AttributeError: 'collections.OrderedDict' object has no attribute 'predict' - deep-learning

Being a new guy and a beginner to deep learning and pytorch I am not sure what all inputs should I give you guys to answer my question. But I will try my best to make you guys understand my problem. I have loaded a model in pytorch using 'model= torch.load('model/resnet18-5c106cde.pth')'. But it is showing an AttributeError: 'collections.OrderedDict' object has no attribute 'predict', when I used the command 'prediction = model.predict(test_image)'. Hope you guys understood my problem and Thanks in advance...

I'd guess that the checkpoint you are loading stores a model state dict (the model's parameters) rather than a model (the structure of the model plus its parameters). Try:
model = resnet18(*args, **kwargs)
model.load_state_dict(torch.load(PATH))
model.eval()
where PATH is the path to the model checkpoint. You need to declare model as an instance of the object class (declare the model structure) so that you can load the checkpoint (parameters only, no structure). So you'll need to find the appropriate class to import for the resnet18, probably something along the lines of:
from torchvision.models import resnet18

Related

BentoML - Seving a CatBoostClassifier with cat_features

I am trying to create a BentoML service for a CatBoostClassifier model that was trained using a column as a categorical feature. If i save the model and I try to make some predictions with the saved model (not as a BentoML service) all works as expected, but when I create the service using BentML I get an error
_catboost.CatBoostError: Bad value for num_feature[non_default_doc_idx=0,feature_idx=2]="Tertiary": Cannot convert 'b'Tertiary'' to float
The value is found in a column named 'road_type' and the model was trained using 'object' as the data type for the column.
If I try to give a float or an integer for the 'road_type' column I get the following error
_catboost.CatBoostError: catboost/libs/data/model_dataset_compatibility.cpp:53: Feature road_type is Categorical in model but marked different in the dataset
If someone has encountered the same issue and found a solution I would appreciate it. Thanks!
I have tried different approaches for saving the model or loading the model but unfortunately it did not worked.
You can try to explicitly pass the cat_features to the bentoml runner.
It would be something like this:
from catboost import Pool
runner = bentoml.catboost.get("bentoml_catboost_model:latest").to_runner()
cat_features = [2] # specify your cat_features indexes
prediction = runner.predict.run(Pool(input_data, cat_features=cat_features))

How could I create a module with learnable parameters when one set of parameters is from Dataset class

So, I have a model with some parameters that I need to train. And also, there are some parameters in the class Dataset(torch.utils.data.Dataset) which do some preprocessing. I need to train them as well with the model’s parameters. So, can you please let me know if what I am doing is correct:
params = list(model.parameters())
params.extend(list(Dataset.parameters()))
opt = torch.optim.Adam(params,lr=1e-4)
One more question. As Dataset class will generate both the train_ds and val_ds, I only need to train the parameters of the Dataset class when getting train_ds. And to get val_ds, I need to use the trained parameters of the Dataset. So, how do I create the train_ds and val_ds? Should I initially create both of them and then train the model with tarin_ds, and then create them again and use the val_ds for testing?
Dataset class does not have .parameters - it is used only to handle data.
Your model class is derived from nn.Module class that has .parameters and can be trained.
It seems like you need to add the trainable preprocessing to your model, rather than have it as part of your dataset class.

Multiplayer game using pygame [duplicate]

