Beispiel #1
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    def test_attach_tetromino_blocks(self):
        """Check if Tetromino is properly attached to board"""

        def check_if_attached_properly(gb: gameboard.Gameboard):
            """Check if for currently state of gameboard call attach_tetromino_blocks will attach blocks properly"""

            gb.attach_tetromino_blocks()
            x, y = gb.falling_tetromino.current_x, gb.falling_tetromino.current_y

            for y_shift, row in enumerate(gb.falling_tetromino.fields):
                for x_shift, block in enumerate(row):
                    if block == config.BUFFER_BLOCK: # checks only Tetromino BUFFER_BLOCKS (only these are attached)
                        self.assertEqual(gb.fields[y + y_shift][x + x_shift], config.FALLEN_BLOCK)

        # Case for Tetromino on initial position
        gb = gameboard.Gameboard()
        check_if_attached_properly(gb)

        # Case for Tetromino moved three times down
        gb = gameboard.Gameboard()
        for _ in range(3):
            gb.fall_tetromino_down()
        check_if_attached_properly(gb)

        # Case for Tetromino moved one time down, rotated and then shifted three times right
        gb = gameboard.Gameboard()
        gb.fall_tetromino_down()
        gb.falling_tetromino.rotate()
        gb.falling_tetromino.current_x += 3
        check_if_attached_properly(gb)
Beispiel #2
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    def test_is_tetromino_colliding(self):

        gb = gameboard.Gameboard()
        self.assertEqual(gb.is_tetromino_colliding(), False)

        # Test for borders

        gb.falling_tetromino = tetromino.Tetromino("I", times_rotated=1, x=0)
        # for "I" shape, the most left block will overlaping with gameboard left border
        self.assertEqual(gb.is_tetromino_colliding(), True)

        gb.falling_tetromino = tetromino.Tetromino("I", times_rotated=1, x=config.BOARD_COLUMNS-4)
        self.assertEqual(gb.is_tetromino_colliding(), True)

        # for bottom row (border)
        gb.falling_tetromino = tetromino.Tetromino("Z", x=4, y=config.BOARD_ROWS-3)
        self.assertEqual(gb.is_tetromino_colliding(), True)

        # Test for some FALLEN BLOCKS

        gb.falling_tetromino = tetromino.Tetromino("Z", x=8, y=4)
        gb.fields[8][3] = config.FALLEN_BLOCK
        gb.fields[8][4] = config.FALLEN_BLOCK
        gb.fields[8][5] = config.FALLEN_BLOCK
        gb.fields[7][3] = config.FALLEN_BLOCK
        self.assertEqual(gb.is_tetromino_colliding(), True)

        # Check for changing single block from FALLEN to EMPTY (block witch causing collision)
        gb = gameboard.Gameboard()
        gb.falling_tetromino = tetromino.Tetromino("O", x=0, y=0)
        gb.fields[1][2] = config.FALLEN_BLOCK
        self.assertEqual(gb.is_tetromino_colliding(), True)
        gb.fields[1][2] = config.EMPTY_BLOCK
        self.assertEqual(gb.is_tetromino_colliding(), False)
Beispiel #3
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    def test_is_row_fully_filled(self):
        gb = gameboard.Gameboard()
        # It has no sense if bottom row is filled (it is built by BORDER_BLOCK and filled means built only by FALLEN_BLOCK)
        self.assertFalse(gb.is_row_fully_filled(gb.fields[config.BOARD_BOTTOM_ROW]))
        
        # The rest rows also should return False as new gameboard should have only empty rows (and one border at bottom)
        for row in gb.fields:
            self.assertFalse(gb.is_row_fully_filled(row))

        for index in range(config.BOARD_FIRST_COLUMN, config.BOARD_LAST_COLUMN+1):
            gb.fields[0][index] = config.FALLEN_BLOCK
        
        self.assertTrue(gb.is_row_fully_filled(gb.fields[0]))

        # Return one block to EMPTY_BLOCK to check is row not fully filled
        gb.fields[0][4] = config.EMPTY_BLOCK
        self.assertFalse(gb.is_row_fully_filled(gb.fields[0]))

