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maze_model.py — semua yang dibutuhkan untuk melatih & menjalankan model penyelesai maze.
Format maze: 1 = dinding, 0 = jalan, 2 = start, 3 = exit (list of lists / numpy array).
Ide model (DeepThinking-style recurrent CNN):
- Model membaca seluruh peta, lalu "berpikir" berulang kali (iterasi) memakai
blok konvolusi yang SAMA. Setiap iterasi, informasi "arah ke exit" menyebar
beberapa kotak lebih jauh dari exit.
- Output: untuk setiap kotak jalan, arah terbaik (atas/bawah/kiri/kanan) menuju exit.
- Solver lalu mulai dari start dan mengikuti arah-arah itu sampai exit.
- Karena modelnya fully-convolutional dan jumlah iterasi bisa ditambah saat dipakai,
model bisa dipakai untuk peta ukuran berapa pun (makin besar → makin banyak iterasi).
"""
from __future__ import annotations
import json
import random
from collections import deque
import numpy as np
import torch
import torch.nn as nn
import torch.nn.functional as F
WALL, OPEN, START, EXIT = 1, 0, 2, 3
DIRS = [(-1, 0), (1, 0), (0, -1), (0, 1)] # atas, bawah, kiri, kanan
DIR_NAMES = ["U", "D", "L", "R"]
# --------------------------------------------------------------------------- #
# 1. Generator maze acak (data latih tak terbatas)
# --------------------------------------------------------------------------- #
def _carve_perfect_maze(h: int, w: int, rng: random.Random) -> np.ndarray:
"""Recursive backtracker pada grid ganjil h x w (h, w ganjil)."""
g = np.ones((h, w), dtype=np.int64)
sr, sc = rng.randrange(1, h, 2), rng.randrange(1, w, 2)
g[sr, sc] = OPEN
stack = [(sr, sc)]
while stack:
r, c = stack[-1]
nbrs = [(r + 2 * dr, c + 2 * dc, dr, dc) for dr, dc in DIRS
if 0 < r + 2 * dr < h - 1 and 0 < c + 2 * dc < w - 1
and g[r + 2 * dr, c + 2 * dc] == WALL]
if not nbrs:
stack.pop()
continue
nr, nc, dr, dc = rng.choice(nbrs)
g[r + dr, c + dc] = OPEN
g[nr, nc] = OPEN
stack.append((nr, nc))
return g
def bfs_dist(maze: np.ndarray, src: tuple[int, int]) -> np.ndarray:
"""Jarak BFS dari src ke semua kotak non-dinding (-1 = tidak terjangkau)."""
h, w = maze.shape
dist = np.full((h, w), -1, dtype=np.int64)
dist[src] = 0
q = deque([src])
while q:
r, c = q.popleft()
for dr, dc in DIRS:
nr, nc = r + dr, c + dc
if 0 <= nr < h and 0 <= nc < w and maze[nr, nc] != WALL and dist[nr, nc] < 0:
dist[nr, nc] = dist[r, c] + 1
q.append((nr, nc))
return dist
def random_maze(h: int, w: int, rng: random.Random | None = None,
loop_prob: float | None = None, noise_prob: float | None = None,
min_path: int = 4) -> np.ndarray:
"""Buat maze acak berukuran tepat h x w (boleh genap/ganjil), dengan 2=start & 3=exit.