We are working on a Top-Down-RPG-like Multiplayer game for learning purposes (and fun!) with some friends. We already have some Entities in the Game and Inputs are working, but the network implementation gives us headache :D
The Issues
When trying to convert with dict some values will still contain the pygame.Surface, which I dont want to transfer and it causes errors when trying to jsonfy them. Other objects I would like to transfer in a simplyfied way like Rectangle cannot be converted automatically.
Already functional
Client-Server connection
Transfering JSON objects in both directions
Async networking and synchronized putting into a Queue
Situation
A new player connects to the server and wants to get the current game state with all objects.
Data-Structure
We use a "Entity-Component" based architecture, so we separated the game logic very strictly into "systems", while the data is stored in the "components" of each Entity. The Entity is a very simple container and has nothing more than a ID and a list of components. Example Entity (shorten for better readability):
Entity
|-- Component (Moveable)
|-- Component (Graphic)
| |- complex datatypes like pygame.SURFACE
| `- (...)
`- Component (Inventory)
We tried different approaches, but all seems not to fit very well or feel "hacky".
pickle
Very Python near, so not easy to implement other clients in future. And I´ve read about some security risks when creating items from network in this dynamic way how pickle it offers. It does not even solve the Surface/Rectangle issue.
__dict__
Still contains the reference to the old objects, so a "cleanup" or "filter" for unwanted datatypes happens also in the origin. A deepcopy throws Exception.
...\Python\Python36\lib\copy.py", line 169, in deepcopy
rv = reductor(4)
TypeError: can't pickle pygame.Surface objects
Show some code
The method of the "EnitityManager" Class which should generate the Snapshot of all Entities, including their components. This Snapshot should be converted to JSON without any errors - and if possible without much configuration in this core-class.
class EnitityManager:
def generate_world_snapshot(self):
""" Returns a dictionary with all Entities and their components to send
this to the client. This function will probably generate a lot of data,
but, its to send the whole current game state when a new player
connects or when a complete refresh is required """
# It should be possible to add more objects to the snapshot, so we
# create our own Snapshot-Datastructure
result = {'entities': {}}
entities = self.get_all_entities()
for e in entities:
result['entities'][e.id] = deepcopy(e.__dict__)
# Components are Objects, but dictionary is required for transfer
cmp_obj_list = result['entities'][e.id]['components']
# Empty the current list of components, its going to be filled with
# dictionaries of each cmp which are cleaned for the dump, because
# of the errors directly coverting the whole datastructure to JSON
result['entities'][e.id]['components'] = {}
for cmp in cmp_obj_list:
cmp_copy = deepcopy(cmp)
cmp_dict = cmp_copy.__dict__
# Only list, dict, int, str, float and None will stay, while
# other Types are being simply deleted including their key
# Lists and directories will be cleaned ob recursive as well
cmp_dict = self.clean_complex_recursive(cmp_dict)
result['entities'][e.id]['components'][type(cmp_copy).__name__] \
= cmp_dict
logging.debug("EntityMgr: Entity#3: %s" % result['entities'][3])
return result
Expectation and actual results
We can find a way to manually override elements which we dont want. But as the list of components will increase we have to put all the filter logic into this core class, which should not contain any components specializations.
Do we really have to put all the logic into the EntityManager for filtering the right objects? This does not feel good, as I would like to have all convertion to JSON done without any hardcoded configuration.
How to convert all this complex data in a most generic approach?
Thanks for reading so far and thank you very much for your help in advance!
Interesting articles which we were already working threw and maybe helpful for others with similar issues
https://gafferongames.com/post/what_every_programmer_needs_to_know_about_game_networking/
http://code.activestate.com/recipes/408859/
https://docs.python.org/3/library/pickle.html
UPDATE: Solution - thx 2 sloth
We used a combination of the following architecture, which works really great so far and is also good to maintain!
Entity Manager now calls the get_state() function of the entity.
class EntitiyManager:
def generate_world_snapshot(self):
""" Returns a dictionary with all Entities and their components to send
this to the client. This function will probably generate a lot of data,
but, its to send the whole current game state when a new player
connects or when a complete refresh is required """
# It should be possible to add more objects to the snapshot, so we
# create our own Snapshot-Datastructure
result = {'entities': {}}
entities = self.get_all_entities()
for e in entities:
result['entities'][e.id] = e.get_state()
return result
The Entity has only some basic attributes to add to the state and forwards the get_state() call to all the Components:
class Entity:
def get_state(self):
state = {'name': self.name, 'id': self.id, 'components': {}}
for cmp in self.components:
state['components'][type(cmp).__name__] = cmp.get_state()
return state
The components itself now inherit their get_state() method from their new superclass components, which simply cares about all simple datatypes:
class Component:
def __init__(self):
logging.debug('generic component created')
def get_state(self):
state = {}
for attr, value in self.__dict__.items():
if value is None or isinstance(value, (str, int, float, bool)):
state[attr] = value
elif isinstance(value, (list, dict)):
# logging.warn("Generating state: not supporting lists yet")
pass
return state
class GraphicComponent(Component):
# (...)
Now every developer has the opportunity to overlay this function to create a more detailed get_state() function for complex types directly in the Component Classes (like Graphic, Movement, Inventory, etc.) if it is required to safe the state in a more accurate way - which is a huge thing for maintaining the code in future, to have these code pieces in one Class.
Next step is to implement the static method for creating the items from the state in the same Class. This makes this working really smooth.
Thank you so much sloth for your help.
Do we really have to put all the logic into the EntityManager for filtering the right objects?
No, you should use polymorphism.
You need a way to represent your game state in a form that can be shared between different systems; so maybe give your components a method that will return all of their state, and a factory method that allows you create the component instances out of that very state.
(Python already has the __repr__ magic method, but you don't have to use it)
So instead of doing all the filtering in the entity manager, just let him call this new method on all components and let each component decide that the result will look like.
Something like this:
...
result = {'entities': {}}
entities = self.get_all_entities()
for e in entities:
result['entities'][e.id] = {'components': {}}
for cmp in e.components:
result['entities'][e.id]['components'][type(cmp).__name__] = cmp.get_state()
...
And a component could implement it like this:
class GraphicComponent:
def __init__(self, pos=...):
self.image = ...
self.rect = ...
self.whatever = ...
def get_state(self):
return { 'pos_x': self.rect.x, 'pos_y': self.rect.y, 'image': 'name_of_image.jpg' }
#staticmethod
def from_state(state):
return GraphicComponent(pos=(state.pos_x, state.pos_y), ...)
And a client's EntityManager that recieves the state from the server would iterate for the component list of each entity and call from_state to create the instances.