        # Next row has 4 blocks filled (FALLEN_BLOCK) and rest empty
        for index in range(config.BOARD_FIRST_COLUMN, config.BOARD_LAST_COLUMN+1, 3):
            gb.fields[1][index] = config.FALLEN_BLOCK

        self.assertFalse(gb.is_row_fully_filled(gb.fields[1]))

        # This row has only one block FALLEN
        gb.fields[2][1] = config.FALLEN_BLOCK
        self.assertFalse(gb.is_row_fully_filled(gb.fields[2]))
Beispiel #4
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 def initialize_gamestate(self, game_info):
     self.gamestate = gamestate.GameState(
         friendly_player=self.client.name,
         enemy_player='?',
         gameboard=gb.Gameboard(game_info['Width'], game_info['Height']),
         view_distance=game_info['FogOfWar'])
     self.gamestate.turn_number = game_info['Turn']
     self.gamestate.total_food = game_info['TotalFood']
Beispiel #5
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    def start_game(self, force_game, force_reg):
        if not os.path.exists('piskvorkator.ini'):
            self.config.add_section('config')
            self.config['config']['address'] = 'https://piskvorky.jobs.cz'
            self.config['config']['player_id'] = ''
            self.config['config']['player_token'] = ''

            self.config.add_section('ai')
            self.config['ai']['defense_parameter_1'] = '1.2'
            self.config['ai']['defense_parameter_tick_1'] = '-0.075'
            self.config['ai']['stochastic_rate_1'] = '0.01'
            self.config['ai']['defense_parameter_2'] = '1.2'
            self.config['ai']['defense_parameter_tick_2'] = '-0.075'
            self.config['ai']['stochastic_rate_2'] = '0.01'

            self.config.add_section('saved')
            self.config['saved']['game_token'] = ''

            with open('piskvorkator.ini', 'w') as configfile:
                self.config.write(configfile)

            gb.custom_print('Configuration file was not found, created new!',
                            15)

        self.config.read('piskvorkator.ini')
        self.player_token = self.config['config']['player_token']
        self.player_id = self.config['config']['player_id']
        self.address = self.config['config']['address']

        if self.handle_login(force_reg) == 0: return 0

        if len(self.config['saved']['game_token']) != 0:
            if force_game:
                gb.custom_print('Saved game abandoned!', 10)
            else:
                gb.custom_print('Saved game found!', 10)
                return 4

        response = requests.post(self.address + '/api/v1/connect',
                                 json={'userToken': self.player_token})
        content = response.json()

        if response.status_code == 201:
            gb.custom_print('New game successfully started!', 10)
            self.game_token = content['gameToken']
            self.config['saved']['game_token'] = content['gameToken']
            with open('piskvorkator.ini', 'w') as configfile:
                self.config.write(configfile)

            self.gb = gb.Gameboard((41, 59), self.debug, self.logger)
            self.game_in_progress = 1
            self.configure_logger()
            return 1
        else:
            gb.custom_print(
                'Something went wrong! {}'.format(content['errors']), 9)
            return 0
Beispiel #6
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    def test_generate_new_tetromino(self):
        # Every time the Tetromino itself is diffrent this method should return diffrent value
        gb = gameboard.Gameboard()
        # gb.generate_new_tetromino = unittest.mock.MagicMock(return_value=tetromino.Tetromino("I"))

        # TODO Check if every call gives properly placed tetromino
        for shape in config.TETROMINO_SHAPES:
            for rotate in range(0, 3):
                gb.generate_new_tetromino = unittest.mock.MagicMock(return_value=tetromino.Tetromino(shape, rotate))
                self.assertEqual(type(gb.falling_tetromino), tetromino.Tetromino)
Beispiel #7
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def game():
    """Runs whole game"""
    pygame.init()
    screen = pre_configure_window()

    buffer = tetromino.Tetromino("I", times_rotated=0, x=3, y=0)
    actuall_gameboard = gameboard.Gameboard()

