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index.js
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index.js
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/**
* @license
* Copyright 2019 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
* =============================================================================
*/
import * as tf from '@tensorflow/tfjs';
import * as tfvis from '@tensorflow/tfjs-vis';
import * as game from './game';
import * as ui from './ui';
/**
* Returns a dataset which will yield unlimited plays of the game.
*/
export const GAME_GENERATOR_DATASET = tf.data.generator(function* gen() {
while (true) {
yield game.generateOnePlay();
}
});
/**
* Module global boolean to indicate whether the model should stop training at
* the end of this epoch.
*/
let STOP_REQUESTED = false;
/**
* Holds game state of most recent simulation to allow for re-calculation
* of feature representation.
*/
let SAMPLE_GAME_STATE;
/**
* Holds the model to be trained & evaluated.
*/
let GLOBAL_MODEL;
/**
* Takes the state of one complete game and returns features suitable for
* training. Returns an object containing features = player1's hand represented
* using oneHot encoding, and label = whether player 1 won.
* @param {*} gameState
*/
function gameToFeaturesAndLabel(gameState) {
return tf.tidy(() => {
const player1Hand = tf.tensor1d(gameState.player1Hand, 'int32');
const handOneHot = tf.oneHot(
tf.sub(player1Hand, tf.scalar(1, 'int32')),
game.GAME_STATE.max_card_value);
const features = tf.sum(handOneHot, 0);
const label = tf.tensor1d([gameState.player1Win]);
return {xs: features, ys: label};
});
}
/**
* Collects one random play of the game. Processes the sample to generate
* features and labels representation of the play. Calls a UI method to render
* the sample and the processed sample.
* @param {bool} wantNewGame : If true, a new game is generated.
*/
async function simulateGameHandler(wantNewGame) {
if (wantNewGame) {
SAMPLE_GAME_STATE = game.generateOnePlay();
}
const featuresAndLabel = gameToFeaturesAndLabel(SAMPLE_GAME_STATE);
ui.displaySimulation(SAMPLE_GAME_STATE, featuresAndLabel);
ui.displayNumSimulationsSoFar();
}
/**
* This is pulled into a separate function to isolate the async code.
* @see datasetToArrayHandler
*/
async function datasetToArray() {
return GAME_GENERATOR_DATASET.map(gameToFeaturesAndLabel)
.batch(ui.getBatchSize())
.take(ui.getTake())
.toArray();
}
/**
* Creates a dataset pipeline from GAME_GENERATOR_DATASET by:
* 1) Applying the function gameToFeaturesAndlabel
* 2) Taking the first N samples of the dataset
* 3) Batching the dataset to batches of size B
*
* It then executes the dataset by filling an array. Finally, it passes this
* array to the UI to render in a table.
*/
async function datasetToArrayHandler() {
const arr = await datasetToArray();
ui.displayBatches(arr);
ui.displayNumSimulationsSoFar();
}
/**
* Returns a three layer sequential model suitable for predicting win state from
* feature representation. The input shape depends on whether oneHot
* representation is used.
*/
function createDNNModel() {
GLOBAL_MODEL = tf.sequential();
GLOBAL_MODEL.add(tf.layers.dense({
inputShape: [game.GAME_STATE.max_card_value],
units: 20,
activation: 'relu'
}));
GLOBAL_MODEL.add(tf.layers.dense({units: 20, activation: 'relu'}));
GLOBAL_MODEL.add(tf.layers.dense({units: 1, activation: 'sigmoid'}));
return GLOBAL_MODEL;
}
/**
* Trains a the provided model on the provided dataset using model.fitDataset.
* Schedules a callback at the end of every epoch to update the UI with
* graphs showing loss and accuracy, as well as training speed and the current
* prediction for the manually entered hand.
