def test_add_random_tile(self):

        tab = np.array(
            [[0,0,0,0],
             [0,0,0,0],
             [0,0,0,0],
             [0,0,0,0]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        grid.add_random_tile()
        self.assertTrue(grid.matrix.sum() > 0)

        tab = np.array(
            [[2,2,2,2],
             [2,2,2,2],
             [2,2,2,2],
             [2,2,2,2]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertRaises(grid.add_random_tile())

        tab = np.array(
            [[1,1,1,1],
             [1,1,1,1],
             [1,1,1,1],
             [1,1,1,1]]
        )
        for row in range(4):
            for column in range(4):
                grid = GGL.gameGridLight(0, 0, tab)
                grid.matrix[row, column] = 0
                grid.add_random_tile()
                self.assertTrue(grid.matrix.sum() > 16)
    def test_MoveRight(self):
        tab = np.array(
            [[2,2,0,0],
             [2,0,2,0],
             [2,0,0,2],
             [0,2,0,2]]
        )
        target = np.array(
            [[0,0,0,4],
             [0,0,0,4],
             [0,0,0,4],
             [0,0,0,4]]
        )
        grid = GGL.gameGridLight(0,0,tab)
        grid.moveRight()
        self.assertTrue(GGL.array2DEquals(grid.matrix, target), str(grid.matrix) + "\n" + str(target))

        tab = np.array(
            [[2,2,0,2],
             [2,0,4,2],
             [0,2,0,4],
             [4,0,2,2]]
        )
        target = np.array(
            [[0,0,2,4],
             [0,2,4,2],
             [0,0,2,4],
             [0,0,4,4]]
        )
        grid = GGL.gameGridLight(0,0,tab)
        grid.moveRight()
        self.assertTrue(GGL.array2DEquals(grid.matrix, target), str(grid.matrix) + "\n" + str(target))
    def test_Initialisation(self):
        tab = np.array(
            [[0,0,0,0],
             [0,0,0,0],
             [0,0,0,0],
             [0,0,0,0]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertEqual(4, grid.rows)
        self.assertEqual(4, grid.columns)

        grid = GGL.gameGridLight(3, 4)
        self.assertEqual(3, grid.rows)
        self.assertEqual(4, grid.columns)
        self.assertTrue(GGL.array2DEquals(grid.matrix, np.zeros([3,4])))
Exemple #4
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def runSimulation(params):
    firstDirection = params[0]
    gridMatrix = params[1]

    scores = []
    deeps  = []

    grid = GGL.gameGridLight(matrix=gridMatrix)

    for i in range(NB_SIMULATIONS_MC):
        grid_MC = grid.clone()

        deep = 0
        score = 0
        while deep < DEEP_SIMULATIONS:
            if deep == 0:
                direction = firstDirection
            else:
                direction = random.choice( AVAILABLE_MOVES )
            current_score, have_moved = grid_MC.moveTo(direction)
            score += current_score

            if have_moved:
                deep += 1
                grid_MC.add_random_tile()
            else:
                break

        scores.append(score)
        deeps.append(deep)
    return getScore(scores, deeps)
Exemple #5
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    def move_next(self, gameBoard, gridHistory, scoreHistory):
        if gameBoard.grid.isGameOver:
            return ""

        gridMatrix = gameBoard.grid.toIntMatrix()
        grid = GGL.gameGridLight(matrix=gridMatrix)

        direction, _ = evalMoveTo(grid, DEEP)
        return direction
    def test_is_full(self):
        tab = np.array(
            [[0,0,0,0],
             [0,0,0,0],
             [0,0,0,0],
             [0,0,0,0]]
        )
        grid = GGL.gameGridLight(0,0,tab)
        self.assertFalse(grid.is_full())

        tab = np.array(
            [[2,2,2,2],
             [2,2,2,2],
             [2,2,2,2],
             [2,2,2,2]]
        )
        grid = GGL.gameGridLight(0,0,tab)
        self.assertTrue(grid.is_full())