    time_steps_done_before_fall = 0
    game_over = False

    # main gameloop
    while not game_over:

        actuall_gameboard.draw_gameboard(
            screen)  # only gameboard are redrawing in all frame
        time.sleep(
            config.GAME_SINGLE_FRAME_SEC)  # sleeps for every 50 miliseconds

        buffer.move(actuall_gameboard)  # controlled from keyboard

        buffer.draw(screen)

        time_steps_done_before_fall += 1
        if time_steps_done_before_fall == config.TIME_STEPS_TO_FALL_BUFFER:
            has_falled = buffer.fall_down(actuall_gameboard)

            if has_falled:
                actuall_gameboard.add_blocks(buffer)
                buffer = evaluator.Evaluator.generate_tetromino(
                    actuall_gameboard, config.MALICIOUS_LEVEL)
                if buffer.fall_down(
                        actuall_gameboard
                ):  # while newly added tetromino instantly touching fallen blocks
                    game_over = True
                    print(
                        f"Thank You for your play - waiting to see u next time!"
                    )
                actuall_gameboard.delete_lines()

            time_steps_done_before_fall = 0

        pygame.display.update()
Beispiel #8
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    def test_delete_rows(self):
        """Check if delete rows returns proper quantity of deleted rows and the Gameboard has proper fields after deletion"""

        def fill_row_no(gb : gameboard.Gameboard, row_no : int):
            for i in range(config.BOARD_FIRST_COLUMN, config.BOARD_LAST_COLUMN+1):
                gb.fields[row_no][i] = config.FALLEN_BLOCK


        gb = gameboard.Gameboard()
        # If gameboard is new (and empty) there are no empty rows to delete
        self.assertEqual(gb.delete_rows(), 0)

        fill_row_no(gb, 0)
        fill_row_no(gb, 1)
        fill_row_no(gb, 2)
        fill_row_no(gb, 3)
        fill_row_no(gb, 4)
        fill_row_no(gb, 5)
        fill_row_no(gb, 6)

        self.assertEqual(gb.delete_rows(), 7)
        self.assertEqual(gb.delete_rows(), 0) # After deletion there must not be any filled row

        fill_row_no(gb, 0)
        gb.fields[0][3] = config.EMPTY_BLOCK # Almost fully filled row (except third block)
        self.assertEqual(gb.delete_rows(), 0)

        # Check if positions of blocks after deletion and moving down are proper
        fill_row_no(gb, config.BOARD_LAST_ROW)
        fill_row_no(gb, config.BOARD_LAST_ROW-1)

        row_to_check1, row_to_check2 = 6, 2
        col_to_check1, col_to_check2 = 3, 8
        gb.fields[row_to_check1][col_to_check1] = config.FALLEN_BLOCK
        gb.fields[row_to_check2][col_to_check2] = config.FALLEN_BLOCK
        self.assertEqual(gb.delete_rows(), 2)

        self.assertEqual(gb.fields[row_to_check1][col_to_check1], config.EMPTY_BLOCK) # Blocks should be empty
        self.assertEqual(gb.fields[row_to_check2][col_to_check2], config.EMPTY_BLOCK)
        self.assertEqual(gb.fields[row_to_check1+2][col_to_check1], config.FALLEN_BLOCK) # There was two deleted rows so blocks moved two rows down
        self.assertEqual(gb.fields[row_to_check1+2][col_to_check1], config.FALLEN_BLOCK)
Beispiel #9
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    def __init__(self):
        super().__init__()
        self.initUI()
        self.x = 50
        self.y = 50
        self.mouseReleaseEvent = self.mouseReleaseEvent
        self.mousePressEvent = self.mousePressEvent
        self.mouseMoveEvent = self.mouseMoveEvent

        self.renderer = Renderer(self)

        self.dragging = False
        self.xOff = 0
        self.yOff = 0

        self.pieceSelected = False
        self.selectedPieceX = -1
        self.selectedPieceY = -1

        self.targetX = 0
        self.targetY = 0

        self.board = gb.Gameboard()
Beispiel #10
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    def reload_game(self):