Variasi supaya model tahan banting terhadap berbagai gaya peta:
- loop_prob : sebagian dinding antar-lorong dibuka → ada jalan memutar/loop
- noise_prob: sebagian dinding sembarang dibuka (seperti contoh peta user)
- start/exit diletakkan di kotak jalan acak; kadang exit ada di bingkai luar
"""
rng = rng or random.Random()
loop_prob = rng.uniform(0.0, 0.12) if loop_prob is None else loop_prob
noise_prob = rng.uniform(0.0, 0.04) if noise_prob is None else noise_prob
for _ in range(50):
gh, gw = h + (1 - h % 2), w + (1 - w % 2) # ukuran ganjil ≥ target
g = _carve_perfect_maze(gh, gw, rng)[:h, :w].copy()
g[0, :] = g[-1, :] = g[:, 0] = g[:, -1] = WALL
# buka dinding untuk membuat loop / noise (hanya bagian dalam)
for r in range(1, h - 1):
for c in range(1, w - 1):
if g[r, c] != WALL:
continue
horiz = g[r, c - 1] != WALL and g[r, c + 1] != WALL
vert = g[r - 1, c] != WALL and g[r + 1, c] != WALL
if (horiz or vert) and rng.random() < loop_prob:
g[r, c] = OPEN
elif rng.random() < noise_prob:
g[r, c] = OPEN
open_cells = list(zip(*np.nonzero(g == OPEN)))
if len(open_cells) < 2:
continue
start = rng.choice(open_cells)
# kadang exit di bingkai luar (pintu keluar di tepi)
exit_ = None
if rng.random() < 0.25:
border = [(r, c) for r in range(h) for c in range(w)
if (r in (0, h - 1) or c in (0, w - 1))
and not ((r in (0, h - 1)) and (c in (0, w - 1)))
and any(0 <= r + dr < h and 0 <= c + dc < w and g[r + dr, c + dc] == OPEN
for dr, dc in DIRS)]
if border:
exit_ = rng.choice(border)
dist = bfs_dist(g, start)
if exit_ is None:
reach = [p for p in open_cells if dist[p] >= min_path]
if not reach:
continue
# condong memilih exit yang jauh (lebih menantang)
reach.sort(key=lambda p: dist[p])
exit_ = reach[int(len(reach) * rng.uniform(0.3, 1.0)) - 1]
g[exit_] = EXIT
g[start] = START
if bfs_dist(g, start)[exit_] < 1:
continue
return g
raise RuntimeError("gagal membuat maze")
# --------------------------------------------------------------------------- #
# 2. Encoding input & label
# --------------------------------------------------------------------------- #
def encode(maze) -> torch.Tensor:
"""maze (H,W) → tensor (3,H,W): [dinding, jalan, exit]."""
m = np.asarray(maze)
wall = (m == WALL)
exit_ = (m == EXIT)
return torch.from_numpy(np.stack([wall, ~wall, exit_]).astype(np.float32))
def direction_targets(maze: np.ndarray) -> np.ndarray:
"""Label (4,H,W): 1 jika bergerak ke arah itu memperpendek jarak ke exit.
Kotak dinding / exit / tak terjangkau → semua 0 (diabaikan saat loss)."""
h, w = maze.shape
ex = tuple(np.argwhere(maze == EXIT)[0])
dist = bfs_dist(maze, ex)
tgt = np.zeros((4, h, w), dtype=np.float32)
for k, (dr, dc) in enumerate(DIRS):
nd = np.full((h, w), -1, dtype=np.int64)
rs, re_ = max(0, -dr), h - max(0, dr)
cs, ce = max(0, -dc), w - max(0, dc)
nd[rs:re_, cs:ce] = dist[rs + dr:re_ + dr, cs + dc:ce + dc]
tgt[k] = ((dist > 0) & (nd >= 0) & (nd == dist - 1)).astype(np.float32)
return tgt
def make_batch(batch_size: int, h: int, w: int, rng: random.Random, device="cpu"):
mazes = [random_maze(h, w, rng) for _ in range(batch_size)]
x = torch.stack([encode(m) for m in mazes]).to(device)
y = torch.from_numpy(np.stack([direction_targets(m) for m in mazes])).to(device)
return x, y, mazes
# --------------------------------------------------------------------------- #
# 3. Model
# --------------------------------------------------------------------------- #
class ResBlock(nn.Module):
def __init__(self, ch: int):
super().__init__()
self.c1 = nn.Conv2d(ch, ch, 3, padding=1, bias=False)
self.c2 = nn.Conv2d(ch, ch, 3, padding=1, bias=False)
def forward(self, x):
return F.relu(x + self.c2(F.relu(self.c1(x))))
class MazeNet(nn.Module):
"""Recurrent CNN: blok yang sama dipakai berulang (weight-tied).
'Input recall': peta asli selalu disuntikkan lagi tiap iterasi agar model tidak lupa."""
def __init__(self, width: int = 64, n_blocks: int = 2, in_ch: int = 3):
super().__init__()
self.config = {"width": width, "n_blocks": n_blocks, "in_ch": in_ch}
self.proj = nn.Conv2d(in_ch, width, 3, padding=1, bias=False)
self.recall = nn.Conv2d(width + in_ch, width, 3, padding=1, bias=False)
self.blocks = nn.Sequential(*[ResBlock(width) for _ in range(n_blocks)])
self.head = nn.Sequential(
nn.Conv2d(width, 32, 3, padding=1, bias=False), nn.ReLU(),
nn.Conv2d(32, 4, 3, padding=1, bias=False),
)
def init_state(self, x):
return F.relu(self.proj(x))
def step(self, x, h):
return self.blocks(F.relu(self.recall(torch.cat([h, x], 1))))
def forward(self, x, iters: int, h=None):
if h is None:
h = self.init_state(x)
for _ in range(iters):
h = self.step(x, h)
return self.head(h), h
def masked_direction_loss(logits, target):
"""-log(peluang memilih salah satu arah yang benar), hanya di kotak berlabel.
