Connect Four using Q Table Reinforcement Learning











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I'm trying to make a Q table based reinforcement learning algorithm play Connect Four against a Neural Network Q table. It seems to work, but when I try to use the Q table against a opponent that randomly picks moves, it loses almost every time.



I got the connect four code from this github page and modified it into a class with a couple of extra functions such that give a list of valid moves and such.



Here is my connect four class



And here is my Q table code



def trainQ(nRepetitions, learningRate, epsilonDecayFactor):
# Initialize Q
Qred = {}
Qyellow = {}
players = ['R', 'Y']
steps =
epsilon = 1
numTimesRWon = 0
numTimesYWon = 0
for step in range(nRepetitions):
game = Game()
sOld = None
aOld = None
stepCount = 0
epsilon = epsilon * epsilonDecayFactor
while not game.isDone():
player = players[stepCount % 2 == 0]
# Select next action.
if player == 'R':
moves = game.validMoves()
# List of Q values for valid moves
moveQ = [Qred.get(game.boardTup(game.board, move), 0) for move in moves]
ranNum = np.random.random()
if epsilon > ranNum:
a = moves[np.random.choice(len(moveQ))]
else:
a = moves[np.argmax(np.array(moveQ))]
# If not first step, update Qold with TD error (1 + Qnew - Qold)
if sOld != None:
Qred[game.boardTup(sOld, aOld)] = Qred.get(game.boardTup(sOld, aOld), 0) + learningRate *
(1 + Qred.get(game.boardTup(game.board, a), 0) - Qred.get(game.boardTup(sOld, aOld), 0))
# Shift current board and action to old ones.
sOld, aOld = game.board, a
# Apply action to get new board.
game.insert(a, player)
stepCount += 1
if player == 'Y':
moves = game.validMoves()
# List of Q values for valid moves
moveQ = [Qyellow.get(game.boardTup(game.board, move), 0) for move in moves]
ranNum = np.random.random()
if True:#epsilon > ranNum:
a = moves[np.random.choice(len(moveQ))]
else:
a = moves[np.argmax(np.array(moveQ))]
# If not first step, update Qold with TD error (1 + Qnew - Qold)
if sOld != None:
Qyellow[game.boardTup(sOld, aOld)] = Qyellow.get(game.boardTup(sOld, aOld), 0) + learningRate *
(1 + Qyellow.get(game.boardTup(game.board, a), 0) - Qyellow.get(game.boardTup(sOld, aOld), 0))
# Shift current board and action to old ones.
sOld, aOld = game.board, a
# Apply action to get new board.
game.insert(a, player)
stepCount += 1
if game.checkForWin():
# Update Qold with TDerror (1-Qold)
if player == 'R':
numTimesRWon += 1
Qred[game.boardTup(sOld, aOld)] = 1 + Qred.get(game.boardTup(sOld, aOld), 0)
if player == 'Y':
numTimesYWon += 1
Qyellow[game.boardTup(sOld, aOld)] = 1 + Qyellow.get(game.boardTup(sOld, aOld), 0)
steps.append(stepCount)
print("R won: ", numTimesRWon)
print("Y won: ", numTimesYWon)
return Qred, Qyellow, steps









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Cepheid is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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  • "but when I try to use the Q table against a opponent that randomly picks moves, it loses almost every time" — then it sounds like your code is not working correctly as intended, and thus is not ready for review. See the help center.
    – 200_success
    58 mins ago










  • Welcome on Code Review. I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
    – Calak
    38 mins ago















up vote
-1
down vote

favorite












I'm trying to make a Q table based reinforcement learning algorithm play Connect Four against a Neural Network Q table. It seems to work, but when I try to use the Q table against a opponent that randomly picks moves, it loses almost every time.



I got the connect four code from this github page and modified it into a class with a couple of extra functions such that give a list of valid moves and such.



