Exemple #1
0
 def get_all_moves(self):
     moves = []
     for i in range(0, self.size):
         for j in range(0, self.size):
             point = Point(i, j)
             move = Move(point)
             moves.append(move)
     pass_move = Move()
     moves.append(pass_move)
     return moves
Exemple #2
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    def get_legal_moves(self):
        moves = []
        for i in range(0, self.board.board_size):
            for j in range(0, self.board.board_size):
                point = Point(i, j)
                move = Move(self.board, point)
                if move.is_valid_move():
                    moves.append(move)

        pass_move = Move(self.board, None)
        moves.append(pass_move)
        return moves
Exemple #3
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    def __init__(self, n, path="input.txt"):
        self.size = n
        with open(path, 'r') as f:
            lines = f.readlines()

            self.our_player = int(lines[0])
            self.other_player = 3 - self.our_player
            self.cur_step_num = None
            # self.good_moves = [Move(Point(1, 1)),
            #                    Move(Point(1, 2)),
            #                    Move(Point(1, 3)),
            #                    Move(Point(2, 1)),
            #                    Move(Point(2, 3)),
            #                    Move(Point(3, 1)),
            #                    Move(Point(3, 2)),
            #                    Move(Point(3, 3))]
            self.good_moves = [
                Move(Point(1, 1)),
                Move(Point(1, 3)),
                Move(Point(3, 1)),
                Move(Point(3, 3))
            ]

            previous_board_arr = []
            current_board_arr = []
            black_stones = 0
            white_stones = 0

            for line in lines[1:self.size + 1]:
                row = [int(x) for x in line.rstrip('\n')]

                previous_board_arr.append(row)

            for line in lines[self.size + 1:2 * self.size + 1]:
                row = []
                for x in line.rstrip('\n'):
                    row.append(int(x))
                    if int(x) == BLACK:
                        black_stones += 1
                    elif int(x) == WHITE:
                        white_stones += 1
                current_board_arr.append(row)

            previous_board = Board(self.size, previous_board_arr)
            current_board = Board(self.size, current_board_arr)
            self.board = current_board
            self.previous_state = State(previous_board, None,
                                        self.other_player, None)
            self.active_state = State(current_board, self.previous_state,
                                      self.our_player, None)
            self.set_step_num(black_stones, white_stones)
Exemple #4
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 def select_move(self):
     go = Go(self.size)
     self.all_moves = go.get_all_moves()
     self.our_player = go.our_player
     moves = deepcopy(self.all_moves)
     shuffle(moves)
     best_moves_list = []
     best_recorded_score = MIN_SCORE
     if self.depth < 1:
         for move in moves:
             new_state = go.active_state.apply_move(move)
             if new_state is not None:
                 if not new_state.board.fills_own_eye(move):
                     best_moves_list.append(move)
     else:
         for move in moves:
             new_state = go.active_state.apply_move(move)
             if new_state is not None:
                 if not new_state.board.fills_own_eye(move):
                     cur_move_score = self.min_value(new_state, self.depth-1)
                     if cur_move_score == best_recorded_score:
                         best_moves_list.append(move)
                     if cur_move_score > best_recorded_score:
                         best_moves_list = [move]
                         best_recorded_score = cur_move_score
         if not best_moves_list:
             best_moves_list.append(Move())
     return random.choice(best_moves_list)
Exemple #5
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 def __init__(self, size):
     self.size = size
     self.type = 'AlphaBeta'
     self.all_moves = None
     self.our_player = None
     self.depth = None
     self.step_num = None
     self.remaining_steps = None
     self.center_moves_set = (Move(Point(1, 1)),
                              Move(Point(1, 2)),
                              Move(Point(1, 3)),
                              Move(Point(2, 1)),
                              Move(Point(2, 2)),
                              Move(Point(2, 3)),
                              Move(Point(3, 1)),
                              Move(Point(3, 2)),
                              Move(Point(3, 3)))
Exemple #6
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    def select_move(self):
        go = Go(self.size)
        self.all_moves = go.get_all_moves()
        self.our_player = go.our_player
        self.step_num = go.cur_step_num
        if self.step_num < 5:
            move = go.valid_good_move()
            if isinstance(move, Move):
                return move
        elif self.step_num < 9:
            self.depth = 2
        elif self.step_num < 15:
            self.depth = 3
        else:
            self.depth = 4
        self.remaining_steps = 24 - self.step_num
        moves = deepcopy(self.all_moves)
        shuffle(moves)
        best_moves_set = set()
        alpha = MIN_SCORE
        beta = MAX_SCORE
        best_recorded_score = MIN_SCORE

        for move in moves:
            new_state = go.active_state.apply_move(move)
            if new_state is not None:
                    cur_move_score = self.min_value(new_state, 0, alpha, beta)
                    if cur_move_score == best_recorded_score:
                        best_moves_set.add(move)
                    if cur_move_score > best_recorded_score:
                        best_moves_set = set()
                        best_moves_set.add(move)
                        best_recorded_score = cur_move_score
        priority_moves_set = best_moves_set.intersection(self.center_moves_set)
        if priority_moves_set:
            return random.choice(list(priority_moves_set))
        elif best_moves_set:
            return random.choice(list(best_moves_set))
        else:
            return Move()
Exemple #7
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    def select_move(self):
        go = Go(self.size)
        self.all_moves = go.get_all_moves()
        self.our_player = go.our_player
        self.step_num = go.cur_step_num
        self.depth = min(self.depth, 24 - self.step_num)
        if self.step_num < 7:
            return go.valid_good_move()

        moves = deepcopy(self.all_moves)
        shuffle(moves)
        best_moves_list = []
        alpha = MIN_SCORE
        beta = MAX_SCORE
        best_recorded_score = MIN_SCORE
        if self.depth < 0:
            for move in moves:
                new_state = go.active_state.apply_move(move)
                if new_state is not None:
                    if not new_state.board.fills_own_eye(move):
                        best_moves_list.append(move)
        else:
            for move in moves:
                new_state = go.active_state.apply_move(move)
                if new_state is not None:
                    if not new_state.board.fills_own_eye(move):
                        cur_move_score = self.min_value(
                            new_state, self.depth, alpha, beta)
                        if cur_move_score == best_recorded_score:
                            best_moves_list.append(move)
                        if cur_move_score > best_recorded_score:
                            best_moves_list = [move]
                            best_recorded_score = cur_move_score
            if not best_moves_list:
                best_moves_list.append(Move())
        return random.choice(best_moves_list)