def test_custom_player(self): """ CustomPlayer successfully completes a game against itself """ agents = (Agent(CustomPlayer, "Player 1"), Agent(CustomPlayer, "Player 2")) initial_state = Isolation() winner, game_history, _ = play( (agents, initial_state, self.time_limit, 0)) state = initial_state moves = deque(game_history) while moves: state = state.result(moves.popleft()) if not state.terminal_test(): print( "Your agent with id:{state.player()} was not able to make a move in state:" ) print(state.player()) debug_state = DebugState.from_state(state) print(debug_state) raise Exception("Your agent did not play until a terminal state.") debug_state = DebugState.from_state(state) print(debug_state) print("Winner is: " + str(winner) + "!")
def attack(gameState, playerId): # Goal: Chase around the opponent, always minimizing the distance between the player and the opponent # Use ecl from isolation import DebugState #steal the dbug functions to make math easier #Ideally these would be imported somehow WIDTH = 11 HEIGHT = 9 player_loc = gameState.locs[playerId] opp_loc = gameState.locs[1 - playerId] #Get locations player_xy = DebugState.ind2xy(player_loc) opp_xy = DebugState.ind2xy(opp_loc) #Calculate the distance distance = (player_xy[0] - opp_xy[0])**2 + (player_xy[1] - opp_xy[1])**2 #Compute a normalization factor max_dist = (WIDTH)**2 + (HEIGHT)**2 #For attack we want to maximize score when distance is minimized return ((max_dist - distance) / max_dist ) # returns 1 when we are as close as possible to opponent
def get_action(self, state): """ Employ an adversarial search technique to choose an action available in the current state calls self.queue.put(ACTION) at least This method must call self.queue.put(ACTION) at least once, and may call it as many times as you want; the caller will be responsible for cutting off the function after the search time limit has expired. See RandomPlayer and GreedyPlayer in sample_players for more examples. ********************************************************************** NOTE: - The caller is responsible for cutting off search, so calling get_action() from your own code will create an infinite loop! Refer to (and use!) the Isolation.play() function to run games. ********************************************************************** """ # TODO: Replace the example implementation below with your own search # method by combining techniques from lecture # # EXAMPLE: choose a random move without any search--this function MUST # call self.queue.put(ACTION) at least once before time expires # (the timer is automatically managed for you) #print(self.load_q()) choice = self.decision(state) debug_state = DebugState() debug_board = debug_state.from_state(state) #sys.stdout.write( str(debug_board)) #sys.stdout.flush() #print(debug_board) self.queue.put(choice)
def distance(self, state): if None in state.locs: return 0 own_xy = DebugState.ind2xy(state.locs[self.player_id]) opp_xy = DebugState.ind2xy(state.locs[1 - self.player_id]) manhattan_distance = abs(own_xy[0] - opp_xy[0]) + abs(own_xy[1] - opp_xy[1]) euclidean_distance = math.sqrt((own_xy[0] - opp_xy[0])**2 + (own_xy[1] - opp_xy[1])**2) return euclidean_distance
def verbose_callback(game_state, action, active_player, active_idx, match_id, time_taken): if game_state.ply_count % 2 == 0 or game_state.terminal_test( ): # print every other move, plus endgame summary = "\nmatch: {} | move: {} | {:.2f}s | {}({}) => {}".format( match_id, game_state.ply_count, time_taken, active_player.__class__.__name__, active_idx, DebugState.ind2xy(action)) board = str(DebugState.from_state(game_state)) print(summary) logger.info(summary) print(board) logger.info(board)