Here is my connect four class



And here is my Q table code



def trainQ(nRepetitions, learningRate, epsilonDecayFactor):
# Initialize Q
Qred = {}
Qyellow = {}
players = ['R', 'Y']
steps =
epsilon = 1
numTimesRWon = 0
numTimesYWon = 0
for step in range(nRepetitions):
game = Game()
sOld = None
aOld = None
stepCount = 0
epsilon = epsilon * epsilonDecayFactor
while not game.isDone():
player = players[stepCount % 2 == 0]
# Select next action.
if player == 'R':
moves = game.validMoves()
# List of Q values for valid moves
moveQ = [Qred.get(game.boardTup(game.board, move), 0) for move in moves]
ranNum = np.random.random()
if epsilon > ranNum:
a = moves[np.random.choice(len(moveQ))]
else:
a = moves[np.argmax(np.array(moveQ))]
# If not first step, update Qold with TD error (1 + Qnew - Qold)
if sOld != None:
Qred[game.boardTup(sOld, aOld)] = Qred.get(game.boardTup(sOld, aOld), 0) + learningRate *
(1 + Qred.get(game.boardTup(game.board, a), 0) - Qred.get(game.boardTup(sOld, aOld), 0))
# Shift current board and action to old ones.
sOld, aOld = game.board, a
# Apply action to get new board.
game.insert(a, player)
stepCount += 1
if player == 'Y':
moves = game.validMoves()
# List of Q values for valid moves
moveQ = [Qyellow.get(game.boardTup(game.board, move), 0) for move in moves]
ranNum = np.random.random()
if True:#epsilon > ranNum:
a = moves[np.random.choice(len(moveQ))]
else:
a = moves[np.argmax(np.array(moveQ))]
# If not first step, update Qold with TD error (1 + Qnew - Qold)
if sOld != None:
Qyellow[game.boardTup(sOld, aOld)] = Qyellow.get(game.boardTup(sOld, aOld), 0) + learningRate *
(1 + Qyellow.get(game.boardTup(game.board, a), 0) - Qyellow.get(game.boardTup(sOld, aOld), 0))
# Shift current board and action to old ones.
sOld, aOld = game.board, a
# Apply action to get new board.
game.insert(a, player)
stepCount += 1
if game.checkForWin():
# Update Qold with TDerror (1-Qold)
if player == 'R':
numTimesRWon += 1
Qred[game.boardTup(sOld, aOld)] = 1 + Qred.get(game.boardTup(sOld, aOld), 0)
if player == 'Y':
numTimesYWon += 1
Qyellow[game.boardTup(sOld, aOld)] = 1 + Qyellow.get(game.boardTup(sOld, aOld), 0)
steps.append(stepCount)
print("R won: ", numTimesRWon)
print("Y won: ", numTimesYWon)
return Qred, Qyellow, steps









share|improve this question







New contributor




Cepheid is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




















  • "but when I try to use the Q table against a opponent that randomly picks moves, it loses almost every time" — then it sounds like your code is not working correctly as intended, and thus is not ready for review. See the help center.
    – 200_success
    58 mins ago










  • Welcome on Code Review. I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
    – Calak
    38 mins ago













up vote
-1
down vote

favorite









up vote
-1
down vote

favorite











I'm trying to make a Q table based reinforcement learning algorithm play Connect Four against a Neural Network Q table. It seems to work, but when I try to use the Q table against a opponent that randomly picks moves, it loses almost every time.



I got the connect four code from this github page and modified it into a class with a couple of extra functions such that give a list of valid moves and such.



Here is my connect four class



And here is my Q table code



def trainQ(nRepetitions, learningRate, epsilonDecayFactor):
# Initialize Q
Qred = {}
Qyellow = {}
players = ['R', 'Y']
steps =
epsilon = 1
numTimesRWon = 0
numTimesYWon = 0
for step in range(nRepetitions):
game = Game()
sOld = None
aOld = None
stepCount = 0
epsilon = epsilon * epsilonDecayFactor
while not game.isDone():
player = players[stepCount % 2 == 0]
# Select next action.
if player == 'R':
moves = game.validMoves()
# List of Q values for valid moves
moveQ = [Qred.get(game.boardTup(game.board, move), 0) for move in moves]
ranNum = np.random.random()
if epsilon > ranNum:
a = moves[np.random.choice(len(moveQ))]
else:
a = moves[np.argmax(np.array(moveQ))]
# If not first step, update Qold with TD error (1 + Qnew - Qold)
if sOld != None:
Qred[game.boardTup(sOld, aOld)] = Qred.get(game.boardTup(sOld, aOld), 0) + learningRate *
(1 + Qred.get(game.boardTup(game.board, a), 0) - Qred.get(game.boardTup(sOld, aOld), 0))
# Shift current board and action to old ones.
sOld, aOld = game.board, a
# Apply action to get new board.
game.insert(a, player)
stepCount += 1
if player == 'Y':
moves = game.validMoves()
# List of Q values for valid moves
moveQ = [Qyellow.get(game.boardTup(game.board, move), 0) for move in moves]
ranNum = np.random.random()
if True:#epsilon > ranNum:
a = moves[np.random.choice(len(moveQ))]
else:
a = moves[np.argmax(np.array(moveQ))]
# If not first step, update Qold with TD error (1 + Qnew - Qold)
if sOld != None:
Qyellow[game.boardTup(sOld, aOld)] = Qyellow.get(game.boardTup(sOld, aOld), 0) + learningRate *
(1 + Qyellow.get(game.boardTup(game.board, a), 0) - Qyellow.get(game.boardTup(sOld, aOld), 0))
# Shift current board and action to old ones.
sOld, aOld = game.board, a
# Apply action to get new board.
game.insert(a, player)
stepCount += 1
if game.checkForWin():
# Update Qold with TDerror (1-Qold)
if player == 'R':
numTimesRWon += 1
Qred[game.boardTup(sOld, aOld)] = 1 + Qred.get(game.boardTup(sOld, aOld), 0)
if player == 'Y':
numTimesYWon += 1
Qyellow[game.boardTup(sOld, aOld)] = 1 + Qyellow.get(game.boardTup(sOld, aOld), 0)
steps.append(stepCount)
print("R won: ", numTimesRWon)
print("Y won: ", numTimesYWon)
return Qred, Qyellow, steps









share|improve this question







New contributor




Cepheid is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











I'm trying to make a Q table based reinforcement learning algorithm play Connect Four against a Neural Network Q table. It seems to work, but when I try to use the Q table against a opponent that randomly picks moves, it loses almost every time.



