Exemple #1
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    def move(self, game_state):
        self.start_timer()
        self.res_action, self.res_state = self.choose_default_answer(game_state)
        print "w=",CenterMassEvaluator().evaluate(game_state,WHITE)
        print "b=",CenterMassEvaluator().evaluate(game_state,BLACK)
        try:
            EndTimer.check("m10")
            # calculate info set for this game_state
            if self.init_state is self.prev_state:
                state_info_set = self.info_set #first turn is us: we already has infoset
            else: 
                state_info_set = self._update_info_set_no_action(self.prev_state, game_state, self.info_set)
            
            EndTimer.check("m20")
            # calculate info set for result game_state
            self.res_info_set = self._update_info_set_no_action(game_state, self.res_state, state_info_set)
            
            #choose our move
            # results saved in self.res_action, self.res_state
            self.search(game_state,  state_info_set, self.init_max_depth)
            
            #save our turn and its info set: to be able calculate next one

        except TimeOutException: #TODO for release handle all exceptios
            pass
        
        # save data about our move
        self.prev_state = self.res_state
        self.info_set   = self.res_info_set 
        return self.res_action
Exemple #2
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 def evaluate2(self, state, player, action =None, quad_table_ext=None):
     '''
     @type state: loa_game.LinesOfActionState
     '''
     
     cmt = initialize(state.board)
     cmt.coord_repr
     EndTimer.check(name="cm_f")
     
     my_coord_list = cmt.coord_repr[player]
     cm = cmt.cm_dict[player]
     
     EndTimer.check(name="cm_g")
     
     GTimeStatistics.start_measure("sum_of_min_distances_ext2")
     rsmd = self.sum_of_min_distances_ext2(cm,my_coord_list)
     GTimeStatistics.stop_measure("sum_of_min_distances_ext2")
     
     smart_sum, smart_sum_count, dsum, dmin_sum, dmin, dmin_count = rsmd
     
     r1 = self.min_sum_res(smart_sum_count, smart_sum)
     r2 = self.min_sum_fix(dmin, dmin_count, len(my_coord_list))
     
     
     return r1, r2
Exemple #3
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 def search(self, current_state, info_set, init_max_depth):
     '''
     @param info_set: info set of current_state
     '''        
     # start iterative search
     curr_max_depth = init_max_depth
     # print "time left", end_time - time.clock(), "d=", curr_max_depth
     
     while True:
         EndTimer.check("start search")
         print  "time left", EndTimer.time_left(), "d=", curr_max_depth
         alg = SmartAlphaBetaSearch(self.player, self.utility, self.turn_cache, self.winner_check,self.use_quads)
         self.res_action, self.res_state, self.res_info_set = alg.search(current_state, curr_max_depth, info_set)
         curr_max_depth += self.depth_delta #TODO: TODO
Exemple #4
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 def sum_of_min_distances_ext2(self,cm,coord_list):
     dists = map(lambda p: self.distance(cm,p), coord_list)
     
     EndTimer.check(name="cm_d")
     dsum = sum(dists)
     dmin = min(dists)
     
     EndTimer.check(name="cm_e")
     dmin_count = dists.count(dmin)
     
     dmin_sum = dmin * dmin_count
     smart_sum = dsum - dmin_sum
     smart_sum_count = len(coord_list) - dmin_count
     return smart_sum, smart_sum_count, dsum, dmin_sum, dmin, dmin_count
Exemple #5
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    def move(self, game_state):
        self.start_timer()
        self.res_action, self.res_state = self.choose_default_answer(game_state)
        self.turn_cache.clean_up_if_need(game_state, self.last_game_state)
        
        #gc stuff
        gc.enable()
        collected = self.time_statistics.measure_function(gc.collect)
        self.collected += collected
        gc.disable()
        
        try:
            EndTimer.check("m10")
            
            # calculate info set for this game_state
            if self.init_state is self.prev_state:
                state_info_set = self.info_set #first turn is us: we already has infoset
            else: 
                state_info_set = self._update_info_set_no_action(self.prev_state, game_state, self.info_set)
            
            EndTimer.check("m20")
            # calculate info set for result game_state
            self.res_info_set = self._update_info_set_no_action(game_state, self.res_state, state_info_set)
            
            #choose our move
            # results saved in self.res_action, self.res_state
            self.search(game_state,  state_info_set, self.init_max_depth)
            
