def __init__(self,
                 game='chess',
                 player1=HumanPlayer(),
                 player2=HumanPlayer(),
                 history_enabled=False):

        self._game = game
        if self._game == 'checkers':
            # create board, set up, and initialize game state
            b = Board(int(BOARD_SIZE), CheckerFactory())
            b.set_up()
            self._game_state = CheckersGameState(b, WHITE, None)
        elif self._game == 'chess':
            b = Board(int(BOARD_SIZE), ChessFactory())
            b.set_up()
            self._game_state = ChessGameState(b, WHITE, None)

        # set up players
        self._players = {WHITE: player1, BLACK: player2}
        player1.side = WHITE
        player2.side = BLACK

        # set up history
        if history_enabled:
            self._history = GameHistory()
        self.history_enabled = history_enabled
Exemple #2
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    def __init__(self,
                 game_type="CHESS",
                 player1=HumanPlayer(),
                 player2=HumanPlayer(),
                 size=8,
                 history_enabled=False):

        # create board, set up, and initialize game state
        if game_type == CHECKERS:
            b = Board(int(size), CheckerFactory())
        else:
            b = Board(int(size), ChessFactory())

        b.set_up()

        if game_type == CHECKERS:
            self._game_state = CheckersGameState(b, WHITE, None)
        else:
            self._game_state = ChessGameState(b, WHITE, None)

        # set up players
        self._players = {WHITE: player1, BLACK: player2}
        player1.side = WHITE
        player2.side = BLACK

        # set up history
        if history_enabled:
            self._history = GameHistory()
        self.history_enabled = history_enabled
Exemple #3
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    def __init__(self,
                 game_type="chess",
                 player1=HumanPlayer(),
                 player2=HumanPlayer(),
                 size=8,
                 history_enabled=False):

        # create board, set up, and initialize game state
        if not game_type in ["checkers", "chess"]:
            raise Exception(f"Invalid argument {game_type}")
        state_type = ChessGameState if game_type == "chess" else CheckersGameState
        factory = ChessPieceFactory if game_type == "chess" else CheckerFactory
        b = Board(int(size), factory())
        b.set_up()
        self._game_state = state_type(b, WHITE, None)

        # set up players
        self._players = {WHITE: player1, BLACK: player2}
        player1.side = WHITE
        player2.side = BLACK

        # set up history
        if history_enabled:
            self._history = GameHistory()
        self.history_enabled = history_enabled
Exemple #4
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def main(args):
    parser = ap.ArgumentParser(
        description=
        "A Game of Tic Tac Toe that gradually learns how to play over time")
    parser.add_argument("-v",
                        "--verbose",
                        action="store_true",
                        default=False,
                        help="Increase verbosity")
    parser.add_argument("--gametype",
                        default=PLAYER_VS_PLAYER,
                        choices=[
                            PLAYER_VS_PLAYER, PLAYER_VS_COMPUTER,
                            PLAYER_VS_LEARNER, LEARNER_VS_COMPUTER,
                            LEARNER_VS_LEARNER
                        ])
    args = parser.parse_args(args)

    if args.gametype in [PLAYER_VS_PLAYER, PLAYER_VS_COMPUTER]:
        game = TTT(args.verbose)

        p1 = HumanPlayer(PLAYER_1)
        if args.gametype == PLAYER_VS_PLAYER:
            p2 = HumanPlayer(PLAYER_2)
        else:
            p2 = Player(PLAYER_2)

        curr_player = p1
        while True:

            print "\nPlayer " + ("1" if curr_player.id == PLAYER_1 else
                                 "2") + ", your move: "
            move = curr_player.move(game.board)
            game.move(curr_player.id, move)

            print
            game.draw_board()

            check = game.check_win()
            if check == PLAYER_1:
                print "Player 1 wins!"
                break
            elif check == PLAYER_2:
                print "Player 2 wins!"
                break
            elif check == CAT_GAME:
                print "It's a tie!"
                break

            curr_player = p1 if curr_player == p2 else p2
    else:
        raise NotImplementedError()
Exemple #5
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    def __init__(self):

        self.mw = tkinter.Tk(
        )  #assigning the GUI method Tk to variable self.mw