        RED = (255, 0, 0)
        BLUE = (0, 0, 255)
        YELLOW = (255, 255, 0)
        PURPLE = (255, 0, 255)
        CYAN = (0, 255, 255)

        #create gameboard with player names
        if self.saved_number_of_players == 2:
            gameboard = g.Gameboard(['Kristof', 'The Ugly Enemy'], [RED, BLUE])
            self.master = gameboard
        elif self.saved_number_of_players == 3:
            gameboard = g.Gameboard(self.saved_names, [RED, BLUE, YELLOW])
            self.master = gameboard
        elif self.saved_number_of_players == 4:
            gameboard = g.Gameboard(self.saved_names,
                                    [RED, BLUE, YELLOW, PURPLE])
            self.master = gameboard
        else:
            gameboard = g.Gameboard(self.saved_names,
                                    [RED, BLUE, YELLOW, PURPLE, CYAN])
            self.master = gameboard

        #adjust want_maintenance
        self.want_maintenance = False
        if self.saved_want_maintenance:
            self.master.buttons[0].want_maintenance = True

        #adjust moneys and crystals
        for i in range(len(self.saved_moneys)):
            gameboard.players[i].money = int(self.saved_moneys[i])
            gameboard.players[i].crystals = int(self.saved_crystals[i])

        #add planets to players - without initially removing evenly allocated planets from players
        for i in range(len(self.saved_planet_names)):
            #            print '\n'+self.saved_planet_names[i]
            #            print 'looking for owner name:', self.saved_planet_owner_names[i]
            for player in self.master.players:
                if self.saved_planet_owner_names[i] == player.name:
                    #                    print 'found owner:', player.name
                    k = 0
                    for j in range(len(self.master.planets)):
                        if self.master.planets[
                                j - k].name == self.saved_planet_names[i]:
                            planet_to_be_added = self.master.planets[j - k]
                            #                            print 'found in self.master.planets:', self.master.planets[j-k].name
                            for other_player in self.master.players:
                                if self.master.planets[
                                        j - k] in other_player.planets:
                                    other_player.planets.remove(
                                        self.master.planets[j - k])
                                    k += 1
                            player.planets.append(planet_to_be_added)
                            #                            print 'planet', planet_to_be_added.name, 'added to player', player.name

                            player.planets[-1].owner = player
                            player.planets[-1].set_owner_colour()
                            if self.saved_planet_has_space_factories[i]:
                                player.planets[-1].has_space_factory = True
                            break
                    break

        #add ships to players
        for i in range(len(self.saved_ships)):
            for player in self.master.players:
                if self.saved_ship_owner_names[i] == player.name:
                    if self.saved_ships[i] == 'star destroyer':
                        self.master.add_ship_to_player(
                            Star_destroyer([
                                self.master.TILE_SIZE * x
                                for x in self.saved_ship_positions[i]
                            ], player), player)
                    elif self.saved_ships[i] == 'fighter':
                        self.master.add_ship_to_player(
                            Fighter([
                                self.master.TILE_SIZE * x
                                for x in self.saved_ship_positions[i]
                            ], player), player)
                    elif self.saved_ships[i] == 'transport':
                        self.master.add_ship_to_player(
                            Transport([
                                self.master.TILE_SIZE * x
                                for x in self.saved_ship_positions[i]
                            ], player), player)
                    else:
                        raise Exception(
                            'unknown ship type in reload_game method')
                    if self.saved_ship_already_travelled[i]:
                        player.ships[-1].already_travelled = True
                    break

        gameboard.start()
Beispiel #11
0
        start_x = int(start_x)
        start_y = int(start_y)
    except ValueError:
        print "Invalid Input: coordinates must be an integer"
        continue

    if start_x > 10 or start_x < 1 or start_y > 10 or start_y < 1:
        print "Coordinate must be between 1 and 10"
        continue

    start_x = start_x - 1
    start_y = start_y - 1

    flag_count = 10

    game_board = gameboard.Gameboard(10, 10, flag_count, start_x, start_y)
    game_board.process_player_selection(start_x, start_y)
    game_board.print_game()