def max_v(self, state, depth, alpha, beta, player): if state.terminal_test(): #print(state.utility(player), "aa") return state.utility(player) elif depth == 0: #print(len(state.liberties(state.locs[player])),"da") i = 0 if player == 0: i = 1 p1 = state.liberties(state.locs[player]) p2 = state.liberties(state.locs[i]) print(state.locs) print(self.walldist(state.locs[0]), "wallsdist") print('In get_action(), state received:') debug_board = DebugState.from_state(state) print(debug_board) nex1 = sum(len(state.liberties(A)) for A in p1) nex2 = sum(len(state.liberties(B)) for B in p2) if nex1 == 0: return float("-inf") elif nex2 == 0: return float("inf") return nex1**2 - nex2 #return len(p1)**2 - len(p2) v = float("-inf") for a in state.actions(): v = max( v, self.min_v(state.result(a), depth - 1, alpha, beta, player)) if v >= beta: #print(v,"WOOOOW") return v alpha = max(alpha, v) #print(v,"ja") return v
def build_tree(state, book, depth=4): if (depth == 0): debug_board = DebugState.from_state(state) print(debug_board) #using Open Move Score instead of raw wins if depth <= 0 or state.terminal_test(): return -simulate(state) action = alpha_beta_search(state, state.player(), 4) reward = build_tree(state.result(action), book, depth - 1) book[state.board][action] += reward return -reward
def get_action(self, state): TIME_LIMIT = 150 # milliseconds if state.terminal_test() or state.ply_count < 2: debug_board = DebugState.from_state(state) print(debug_board) self.queue.put(random.choice(state.actions())) else: debug_board = DebugState.from_state(state) print(debug_board) mcts = MonteCarloTreeSearch(state) res = mcts.best_action(TIME_LIMIT) if res: self.queue.put(res) elif state.actions(): self.queue.put(random.choice(state.actions())) else: self.queue.put(None)
def get_action(self, state): TIME_LIMIT = 150 # milliseconds if state.terminal_test() or state.ply_count < 2: debug_board = DebugState.from_state(state) print(debug_board) self.queue.put(random.choice(state.actions())) else: debug_board = DebugState.from_state(state) print(debug_board) minimaxAB = MinimaxAlphaBetaSearch(state, depth=6) res = minimaxAB.minimax_alphaBeta(TIME_LIMIT) if res: self.queue.put(res) elif state.actions(): self.queue.put(random.choice(state.actions())) else: self.queue.put(None)
def centeredness(gameState, playerId): # Goal: Maximize self-centeredness while preferring opponents at the edge # Reasoning: In the middle of the board you are more flexible then at the edges from isolation import DebugState #steal the dbug functions to make math easier player_loc = gameState.locs[playerId] opp_loc = gameState.locs[1 - playerId] #Process player location player_xy = DebugState.ind2xy(player_loc) x_centeredness = 5 - abs(5 - player_xy[0]) y_centeredness = 4 - abs(4 - player_xy[1]) player_centeredness = x_centeredness + y_centeredness #Process opponent location opp_xy = DebugState.ind2xy(opp_loc) opp_x_cent = 5 - abs(5 - opp_xy[0]) opp_y_cent = 4 - abs(4 - opp_xy[1]) opp_centeredness = opp_x_cent + opp_y_cent return player_centeredness - opp_centeredness
def maximize_distance_to_opponent_heuristic(self, game_state): own_loc = game_state.locs[self.player_id] opp_loc = game_state.locs[1 - self.player_id] debug_state = DebugState.from_state(game_state) own_xy_position = debug_state.ind2xy(own_loc) opp_xy_position = debug_state.ind2xy(opp_loc) distance = CustomPlayer.xy_distance(own_xy_position, opp_xy_position) # max distance is 18, so calculate a score which is positive for bigger distance and negative for lower one return distance - 9
def get_action(self, state): """ Employ an adversarial search technique to choose an action available in the current state calls self.queue.put(ACTION) at least This method must call self.queue.put(ACTION) at least once, and may call it as many times as you want; the caller will be responsible for cutting off the function after the search time limit has expired. See RandomPlayer and GreedyPlayer in sample_players for more examples. ********************************************************************** NOTE: - The caller is responsible for cutting off search, so calling get_action() from your own code will create an infinite loop! Refer to (and use!) the Isolation.play() function to run games. ********************************************************************** """ # TODO: Replace the example implementation below with your own search # method by combining techniques from lecture # # EXAMPLE: choose a random move without any search--this function