I got the connect four code from this github page and modified it into a class with a couple of extra functions such that give a list of valid moves and such.



Here is my connect four class



And here is my Q table code



def trainQ(nRepetitions, learningRate, epsilonDecayFactor):
# Initialize Q
Qred = {}
Qyellow = {}
players = ['R', 'Y']
steps =
epsilon = 1
numTimesRWon = 0
numTimesYWon = 0
for step in range(nRepetitions):
game = Game()
sOld = None
aOld = None
stepCount = 0
epsilon = epsilon * epsilonDecayFactor
while not game.isDone():
player = players[stepCount % 2 == 0]
# Select next action.
if player == 'R':
moves = game.validMoves()
# List of Q values for valid moves
moveQ = [Qred.get(game.boardTup(game.board, move), 0) for move in moves]
ranNum = np.random.random()
if epsilon > ranNum:
a = moves[np.random.choice(len(moveQ))]
else:
a = moves[np.argmax(np.array(moveQ))]
# If not first step, update Qold with TD error (1 + Qnew - Qold)
if sOld != None:
Qred[game.boardTup(sOld, aOld)] = Qred.get(game.boardTup(sOld, aOld), 0) + learningRate *
(1 + Qred.get(game.boardTup(game.board, a), 0) - Qred.get(game.boardTup(sOld, aOld), 0))
# Shift current board and action to old ones.
sOld, aOld = game.board, a
# Apply action to get new board.
game.insert(a, player)
stepCount += 1
if player == 'Y':
moves = game.validMoves()
# List of Q values for valid moves
moveQ = [Qyellow.get(game.boardTup(game.board, move), 0) for move in moves]
ranNum = np.random.random()
if True:#epsilon > ranNum:
a = moves[np.random.choice(len(moveQ))]
else:
a = moves[np.argmax(np.array(moveQ))]
# If not first step, update Qold with TD error (1 + Qnew - Qold)
if sOld != None:
Qyellow[game.boardTup(sOld, aOld)] = Qyellow.get(game.boardTup(sOld, aOld), 0) + learningRate *
(1 + Qyellow.get(game.boardTup(game.board, a), 0) - Qyellow.get(game.boardTup(sOld, aOld), 0))
# Shift current board and action to old ones.
sOld, aOld = game.board, a
# Apply action to get new board.
game.insert(a, player)
stepCount += 1
if game.checkForWin():
# Update Qold with TDerror (1-Qold)
if player == 'R':
numTimesRWon += 1
Qred[game.boardTup(sOld, aOld)] = 1 + Qred.get(game.boardTup(sOld, aOld), 0)
if player == 'Y':
numTimesYWon += 1
Qyellow[game.boardTup(sOld, aOld)] = 1 + Qyellow.get(game.boardTup(sOld, aOld), 0)
steps.append(stepCount)
print("R won: ", numTimesRWon)
print("Y won: ", numTimesYWon)
return Qred, Qyellow, steps






python reinventing-the-wheel connect-four






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Check out our Code of Conduct.











share|improve this question







New contributor




Cepheid is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question






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asked 1 hour ago









Cepheid

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New contributor




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New contributor





Cepheid is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Cepheid is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.












  • "but when I try to use the Q table against a opponent that randomly picks moves, it loses almost every time" — then it sounds like your code is not working correctly as intended, and thus is not ready for review. See the help center.
    – 200_success
    58 mins ago










  • Welcome on Code Review. I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
    – Calak
    38 mins ago


















  • "but when I try to use the Q table against a opponent that randomly picks moves, it loses almost every time" — then it sounds like your code is not working correctly as intended, and thus is not ready for review. See the help center.
    – 200_success
    58 mins ago










  • Welcome on Code Review. I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
    – Calak
    38 mins ago
















"but when I try to use the Q table against a opponent that randomly picks moves, it loses almost every time" — then it sounds like your code is not working correctly as intended, and thus is not ready for review. See the help center.
– 200_success
58 mins ago




"but when I try to use the Q table against a opponent that randomly picks moves, it loses almost every time" — then it sounds like your code is not working correctly as intended, and thus is not ready for review. See the help center.
– 200_success
58 mins ago












Welcome on Code Review. I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
– Calak
38 mins ago




Welcome on Code Review. I'm afraid this question does not match what this site is about. Code Review is about improving existing, working code. Code Review is not the site to ask for help in fixing or changing what your code does. Once the code does what you want, we would love to help you do the same thing in a cleaner way! Please see our help center for more information.
– Calak
38 mins ago















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