        # default image = black hole/empty space
        self.default_image = tkinter.PhotoImage(
            file="empty2.gif"
        )  #all buttons will start with this deafult image when game starts and need to make instance so tkinter does keeps image
        # red and yellow represent the disc colours
        self.default_image_r = tkinter.PhotoImage(
            file="Red2.gif"
        )  #IMPORTANT TO MAKE INSTANCE OF ALL IMAGES IN __INIT__ METHOD TO PREVENT IMAGES FROM DISAPPAERING
        self.default_image_y = tkinter.PhotoImage(file="Yellow2.gif")

        self.size = 7
        self.buttons_2d_list = []
        for i in range(self.size):
            self.row = [' '] * self.size
            self.buttons_2d_list.append(
                self.row
            )  #creating a button list in order to configure mechanics of the game nad game GUI

        self.gboard = GameBoard(6)  #gameboard reference

        print("\tYELLOW or RED")
        colour = input("Please Select Your Colour(y/r): "
                       )  #giving user option to select colour
        colour = colour.lower()
        if colour == "y":
            p1 = HumanPlayer("Y")  #assigning colours to variables p1 and p2
            p2 = ComputerPlayer("R", self.buttons_2d_list)
            opnt = input("\t Do you want to play against a computer(y/n)? ")
            if opnt == "y":
                p2 = ComputerPlayer("R", self.buttons_2d_list)

            else:
                p2 = HumanPlayer("R")

        else:
            p1 = HumanPlayer("R")
            p2 = ComputerPlayer("Y", self.buttons_2d_list)
            opnt = input("\t Do you want to play against a computer(y/n)? ")
            if opnt == "y":
                p2 = ComputerPlayer("Y", self.buttons_2d_list)

            else:
                p2 = HumanPlayer("Y")

        self.players_lst = (p1, p2)  # creating a list of the players
        self.currnt_player_index = 0  #initilise the current player to zero
        self.winner = False  #initilise winner to false
Exemple #6
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    def __init__(self):

        self.mw = tkinter.Tk()
        self._board = []

        self.default_image = tkinter.PhotoImage(file="empty2.gif")
        self.default_image_2 = tkinter.PhotoImage(
            file="empty3.gif"
        )  #instead of using the same images, as used in the standard board.
        #I had to reduce the size of the images in order to fit the window of the larger

        self.default_image_r = tkinter.PhotoImage(
            file="Red2.gif")  # I created another set of images
        self.default_image_r_2 = tkinter.PhotoImage(file="Red3.gif")
        self.default_image_y_2 = tkinter.PhotoImage(file="Yellow3.gif")
        self.default_image_y = tkinter.PhotoImage(file="Yellow2.gif")

        self.size = 7 + 2
        self.buttons_2d_list = []
        for i in range(self.size):
            self.row = [' '] * self.size
            self.buttons_2d_list.append(self.row)

        self.gboard = Large_gameboard(6 + 2)  #calling the largest gameboard

        print("\tYELLOW or RED")
        colour = input("Please Select Your Colour(y/r): ")
        colour = colour.lower()
        if colour == "y":
            p1 = HumanPlayer("Y")
            p2 = ComputerPlayer("R", self.buttons_2d_list)
            opnt = input("\t Do you want to play against a computer(y/n)? ")
            if opnt == "y":
                p2 = ComputerPlayer("R", self.buttons_2d_list)

            else:
                p2 = HumanPlayer("R")

        else:
            p1 = HumanPlayer("R")
            p2 = ComputerPlayer("Y", self.buttons_2d_list)
            opnt = input("\t Do you want to play against a computer(y/n)? ")
            if opnt == "y":
                p2 = ComputerPlayer("R", self.buttons_2d_list)

            else:
                p2 = HumanPlayer("Y")

        self.players_lst = (p1, p2)
        self.currnt_player_index = 0
        self.winner = False
Exemple #7
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def human_vs_human_mode():
    """
    To start a game in which 2 humans play against each other.

    Parameters: None

    Returns:
    string - The value returned by play().
    """
    game = TicTacToe()
    x_player = HumanPlayer("X")
    o_player = HumanPlayer("O")

    return play(game, x_player, o_player)
Exemple #8
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def run():
    print("WELCOME TO TIC-TAC-TOE!")
    print("X------------------------------------------------------------------------------------------------X")
    print("You can choose player 1 or player 2. They can be Human(H), Random Computer Moves (R) or AI (AI). Player 1 uses the X token "
        "and player 2 uses O. Both players are Human by default.")
    print("The Human Player is controlled by you. The AI is unbeatable and chooses its own moves. Random chooses any move on the board"
        " at random.")
    print("X------------------------------------------------------------------------------------------------X")

