Example #1
0
 def rotation_amount(block):
     blocks = [block]
     while True:
         block = rotate_clockwise(block)
         if block in blocks:
             return len(blocks)
         blocks.append(block)
Example #2
0
	def num_rotations(stone):
		"""The number of unique rotated positions of stone"""
		stones = [stone]
		while True:
			stone = rotate_clockwise(stone)
			if stone in stones:
				return len(stones)
			stones.append(stone)
Example #3
0
    def find_best_move(self):
        all_moves = []
        piece = self.tetris.stone

        #want to use the same rotation shape for each column,
        #saves time so we dont have to re-rotate a piece each time
        for rotation in range(self.rotations_per_piece(piece)):
            #now that we have a config of a piece/tetromino/stone,
            #check each column with it
            #print(len(piece[0]))
            for x in range((COLS - len(piece[0])) + 1):
                y = self.top_of_column(x, piece)
                #get a new board config after adding the current piece's rotation
                #to the current board. join the current board and place where the
                #piece would be placed
                new_board = join_matrixes(self.tetris.board, piece, (x, y))
                all_moves.append(Move(x, rotation, new_board))
            #checked every config with current configuration,
            #rotate and do it again
            piece = rotate_clockwise(piece)

        #at this point, all_moves contains the x_coord, the rotation config of the
        #current piece we are working on, and a representation of how the board looks
        #if we placed the piece in that specific configuration/rotation on the current
        #board

        #now we calculate the utility of each board state and find the max
        #heuristics takes only a board... keep this in mind when calling util_fcn
        max_util = float("-inf")
        best_board_state = None

        #check how good each placement is for each placement

        pop = self.tetris.genetics.population
        curOrgIndex = self.tetris.genetics.current_organism
        workingOrganism = pop[curOrgIndex]
        trained = [
            -0.42288086451739565, -0.20602799801145819, -0.33535728489031424,
            0.2413838337524669, -0.46690981318268, -0.06051542450985892,
            0.28699447592371874, -0.16251189239909392, 0.023842910473495273,
            0.45812789704427803, -0.25722297728881605, 0.03061740725841887
        ]
        #iterate over the moves and choose the best one.
        #temp = float("-inf")
        for a_move in all_moves:
            temp = heuristics.Utility_Function(a_move[2], trained)
            if temp == max_util:
                if numpy.random.random() < .5:
                    max_util = temp
                    best_board_state = a_move
            elif temp > max_util:
                max_util = temp
                best_board_state = a_move
        #max_util has the utility of the best board state
        #best_board_state contains x_coord, rotation of the piece, and how the board
        #will look after the piece is placed on the current board
        #self.best_move = best_board_state
        return best_board_state
Example #4
0
 def all_possible_actions(self):
     actions = []
     block = self.tetris.block
     for i in range(Player_AI.rotation_amount(block)):
         for x in range(self.max_xposition(block)+1):
             y = self.insert_point(x, block)
             board = self.new_board_with_blocks(x , y , block)
             actions.append(Action(x, i, board))
         block = rotate_clockwise(block)
     return actions
Example #5
0
	def all_possible_moves(self):
		moves = []
		stone = self.tetris.stone
		for r in range(AI.num_rotations(stone)):
			for x in range(self.max_x_pos_for_stone(stone)+1):
				y = self.intersection_point(x, stone)
				board = self.board_with_stone(x, y, stone)
				moves.append(Move(x, r, board))
			stone = rotate_clockwise(stone)
		return moves		
Example #6
0
    def do_action(self):
        tetris = self.tetris
        action = self.most_efficient_action()
        tetris.lock.acquire()