Arah ke dinding di-mask agar model fokus memilih di antara langkah yang mungkin."""
valid = target.sum(1) > 0 # (B,H,W)
logp = F.log_softmax(logits, dim=1)
good = torch.logsumexp(logp.masked_fill(target == 0, -1e4), dim=1)
return -(good[valid]).mean()
def direction_accuracy(logits, target):
valid = target.sum(1) > 0
pred = logits.argmax(1, keepdim=True)
hit = target.gather(1, pred).squeeze(1) > 0
return hit[valid].float().mean().item()
# --------------------------------------------------------------------------- #
# 4. Solver: model "berpikir" lalu jalan dari start mengikuti arah
# --------------------------------------------------------------------------- #
def follow_directions(maze: np.ndarray, logits: np.ndarray):
"""Ikuti arah terbaik (yang bukan dinding) dari start. Return path atau None."""
h, w = maze.shape
start = tuple(int(v) for v in np.argwhere(maze == START)[0])
pos, path, seen = start, [start], {start}
for _ in range(h * w):
if maze[pos] == EXIT:
return path
r, c = pos
best, best_k = None, -np.inf
for k, (dr, dc) in enumerate(DIRS):
nr, nc = r + dr, c + dc
if 0 <= nr < h and 0 <= nc < w and maze[nr, nc] != WALL and logits[k, r, c] > best_k:
best, best_k = (nr, nc), logits[k, r, c]
if best is None or best in seen:
return None # buntu / berputar-putar
pos = best
path.append(pos)
seen.add(pos)
return None
def validate_maze(maze) -> np.ndarray:
m = np.asarray(maze, dtype=np.int64)
if m.ndim != 2 or m.shape[0] < 3 or m.shape[1] < 3:
raise ValueError("maze harus list 2D minimal 3x3")
if not np.isin(m, [0, 1, 2, 3]).all():
raise ValueError("isi maze hanya boleh 0, 1, 2, 3")
if (m == START).sum() != 1 or (m == EXIT).sum() != 1:
raise ValueError("harus ada tepat satu start (2) dan satu exit (3)")
return m
def follow_with_corrections(maze: np.ndarray, logits: np.ndarray, max_corrections: int):
"""Seperti follow_directions, tapi boleh 'koreksi' kecil: bila panah terbaik menunjuk ke
kotak yang sudah dilewati, ambil arah terbaik berikutnya menurut model; bila buntu,
mundur satu kotak. Setiap penyimpangan dari panah utama dihitung sebagai 1 koreksi.
Return (path, jumlah_koreksi) atau (None, jumlah_koreksi)."""
h, w = maze.shape
start = tuple(int(v) for v in np.argwhere(maze == START)[0])
stack, seen, corr = [start], {start}, 0
while stack:
pos = stack[-1]
if maze[pos] == EXIT:
return list(stack), corr
r, c = pos
opts = sorted(((logits[k, r, c], (r + dr, c + dc)) for k, (dr, dc) in enumerate(DIRS)
if 0 <= r + dr < h and 0 <= c + dc < w and maze[r + dr, c + dc] != WALL),
key=lambda t: -t[0])
nxt = next(((rank, p) for rank, (_, p) in enumerate(opts) if p not in seen), None)
if nxt is None: # buntu → mundur
stack.pop()
corr += 1
else:
corr += nxt[0] > 0 # tidak mengikuti panah terbaik
stack.append(nxt[1])
seen.add(nxt[1])
if corr > max_corrections:
return None, corr
return None, corr
@torch.no_grad()
def solve(model: MazeNet, maze, max_iters: int | None = None, check_every: int = 5,
allow_corrections: bool = True, max_corrections: int | None = None,
fallback_bfs: bool = False, device="cpu"):
"""Selesaikan maze. Model berpikir bertahap; setiap `check_every` iterasi dicek
apakah panah dari start sudah sampai exit. Berhenti begitu berhasil, atau begitu
'pikiran' model tidak berubah lagi (sudah konvergen).