        tab = np.array(
            [[2,4,2,4],
             [2,4,2,4],
             [2,4,2,4],
             [2,4,2,4]]
        )
        grid = GGL.gameGridLight(0,0,tab)
        self.assertTrue(grid.is_full())

        tab = np.array(
            [[1,1,3,4],
             [5,6,7,8],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertTrue(grid.is_full())

        for row in range(4):
            for col in range(4):
                loc_tab = np.array(tab)
                loc_tab[row, col] = 0
                grid = GGL.gameGridLight(0, 0, loc_tab)
                self.assertFalse(grid.is_full(), "Error at ({0}, {1})\n{2}".format(row, col, grid.matrix))
Exemple #7
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    def move_next(self, gameBoard, gridHistory, scoreHistory):
        if gameBoard.grid.isGameOver:
            return ''

#        print("\n\n_______________________________________________\n\n" )

        gridMatrix = gameBoard.grid.toIntMatrix()
#        print(gridMatrix)
        grid = GGL.gameGridLight(matrix=gridMatrix)

        direction, _ = evalMoveTo(grid, DEEP)
        print("Moving to " + direction)
        return direction
    def move_next(self, gameBoard, gridHistory, scoreHistory):
        if gameBoard.grid.isGameOver:
            return ""

        gridMatrix = gameBoard.grid.toIntMatrix()

        best_score = -1
        best_move = ""
        for direction in ai_bestScoreNextMove.Available_moves:
            gameGrid = GGL.gameGridLight(matrix=gridMatrix)
            current_score, have_moved = gameGrid.moveTo(direction)

            if (have_moved) and (current_score > best_score):
                best_score = current_score
                best_move = direction

        print("{0:<5} with score {1}".format(best_move, best_score))
        return best_move
Exemple #9
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    def move_next(self, gameBoard, gridHistory, scoreHistory):
        if gameBoard.grid.isGameOver:
            return ''

        nbSimulation = 1000
        deepSimulation = 6

        simuationScores = SimulationNode()
        gridMatrix = gameBoard.grid.toIntMatrix()

        for i in range(nbSimulation):
            grid = GGL.gameGridLight(matrix=gridMatrix)

            deep = 0
            score = 0
            directions = []
            while deep < deepSimulation:
                direction = random.choice( available_moves )
#                print("{0} Moving {1}".format('  ' * deep, direction))

                directions.append(direction)
                current_score, have_moved = grid.moveTo(direction)
                score += current_score

                if have_moved:
                    deep += 1
                    grid.add_random_tile()
                else:
                    deep = deepSimulation + 1 # end

            simuationScores.addScore(directions[0], score)

#            print("Action {0:<5} => {1} pts".format(directions[0], score))

        best_move = simuationScores.getBestMove()
#        print("Best move : " + str(best_move))
#        print("")
        return best_move
Exemple #10
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    def test_canMoveDown(self):
        # Set a number at the bottom of each column => can't move down
        tab = np.zeros([4,4])
        for column in range(4):
            grid = GGL.gameGridLight(matrix=tab)
            grid.matrix[3,column] = 2
            self.assertFalse(grid.canMoveDown(), "Can move down \n" + str(grid.matrix))

        # Set a number everywhere but at the bottom of each column => can move down
        tab = np.zeros([4,4])
        for row in range(0, 3):
            for column in range(4):
                grid = GGL.gameGridLight(matrix=tab)
                grid.matrix[row, column] = 2
                self.assertTrue(grid.canMoveDown())

        # Set an empty tile everywhere but at the top of each column => can move down
        tab = np.array(
            [[1,2,3,4],
             [5,6,7,8],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(matrix=tab)
        self.assertFalse(grid.canMoveDown())
        for row in range(1, 4):
            for column in range(4):
                grid = GGL.gameGridLight(matrix=tab)
                grid.matrix[row, column] = 0
                self.assertTrue(grid.canMoveDown())

