def simulate(moves: MovesStruct, should_print: bool = False) -> TrainingDataStruct: board = Board() all_boards = [board.get_board()] p = -1 for x, y in moves: assert board.move(x, y, p) all_boards.append(board.get_board()) if should_print: board.print_board() winner, _ = board.decide_winner() if winner != 0: return all_boards, winner p = -p raise ValueError( 'Winner still not determined after all moves have been made.')
def winning_moves(board: Board, depth: int, should_print: bool = False) -> List[Tuple[int, int]]: """ Searches the board for winning moves to the given depth. Total number of moves checked = reduce(lambda x, y: x + len(moves) - i, range(i+1)) """ # All possible moves that can be made on the current board. cs = moves(board) # No moves can be made anyway, so we can't give a list of winning moves. if len(cs) == 0: return [] if depth == 0: # Returns a list of moves that have a higher than 0.7 probability of being in our favour, # Or will literally win the game. good_moves = [] for move in cs: board.move(move[0], move[1], board.get_next_player()) raw_board = board.get_board() if nn(raw_board) > 0.7 or board.decide_winner() != 0: good_moves.append(move) board.reverse_move() return good_moves rs = [] """ For all winning moves, if the move after could lead to a winning move for the other player, remove it from the list of winning moves. """ for i, c in enumerate(cs): if should_print: print('%d/%d' % (i, len(cs))) x, y = c p = board.get_next_player() board.move(x, y, p) ms = winning_moves(board, depth - 1) rx, ry, rp = board.reverse_move() boolean = (rx, ry, rp) == (x, y, p) assert boolean if len(ms) == 0: rs.append(c) return rs
def nn(self, board: Board, player) -> float: return use_network(board.get_board(), self.training_input, self.heuristic, self.keep_prob, self.tf_output, self.sess, player)