    p1 = input("Choose Player 1 (H/AI/R): ").strip().lower()
    p2 = input("Choose Player 2 (H/AI/R): ").strip().lower()

    if p1 == "ai":
        x_player = AIPlayer("X")
    elif p1 == "h":
        x_player = HumanPlayer("X")
    elif p1 == "r":
        x_player = RandomPlayer("X")
    else:
        x_player = HumanPlayer("X")

    if p2 == "ai":
        o_player = AIPlayer("O")
    elif p2 == "h":
        o_player = HumanPlayer("O")
    elif p2 == "r":
        o_player = RandomPlayer("O")
    else:
        o_player = HumanPlayer("O")
    
    print("X------------------------------------------------------------------------------------------------X\n")

    print(f"Player 1 (X) is {p1}")
    print(f"Player 2 (O) is {p2}")

    ctd = 5
    while ctd:
        try:
            sys.stdout.write(f"\rStarting in {ctd}...")
            sys.stdout.flush()
            time.sleep(1)
            ctd -= 1
        except KeyboardInterrupt:
            break
    
    print("\n")
    game = TicTacToe()

    os.system("clear")
    play(game, x_player, o_player, print_game=True)
Exemple #9
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def _kwargs_to_players(**kwargs):
    """Convert a game type string (e.g., 'computer-human') to actual players."""
    player_strings = kwargs['game_type'].split('-')

    players = []
    for idx, string in enumerate(player_strings):
        if string == 'human':
            player = HumanPlayer(_id=idx + 1)
        elif idx == 0 or not kwargs.get('difficulty2'):
            # If only one difficulty is specified, use it for all computer players.
            player = ComputerPlayer(
                _id=idx + 1,
                itermax=DIFFICULTY_TO_ITERMAX_MAP[kwargs['difficulty']],
                is_omniscient=(kwargs['difficulty'] == 'insane')
            )
        else:
            # If multiple difficulties are specified, use the second for the second computer player.
            player = ComputerPlayer(
                _id=idx + 1,
                itermax=DIFFICULTY_TO_ITERMAX_MAP[kwargs['difficulty2']],
                is_omniscient=(kwargs['difficulty2'] == 'insane')
            )
        players.append(player)

    return {idx + 1: player for idx, player in enumerate(players)}
Exemple #10
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def play_rlbot(fname='model_upload/strong_vs_RandomAction',
               dql='',
               version='SarsaAgent',
               pre_witch=0):
    player1 = HumanPlayer('You')
    player2, dql = load_rl_bot(fname, dql, version, pre_witch)
    game = Game.setup([player1, player2], variable_cards, False)
    game.run()
    return dql
Exemple #11
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    def __init__(self):
        """Initializes the game and starts it."""
        print('Welcome. Please, choose game mode: ')
        mode = self._get_mode()
        player1 = HumanPlayer()
        if not isinstance(mode, tuple):
            player2 = HumanPlayer()
        else:
            if mode[1] == 'easy':
                player2 = ComputerBinary()
            else:
                player2 = ComputerAdvanced()

        self._board = Board()
        print('Field index representation:\n{}'.format(
            self._board.represent()))
        self._players = {1: player1, 2: player2}
        self.current_player = None
        self._start()
Exemple #12
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    def start(self):

        player_1_marker = input("Choose mark for first player: ")
        game_with_ai = input("Do you want play with ai? (y/n): ")
        if player_1_marker == "X":

            if game_with_ai == "y":
                player_1 = HumanPlayer("X", "Player 1")
                player_2 = ArtificialPlayer("O", self)
            else:
                player_1 = HumanPlayer("X", "Player 1")
                player_2 = HumanPlayer("O", "Player 2")
        else:

            if game_with_ai == "y":
                player_1 = ArtificialPlayer("X", self)
                player_2 = HumanPlayer("O", "Human player")
            else:
                player_1 = HumanPlayer("O", "Player 1")
                player_2 = HumanPlayer("X", "Player 2")

        self.add_player(player_1)
        self.add_player(player_2)

        self._board.clear()
        self._graphics.init()
        self._graphics.draw()
Exemple #13
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    def __init__(self):

        self.mw = tkinter.Tk()

        self.default_image = tkinter.PhotoImage(file="empty2.gif")

        self.default_image_r = tkinter.PhotoImage(file="Red2.gif")
        self.default_image_y = tkinter.PhotoImage(file="Yellow2.gif")