        # Set 2 identical consecutive tile in a column => merge cells
        tab = np.array(
            [[1,2,3,4],
             [5,6,7,8],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(matrix=tab)
        self.assertFalse(grid.canMoveDown())
        for row in range(1, 4):
            for column in range(4):
                grid = GGL.gameGridLight(matrix=tab)
                grid.matrix[row, column] = grid.matrix[row -1, column] # copy cell from the one above
                self.assertTrue(grid.canMoveDown())       # merge cells
Exemple #11
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    def test_canMoveLeft(self):
        # Set a number at the left of each column => can't move left
        tab = np.zeros([4,4])
        for row in range(4):
            grid = GGL.gameGridLight(matrix=tab)
            grid.matrix[row, 0] = 2
            self.assertFalse(grid.canMoveLeft(), "Can move left ! \n" + str(grid.matrix))

        # Set a number everywhere but at the left of each column => can move left
        tab = np.zeros([4,4])
        for row in range(4):
            for column in range(1, 4):
                grid = GGL.gameGridLight(matrix=tab)
                grid.matrix[row, column] = 2
                self.assertTrue(grid.canMoveLeft())

        # Set an empty tile everywhere but at the right of each column => can move left
        tab = np.array(
            [[1,2,3,4],
             [5,6,7,8],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(matrix=tab)
        self.assertFalse(grid.canMoveLeft())
        for row in range(4):
            for column in range(0, 3):
                grid = GGL.gameGridLight(matrix=tab)
                grid.matrix[row, column] = 0
                self.assertTrue(grid.canMoveLeft())

        tab = np.array(
            [[1,2,3,4],
             [5,6,7,8],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(matrix=tab)
        self.assertFalse(grid.canMoveLeft())
        for row in range(4):
            for column in range(1, 4):
                grid = GGL.gameGridLight(matrix=tab)
                grid.matrix[row, column] = grid.matrix[row, column-1] # copy cell from the one above
                self.assertTrue(grid.canMoveLeft(), "should move left\n" + str(grid.matrix))       # merge cells
Exemple #12
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    def test_ArrayDEquals(self):
        a = np.array(
            [[0,0,0],
             [0,0,0]]
        )
        b = np.array(
            [[0,0],
             [0,0]]
        )
        self.assertFalse(GGL.array2DEquals(a, b))

        b = np.array(
            [[0,0,0],
             [0,0,0],
             [0,0,0]]
        )
        self.assertFalse(GGL.array2DEquals(a, b))

        b = np.array(
            [[0,0,0],
             [0,0,0]]
        )
        self.assertTrue(GGL.array2DEquals(a, b))

        a = np.array(
            [[1,3,0],
             [0,4,0]]
        )
        b = np.array(
            [[1,3,0],
             [1,4,0]]
        )
        self.assertFalse(GGL.array2DEquals(a, b))

        a = np.array(
            [[4,3,0],
             [0,4,0]]
        )
        b = np.array(
            [[1,3,0],
             [0,4,0]]
        )
        self.assertFalse(GGL.array2DEquals(a, b))

        a = np.array(
            [[1,3,0],
             [0,4,9]]
        )
        b = np.array(
            [[1,3,0],
             [0,4,0]]
        )
        self.assertFalse(GGL.array2DEquals(a, b))

        a = np.array(
            [[1,3,0],
             [0,4,0]]
        )
        b = np.array(
            [[1,3,0],
             [0,4,0]]
        )
        self.assertTrue(GGL.array2DEquals(a, b))
Exemple #13
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    def test_is_game_over_column(self):

