def _run_ai_simulation(game_surface: pygame.Surface, size: int, player1: Union[MobilityTreePlayer, PositionalTreePlayer, RandomPlayer, ReversiGame, MCTSTimeSavingPlayer], player2: Union[MobilityTreePlayer, PositionalTreePlayer, RandomPlayer, ReversiGame, MCTSTimeSavingPlayer]) -> None: if size == 8: background = pygame.image.load('assets/gameboard8.png') elif size == 6: background = pygame.image.load('assets/gameboard6.png') else: raise ValueError("invalid size.") game_surface.blit(background, (0, 0)) pygame.display.flip() game = ReversiGame(size) previous_move = '*' board = game.get_game_board() _draw_game_state(game_surface, background, size, board) pass_move = pygame.image.load('assets/pass.png') player1_side = BLACK while game.get_winner() is None: if previous_move == '*' or game.get_current_player() == player1_side: move = player1.make_move(game, previous_move) else: move = player2.make_move(game, previous_move) previous_move = move game.make_move(move) if move == 'pass': surface = game_surface game_surface.blit(pass_move, (300, 300)) pygame.display.flip() pygame.time.wait(500) game_surface.blit(surface, (0, 0)) pygame.display.flip() else: board = game.get_game_board() _draw_game_state(game_surface, background, size, board) pygame.time.wait(500) winner = game.get_winner() if winner == BLACK: victory = pygame.image.load('assets/player1_victory.png') game_surface.blit(victory, (300, 300)) pygame.display.flip() pygame.time.wait(3000) return elif winner == WHITE: defeat = pygame.image.load('assets/player2_victory.png') game_surface.blit(defeat, (300, 300)) pygame.display.flip() pygame.time.wait(3000) return else: draw = pygame.image.load('assets/draw.png') game_surface.blit(draw, (300, 300)) pygame.display.flip() pygame.time.wait(3000) return
def check_corners(game: ReversiGame) -> tuple[int, int]: """Return a tuple representing the number of corner taken by each side :param game: the game state to be checked :return: (corner taken by black, corner taken by white) """ board = game.get_game_board() corner_black, corner_white = 0, 0 for i in [0, game.get_size() - 1]: for j in [0, game.get_size() - 1]: if board[i][j] == BLACK: corner_black += 1 elif board[i][j] == WHITE: corner_white += 1 return corner_black, corner_white
def positional_early(game: ReversiGame, selected_board_weight: list, player: str) -> Union[float, int]: """Evaluates a board based on the positional advantage of black Preconditions: player in {BLACK, WHITE} """ if player == BLACK: opponent = WHITE else: opponent = BLACK eval_so_far = 0 board = game.get_game_board() for i in range(game.get_size() - 1): for j in range(game.get_size() - 1): if board[i][j] == player: eval_so_far += selected_board_weight[i][j] elif board[i][j] == opponent: eval_so_far -= selected_board_weight[i][j] return eval_so_far
def make_move(self, game: ReversiGame, previous_move: Optional[str]) -> str: """Make a move given the current game. previous_move is the opponent player's most recent move, or None if no moves have been made. Preconditions: - There is at least one valid move for the given game state - len(game.get_valid_moves) > 0 :param game: the current game state :param previous_move: the opponent player's most recent move, or None if no moves have been made :return: a move to be made """ if self._tree is None: # initialize a tree if there is no tree if previous_move is None: self._tree = MCTSTree(START_MOVE, copy.deepcopy(game)) else: self._tree = MCTSTree(previous_move, copy.deepcopy(game)) else: # update tree with previous move if there is a tree if len(self._tree.get_subtrees()) == 0: self._tree.expand() if previous_move is not None: self._tree = self._tree.find_subtree_by_move(previous_move) assert self._tree.get_game_after_move().get_game_board( ) == game.get_game_board() assert self._tree.get_game_after_move().get_current_player( ) == game.get_current_player() for _ in range(self._n): self._tree.mcts_round(self._c) # update tree with the decided move move = self._tree.get_most_confident_move() self._tree = self._tree.find_subtree_by_move(move) return move
def _run_ai_game(game_surface: pygame.Surface, size: int, ai_player: Union[MobilityTreePlayer, PositionalTreePlayer, RandomPlayer, ReversiGame, MCTSTimeSavingPlayer], user_side: str = BLACK) -> None: if size == 8: background = pygame.image.load('assets/gameboard8.png') elif size == 6: background = pygame.image.load('assets/gameboard6.png') else: raise ValueError("invalid size.") game_surface.blit(background, (0, 0)) pygame.display.flip() game = ReversiGame(size) previous_move = '*' if user_side == BLACK: ai_side: str = WHITE else: ai_side: str = BLACK board = game.get_game_board() _draw_game_state(game_surface, background, size, board) pass_move = pygame.image.load('assets/pass.png') while game.get_winner() is None: if (previous_move == '*' and user_side == WHITE) or game.get_current_player() == user_side: if game.get_valid_moves() == ['pass']: game.make_move('pass') previous_move = 'pass' surface = game_surface game_surface.blit(pass_move, (300, 300)) pygame.display.flip() pygame.time.wait(1000) game_surface.blit(surface, (0, 0)) pygame.display.flip() continue while True: event = pygame.event.wait() if event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() if 585 <= mouse_pos[0] <= 795 and 10 <= mouse_pos[1] <= 41: return else: move = _search_for_move(mouse_pos, size) print(move) if move == '' or move not in game.get_valid_moves(): continue else: previous_move = move game.make_move(move) board = game.get_game_board() _draw_game_state(game_surface, background, size, board) pygame.time.wait(1000) break if event.type == pygame.QUIT: return else: move = ai_player.make_move(game, previous_move) previous_move = move game.make_move(move) if move == 'pass': surface = game_surface game_surface.blit(pass_move, (300, 300)) pygame.display.flip() pygame.time.wait(1000) game_surface.blit(surface, (0, 0)) pygame.display.flip() else: board = game.get_game_board() _draw_game_state(game_surface, background, size, board) winner = game.get_winner() if winner == user_side: victory = pygame.image.load('assets/victory.png') game_surface.blit(victory, (300, 300)) pygame.display.flip() pygame.time.wait(3000) return elif winner == ai_side: defeat = pygame.image.load('assets/defeat.png') game_surface.blit(defeat, (300, 300)) pygame.display.flip() pygame.time.wait(3000) return else: draw = pygame.image.load('assets/draw.png') game_surface.blit(draw, (300, 300)) pygame.display.flip() pygame.time.wait(3000) return