        self.size = 7
        self.buttons_2d_list = []
        for i in range(self.size):
            self.row = [' '] * self.size
            self.buttons_2d_list.append(self.row)

        self.gboard = GameBoard(6)
        d = input(
            "\nSelect Difficulty: Easy(e) - Medium (default)(m) - Advanced (a) > "
        )  # giving the user the option to slect between 3 difficulties
        d = d.lower()

        print("\tYELLOW or RED")
        colour = input(
            "Please Select Your Colour(y/r) : "
        )  #no need to ask user if they want to play aginst computer
        colour = colour.lower()
        if colour == "y":
            p1 = HumanPlayer("Y")
            p2 = ComputerPlayer("R", self.buttons_2d_list)

        else:

            p1 = HumanPlayer("R")
            p2 = ComputerPlayer("Y", self.buttons_2d_list)

        self.difficulty = d  #assigning the input given to the variable 'd' to self.difficulty
        self.players_lst = (p1, p2)
        self.currnt_player_index = 0
        self.winner = False
Exemple #14
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def play_with_ai(depth: int = 6) -> None:
    """A function that runs a visualized game of Connect4 between AIPlayerComplex and HumanPlayer.

    depth is the number of moves the AI will look ahead to calculate the best move to be made.
    Higher depth will result in a smarter AI that makes better moves and is harder to beat.
    But, if depth is too high, the AI will take too long to play the move. The function defaults
    the depth to 6, and that is recommended. depth of 7 is also playable, but note that
    the AI will take approximately 40s per move, especially in the beginning stages of the game.
    """
    red = AIPlayerComplex(depth=depth)
    yellow = HumanPlayer()

    run_game_visualized(red, yellow)
class TestHumanPlayer(unittest.TestCase):
    def setUp(self):
        #self.blackjack_game = BlackjackGame()
        self.human_player = HumanPlayer(None, 100)
        #self.human_player = self.blackjack_game.player

    def test_matrix_values(self):
        print self.human_player.fg_values_matrix
        self.assertEqual(1, 1)

    def test_obtaining_maximum_from_vector(self):
        vector = {4: 'stand', 5: 'continue', 8: 'double bet', 1: 'split'}
        max = self.human_player.calculate_maximum_from_vector(vector)
        self.assertEqual(8, max)
Exemple #16
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    def get_players(name_1=None, name_2=None):
        """
        Create the two players as Player instances.
        Players are either HumanPlayer or ComputerPlayer depending on their name
        """
        if name_1 is None:
            name_1 = input(
                "Please enter the name of player 1. For a computer player, enter cpu: "
            )
        if name_1 == "cpu":
            player_1 = ComputerPlayer(0, name_1, "X")
        else:
            player_1 = HumanPlayer(0, name_1, "X")

        if name_2 is None:
            name_2 = input(
                "Please enter the name of player 2. For a computer player, enter cpu: "
            )
        if name_2 == "cpu":
            player_2 = ComputerPlayer(1, name_2, "O")
        else:
            player_2 = HumanPlayer(1, name_2, "O")

        return [player_1, player_2]
Exemple #17
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def _play_game() -> None:
    """
    Play a round of tic tac toe
    """
    turn_num = 0
    game_board = [[None, None, None], [None, None, None], [None, None, None]]

    ai_first_inpt = input("Enter if AI is playing first (Y/N): ").upper()
    while ai_first_inpt != "Y" and ai_first_inpt != "N":
        print("Invalid Input! Try again")
        ai_first_inpt = input("Enter if AI is playing first (Y/N): ").upper()
    if ai_first_inpt == "Y":
        ai_first = True
    else:
        ai_first = False

    if ai_first:
        first_plyr = TicTacToeAI("X")
        scnd_plyr = HumanPlayer("O")
    else:
        first_plyr = HumanPlayer("X")
        scnd_plyr = TicTacToeAI("O")

    while not game_over(game_board):
        if turn_num % 2 == 0:
            action = first_plyr.play_move(game_board)
            if action is not None:
                i, j = action
                game_board[i][j] = first_plyr.get_player_piece()
        else:
            action = scnd_plyr.play_move(game_board)
            if action is not None:
                i, j = action
                game_board[i][j] = scnd_plyr.get_player_piece()
        turn_num += 1

    print("===== GAME OVER =====")
    winnr = winner(game_board)
    if first_plyr.get_player_piece() == winnr:
        print(first_plyr.get_child_class_name() + " wins!")
    elif scnd_plyr.get_player_piece() == winnr:
        print(scnd_plyr.get_child_class_name() + " wins!")
    else:
        print("DRAW! Nobody wins")
Exemple #18
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def human_vs_computer_mode(difficulty):
    """
    To start the game in which a human plays against the computer.