do predictions using cntk checkpoint

These days, I have tried a model which implemented by cntk. But I can't find a way to predict new pic with trained model.
The trained model saved as a checkpoint:
trainer.save_checkpoint(os.path.join(output_model_folder, "model_{}".format(best_epoch)))
Then I have gotten some files like:
So, I tried to load this model checkpoint like:
model = ct.load_model('../data/models/VGG13_majority/model_94')
the code above can run successfully. Then I tried
model.eval(image_data)
but I got an error:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ update ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
this time I have tried the method below:
model = ct.load_model('../data/models/VGG13_majority/model_94')
model.eval({model.arguments[0]: [final_image]})
then a new error raised:
For any C.Function.eval() you need to pass a dictionary as the argument.
So it will go something like this, assuming that you only have one input_variable into the model:
model = C.load_model()
model.eval({model.arguments[0]: image_data})
Anyhow, i noticed that you saved the model from the checkpoint. By doing so, you actually saved the "ground_truth" input_variable to the loss function too.
I would recommend next time that you saved the model directly. Usually the files from save_checkpoint is meant to be used in restore_from_checkpoint()
import cntk as C
from cntk.layers import Dense
model = Dense(10)(C.input_variable(1))
loss = C.binary_cross_entropy(model, C.input_variable(10))
trainer = C.Trainer(model, (loss,), [C.adam(model.parameters, 0.9, 0.9)])
trainer.save_checkpoint("hello")
model.save() # used this to save the model directly
# to recover model from checkpoint use below
trainer.restore_from_checkpoint("hello")
original_model = trainer.model
print(trainer)
for i in trainer.model.arguments:
print(i)

Python3 - How can I access method parameter from a differernt module

FILE0.py
import file1
import file2
"""
main file
somewhere down in the code
"""
file1.makeMove_Maybe1(piece,destination,figureitout)
FILE1.py
import file2
class chess-move:
__init__():
maybe1 = None
maybe2 = None
def MakeMove_maybe1(piece,destination,decision):
file2.executeMove(piece,destination,holdfingeronit)
def analyzeOppMove(piece,oldloc,newloc,didIloseapiece):
code = irrelevant
"""
code irrelevant it is example anyway
or just say logic is elsewhere and this was call
from file0
"""
def makeMove_Maybe1(piece,destination,decision):
"""
Long doc string. Boss likes accessors methods
instead of calling class methods directly from other
code. And I have no authority to access file0(the driver)
I do have authority over all other files.
"""
myMove.MakeMove_maybe1(piece,destination,decision)
FILE2.py
import flle1
class testmove:
__init__():
objvar1 = None
"""
I want a variable HERE
to be initialized ,and set to for each iteration, to the
the destination variable from file1, whether from
in the class or outside the class.
PLEASE help, I cannot figure this out. OO is new
to me. I am also hoping the code is correct.
I can also strip down the real code for follow if
required.
"""
Real Problem
Piece in the example above was in my code as myAgent.siprtp.namedata, and I needed to get a path variable (destination parameter in the example) into File2's class method. But that path was added into the myAgent object and there was no inheritance from its class.
My Solution
So File2's class method (Get_File_From_Path) could not access the path I needed. Therefore, I called the method in File1 (which was GetFileFromPath) with myAgent acting as self, which mentioned above should have been myAgent.siprtp.namedata. When the 'fake' self made it to File2 I used it to extract my required path, and then built back up the 'correct' self so File2's methods could use the proper self.
Hope that made sense, and hope this might be able to assist someone.