    break

while not game_over:
    while not game_over:
        if flag_count < 1 and game_board.check_win():
            print printout("You have won!", MAGENTA)
            exit()

        flag = raw_input("Do you want to place/remove a flag? (y/c/n): ")
        if str(flag) == 'quit':
            exit()
        if str(flag) == 'y' and flag_count > 0:
Beispiel #12
0
    def reconnect(self):
        if self.game_in_progress == 0:
            self.game_token = self.config['saved']['game_token']

        gb.custom_print('Attempting to reconnect...', 15)
        self.gb = gb.Gameboard((41, 59), self.debug, self.logger)
        self.clear_log()
        self.configure_logger()
        response = requests.post(self.address + '/api/v1/checkStatus',
                                 json={
                                     'userToken': self.player_token,
                                     'gameToken': self.game_token
                                 })
        content = response.json()

        if response.status_code == 200:
            if self.game_in_progress == 0:
                self.player = 1 if content[
                    'playerCrossId'] == self.player_id else 2
                self.opponent = 1 if self.player == 2 else 2
                self.configure_ai()

            if content['playerCrossId'] == None or content[
                    'playerCircleId'] == None:
                gb.custom_print('Connected, waiting for opponent...', 15)
                self.game_in_progress = 1
                return 1

            if len(content['coordinates']) == 0:
                gb.custom_print('Game started!', 10)
                self.game_in_progress = 1
                return 2

            last_coordinates = None
            for turn in reversed(content['coordinates']):
                coordinates = (turn['x'], turn['y'])
                pl = self.player if turn[
                    'playerId'] == self.player_id else self.opponent
                self.gb.place_symbol(
                    pl, self.translate_coordinates(coordinates, 0))
                if pl == self.opponent: last_coordinates = coordinates
                if self.game_in_progress == 0:
                    if pl == self.player:
                        gb.custom_print(
                            'I played on coordinates {}!'.format(coordinates),
                            14)
                    else:
                        gb.custom_print(
                            'Opponent played on coordinates {}!'.format(
                                coordinates), 12)

            if self.game_in_progress == 1:
                gb.custom_print(
                    'Reconnected, opponents last play was on coordinates {}'.
                    format(last_coordinates), 12)

            if content['actualPlayerId'] == self.player_id:
                gb.custom_print('It\'s my turn now...', 14)
                self.game_in_progress = 1
                return 3
            else:
                gb.custom_print('It\'s opponents turn now, waiting...', 12)
                self.game_in_progress = 1
                return 2

        elif response.status_code == 226:
            self.game_in_progress = 0
            gb.custom_print('Game already ended!', 10)
            return 5
        else:
            gb.custom_print(
                'Something went wrong! {}'.format(content['errors']), 9)
            if self.game_in_progress == 1:
                self.config['saved']['game_token'] = ''
                with open('piskvorkator.ini', 'w') as configfile:
                    self.config.write(configfile)
            return 0
Beispiel #13
0
 def test_gameboard_max_right_column_is_border(self):
     """Check if maximum left blocks of fields are border type"""
     gb = gameboard.Gameboard()
     for block in gb.fields:
         self.assertEqual(block[config.BOARD_COLUMNS-1], config.BORDER_BLOCK)
Beispiel #14
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 def test_gameboard_bottom_row_is_border(self):
     """Check if gameboard bottom row is made by border type of blocks"""
     gb = gameboard.Gameboard()
     for block in gb.fields[config.BOARD_BOTTOM_ROW]:
         self.assertEqual(block, config.BORDER_BLOCK)
Beispiel #15
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 def test_gameboard_fields_size(self):
     """Check if gameboad has proper size"""
     gb = gameboard.Gameboard()
     self.assertEqual(len(gb.fields), config.BOARD_ROWS) # number of rows
     for gb_row in gb.fields:
         self.assertEqual((len(gb_row)), config.BOARD_COLUMNS) # every row has blocks num
Beispiel #16
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    def __init__(self, screen: pygame.Surface, level: int):

        self.gameboard = gameboard.Gameboard()
        self.level = level
        self.score = 0
        self.screen = screen
def train(model, start, first_iteration=0, model_name='current_model'):
    initial_learning_rate = 1e-4