    Paramters:
    difficulty(int) -  0 if the level of difficulty should be easy, and 1 if the level should be hard.

    Returns:
    string - The value returned by the play() method.

    """
    game = TicTacToe()
    x_player = HumanPlayer("X")
    o_player = ComputerPlayer("O") if difficulty == 0 else ComputerPlayer(
        "O", smart=True)

    return play(game, x_player, o_player)
 def set_players(self, line_info, is_human=True):
     player_type = 'human' if is_human else 'computer'
     info_items = line_info.split('|')
     # First item is number of players, remaining items are player names
     num_players = int(info_items[0].strip())
     i = 1
     try:
         while i < num_players + 1:
             if info_items[i]:
                 player_name = info_items[i].strip()
                 if is_human:
                     self.players.append(HumanPlayer(player_name))
                 else:
                     self.players.append(ComputerPlayer(player_name))
                 # Track player color for visualization
                 if self.COLOR_COUNTER >= len(self.COLORS):
                     raise Exception(
                         'too many {} players have been declared'.format(
                             player_type))
                 self.player_colors[player_name] = self.COLORS[
                     self.COLOR_COUNTER]
                 self.COLOR_COUNTER += 1
                 i += 1
             else:
                 raise Exception(
                     'a {} player with no name has been declared'.format(
                         player_type))
     except IndexError:
         # Number of players indicated > number of names given
         raise Exception(
             '{} {} players were declared but only {} names were provided'.
             format(
                 num_players,
                 player_type,
                 i - 1,
             ))
     if i < len(info_items):
         # Number of players indicated < number of names given
         raise Exception(
             'only {} {} players were declared but {} names were provided'.
             format(
                 num_players,
                 player_type,
                 len(info_items) - 1,
             ))
Exemple #20
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    def __init__(self, game_number):
        self.game_number = game_number

        logging.debug("Initializing map for game %d", game_number)
        self.map: Map = Map(Args.instance().args().n_turns)
        self.map.load_from_file(Args.instance().args().map)

        self.player: Dict[str, RandomPlayer] = dict()
        for player_name in self.map.players.keys():
            logging.debug("Initializing player %s for game %s as %s",
                          player_name, game_number,
                          Args.instance().args().player)
            if Args.instance().args().player == "random":
                self.player[player_name] = RandomPlayer(player_name)
            elif Args.instance().args().player == "human":
                self.player[player_name] = HumanPlayer(player_name)
            elif Args.instance().args().player == "qlearn":
                self.player[player_name] = QlearnPlayer(player_name)
Exemple #21
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def game():
    game = Board()
    human_player = HumanPlayer(game)
    ia_player = IAPlayer(game)

    player = ia_player

    turn_number = 0
    while True:
        try:
            print("Board:")
            print(game.board)
            print("Score: {}".format(player.score))
            print("Turn: {}".format(turn_number))

            player.turn()
            game.add_number_in_board()
            turn_number += 1

        except NoMovesPossibleException as e:
            print("Sorry, you lose")
            print("Nb of turn : {}".format(turn_number))
            print("Final Score : {}".format(player.score))
            break
class BlackjackGame:

    deck_of_cards = None
    dealer = None
    player = None
    active = None #This indicates if the game is active or not
    current_player_bet = None


    def __init__(self):
        self.deck_of_cards = DeckOfCards()
        self.dealer = Dealer(self)
        self.player = HumanPlayer(self, 10000) #The human player starts with 10000 coins

    def start_game(self, training_repetitions, real_games_repetitions):
        self.player.victories = 0
        self.dealer.victories = 0
        self.player.coins = 10000
        self.active = True  # As the game begins, we set this flag the True value
        training_flag = True #It's time to train!
        training_repetitions = training_repetitions #this number can be changed
        for x in range(0, training_repetitions):
            print 'Training hand #' + str(x) + '\n'
            self.begin_hand(training_flag)
            self.deck_of_cards.restart_deck_of_cards()

        training_flag = False #I'm tired of training, I want to play seriously!!
        print 'END OF TRAINING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!'
        self.player.print_victories()
        self.dealer.print_victories()
        #On the while condition we could ask if the player wants to keep playing,
        #But here we prefer the automated player to play a fixed set of hands, let's say, 250
        real_hands_to_play = real_games_repetitions
        i = 0
        while (self.not_ended() and i < real_hands_to_play):

