Exemple #1
0
def processPgnHalfmove(move, state):
    """
    Halfmove format:
    (Piece)(rank)(file)(x)[endloc](promotion)(check(m))
    """
    if re.match("O-O[^-]*", move):
        if state.getTurn() == Turn.WHITE:
            return Move.constructCastle(Castle.WKING)
        else:
            return Move.constructCastle(Castle.BKING)
    elif re.match("O-O-O[^-]*", move):
        if state.getTurn() == Turn.WHITE:
            return Move.constructCastle(Castle.WQUEEN)
        else:
            return Move.constructCastle(Castle.BQUEEN)

    # regstr = "([QKNRB]?)([a-h]?)([1-8]?)x?([a-h][1-8])((?=QNRB)?)[+#]?"
    regstr = "([QKNRB]?)([a-h]?)([1-8]?)x?([a-h][1-8])=?([QNRB]?)[+#]?"
    match = re.match(regstr, move)
    if match == None:
        logging.error(move)
    Piece, File, Rank, Endloc, Promotion = match.groups()

    return Move.constructFromPgnHalfmove(state, Piece, Rank, File, Endloc,
                                         Promotion)
Exemple #2
0
def get_king_moves_func(game_state, row, col):
    moves = []
    possibleMoves = [(row - 1, col - 1), (row - 1, col), (row - 1, col + 1),
                     (row, col - 1), (row, col + 1), (row + 1, col - 1),
                     (row + 1, col), (row + 1, col + 1)]
    if game_state.board[row][col][
            0] == game_state.cell_occupation_code_black:  #if black player
        for move in possibleMoves:
            if (0 <= move[0] < 8) and (0 <= move[1] < 8):
                if game_state.board[move[0]][move[1]][
                        0] == game_state.cell_occupation_code_black:  #guarding move
                    moves.append(
                        Move(game_state, [row, col], [move[0], move[1]]))
                elif game_state.board[move[0]][move[1]][
                        0] == game_state.cell_occupation_code_white:  #capturing move
                    moves.append(
                        Move(game_state, [row, col], [move[0], move[1]]))

    if game_state.board[row][col][
            0] == game_state.cell_occupation_code_white:  #if white player
        for move in possibleMoves:
            if (0 <= move[0] < 8) and (0 <= move[1] < 8):
                if game_state.board[move[0]][move[1]][
                        0] == game_state.cell_occupation_code_white:  #guarding move
                    moves.append(
                        Move(game_state, [row, col], [move[0], move[1]]))
                elif game_state.board[move[0]][move[1]][
                        0] == game_state.cell_occupation_code_black:  #capturing move
                    moves.append(
                        Move(game_state, [row, col], [move[0], move[1]]))
    return moves
Exemple #3
0
    def play_game(self):
        """
            Load the model and check if the model performs better and save the result.
            """
        self.reset()
        i = 0

        while self.winner is None:
            if i % 2 == 0:
                legal_move = self.legal_move()
                move = self.chessClassW.getMovePreference(
                    self.myState, legal_move)

                self.log_move(move)
                self.myState = move.apply(self.myState)

            else:

                while (True):
                    move = input("Enter a move: ")
                    if (self.board.is_legal(chess.Move.from_uci(move))):
                        break
                    else:
                        print("Invalid Move Try Again")
                        print()

                start_loc = move[:2]
                end_loc = move[2:]

                my_move = Move(start_loc, end_loc)

                self.log_move(my_move)
                self.myState = my_move.apply(self.myState)

            self.num_halfmoves += 1

            if self.board.result(claim_draw=True) != "*":
                if self.winner is None:
                    self.result = self.board.result(claim_draw=True)
                if self.result == '1-0':
                    self.winner = 1
                elif self.result == '0-1':
                    self.winner = -1
                else:
                    self.winner = 0.5

            print(move)
            print()
            i = i + 1

        print(self.result)
Exemple #4
0
 def play(self, game_state, possible_moves):
     if self.is_ai_player:
         best_score = -1000000
         best_move = None
         for move in possible_moves:
             next_state = GameState()
             fogged_move = Move(
                 game_state.generate_fog_of_war_state(),
                 [move.from_row_col[0], move.from_row_col[1]],
                 [move.to_row_col[0], move.to_row_col[1]])
             next_state.set_from_move(fogged_move)
             move_score = h(next_state, self.heuristic_weights)
             if move_score > best_score:
                 best_score = move_score
                 best_move = move
         return best_move
     else:
         game_state.generate_fog_of_war_state().print_board()
         print("Select a move: ")
         for i in range(len(possible_moves)):
             print(
                 str(i) + ': ' + GameState.row_col_to_chess_position_str(
                     possible_moves[i].from_row_col[0],
                     possible_moves[i].from_row_col[1]) + ' -> ' +
                 GameState.row_col_to_chess_position_str(
                     possible_moves[i].to_row_col[0],
                     possible_moves[i].to_row_col[1]))
         move_index = int(input())
         return possible_moves[move_index]
Exemple #5
0
def get_pawn_moves_func(game_state, row, col):
    moves = []

