLearningAgent(alpha=0.1, gamma=0.9, epsilon=0.8)
    
    for _ in range(num_episodes):
        play_game(agent)
    
    win_rate, loss_rate, draw_rate = evaluate_agent(agent, num_games)
    print(f"Win rate: {win_rate:.2f}, Loss rate: {loss_rate:.2f}, Draw rate: {draw_rate:.2f}")
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Note that this is just a basic implementation to get you started. You may need to modify and expand the code depending on your specific requirements and desired improvements.

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