MUST # call self.queue.put(ACTION) at least once before time expires # (the timer is automatically managed for you) import random if DEBUG_MODE: import time from isolation import DebugState print("\nTurn " + str(state.ply_count) + " - Player " + str(self.player_id + 1) + " goes:") print("Available actions: " + ','.join(map(str, state.actions()))) debug_board = DebugState.from_state(state) print(debug_board) start = time.process_time() if state.ply_count <= 4: if self.data is not None and state in self.data and self.data[state] in state.actions(): action = self.data[state] if DEBUG_MODE: print("Pick action from opening book: " + str(action)) self.queue.put(action) else: self.queue.put(random.choice(state.actions())) else: depth_limit = 100 for depth in range(1, depth_limit + 1): action = self.alpha_beta_search(state, depth) if action is None: action = random.choice(state.actions()) if DEBUG_MODE: print("Calculate best action from minimax (depth=" + str(depth) + ") in " + str(time.process_time() - start) + " seconds: " + str(action)) self.queue.put(action)
def coward(gameState, playerId): from isolation import DebugState #steal the dbug functions to make math easier #Ideally these would be imported somehow WIDTH = 11 HEIGHT = 9 player_loc = gameState.locs[playerId] opp_loc = gameState.locs[1 - playerId] #Get locations player_xy = DebugState.ind2xy(player_loc) opp_xy = DebugState.ind2xy(opp_loc) #Calculate the distance distance = (player_xy[0] - opp_xy[0])**2 + (player_xy[1] - opp_xy[1])**2 #Compute a normalization factor max_dist = (WIDTH)**2 + (HEIGHT)**2 #For attack we want to maximize score when distance is minimized return ((distance) / max_dist ) # returns 1 when we are as far as possible to opponent
def _for_print(matches, results): for winner_agent, game_history, match_id in results: if match_id < 6: match = matches[match_id] state_opening_moves = Isolation().result(game_history[0]).result( game_history[1]) print("Match Id: {}.".format(match_id), end=' ') print("Players One: {}.".format(match.players[0].name), end=' ') print("Players Two: {}.".format(match.players[1].name)) print("State after opening moves: {}".format(state_opening_moves)) print("Winner: {}".format(winner_agent.name)) print(DebugState.from_state(state_opening_moves)) print() else: break
def get_action(self, state): """ Employ an adversarial search technique to choose an action available in the current state calls self.queue.put(ACTION) at least This method must call self.queue.put(ACTION) at least once, and may call it as many times as you want; the caller will be responsible for cutting off the function after the search time limit has expired. See RandomPlayer and GreedyPlayer in sample_players for more examples. ********************************************************************** NOTE: - The caller is responsible for cutting off search, so calling get_action() from your own code will create an infinite loop! Refer to (and use!) the Isolation.play() function to run games. ********************************************************************** """ # TODO: Replace the example implementation below with your own search # method by combining techniques from lecture # # EXAMPLE: choose a random move without any search--this function MUST # call self.queue.put(ACTION) at least once before time expires # (the timer is automatically managed for you) # # For Debugging print('In get_action(), state received:') debug_board = DebugState.from_state(state) print(debug_board) # With iterative deepening # for depth in range(1, self.depth_limit + 1): # self.queue.put(self.minimax(state, depth)) # self.start_time = time.time() # With iterative deepening & Alpha-Beta Pruning for depth in range(1, self.depth_limit + 1): # if self.timertest(): # print("\t", depth) # writeToCsv( # 'Player Weighted Self' + # "," + str(depth)+ # '\n') if len(state.actions()) > 0: self.queue.put(self.alpha_beta_search(state, depth))