    # Capture
    if (row < 7 and col < 7 and game_state.board[row][col][0]
            == game_state.cell_occupation_code_black
            and game_state.board[row + 1][col + 1][0]
            == game_state.cell_occupation_code_white):
        moves.append(Move(game_state, [row, col], [row + 1, col + 1]))
    if (row < 7 and col < 7 and game_state.board[row][col][0]
            == game_state.cell_occupation_code_black
            and game_state.board[row + 1][col + 1][0]
            == game_state.cell_occupation_code_black):
        moves.append(Move(game_state, [row, col], [row + 1, col + 1]))
    if (row < 7 and col > 0 and game_state.board[row][col][0]
            == game_state.cell_occupation_code_black
            and game_state.board[row + 1][col - 1][0]
            == game_state.cell_occupation_code_white):
        moves.append(Move(game_state, [row, col], [row + 1, col - 1]))
    if (row < 7 and col > 0 and game_state.board[row][col][0]
            == game_state.cell_occupation_code_black
            and game_state.board[row + 1][col - 1][0]
            == game_state.cell_occupation_code_black):
        moves.append(Move(game_state, [row, col], [row + 1, col - 1]))
    if (row > 0 and col < 7 and game_state.board[row][col][0]
            == game_state.cell_occupation_code_white
            and game_state.board[row - 1][col + 1][0]
            == game_state.cell_occupation_code_black):
        moves.append(Move(game_state, [row, col], [row - 1, col + 1]))
    if (row > 0 and col < 7 and game_state.board[row][col][0]
            == game_state.cell_occupation_code_white
            and game_state.board[row - 1][col + 1][0]
            == game_state.cell_occupation_code_white):
        moves.append(Move(game_state, [row, col], [row - 1, col + 1]))
    if (row > 0 and col > 0 and game_state.board[row][col][0]
            == game_state.cell_occupation_code_white
            and game_state.board[row - 1][col - 1][0]
            == game_state.cell_occupation_code_black):
        moves.append(Move(game_state, [row, col], [row - 1, col - 1]))
    if (row > 0 and col > 0 and game_state.board[row][col][0]
            == game_state.cell_occupation_code_white
            and game_state.board[row - 1][col - 1][0]
            == game_state.cell_occupation_code_white):
        moves.append(Move(game_state, [row, col], [row - 1, col - 1]))

    return moves
Exemple #6
0
    def legal_move(self):
        """
        Function to get all the legal moves.
        """
        # Portion of code before the move is made.
        legal_moves = []

        for move in self.board.legal_moves:
            move_str = move.uci()
            start_loc = move_str[:2]
            end_loc = move_str[2:]

            my_move = Move(start_loc, end_loc)
            legal_moves.append(my_move)

        return legal_moves
Exemple #7
0
    def legal_move(self):
        """
        Function to get all the legal moves.
        """
        # used python-chess to get all legal moves.
        legal_moves = []

        for move in self.board.legal_moves:
            move_str = move.uci()
            start_loc = move_str[:2]
            end_loc = move_str[2:]

            # Casting the move returned by the python-chess to our implementation.
            my_move = Move(start_loc, end_loc)
            legal_moves.append(my_move)

        return legal_moves
Exemple #8
0
def main():
    parser = argparse.ArgumentParser()
    parser.add_argument(
        "-T",
        "--outTensor",
        help="File to which to write out loaded and parsed data",
        type=argparse.FileType("wb"),
        nargs="?")
    parser.add_argument(
        "-M",
        "--outModel",
        help="File to which to write out loaded, parsed, and trained model",
        type=argparse.FileType("wb"),
        nargs="?")
    group = parser.add_argument_group("Source Data",
                                      "Data source for the Supervised model")
    group.add_argument("-m",
                       "--modelIn",
                       help="File containing saved trained model",
                       type=argparse.FileType("rb"),
                       nargs="?")
    group.add_argument("-p",
                       "--pgnFiles",
                       help="Filename(s) of pgn games to load",
                       type=argparse.FileType("r"),
                       nargs="+")
    group.add_argument(
        "-t",
        "--tensorData",
        help="Filename of file containing saved tensor data of a dataset",
        type=argparse.FileType("rb"),
        nargs="?")

