Exemple #1
0
def minimax(position, depth, alpha, beta, player, maxp, playerObj1, pos):
    # if(position is None):
    #     return(0)
    
    res = arena.check_for_win(position.boardpos, pos,player)
    if(not res):
        res = arena.check_for_win(position.boardpos, pos, gametree.toggle(player))
    if(res or (position.leaf) or (position.endPos) or (depth == 0)):
        if(maxp != player):
            return(-(10**(depth))*evaluation(playerObj1, position, player))
        return((10**depth)*evaluation(playerObj1, position, player))
    
    if(maxp == player):
        maxeval = -INF
        for pos,child in enumerate(position.children):
            if(child is not None):
                el = minimax(child, depth-1, alpha, beta, gametree.toggle(player), maxp, playerObj1, pos)
                maxeval = max(maxeval, el)
                alpha = max(alpha, el)
                if(beta <= alpha):
                    break
        return(maxeval)
    
    else:
        mineval = INF
        for pos, child in enumerate(position.children):
            if(child is not None):
                el = minimax(child, depth-1, alpha, beta, gametree.toggle(player), maxp, playerObj1, pos)
                mineval = min(mineval, el)
                beta = min(beta, el)
                if(beta <= alpha):
                    break
        return(mineval)
Exemple #2
0
    def _play_gat(self):
        playerObj1 = Temp()
        # fd = open("BAGENT.dna", 'wb')
        # pickle.dump(playerObj1, fd)
        # fd.close()

        oldpos = root.boardpos
        #move, root = movemaker.acceptmove(root, player)
        move = self.c
        root = root.childfren[self.c]
        gameOver = arena.change_vals(oldpos, move, player)
        player = gametree.toggle(player)

        if (not gameOver):
            oldpos = root.boardpos
            move, root = movemaker.move(playerObj1, root, player)
            gameOver = arena.change_vals(oldpos, move, player)
            player = gametree.toggle(player)
            if (gameOver):
                # print("Agent {} won with fitness {}".format(playerObj1.agentID, playerObj1.fitness))
                pass
Exemple #3
0
def referee(move, e):
    o = gt.toggle(e)
    move.players = dict()
    move.players[e] = []
    move.players[e].append(dual(move, e, o))
    move.players[e].append(four(move, e, o))
    move.players[e].append(three(move, e, o))
    if (move.players[e][2] > 1):
        move.players[e].append(move.players[e][2] - 1)
    else:
        move.players[e].append(0)
    # move.players[e].append(block(move,o,e))
    # move.players[e].append(block(move,o,0))

    move.players[o] = []
    move.players[o].append(dual(move, o, e))
    move.players[o].append(four(move, o, e))
    move.players[o].append(three(move, o, e))
    if (move.players[o][2] > 1):
        move.players[o].append(move.players[o][2] - 1)
    else:
        move.players[o].append(0)
    # move.players[o].append(block(move,e,o))
    # move.players[o].append(block(move,e,0))

    fitness = 0
    fitness = ((+((10**11) * move.players[e][1]) +
                ((10**5) * move.players[e][2]) +
                ((10**0) * move.players[e][0]) +
                ((10**7) * move.players[e][3])) -
               (((-1 * 10**13) * move.players[o][1]) +
                ((-1 * 10**5) * move.players[o][2]) +
                ((-1 * 10**0) * move.players[o][0])) +
               ((-1 * 10**8) * move.players[o][3]))

    # fitness=(((0*move.players[e][5])
    #           +((10**9)*move.players[e][1])
    #           +((10**5)*move.players[e][2])
    #           +((10**2)*move.players[e][0])
    #           +((-10**10)*move.players[e][4]))
    #          -((0*move.players[o][5])
    #            +((-1*10**9)*move.players[o][1])
    #            +((-1*10**5)*move.players[o][2])
    #            +((-1*10**2)*move.players[o][0])
    #            +((10**10)*move.players[o][4])))

    # playerObj2.fitness=pow(5,playerObj2.ftb)+pow(-5,playerObj1.ftb)+pow(2,playerObj2.th)+pow(3,playerObj2.tw)
    return fitness
Exemple #4
0
def move(playerObj1, root, player):
    if(any([i is not None for i in root.children])):