    gb = gameboard.Gameboard()
    optimizer = optim.Adam(model.parameters(), lr=initial_learning_rate)
    device = 'cuda' if torch.cuda.is_available() else 'cpu'
    criterion = nn.MSELoss()

    replay_memory = []

    action = torch.zeros([model.number_of_actions], dtype=torch.float32)
    action[0] = 1
    reward, terminal = gb.frame_step(action)  # image_data, reward, terminal = game_state.frame_step(action)
    board_data = gb.get_board_normalized().to(device)[None, ...]
    state = torch.cat((board_data, board_data, board_data, board_data)).unsqueeze(0)

    epsilon = model.initial_epsilon
    iteration = first_iteration

    epsilon_decrements = np.linspace(model.initial_epsilon, model.final_epsilon, model.number_of_iterations)

    while iteration < model.number_of_iterations:
        # get output from the neural network
        print('ITERATION {} =================='.format(iteration + 1))

        # update learning rate
        adjust_learning_rate(optimizer, iteration, initial_learning_rate)
        print('Learning Rate: {}'.format(optimizer.param_groups[0]['lr']))

        output = model(state)
        print('Output: {}'.format(output))

        # initialize action
        action = torch.zeros([model.number_of_actions], dtype=torch.float32)
        action.to(device)

        # epsilon greedy exploration

        random_action = random.random() <= epsilon or reward < -1
        if random_action:
            print("Performed random action!")
        if reward < -1:
            print('Bad first pick!')

        action_index = [torch.randint(model.number_of_actions, torch.Size([]), dtype=torch.int)
                        if random_action else torch.argmax(output)][0]
        print('First action index: {}'.format(action_index.item()))
        '''
        if not gb.simulate_move_successful(action_index.item()):
            # We played something that would not result in a move.
            print('Trying second option')
            output[torch.argmax(output)] = 0
            action_index = [torch.randint(model.number_of_actions, torch.Size([]), dtype=torch.int)
                            if random_action else torch.argmax(output)][0]
            print('Second action index: {}'.format(action_index.item()))
        '''
        action_index.to(device)

        action[action_index] = 1

        # get next state and reward
        reward, terminal = gb.frame_step(action)

        board_data_1 = gb.get_board_normalized()[None, ...]
        state_1 = torch.cat((state.squeeze(0)[1:, :, :], board_data_1)).unsqueeze(0)

        action = action.unsqueeze(0)
        reward = torch.from_numpy(np.array([reward], dtype=np.float32)).unsqueeze(0)

        # save transition to replay memory
        replay_memory.append((state, action, reward, state_1, terminal))

        # if replay memory is full, remove the oldest transition
        if len(replay_memory) > model.replay_memory_size:
            replay_memory.pop(0)

        # epsilon annealing
        epsilon = epsilon_decrements[iteration]

        # sample random minibatch
        minibatch = random.sample(replay_memory, min(len(replay_memory), model.minibatch_size))

        # unpack minibatch
        state_batch = torch.cat(tuple(d[0] for d in minibatch)).to(device)
        action_batch = torch.cat(tuple(d[1] for d in minibatch)).to(device)
        reward_batch = torch.cat(tuple(d[2] for d in minibatch)).to(device)
        state_1_batch = torch.cat(tuple(d[3] for d in minibatch)).to(device)

        output_1_batch = model(state_1_batch)

        # set y_j to r_j for terminal state, otherwise to r_j + gamma*max(Q)
        y_batch = torch.cat(tuple(reward_batch[i] if minibatch[i][4]
                                  else reward_batch[i] + model.gamma * torch.max(output_1_batch[i])
                                  for i in range(len(minibatch))))

        # extract Q-value
        output_state_batch = model(state_batch)
        blarg = output_state_batch * action_batch
        q_value = torch.sum(blarg, dim=1)

        # PyTorch accumulates gradients by default, so they need to be reset in each pass
        optimizer.zero_grad()

        # returns a new Tensor, detached from the current graph, the result will never require gradient
        y_batch = y_batch.detach()