    args = parser.parse_args()
    if not (args.modelIn or args.pgnFiles or args.tensorData):
        parser.error(
            "Must have Source Data; use --modelIn, --pgnFiles, or --tensorData option"
        )
        exit()

    supChess = SupervisedChess(savedModel=args.modelIn)
    supChess.trainModel(pgnTensors=args.tensorData,
                        pgnFiles=args.pgnFiles,
                        outTensor=args.outTensor,
                        outModel=args.outModel)

    myState = GameState.getInitialState()
    myMove = Move("b2", "b4")

    legalMoves = [
        Move('a2', 'a3'),
        Move('a2', 'a4'),
        Move('b2', 'b3'),
        Move('b2', 'b4'),
        Move('c2', 'c3'),
        Move('c2', 'c4'),
        Move('d2', 'd3'),
        Move('d2', 'd4'),
        Move('e2', 'e3'),
        Move('e2', 'e4'),
        Move('f2', 'f3'),
        Move('f2', 'f4'),
        Move('g2', 'g3'),
        Move('g2', 'g4'),
        Move('h2', 'h3'),
        Move('h2', 'h4'),
        Move('b1', 'a3'),
        Move('b1', 'c3'),
        Move('g1', 'f3'),
        Move('g1', 'h3'),
    ]

    bestMove = supChess.getMovePreference(myState, legalMoves)
    logging.info("Best move registered as %s" % bestMove)
Exemple #9
0
def get_bishop_moves_func(game_state, row, col):
    moves = []
    if game_state.board[row][col][
            0] == game_state.cell_occupation_code_black:  #if black player
        for r, c in zip(range(row - 1, -1, -1), range(col - 1, -1,
                                                      -1)):  #seacrhes diag1
            if game_state.board[r][c][
                    0] == game_state.cell_occupation_code_white:  #capturing move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
            elif game_state.board[r][c][
                    0] == game_state.cell_occupation_code_black:  #guarding move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
        for r, c in zip(range(row + 1, 8, 1), range(col + 1, 8,
                                                    1)):  #seacrhes diag2
            if game_state.board[r][c][
                    0] == game_state.cell_occupation_code_white:  #capturing move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
            elif game_state.board[r][c][
                    0] == game_state.cell_occupation_code_black:  #guarding move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
        for r, c in zip(range(row + 1, 8, 1), range(col - 1, -1,
                                                    -1)):  #seacrhes diag3
            if game_state.board[r][c][
                    0] == game_state.cell_occupation_code_white:  #capturing move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
            elif game_state.board[r][c][
                    0] == game_state.cell_occupation_code_black:  #guarding move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
        for r, c in zip(range(row - 1, -1, -1), range(col + 1, 8,
                                                      1)):  #seacrhes diag3
            if game_state.board[r][c][
                    0] == game_state.cell_occupation_code_white:  #capturing move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
            elif game_state.board[r][c][
                    0] == game_state.cell_occupation_code_black:  #guarding move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
    if game_state.board[row][col][
            0] == game_state.cell_occupation_code_white:  #if white player
        for r, c in zip(range(row - 1, -1, -1), range(col - 1, -1,
                                                      -1)):  #seacrhes diag1
            if game_state.board[r][c][
                    0] == game_state.cell_occupation_code_black:  #capturing move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
            elif game_state.board[r][c][
                    0] == game_state.cell_occupation_code_white:  #guarding move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
        for r, c in zip(range(row + 1, 8, 1), range(col + 1, 8,
                                                    1)):  #seacrhes diag2
            if game_state.board[r][c][
                    0] == game_state.cell_occupation_code_black:  #capturing move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
            elif game_state.board[r][c][
                    0] == game_state.cell_occupation_code_white:  #guarding move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
        for r, c in zip(range(row + 1, 8, 1), range(col - 1, -1,
                                                    -1)):  #seacrhes diag3
            if game_state.board[r][c][
                    0] == game_state.cell_occupation_code_black:  #capturing move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
            elif game_state.board[r][c][
                    0] == game_state.cell_occupation_code_white:  #guarding move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
        for r, c in zip(range(row - 1, -1, -1), range(col + 1, 8,
                                                      1)):  #seacrhes diag3
            if game_state.board[r][c][
                    0] == game_state.cell_occupation_code_black:  #capturing move
                moves.append(Move(game_state, [row, col], [r, c]))
                break
            elif game_state.board[r][c][
                    0] == game_state.cell_occupation_code_white:  #guarding move
                moves.append(Move(game_state, [row, col], [r, c]))
                break