        for i in range(action.rotation):
            tetris.block = rotate_clockwise(tetris.block)
        tetris.move_to(action.x_position)
        if self.instant_play:
            tetris.block_y = self.insert_point(action.x_position, tetris.block)
        tetris.lock.release()
Example #7
0
    def getMoves(self, board, stone):
        maxMove = (0, 0, 0)
        score = 0
        for value in stone[0]:
            if (value > 0):
                shapeNum = value
        for i in range(10):
            stonex = i
            stoney = 0
            for j in range(tetris.tetris_rotations[shapeNum - 1]):
                newBoard = copy.deepcopy(board)
                if i > 10 - len(stone[0]):
                    stone = tetris.rotate_clockwise(stone)
                    continue

                newBoard = self.drop(newBoard, stone, stonex, stoney)
                score = self.scoreBoard(newBoard)
                if (score > maxMove[0]):
                    maxMove = (score, i, j)
                stone = tetris.rotate_clockwise(stone)
        return maxMove
Example #8
0
	def make_move(self):
		"""Move the current stone to the desired position by modifying TetrisApp's state"""
		tetris = self.tetris

		move = self.best_move()

		tetris.lock.acquire()
		for _ in range(move.rotation):
			tetris.stone = rotate_clockwise(tetris.stone)
		tetris.move_to(move.x_pos)		
		if self.instant_play:
			tetris.stone_y = self.intersection_point(move.x_pos, tetris.stone)
		tetris.lock.release()
def finalPositions(self, board, piece):
    positions = []
    #if shape is square, loop through finding final positions just once, don't care about rotations
    if piece == tetris_shapes[6]:
        for x in range(10):
            positions.append(x, 0, piece)
            for y in range(22):
                if not check_collision(board, piece, (x, y)):
                    position = positions[x]
                    if y > position[1]:
                        positions.pop()
                        positions.append(x, y, piece)
    #if shape is line, Z or S, loop through twice to take into account a rotation of the piece
    if piece == tetris_shapes[5] or piece == tetris_shapes[
            1] or piece == tetris_shapes[2]:
        for z in range(2):
            for x in range(10):
                positions.append(x, 0, piece)
                for y in range(22):
                    if not check_collision(board, piece, (x, y)):
                        position = positions[x]
                        if y > position[1]:
                            positions.pop()
                            positions.append(x, y, piece)
            piece = tetris.rotate_clockwise(piece)
    #all other pieces (L/J/T shapes) run four times to take into account the 3 rotations
    else:
        for z in range(4):
            for x in range(10):
                positions.append(x, 0, piece)
                for y in range(22):
                    if not check_collision(board, piece, (x, y)):
                        position = positions[x]
                        if y > position[1]:
                            positions.pop()
                            positions.append(x, y, piece)
            piece = tetris.rotate_clockwise(piece)

    return positions
Example #10
0
    def update_board(self):
        tetris = self.tetris

        #calculate the best config for the piece
        #move = [x_coord, rotation, new_board]
        move = self.find_best_move()

        #rotate the piece until it is in the config we want
        for r in range(move[1]):
            tetris.stone = rotate_clockwise(tetris.stone)

        #move the piece over to the correct column
        tetris.move_to(move.x_pos)
        #if we are still playing, not paused
        if self.instantPlay:
            tetris.stone_y = self.top_of_column(move.x_pos, tetris.stone)
 def getSuccessors(self, state):
     successors = []
     if not tetris.check_collision(state[2], state[5],
                                   (state[0] - 1, state[1])):
         successors.append(
             tetris.join_matrixes(state[2], state[5],
                                  (state[0] - 1, state[1])), 'LEFT')
     if not tetris.check_collision(state[2], state[5],
                                   (state[0] + 1, state[1])):
         successors.append(
             tetris.join_matrixes(state[2], state[5],
                                  (state[0] + 1, state[1])), 'RIGHT')
     state[5] = tetris.rotate_clockwise(state[5])
     if not tetris.check_collision(state[2], state[5],
                                   (state[0], state[1])):
         successors.append(
             tetris.join_matrixes(state[2], state[5], (state[0], state[1])),
             'UP')
     return successors