            i+=1
            print '--------------------------------------------------'
            print '\n\nReal hand #' + str(i) + '\n'
            self.begin_hand(training_flag)
            self.deck_of_cards.restart_deck_of_cards()

        self.player.print_victories()
        self.dealer.print_victories()
        print 'Initial coins: ' + '10000' #it starts with 10000 coins
        print 'Coins (after the game): ' + str(self.player.coins)


    def not_ended(self):
        return self.active

    def clean_hands(self):
        self.player.clean_hand()
        self.dealer.clean_hand()

    def get_deck(self):
        return self.deck_of_cards

    def begin_hand(self, training_flag):
        self.current_player_bet = self.player.bet(training_flag)

        self.clean_hands() #Makes sure both the dealer and the player have empty hands

        print '\nNEW ROUND:'

        print '\n Dealer Hand:'
        self.dealer.get_card(self.deck_of_cards.give_a_card())
        self.dealer.print_hand()

        print '\n Human Hand:'
        self.player.get_card(self.deck_of_cards.give_a_card())
        self.player.get_card(self.deck_of_cards.give_a_card())
        self.player.print_hand()

        dealer_original_value = self.dealer.calculate_value()

        move = self.player.make_move(dealer_original_value, training_flag)

        if (move == 'split'):

            self.split_hand(training_flag)

        else:

            player_value = self.player.calculate_value()

            self.dealer.make_move(player_value)

            self.compute_and_print_hand_results(self.current_player_bet, player_value, training_flag)


    #This should be refactored
    def compute_and_print_hand_results(self, bet, player_value, training_flag):
        if player_value == 21:
            print 'BlackJack! You win'
            print '-------------------------------------------------'
            if training_flag and (len(self.player.temp_state_action) > 0):
                self.player.update_fg_values('win')
            elif not training_flag:
                self.player.compute_victory()
                self.player.get_prize(1.5 * 2 * self.current_player_bet)
            result = 'win'
        elif (self.player.calculate_value() == self.dealer.calculate_value()):
            if not training_flag:
                self.player.get_prize(self.current_player_bet)
            print "It's a tie! Your bet is refunded"
            return 'tie'
        elif player_value > 21:
            print ' \nThe Dealer WINS! (Human got over 21)'
            print '-------------------------------------------------'
            if training_flag:
                self.player.update_fg_values('lose')
            else:
                self.dealer.compute_victory()
                self.player.get_prize(self.current_player_bet)
            result = 'lose'
            self.player.restart_temp_state_action()
        elif self.dealer.calculate_value() > 21:
            print '\nHuman Player WINS! (Dealer got over 21)'
            print '-------------------------------------------------'
            if training_flag:
                self.player.update_fg_values('win')
            else:
                self.player.compute_victory()
                self.player.get_prize(2 * bet)
            result = 'win'
            self.player.restart_temp_state_action()
        elif (21 - player_value) < (21 - self.dealer.calculate_value()):
            print "\nHuman Player WINS! (Has a better score)"
            print '-------------------------------------------------'
            if training_flag:
                self.player.update_fg_values('win')
            else:
                self.player.compute_victory()
                self.player.get_prize(2 * bet)
            result = 'win'
            self.player.restart_temp_state_action()
        elif (21 - player_value) > (21 - self.dealer.calculate_value()):
            print "\nThe Dealer WINS! (Has a better score)"
            print '-------------------------------------------------'
            if training_flag:
                self.player.update_fg_values('lose')
            else:
                self.dealer.compute_victory()
            result = 'lose'
            self.player.restart_temp_state_action()