        if(1):
            think = 4
            start = time.time()
            pld = 1
            while(time.time()-start < think):
                # if(1):
                # print("At depth {}".format(pld))
                worthc = []
                # print("PLD is ", pd)
                for pos, child in enumerate(root.children):
                    if(child is not None):
                        # print("child is ", child)
                        worthc.append(minimax(child, pld-1, -INF, INF, gametree.toggle(player), player, playerObj1, pos))
                    else:
                        worthc.append(-INF)
                maxv = max(worthc)
                finc = [chld for chld in range(len(worthc)) if worthc[chld]==maxv]
                val = random.choice(finc)
                if(root.children[val] is None):
                    print("WARNING !!!")
                    val = 0
                    while(root.children[val] is None):
                        val += 1
                if(pld == pd):
                    break
                pld += 1
            # print("values are {}".format(worthc))
        else:
            pass


        root = root.children[val]
        root = addPlank(root)
        return(val, root)
    else:
        return(0, root)
Exemple #5
0
    def _canvasClick(self, event):
        if not self.gameOn: return
        if self.game.game_over: return

        if self.state == True:
            self.c = event.x // self.elementSize
            move = self.c
            self.oldpos = self.root.boardpos
            #print("pos = c ", self.c, self.root.children)
            move, self.root = movemaker.acceptmove(self.root, move)
            gameOver = arena.change_vals(self.oldpos, move, self.player)
            self.player = gametree.toggle(self.player)

            if (0 <= self.c < self.game.size['c']):
                self.drop(self.c)

                #send data to function

                self.draw()
                self._updateCurrentPlayer()

            if self.game.game_over:
                x = self.canvas.winfo_width() // 2
                y = self.canvas.winfo_height() // 2
                if self.game.game_over == 'draw':
                    t = 'DRAW!'
                else:
                    winner = self.p1 if self.game.first_player else self.p2
                    t = winner + ' won!'
                self.canvas.create_text(x,
                                        y,
                                        text=t,
                                        font=("Helvetica", 32),
                                        fill="#333")
                self.state = False

            else:
                oldpos = self.root.boardpos
                move, self.root = movemaker.move(self.playerObj1, self.root,
                                                 self.player)
                gameOver = arena.change_vals(self.oldpos, move, self.player)
                self.player = gametree.toggle(self.player)
                self.c = move
                if (0 <= self.c < self.game.size['c']):
                    self.drop(self.c)

                    #send data to function

                    self.draw()
                    self._updateCurrentPlayer()

                if self.game.game_over:
                    x = self.canvas.winfo_width() // 2
                    y = self.canvas.winfo_height() // 2
                    if self.game.game_over == 'draw':
                        t = 'DRAW!'
                    else:
                        winner = self.p1 if self.game.first_player else self.p2
                        t = winner + ' won!'
                    self.canvas.create_text(x,
                                            y,
                                            text=t,
                                            font=("Helvetica", 32),
                                            fill="#333")
                    self.state = True
Exemple #6
0
def evaluation(playerObj, root, player):
    
    # print("from eval ")
    # print("for player ", player)
    # print("arr is ", list(root.boardpos.players[player]) + list(root.boardpos.players[gametree.toggle(player)]))
    # print(" 0  1  2  3  4  5  6")
    # for i in range(0,6):
    #     print(root.boardpos.a[i])
    
    mixer = np.array(playerObj.dna).reshape(1, 8)
    res = np.ndarray.tolist((np.dot(mixer, np.array(list(root.boardpos.players[player]) + list(root.boardpos.players[gametree.toggle(player)])))))
    # print("RES IS {}".format(res))
    # res = referee.referee(root.boardpos, player)
    # print("The last vec is ", list(root.boardpos.players[player].values()))
    # print("boardpos.players[player] ", root.boardpos.players[player])
    # print("boardpos.players[toggle-player] ", root.boardpos.players[gametree.toggle(player)])
    return(res[0])
Exemple #7
0
if (__name__ == "__main__"):
    # fd = open("EP-BAGENT.dna", 'rb')
    # playerObj1 = pickle.load(fd)
    # fd.close()
    # print("Agent is ", playerObj1.dna)
    playerObj1 = Temp()
    fd = open("BAGENT.dna", 'wb')
    pickle.dump(playerObj1, fd)
    fd.close()
    gameOver = False
    player = 1
    root = gametree.TreeNode(parent=None, player=player)
    root.makeTree(pd)
    board = boardpos.Boardpos()
    while (not gameOver):
        oldpos = root.boardpos
        move, root = movemaker.acceptmove(root, player)
        gameOver = arena.change_vals(oldpos, move, player)
        player = gametree.toggle(player)

        if (not gameOver):
            oldpos = root.boardpos
            move, root = movemaker.move(playerObj1, root, player)
            # move, root = movemaker.acceptmove(root, player)
            gameOver = arena.change_vals(oldpos, move, player)
            player = gametree.toggle(player)
            if (gameOver):
                # print("Agent {} won with fitness {}".format(playerObj1.agentID, playerObj1.fitness))
                pass