        tab = np.array(
            [[1,5,1,5],
             [1,6,2,6],
             [3,7,3,7],
             [4,8,4,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,6,2,6],
             [2,7,3,7],
             [4,8,4,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,6,2,6],
             [3,7,3,7],
             [3,8,4,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,5,2,6],
             [3,7,3,7],
             [4,8,4,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,6,2,6],
             [3,6,3,7],
             [4,8,4,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,6,2,6],
             [3,7,3,7],
             [4,7,4,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,6,1,6],
             [3,7,3,7],
             [4,8,4,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,6,2,6],
             [3,7,2,7],
             [4,8,4,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,6,2,6],
             [3,7,3,7],
             [4,8,3,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,6,2,5],
             [3,7,3,7],
             [4,8,4,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,6,2,6],
             [3,7,3,6],
             [4,8,4,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,5,1,5],
             [2,6,2,6],
             [3,7,3,7],
             [4,8,4,7]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())
Exemple #14
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    def test_is_game_over_lines(self):
        tab = np.array(
            [[0,0,0,0],
             [0,0,0,0],
             [0,0,0,0],
             [0,0,0,0]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[2,2,2,2],
             [2,2,2,2],
             [2,2,2,2],
             [2,2,2,2]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,1,2],
             [3,4,3,4],
             [1,2,1,2],
             [3,4,3,4]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertTrue(grid.is_game_over())

        tab = np.array(
            [[1,1,3,4],
             [5,6,7,8],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,2,4],
             [5,6,7,8],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,3,3],
             [5,6,7,8],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,3,4],
             [5,5,7,8],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,3,4],
             [5,6,6,8],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,3,4],
             [5,6,7,7],
             [1,2,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,3,4],
             [5,6,7,8],
             [1,1,3,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,3,4],
             [5,6,7,8],
             [1,2,2,4],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,3,4],
             [5,6,7,8],
             [1,2,3,3],
             [5,6,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,3,4],
             [5,6,7,8],
             [1,2,3,4],
             [5,5,7,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,3,4],
             [5,6,7,8],
             [1,2,3,4],
             [5,6,6,8]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())

        tab = np.array(
            [[1,2,3,4],
             [5,6,7,8],
             [1,2,3,4],
             [5,6,7,7]]
        )
        grid = GGL.gameGridLight(0, 0, tab)
        self.assertFalse(grid.is_game_over())
Exemple #15
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    def test_canMergeUpDown(self):
        # Only one value, assert can't merge
        tab = np.array(
            [[0,0,0,0],
             [0,0,0,0],
             [0,0,0,0],
             [0,0,0,0]]
        )
        for row in range(4):
            for column in range(4):
                grid = GGL.gameGridLight(matrix=tab)
                grid.matrix[row, column] = 2
                self.assertFalse(grid.canMergeUpDown(), "Can merge : \n" + str(grid.matrix))

        tab = np.array(
            [[2,0,0,0],
             [2,0,0,0],
             [0,0,0,0],
             [0,0,0,0]]
        )
        grid = GGL.gameGridLight(matrix=tab)
        self.assertTrue(grid.canMergeUpDown())

        tab = np.array(
            [[0,2,0,0],
             [0,2,0,0],
             [0,0,0,0],
             [0,0,0,0]]
        )
        grid = GGL.gameGridLight(matrix=tab)
        self.assertTrue(grid.canMergeUpDown())

        tab = np.array(
            [[0,0,0,2],
             [0,0,0,2],
             [0,0,0,0],
             [0,0,0,0]]
        )
        grid = GGL.gameGridLight(matrix=tab)
        self.assertTrue(grid.canMergeUpDown())

        tab = np.array(
            [[0,0,0,0],
             [0,0,0,0],
             [0,0,0,2],
             [0,0,0,2]]
        )
        grid = GGL.gameGridLight(matrix=tab)
        self.assertTrue(grid.canMergeUpDown())

        tab = np.array(
            [[3,0,0,0],
             [2,0,0,0],
             [0,0,0,0],
             [0,0,0,0]]
        )
        grid = GGL.gameGridLight(matrix=tab)
        self.assertFalse(grid.canMergeUpDown())

        tab = np.array(
            [[0,0,0,3],
             [2,3,0,0],
             [0,0,0,3],
             [0,0,0,4]]
        )
        grid = GGL.gameGridLight(matrix=tab)
        self.assertFalse(grid.canMergeUpDown())