    def split_hand(self, training_flag):
        #If the player chooses to split, then two 'sub-hands' are played
        #instead of one. Each hand with one of the cards, and each hand
        #with the same bet. Obviously, if the player chooses to split, he
        #must bet again the same quantity.
        player_initial_hand = copy.deepcopy(self.player.hand)
        dealer_hand = self.dealer.hand
        card = self.player.hand.cards.pop()
        print 'SPLIT!\n'
        print '----Split hand 1\n'
        self.begin_one_split_hand(training_flag, self.player.hand, dealer_hand)
        player_value_a = self.player.calculate_value()
        aux_temp_state_action_a = copy.deepcopy(self.player.temp_state_action)
        print aux_temp_state_action_a
        print '----Split hand 2\n'
        self.player.restart_temp_state_action()
        self.player.temp_state_action.append(((player_initial_hand.calculate_status(),dealer_hand.calculate_value()), 'split'))
        self.player.hand.clean()
        self.player.hand.add_card(card)
        self.begin_one_split_hand(training_flag, self.player.hand, dealer_hand)
        self.dealer.make_move(0) #0 because it play with 2 hands at the same time
        player_value_b = self.player.calculate_value()
        #hand b
        print "Hand 2:"
        self.compute_and_print_hand_results(self.current_player_bet, player_value_a, training_flag)
        #hand a
        print "Hand 1"
        self.player.temp_state_action = aux_temp_state_action_a
        self.compute_and_print_hand_results(self.current_player_bet, player_value_b,training_flag)


    def begin_one_split_hand(self, training_flag, player_hand, dealer_hand):
        dealer_original_value = dealer_hand.calculate_value()
        self.player.hand = player_hand
        self.player.make_move(dealer_original_value, training_flag)
 def __init__(self):
     self.deck_of_cards = DeckOfCards()
     self.dealer = Dealer(self)
     self.player = HumanPlayer(self, 10000) #The human player starts with 10000 coins
Exemple #24
0
  glEnable(GL_DEPTH_TEST)
  glEnable(GL_NORMALIZE)
  glEnable(GL_LIGHTING)

  #create the game world object
  gameWorld = GameWorld()
  #add ball to game world
  ball = Ball(gameWorld)
  gameWorld.addObject(ball)

  #add bounds to game world  
  gameWorld.addObject(objects.BoundingBox(gameWorld, 20, 20))
  gameWorld.addObject(objects.Field())

  #add players to game world
  player = HumanPlayer(gameWorld, (-5.0, 1.1, 5.0))
  player.camera = gameWorld.camera
  gameWorld.addObject(player)
  gameWorld.addObject(AiPlayer(gameWorld, ball.body, (-5.0, 1.1, -5.0)))
  gameWorld.addObject(AiPlayer(gameWorld, ball.body, (5.0, 1.1, -5.0)))
  gameWorld.addObject(AiPlayer(gameWorld, ball.body, (5.0, 1.1, 5.0)))

  glClearColor(0.5, 0.7, 0.9, 1.0)
  #create game menu object
  gameMenu = GameMenu()

  #add the background objects to menu
  gameMenu.addObject(objects.Field())
  gameMenu.addObject(objects.BoundingBox(gameMenu, 10.0, 10))
  crazyCubes = [objects.Cube(gameMenu, (-5.0, 1.001, -5.0), 200, (2.0, 2.0, 2.0), (1,1,0)),
                objects.Cube(gameMenu, (-5.0, 3.002, -5.0), 200, (2.0, 2.0, 2.0), (0,0,1)),
        input_depth=3,
        num_layers=6,
        num_filters=[64, 64, 128, 128, 256, 256],
        dropout_rate=0.0,
    )
    value_network.load('models/VALUE_NETWORK/VALUE_NETWORK')
    value_player = ValuePlayer(value_network)

    mcts_player = MCTSPlayer(num_simulations=1000)

    alpha_player = AlphaPlayer(policy_network,
                               value_network,
                               num_simulations=1000)

    player1 = alpha_player
    player2 = HumanPlayer()
    simulator = OthelloSimulator(player1, player2)

    num_games = 1
    win_count = 0
    black_scores = []

    start_time = int(round(time.time() * 1000))
    print('Running {0} Game Simulations...'.format(num_games))
    for i in range(num_games):
        scores, play_by_play = simulator.simulate_game(record=False,
                                                       verbose=True)
        print(scores)
        black_scores.append(scores[OthelloConstants.BLACK])
        if scores[OthelloConstants.BLACK] > scores[OthelloConstants.WHITE]:
            win_count += 1
Exemple #26
0
            curr_move = (-1, -1)
            try:
                curr_move = self.__active_player__.move(
                    self, legal_player_moves, time_left)
            except Exception as e:
                print(e)
                pass
            # check time limit remaining
            if time_left() <= 0:
                print("%s ran out of time. %s wins." % (str(
                    self.__active_player__), str(self.__inactive_player__)))
                return self.__inactive_player__, self, "%s ran out of time" % str(
                    self.__active_player__)
            # check if move is considered a legal move
            if not curr_move in legal_player_moves:
                print("Illegal move at %d,%d." % curr_move)
                print("Player %s wins." %
                      str(self.__player_symbols__[self.__inactive_player__]))
                return self.__inactive_player__, self, "%s had no valid move" % str(
                    self.__active_player__)
            self.__apply_move__(curr_move)