        # calculate loss
        loss = criterion(q_value, y_batch)
        print(loss)

        # do backward pass
        loss.backward()
        optimizer.step()

        # set state to be state_1
        state = state_1
        iteration += 1

        if iteration % 5000 == 0:
            torch.save(model, "pretrained_model/{}".format(model_name) + str(iteration) + ".pth")

        print_string = "iteration: {} \t reward: {} \t Q max: {} \t Max tile: {}\n".format(iteration, reward, np.max(
            output.cpu().detach().numpy()), gb.get_highest_tile())

        print("iteration:", iteration, "elapsed time:", time.time() - start, "epsilon:", epsilon, "action:",
              action_index.cpu().detach().numpy(), "reward:", reward.numpy()[0][0], "Q max:",
              np.max(output.cpu().detach().numpy()))
        print('\n\n\n')
        write_record("outputs/{}.txt".format(model_name), print_string)
Beispiel #18
0
layout1.append([-1, 1, 1, 1, 1, 1, -1])
layout1.append([1, 1, 1, 1, 1, 1, 1])
layout1.append([1, 1, 1, 0, 1, 1, 1])
layout1.append([1, 1, 1, 1, 1, 1, 1])
layout1.append([-1, 1, 1, 1, 1, 1, -1])
layout1.append([-1, -1, 1, 1, 1, -1, -1])

# bad layout here. Can't be empty.
layout2 = []

# Also a bad layout, Not a nested array.
layout3 = [0, 0, 0]

# Bad layout, rows are not the same length.
layout4 = []
layout4.append([0, 0, 0])
layout4.append([0, 0])
layout4.append([0, 0, 0])

# Bad layout, invalid indexes, must be -1, 0, or 1.
layout5 = []
layout5.append([0, 0, 0])
layout5.append([2, 0, 0])
layout5.append([1, 1, 1])

root = Tkinter.Tk()
root.title('Chinese Solitaire')
board = gameboard.Gameboard(layout1, root)
board.mainloop()
root.destroy()
Beispiel #19
0
    def __init__(self):
        self.ui = userinput.UserInput()
        self.gameboard = gameboard.Gameboard()
        self.validator = validate.Validate()
        self.color = 'white'

        self.captured_pieces = []
        self.white_pieces = []
        self.black_pieces = []
        for i in 'abcdefgh':
            self.white_pieces.append(
                piece.Piece(i + '2',
                            name='pawn',
                            color='white',
                            name_representation='\u2659'))
            self.black_pieces.append(
                piece.Piece(i + '7',
                            name='pawn',
                            color='black',
                            name_representation='\u265F'))
        for i in 'ah':
            self.white_pieces.append(
                piece.Piece(i + '1',
                            name='rook',
                            color='white',
                            name_representation='\u2656'))
            self.black_pieces.append(
                piece.Piece(i + '8',
                            name='rook',
                            color='black',
                            name_representation='\u265C'))
        for i in 'bg':
            self.white_pieces.append(
                piece.Piece(i + '1',
                            name='knight',
                            color='white',
                            name_representation='\u2658'))
            self.black_pieces.append(
                piece.Piece(i + '8',
                            name='knight',
                            color='black',
                            name_representation='\u265E'))
        for i in 'cf':
            self.white_pieces.append(
                piece.Piece(i + '1',
                            name='bishop',
                            color='white',
                            name_representation='\u2657'))
            self.black_pieces.append(
                piece.Piece(i + '8',
                            name='bishop',
                            color='black',
                            name_representation='\u265D'))

        self.white_pieces.append(
            piece.Piece('d1',
                        name='queen',
                        color='white',
                        name_representation='\u2655'))
        self.black_pieces.append(
            piece.Piece('d8',
                        name='queen',
                        color='black',
                        name_representation='\u265B'))
        self.white_pieces.append(
            piece.Piece('e1',
                        name='king',
                        color='white',
                        name_representation='\u2654'))
        self.black_pieces.append(
            piece.Piece('e8',
                        name='king',
                        color='black',
                        name_representation='\u265A'))