def __init__(self, search_depth=2, timeout=50., heuristic=heuristic_1):
     self.game = Quixo()
     self.player = None
     self.timer_threshold = timeout
     self.search_depth = search_depth
     self.heuristic = heuristic
     self.time_left = None
Example #2
0
 def test_the_board_is_created_empty(self):
   expected_empty_structure = [['W', 'W', 'W', 'W', 'W'],
                               ['W', 'W', 'W', 'W', 'W'],
                               ['W', 'W', 'W', 'W', 'W'],
                               ['W', 'W', 'W', 'W', 'W'],
                               ['W', 'W', 'W', 'W', 'W']]
   self.assertEqual(to_simple_structure(Quixo()), expected_empty_structure)
Example #3
0
def to_game(matrix):
  quixo = Quixo()
  for i_row in range(len(matrix)):
    for i_column in range(len(matrix[i_row])):
      cell = quixo.board[i_row][i_column]
      current_value = matrix[i_row][i_column]
      cell.update_symbol('empty' if current_value == 'W' else current_value)
  return quixo
from quixo import Quixo
from quixo import QuixoGame

if __name__ == '__main__':
    g = QuixoGame()
    alphabeta = Quixo()
    result = alphabeta.alphabeta(g, 1, 10, -10, 1)
    g.print_board()
    print(result)
Example #5
0
from six.moves import input
from quixo import InvalidMove
from quixo import Quixo

if __name__ == '__main__':
    turn = 1
    quixo = Quixo()
    while True:
        quixo.game.print_board()
        turn_name = 'o' if turn == 1 else 'x'
        if turn == 1:
            row = input(f'Humano {turn_name} saca ficha: ')
            reinsert = input(f'Humano {turn_name} mete en: ')
            try:
                quixo.opponentPlay((int(row), int(reinsert)))
            except InvalidMove as e:
                print(e.message)
                continue
        else:
            quixo.playerPlay()

        if quixo.game.get_winner():
            quixo.game.print_board()
            print(f'GanĂ³ {quixo.game.get_winner()}')
            break
        turn *= -1
class QuixoPlayer:
    def __init__(self, search_depth=2, timeout=50., heuristic=heuristic_1):
        self.game = Quixo()
        self.player = None
        self.timer_threshold = timeout
        self.search_depth = search_depth
        self.heuristic = heuristic
        self.time_left = None

    def set_player(self, player):
        self.player = player

    def playerPlay(self):
        if self.player == None: self.set_player('X')
        move_start = time_millis()
        # time_left represent the left time, calculating the passed time (time_millis() - move_start)
        time_left = lambda: self.timer_threshold - (time_millis() - move_start)

        focus, target = self.get_move(time_left)
        self.game.apply_move(self.player, (focus, target))
        return focus + 1, target + 1  # To support the standard order

    def oponentPlay(self, move):
        focus, target = move
        if self.player == None: self.set_player('O')

        oponent_player = 'X' if self.player == 'O' else 'O'

        if not (focus - 1,
                target - 1) in self.game.all_valid_moves(oponent_player):
            raise Exception('Invalid move')

        self.game.apply_move(
            oponent_player,
            (focus - 1, target - 1))  # To support the standard order

    def is_time_over(self):
        if self.time_left() <= 0:
            raise SearchTimeout()

    def get_move(self, time_left):
        self.time_left = time_left
        best_move = self.game.all_valid_moves(self.player)[0]
        depth = 1
        try:
            while (depth <= self.search_depth):
                move = self.alphabeta(self.game, depth, self.player)
                best_move = move
                depth += 1
                if self.time_left() <= 0:
                    return best_move
            return best_move

        except SearchTimeout:
            return best_move

    def alphabeta(self, game, depth, player, alpha=-inf, beta=inf):
        if player == 'X':
            legal_moves = game.all_valid_moves('X')
            if not legal_moves:
                return (-1, -1)
            best_current_move = legal_moves[0]
            for move in legal_moves:
                self.is_time_over()
                child = deepcopy(game)
                child.apply_move('X', move)
                score = self.max_value(child, depth - 1, alpha, beta)
                if score > alpha:
                    alpha = score
                    best_current_move = move
            return best_current_move
        else:
            legal_moves = game.all_valid_moves('O')
            if not legal_moves:
                return (-1, -1)
            best_current_move = legal_moves[0]
            for move in legal_moves:
                self.is_time_over()
                child = deepcopy(game)
                child.apply_move('O', move)
                score = self.min_value(child, depth - 1, alpha, beta)
                if score < beta:
                    beta = score
                    best_current_move = move
            return best_current_move

    def min_value(self, game, depth, alpha, beta):
        if depth == 0:
            return self.heuristic(game)
        legal_moves = game.all_valid_moves('X')
        for move in legal_moves:
            self.is_time_over()
            child = deepcopy(game)
            child.apply_move('X', move)
            score = self.max_value(child, depth - 1, alpha, beta)
            if score < beta:
                beta = score
                if beta <= alpha:
                    break
        return beta

    def max_value(self, game, depth, alpha, beta):
        if depth == 0:
            return self.heuristic(game)
        legal_moves = game.all_valid_moves('O')
        for move in legal_moves:
            self.is_time_over()
            child = deepcopy(game)
            child.apply_move('O', move)
            score = self.min_value(child, depth - 1, alpha, beta)
            if score > alpha:
                alpha = score
                if alpha >= beta:
                    break
        return alpha
Example #7
0
from quixo import Quixo
from match import Match
import numpy as np

game = Quixo(5, 5)

state = game.initial_state()

match = Match(game, state, 20)

match.set_players()

match.start()
#
# count = 100
# wincount = [0, 0]
# draw = 0
# for i in range(count):
# 	game = Quixo(5, 5)
#
# 	state = game.initial_state()
#
# 	match = Match(game, state, 20)
# 	match.playersvs("random", "random")
# 	match.start()
Example #8
0
from quixo import Easy, Quixo

if __name__ == '__main__':
    while True:
        plays = 1
        hardPlayer = Quixo()  # 1 | o
        easyPlayer = Quixo(Easy)  # -1 | x
        res_dic = {
            'o': 'Hard',
            'x': 'Easy',
            'Draw': 'Nadie'
        }
        turn = 1
        while True:
            # hardPlayer.game.print_board()

            if turn == 1:

                move = hardPlayer.playerPlay()
                easyPlayer.opponentPlay(move)
            else:
                move = easyPlayer.playerPlay()
                hardPlayer.opponentPlay(move)

            turn = turn * -1
            plays +=1
            if hardPlayer.game.get_winner():
                hardPlayer.game.print_board()
                winner = hardPlayer.game.get_winner()
                print(f'Ganador: {winner} ({res_dic[winner]}) en {plays} jugadas')
                break