Example #1
0
def updateGame(msg, current_q):
    old_gamestate = copy.deepcopy(game.gamestate)
    new_state = copy.deepcopy(game.outcome(name, msg))
    gamestr = game.createStateStr()
    sent_time = time.time()
    sendMsg(
        str(int(MsgType.update)) + "/" + name + "/" + gamestr + "/" +
        "{:f}".format(sent_time))
    # check no-one else sent a message before (use max_latency as timeout)
    acked = tryUpdate(sent_time, delay)
    if game.state_shifted(new_state):  #another player beat us
        return old_gamestate

    # Get a updateack if we're in client-server mode
    if not PEERMODE and not LEADER and not acked:
        response = udp_sock.recvmsg().split('/')
        if not (len(response) == 2 and int(response[0]) == MsgType.updateack):
            print "Error sending message"
            game.update_state(old_gamestate)  # revert to old gamestate
            return processMessage('/'.join(response), current_state)

    if game.is_game_over():
        game.output_eog_msg()
        sendMsg(
            str(int(MsgType.eog)) + "/" + name + "/" + game.createStateStr())
        timelog.write("{:f}".format(time.time() - start) + '\n')
        timelog.close()
        exit(0)

    if game.state_shifted(old_gamestate):
        game.output_state_shifted_msg()
    return new_state
Example #2
0
def main():
    form = cgi.FieldStorage()

    try:
        user_data = data.read_users()
        user_info = user.get_session_from_cookie(user_data)
        selfplayer = user_info["username"]
        game_data = data.read_games()
        (p0, p1) = get_form_players(form)
        game_info = game.get_game_info(game_data, p0, p1)

        print_header()

        move = get_form_move(form)
        if move:
            try:
                game_data = game.move(game_data, game_info, selfplayer, move)
                data.write_games(game_data)
            except game.InvalidMove:
                print "<p>Invalid Move</p>"

        #print "<pre>"
        #print game_data
        #print "</pre>"

        game_over = game.is_game_over(game_info)

        if game_over[0]:
            print_game_over(game_info, game_over[1])
        else:
            print_game(game_info, selfplayer)

        print_footer()

    except user.NotLoggedIn:
        print "Content-Type: text/html\n\n"
        print "<html><body>"

        print """<p>Not logged in.
		<a href="/cgi-bin/login.py">Log In</a>
		</p>"""

        print "</body></html>"
        # session not found, redirect back to login
        #print "Location: /cgi-bin/login.py\n\n"

    except (game.UnknownGame, MissingPlayers) as ex:
        print_header()
        print ex
        print """<a href="/cgi-bin/newgame.py">New Game</a></p>"""
        print_footer()
Example #3
0
def processMessage(msg, current_q):
    if LEADER:
        forwardMessage(msg)
    msg = msg.split('/')
    old_state = game.gamestate
    new_state = old_state
    # received an update message, try to update the gamestate
    if len(msg) == 4 and int(msg[0]) == MsgType.update:
        try:
            game.update_state(game.parseStateStr(msg[2]))
        except ValueError:
            f = open('log', 'a')
            f.write("\n\nError parsing gamestate:\n")
            f.write(msg[2])
            f.close()
            print "Bad message"

        if game.is_game_over():
            game.output_eog_msg()
            timelog.write("{:f}".format(time.time() - start) + '\n')
            timelog.close()
            exit(0)
        if game.state_shifted(old_state):
            game.output_state_shifted_msg()
        new_state = game.gamestate

    # shutdown if we receive an eog message
    elif len(msg) == 3 and int(msg[0]) == MsgType.eog:
        game.update_state(game.parseStateStr(msg[2]))
        game.output_eog_msg()
        timelog.write("{:f}".format(time.time() - start) + '\n')
        timelog.close()
        exit(0)
    elif int(msg[0]) == MsgType.eog:
        timelog.write("{:f}".format(time.time() - start) + '\n')
        timelog.close()
        exit(0)
    else:
        print "Badly formatted message"
    return new_state
Example #4
0
powers_of_two = {2**i: i for i in range(17)}
powers_of_two[0] = 0


def transform_state_to_input(state):
    height, width = state.shape
    result = np.zeros([1, height, width, 17], dtype=np.float32)
    for i in range(height):
        for j in range(width):
            result[0][i][j][powers_of_two[state[i][j]]] = 1
    return result


state = game.initial_state()
moved = True
while not game.is_game_over(state):
    if moved:
        game.do_a_random_spawn(state)
    if not moved:
        action = random.randrange(number_of_actions)
    else:
        _, action = net.predict(transform_state_to_input(state))
        action = action[0]
    state, moved, _ = game.action(state, action)
print(state)

for game_counter in range(game_iterations):
    state = game.initial_state()
    moved = True
    print('Game', game_counter)
    steps = 0