    return moves
Exemple #10
0
def get_rook_moves_func(game_state, row,
                        col):  #excuse me for this awfully long function
    moves = []
    if game_state.board[row][col][
            0] == game_state.cell_occupation_code_black:  #if black player
        for i in range(row - 1, -1, -1):  #searches vertically, upwards
            if game_state.board[i][col][
                    0] == game_state.cell_occupation_code_white:  #capturing move
                moves.append(Move(game_state, [row, col], [i, col]))
                break
            elif game_state.board[i][col][
                    0] == game_state.cell_occupation_code_black:  #guarding move
                moves.append(Move(game_state, [row, col], [i, col]))
                break
        for i in range(row + 1, 8, 1):  #searches vertically, downwards
            if game_state.board[i][col][
                    0] == game_state.cell_occupation_code_white:  #capturing move
                moves.append(Move(game_state, [row, col], [i, col]))
                break
            elif game_state.board[i][col][
                    0] == game_state.cell_occupation_code_black:  #guarding move
                moves.append(Move(game_state, [row, col], [i, col]))
                break
        for i in range(col + 1, 8,
                       1):  #searches horizontally to the right of the piece
            if game_state.board[row][i][
                    0] == game_state.cell_occupation_code_white:  #capturing move
                moves.append(Move(game_state, [row, col], [row, i]))
                break
            elif game_state.board[row][i][
                    0] == game_state.cell_occupation_code_black:  #guarding move
                moves.append(Move(game_state, [row, col], [row, i]))
                break
        for i in range(col - 1, -1,
                       -1):  #searches horizontally to the left of the piece
            if game_state.board[row][i][
                    0] == game_state.cell_occupation_code_white:  #capturing move
                moves.append(Move(game_state, [row, col], [row, i]))
                break
            elif game_state.board[row][i][
                    0] == game_state.cell_occupation_code_black:  #guarding move
                moves.append(Move(game_state, [row, col], [row, i]))
                break
    elif game_state.board[row][col][
            0] == game_state.cell_occupation_code_white:  #if white player
        for i in range(row - 1, -1, -1):  #searches vertically, upwards
            if game_state.board[i][col][
                    0] == game_state.cell_occupation_code_black:  #capturing move
                moves.append(Move(game_state, [row, col], [i, col]))
                break
            elif game_state.board[i][col][
                    0] == game_state.cell_occupation_code_white:  #guarding move
                moves.append(Move(game_state, [row, col], [i, col]))
                break
        for i in range(row + 1, 8, 1):  #searches vertically, downwards
            if game_state.board[i][col][
                    0] == game_state.cell_occupation_code_black:  #capturing move
                moves.append(Move(game_state, [row, col], [i, col]))
                break
            elif game_state.board[i][col][
                    0] == game_state.cell_occupation_code_white:  #guarding move
                moves.append(Move(game_state, [row, col], [i, col]))
                break
        for i in range(col + 1, 8,
                       1):  #searches horizontally to the right of the piece
            if game_state.board[row][i][
                    0] == game_state.cell_occupation_code_black:  #capturing move
                moves.append(Move(game_state, [row, col], [row, i]))
                break
            elif game_state.board[row][i][
                    0] == game_state.cell_occupation_code_white:  #guarding move
                moves.append(Move(game_state, [row, col], [row, i]))
                break
        for i in range(col - 1, -1,
                       -1):  #searches horizontally to the left of the piece
            if game_state.board[row][i][
                    0] == game_state.cell_occupation_code_black:  #capturing move
                moves.append(Move(game_state, [row, col], [row, i]))
                break
            elif game_state.board[row][i][
                    0] == game_state.cell_occupation_code_white:  #guarding move
                moves.append(Move(game_state, [row, col], [row, i]))
                break
    return moves
Exemple #11
0
 def reset(self):
     self.num_halfmoves = 0
     self.winner = None  # type: Winner
     self.turn = None
     self.resigned = False
     self.result = None
     self.board = chess.Board()
     self.myState = GameState.getInitialState()
     self.legalMoves = [
         Move('a2', 'a3'),
         Move('a2', 'a4'),
         Move('b2', 'b3'),
         Move('b2', 'b4'),
         Move('c2', 'c3'),
         Move('c2', 'c4'),
         Move('d2', 'd3'),
         Move('d2', 'd4'),
         Move('e2', 'e3'),
         Move('e2', 'e4'),
         Move('f2', 'f3'),
         Move('f2', 'f4'),
         Move('g2', 'g3'),
         Move('g2', 'g4'),
         Move('h2', 'h3'),
         Move('h2', 'h4'),
         Move('b1', 'a3'),
         Move('b1', 'c3'),
         Move('g1', 'f3'),
         Move('g1', 'h3'),
     ]