def get_action(self, state): """ Employ an adversarial search technique to choose an action available in the current state calls self.queue.put(ACTION) at least This method must call self.queue.put(ACTION) at least once, and may call it as many times as you want; the caller will be responsible for cutting off the function after the search time limit has expired. See RandomPlayer and GreedyPlayer in sample_players for more examples. ********************************************************************** NOTE: - The caller is responsible for cutting off search, so calling get_action() from your own code will create an infinite loop! Refer to (and use!) the Isolation.play() function to run games. ********************************************************************** """ # TODO: Replace the example implementation below with your own search # method by combining techniques from lecture # # EXAMPLE: choose a random move without any search--this function MUST # call self.queue.put(ACTION) at least once before time expires # (the timer is automatically managed for you) #import random #self.queue.put(random.choice(state.actions())) # randomly select a move as player 1 or 2 on an empty board, otherwise # return the optimal minimax move at a fixed search depth of 3 plies print('In get_action(), state received:') debug_board = DebugState.from_state(state) print(debug_board) if state.ply_count < 2: self.queue.put(random.choice(state.actions())) else: #self.queue.put(self.minimax(state, depth=3)) self.queue.put(self.monte_carlo_tree_search(state))
def biggest_quadrant_heuristic(position, game_state): debug_state = DebugState.from_state(game_state) xy_position = debug_state.ind2xy(position) q1_xy_modifiers = CustomPlayer.count_modifiers_for_q1(xy_position) q1_empty_fields = CustomPlayer.count_empty_fields( position, game_state, q1_xy_modifiers) q2_xy_modifiers = CustomPlayer.count_modifiers_for_q2(xy_position) q2_empty_fields = CustomPlayer.count_empty_fields( position, game_state, q2_xy_modifiers) q3_xy_modifiers = CustomPlayer.count_modifiers_for_q3(xy_position) q3_empty_fields = CustomPlayer.count_empty_fields( position, game_state, q3_xy_modifiers) q4_xy_modifiers = CustomPlayer.count_modifiers_for_q4(xy_position) q4_empty_fields = CustomPlayer.count_empty_fields( position, game_state, q4_xy_modifiers) # max empty fields is nearly 100, so calculate a score which is positive for bigger distance and negative for lower one return max(q1_empty_fields, q2_empty_fields, q3_empty_fields, q4_empty_fields) - 40
def get_num_blank_spaces(self, state): """Return number of locations that are still available on the board. """ debug_board = DebugState.from_state(state) return sum([1 for s in debug_board.bitboard_string if s == '1'])
def get_action(self, state): """ Employ an adversarial search technique to choose an action available in the current state calls self.queue.put(ACTION) at least This method must call self.queue.put(ACTION) at least once, and may call it as many times as you want; the caller will be responsible for cutting off the function after the search time limit has expired. See RandomPlayer and GreedyPlayer in sample_players for more examples. ********************************************************************** NOTE: - The caller is responsible for cutting off search, so calling get_action() from your own code will create an infinite loop! Refer to (and use!) the Isolation.play() function to run games. ********************************************************************** """ # TODO: Replace the example implementation below with your own search # method by combining techniques from lecture # # EXAMPLE: choose a random move without any search--this function MUST # call self.queue.put(ACTION) at least once before time expires # (the timer is automatically managed for you) methods = ["RANDOM", "MINIMAX", "ALPHABETA_Iterative", "MCTS", "NEGASCOUT", "PVS", "PVS_Iterative", "PVS_ZWS"] method = "MCTS" printDebugMsg(DebugState(state.board)) ply_count_threshold = 2 # If fewer than ply_count_threshold applied on board, then choose random move. if state.ply_count < ply_count_threshold: if state.actions(): self.queue.put(random.choice(state.actions())) else: self.queue.put(None) else: if method == "RANDOM": self.queue.put(random.choice(state.actions())) elif method == "MINIMAX": # Code from sample_players.py file. # return the optimal minimax move at a fixed search depth of 3 plies self.queue.put(self.minimax(state, depth=3)) elif method == "ALPHABETA_Iterative": # Win ~= 62.5% # Alpha-Beta with iterative deepening depth_limit = 3 best_move = None for depth in range(1, depth_limit + 1): best_move = self.alpha_beta_search(state, depth) printDebugMsg("final best_move = {}".format(best_move)) # print("Alpha Beta Node Count = {}".format(AB_Baseline_NodeCount)) self.queue.put(best_move) elif method == "MCTS": # Win ~= # Use Monte Carlo Tree Search mcts = MCTS_Search(computational_budget=100) # mcts = MCTS_Search() action = mcts.uctSearch(state) # Handle case where no action was returned. if action: self.queue.put(action) elif state.actions(): self.queue.put(random.choice(state.actions())) else: self.queue.put(None) elif method == "NEGASCOUT": # Win ~= 18% # Use NegaScout self.queue.put(self.negaScout(state, depth=5)) elif method == "PVS": # Win ~= 11.5% # Use Principal Variation Search self.queue.put(self.principal_variation_search(state, depth=3)) elif method == "PVS_Iterative": # Win ~= # Use principal variation search with iterative deepening. depth_limit = 5 best_move = None for depth in range(1, depth_limit + 1): best_move = self.principal_variation_search(state, depth) self.queue.put(best_move) elif method == "PVS_ZWS": # Win ~= # Use Principal Variation Search self.queue.put(self.principal_variation_search_zws(state, depth=5)) else: import sys sys.exit("Unknown method") printDebugMsg("self.queue = {}".format(self.queue))
def show_board(self, state): dbstate = DebugState.from_state(state) self.feedback(dbstate)
def debug_print_state(state): dbstate = DebugState.from_state(state) print(dbstate)
def custom_heuristic(state): x1, y1 = DebugState.ind2xy(state.locs[self.player_id]) #x2, y2 = DebugState.ind2xy(state.locs[1-self.player_id]) x2, y2 = DebugState.ind2xy(57) return -((x2-x1)**2 + (y2-y1)**2)**(1/2)
def center_field_heuristic(position, game_state): xy_position = DebugState.from_state(game_state).ind2xy(position) return CustomPlayer.xy_distance(xy_position, _CENTER)
from isolation import Isolation, DebugState bd = Isolation() #board = board.result(67) db = DebugState(bd) print(db)
import pickle import queue from isolation import Isolation, DebugState # Loading the opening book form a pickle file with open("data.pickle", "rb") as f: book = pickle.load(f) # Creating the initial state (a blank board) initial_statate = Isolation() # Displaying the initial move taken by the first player first_move_state = initial_statate.result(book[initial_statate]) print('OPENING MOVE FOR PLAYER 1') print(DebugState().from_state(first_move_state)) # Displaying the reply taken by the second player response_move_state = first_move_state.result(book[first_move_state]) print('BEST REPLY BY PLAYER 2') print(DebugState().from_state(response_move_state))
from collections import defaultdict, Counter from isolation import DebugState import pickle f = open("data.pickle", 'rb') book = pickle.load(f) from isolation import Isolation state = Isolation() if state in book: print("empty state is in data.pickle") # first move action = book[state] print("The best action for an empty board is ", action) state = state.result(action) debug_board = DebugState.from_state(state) print("Board after first move") print(debug_board) # best response action = book[state] print("The best response for it from the opponent is ", action) state = state.result(action) debug_board = DebugState.from_state(state) print("Board after the response") print(debug_board) else: print("empty state is NOT found in data.pickle")
from isolation import Isolation, Agent, DebugState from my_custom_player import CustomPlayer import train # main code if __name__ == '__main__': board = DebugState() debug_board = board.from_state(board) test_agent = TEST_AGENTS['MINIMAX']¬ custom_agent = Agent(CustomPlayer, "Custom Agent")¬ wins, num_games = play_matches(custom_agent, test_agent, args) print(debug_board)