Urutan usaha:
1. "model" : murni mengikuti panah model
2. "model_with_corrections": panah model + sedikit koreksi (bila allow_corrections)
3. "bfs_fallback" : algoritma BFS klasik (bila fallback_bfs)
"""
m = validate_maze(maze)
h, w = m.shape
max_iters = max_iters or min(3000, max(60, h * w))
if max_corrections is None:
max_corrections = max(10, int((m != WALL).sum()) // 10)
model.eval()
x = encode(m).unsqueeze(0).to(device)
hstate = model.init_state(x)
open_mask = m != WALL
settle_limit = max(2, int(0.02 * open_mask.sum())) # "hampir tidak berubah"
path, it, corrections, solved_by = None, 0, 0, None
prev_arrows, calm = None, 0
while it < max_iters:
n = min(check_every, max_iters - it)
for _ in range(n):
hstate = model.step(x, hstate)
it += n
logits = model.head(hstate)[0].float().cpu().numpy()
path = follow_directions(m, logits)
if path is not None:
solved_by = "model"
break
# Sudah "selesai berpikir"? Kalau hanya segelintir panah yang masih berubah
# selama 4 pengecekan berturut-turut, berpikir lebih lama tidak akan membantu.
arrows = logits.argmax(0)
if prev_arrows is not None:
changed = int(((arrows != prev_arrows) & open_mask).sum())
calm = calm + 1 if changed <= settle_limit else 0
if calm >= 4:
break
prev_arrows = arrows
if path is None and allow_corrections:
path, corrections = follow_with_corrections(m, logits, max_corrections)
solved_by = "model_with_corrections" if path is not None else None
if path is None and fallback_bfs:
path = bfs_path(m)
solved_by = "bfs_fallback" if path is not None else None
return {
"solved": path is not None,
"solved_by": solved_by,
"iterations": it,
"corrections": corrections if solved_by == "model_with_corrections" else 0,
"path": [list(map(int, p)) for p in path] if path else None,
"moves": "".join(_moves(path)) if path else None,
"steps": len(path) - 1 if path else None,
}
def bfs_path(m: np.ndarray):
"""Jalur terpendek klasik (untuk evaluasi & cadangan)."""
start = tuple(np.argwhere(m == START)[0])
ex = tuple(np.argwhere(m == EXIT)[0])
dist = bfs_dist(m, ex)
if dist[start] < 0:
return None
path, pos = [start], start
while pos != ex:
r, c = pos
for dr, dc in DIRS:
nr, nc = r + dr, c + dc
if 0 <= nr < m.shape[0] and 0 <= nc < m.shape[1] and dist[nr, nc] == dist[r, c] - 1:
pos = (nr, nc)
break
path.append(pos)
return path
def _moves(path):
out = []
for (r0, c0), (r1, c1) in zip(path, path[1:]):
out.append(DIR_NAMES[DIRS.index((r1 - r0, c1 - c0))])
return out
def render(maze, path=None) -> str:
"""Gambar maze di terminal. '#'=dinding, 'S'=start, 'E'=exit, '•'=jalur."""
m = np.asarray(maze)
on = set(map(tuple, path or []))
chars = {WALL: "â–ˆ", OPEN: " ", START: "S", EXIT: "E"}
lines = []
for r in range(m.shape[0]):
row = ""
for c in range(m.shape[1]):
v = int(m[r, c])
row += "•" if (r, c) in on and v == OPEN else chars[v]
lines.append(row)
return "\n".join(lines)
# --------------------------------------------------------------------------- #
# 5. Simpan / muat (format safetensors + config.json, cocok untuk HuggingFace)
# --------------------------------------------------------------------------- #
def save_model(model: MazeNet, folder: str):
import os
from safetensors.torch import save_file
os.makedirs(folder, exist_ok=True)
save_file({k: v.contiguous().cpu() for k, v in model.state_dict().items()},
f"{folder}/model.safetensors")
with open(f"{folder}/config.json", "w") as f:
json.dump(model.config, f, indent=2)
def load_model(folder: str, device="cpu") -> MazeNet:
from safetensors.torch import load_file
with open(f"{folder}/config.json") as f:
cfg = json.load(f)
model = MazeNet(**cfg)
model.load_state_dict(load_file(f"{folder}/model.safetensors", device=str(device)))
return model.to(device).eval()
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