# initilizer for starting game
if __name__ == '__main__':
    print("Starting game:")
    from players import RandomPlayer
    from players import HumanPlayer
    board = Board(RandomPlayer(), HumanPlayer())
    board.play_isolation()
Exemple #27
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from games import TicTacToe
from brain import Brain
from players import PolicyGradientPlayer, HumanPlayer, RandomPlayer
from brain.activation_functions import ReLU, Softmax

human = HumanPlayer()

DISCOUNT_FACTOR = 0.6
REWARD_FACTOR = 2
EXPERIENCE_BATCH_SIZE = 512
BATCH_ITERATIONS = 128
EXPERIENCE_BUFFER_SIZE = 2 ** 15

LEARNING_RATE = 0.0005
REGULARIZATION = 0.1

BRAIN_TOPOLOGY = (
    (18, None),
    (512, ReLU),
    (9, Softmax),
)

robot_brain = Brain(BRAIN_TOPOLOGY, learning_rate=LEARNING_RATE, regularization=REGULARIZATION)
robot = PolicyGradientPlayer(
    robot_brain,
    discount_factor=DISCOUNT_FACTOR,
    reward_factor=REWARD_FACTOR,
    batch_iterations=BATCH_ITERATIONS,
    experience_batch_size=EXPERIENCE_BATCH_SIZE,
    experience_buffer_size=EXPERIENCE_BUFFER_SIZE,
)
Exemple #28
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def bot_vs_human_loop():
    b = Board()
    p1 = OtherNaivePlayer(0, b)
    p2 = HumanPlayer(1, b)

    end = False
    lock = 0
    c = 0

    b.draw_board()
    while not end:
        c += 1
        print('\n========== Turn', c)
        print('\n########## Player 1 turn')
        replay = True
        while replay:
            replay = False
            dices = roll_dices()
            print('Here is a', dices, '!')
            if dices > 0:
                pawn = p1.play(dices)
                if pawn != -1:
                    lock = 0
                    res = b.play(p1.me, pawn, dices)
                    if res == Moves.WIN:
                        print('Player 1 Won')
                        end = True
                    elif res == Moves.REPLAY:
                        replay = True
                    b.draw_board()
                else:
                    lock += 1
                    print('Player 1 cannot play.')
            else:
                print('Player 1 do nothing.')

        if not end:
            print('\n########## Player 2 turn')
            replay = True
            while replay:
                replay = False
                dices = roll_dices()
                print('Here is a', dices, '!')
                if dices > 0:
                    pawn = p2.play(dices)
                    if pawn != -1:
                        lock = 0
                        res = b.play(p2.me, pawn, dices)
                        if res == Moves.WIN:
                            print('Player 2 Won')
                            end = True
                        elif res == Moves.REPLAY:
                            replay = True
                        b.draw_board()
                    else:
                        lock += 1
                        print('You cannot do anything.')
                else:
                    print('You do nothin.')
        if lock >= 10:
            end = True
            print('This was a deadlock !')
Exemple #29
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def human_game(p=[]):
    if p == []:
        p = SmithyBot()
    ready_player_one = HumanPlayer('You')
    game = Game.setup([p, ready_player_one], variable_cards, False)
    return game.run()
Exemple #30
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 def _set_players(self):
     self._players = HumanPlayer("First", FIRST_PLAYER), HumanPlayer(
         "Second", SECOND_PLAYER)
Exemple #31
0
Fichier : game.py Projet : B3QL/ttt
def game_loop(x_player, o_player, reward):
    game = GameLogic()
    players = cycle([(x_player, game.putX), (o_player, game.putO)])

    player, make_action = next(players)
    while not game.has_ended:
        if player.make_move(game, make_action):
            player, make_action = next(players)

    if reward:
        x_player.reward(REWARDS_X[game.winner])
        o_player.reward(REWARDS_O[game.winner])

    x_player.reset()
    o_player.reset()
    return game


def learn(x_player, o_player):
    return game_loop(x_player, o_player, reward=True)


def play(x_player, o_player):
    return game_loop(x_player, o_player, reward=False)


if __name__ == '__main__':
    from players import RandomPlayer, HumanPlayer
    game = play(RandomPlayer(), HumanPlayer())
    print('Winner:', game.winner)