* @param {tf.Model} model
* @param {tf.data.Dataset} dataset
*/
async function trainModelUsingFitDataset(model, dataset) {
const trainLogs = [];
const beginMs = performance.now();
const fitDatasetArgs = {
batchesPerEpoch: ui.getBatchesPerEpoch(),
epochs: ui.getEpochsToTrain(),
validationData: dataset,
validationBatches: 10,
callbacks: {
onEpochEnd: async (epoch, logs) => {
// Plot the loss and accuracy values at the end of every training epoch.
const secPerEpoch =
(performance.now() - beginMs) / (1000 * (epoch + 1));
ui.displayTrainLogMessage(
`Training model... Approximately ` +
`${secPerEpoch.toFixed(4)} seconds per epoch`);
trainLogs.push(logs);
tfvis.show.history(
ui.lossContainerElement, trainLogs, ['loss', 'val_loss'])
tfvis.show.history(
ui.accuracyContainerElement, trainLogs, ['acc', 'val_acc'],
{zoomToFitAccuracy: true})
ui.displayNumSimulationsSoFar();
// Update the prediction.
predictHandler();
// Stop the training if stop requested.
if (STOP_REQUESTED) {
model.stopTraining = true;
}
},
}
};
ui.disableTrainButton();
ui.enableStopButton();
ui.enablePredictButton();
await model.fitDataset(dataset, fitDatasetArgs);
ui.enableTrainButton();
ui.disableStopButton();
}
/**
* Constructs a new model and trains it on a dataset pipeline built off of
* GAME_GENERATOR_DATASET. The dataset pipeline performs feature calculation
* and batching.
* @see trainModelUsingFitDataset for training details.
*/
async function trainModelUsingFitDatasetHandler() {
STOP_REQUESTED = false;
const model = createDNNModel();
model.compile({
optimizer: 'rmsprop',
loss: 'binaryCrossentropy',
metrics: ['accuracy'],
});
const dataset = GAME_GENERATOR_DATASET.map(gameToFeaturesAndLabel)
.batch(ui.getBatchSize());
trainModelUsingFitDataset(model, dataset);
}
/**
* Applies the model to the manually entered hand value and updates the UI with
* the model's prediction.
*/
function predictHandler() {
const cards = ui.getInputCards();
const features =
gameToFeaturesAndLabel({player1Hand: cards, player1Win: 1}).xs;
const output = GLOBAL_MODEL.predict(features.expandDims(0));
ui.displayPrediction(`${output.dataSync()[0].toFixed(3)}`);
}
/**
* Updates the game constant controlling the number of cards per hand and
* clears UI.
*/
function selectCardsPerHandHandler() {
game.GAME_STATE.num_cards_per_hand =
Number.parseInt(document.getElementById('select-cards-per-hand').value);
simulateGameHandler(true);
ui.updatePredictionInputs();
ui.displayBatches([]);
ui.disablePredictButton();
ui.displayPrediction('New model needs to be trained');
}
/** Sets up handlers for the user affordences, including all buttons. */
document.addEventListener('DOMContentLoaded', async () => {
console.log('content loaded... connecting buttons.');
document.getElementById('select-cards-per-hand')
.addEventListener('change', selectCardsPerHandHandler, false);
document.getElementById('simulate-game')
.addEventListener('click', () => simulateGameHandler(true), false);
document.getElementById('dataset-to-array')
.addEventListener('click', datasetToArrayHandler, false);
document.getElementById('dataset-to-array')
.addEventListener('click', datasetToArrayHandler, false);
document.getElementById('train-model-using-fit-dataset')
.addEventListener('click', trainModelUsingFitDatasetHandler, false);
document.getElementById('stop-training')
.addEventListener('click', () => STOP_REQUESTED = true);
document.getElementById('generator-batch').addEventListener('change', () => {
ui.displayExpectedSimulations();
ui.displayBatches([]);
}, false);
document.getElementById('generator-take').addEventListener('change', () => {
ui.displayBatches([]);
}, false);
document.getElementById('batches-per-epoch')
.addEventListener('change', ui.displayExpectedSimulations, false);
document.getElementById('epochs-to-train')
.addEventListener('change', ui.displayExpectedSimulations, false);
document.getElementById('predict').addEventListener(
'click', predictHandler, false);
ui.displayNumSimulationsSoFar();
ui.displayExpectedSimulations();
ui.updatePredictionInputs();
});