            #save our turn and its info set: to be able calculate next one

        except TimeOutException: #TODO for release handle all exceptios
            self.node_statistics.clear_monitor()
            pass
        #save data about last gamestate
        self.last_game_state = game_state
        # save data about our move

        self.prev_state = self.res_state
        self.info_set   = self.res_info_set 
        self.stop_timer()
#        print "cm", CenterMassEvaluator().evaluate(self.res_state, self.player, self.res_info_set)
#        print "e", QuadEvaluator().evaluate(self.res_state, self.player, self.res_info_set)
        
        return self.res_action
Exemple #6
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 def search(self, current_state, info_set, init_max_depth):
     '''
     @param info_set: info set of current_state
     '''        
     # start iterative search
     curr_max_depth = init_max_depth
     #print init_max_depth
     # print "time left", end_time - time.clock(), "d=", curr_max_depth
     alg = SmartAlphaBetaSearch(self.player, self.utility, self.turn_cache, self.time_statistics, self.node_statistics, self.winner_check, )
     
     while True:
         EndTimer.check("start search")
         
         self.node_statistics.start_monitor(curr_max_depth)
         r = alg.search(current_state, curr_max_depth, info_set)
         self.node_statistics.stop_monitor(curr_max_depth)
         
         self.res_action, self.res_state, self.res_info_set = r
         #print "Solution at depth:", curr_max_depth, "  time left:", EndTimer.time_left()
         curr_max_depth += self.depth_delta 
Exemple #7
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 def search(self, current_state, max_depth, info_set):
     '''
     Search game to determine best action; use alpha-beta pruning.
     
     @param current_state: The current game state to start the search from.
     @return: best_action, best_state
     '''
     # on each search this is renewed!
     #
     best_value = -INFINITY
     
     EndTimer.check(name="a")
     
     #successors = current_state.getSuccessors()
     successors = self.turn_cache.get(current_state, LinesOfActionState.getSuccessors)
     
     successors_items = successors.items()
     
     EndTimer.check(name="a1")
     
     for action, newstate in successors_items:
         
         new_info_set =  self._update_info_set(current_state, newstate, action, info_set)   
          
         EndTimer.check(name="b")
         
         #state_info = {} # todo initiate newstate info
         value = self._minValue(newstate, best_value, INFINITY, 1,max_depth, new_info_set)
         
         if value > best_value:
             best_value = value
             best = (action,newstate,new_info_set)
     
     return best
Exemple #8
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 def _minValue(self, state, alpha, beta, depth,max_depth,info_set):
     need_return, v = self._need_return(state, depth, max_depth,info_set)
     if need_return: return v
     
     value = INFINITY
     
     EndTimer.check(name="f")
     
     #successors = state.getSuccessors()
     successors = self.turn_cache.get(state, LinesOfActionState.getSuccessors)
     
     # -- reordering --
     #ordered_successors = self.f_oreder(successors,depth,max_depth)
     #str_key = "_minValue.successors.items() d:{%s} tag{%s}" % (depth,random_tag())
     #self.time_statistics.start_measure(str_key)
     successors_items = successors.items()
     #self.time_statistics.stop_measure(str_key)
     
     for action, successor_state in successors_items:
         EndTimer.check(name="g")
         # update iterative info for son node
         new_info_set =  self._update_info_set(state, successor_state, action, info_set)   
         EndTimer.check(name="h")
         max_value = self._maxValue(successor_state, alpha, beta, depth + 1,max_depth,new_info_set)
         
         value = min(value,max_value)
         if value <= alpha: # cut
             return value
         beta = min(beta, value)
     
     return value
Exemple #9
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 def _need_return(self,state, depth, max_depth,info_set):
     ''' checks if node terminal or reached depth limit =X
     @return: True, value if X  if node terminal or reached depth limit,
                    value - node value
              False,0 - continue searching
     '''
     EndTimer.check("_need_return10")
     #every (min/max Value) starts with this
     self.node_statistics.visit_node()
     
     # check if node is terminate
     w = self.f_checkWinner(state,info_set)
     # if it is : return its value (-1 for enemy, +1 for us)
     if w != 0:
         return True,w
     
     EndTimer.check("_need_return20")
     # if reached depth limit: evaluate node using heuristics
     if depth >= max_depth:
         u_res = self.turn_cache.get(state, self.utility, info_set)
         return True, u_res# self.utility(state) # new_info_set        
     
     return False,0
Exemple #10
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def initialize(board):
        # {WHITE : [(x,y),(x1,y1),...], BLACK : [(x,y),(x1,y1),...]}
        EndTimer.check(name="cm_a")
        coord_repr = state_to_coord_repr(board)
        # central of mass dict {WHITE : (x,y) , BLACK : [(x,y),(x1,y1),...]}
        cm_dict ={}
        EndTimer.check(name="cm_b")
        cm_dict[WHITE] = center_of_mass_from_coord_list(coord_repr[WHITE])
        EndTimer.check(name="cm_c")
        cm_dict[BLACK] = center_of_mass_from_coord_list(coord_repr[BLACK])
        res = CenterMassTable(coord_repr,cm_dict)
        return res
Exemple #11
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 def _maxValue(self, state, alpha, beta, depth,max_depth, info_set):
     
     need_return, v = self._need_return(state, depth, max_depth,info_set)
     if need_return: return v
     
     # -- on regular node : use improved alpha beta --
     
     value = -INFINITY
     EndTimer.check(name="d1")
     
     #successors = state.getSuccessors()
     successors = self.turn_cache.get(state, LinesOfActionState.getSuccessors)
     
     # -- reordering --
     #ordered_successors = self.f_oreder(successors,depth,max_depth)
     
     EndTimer.check(name="d2")
     #str_key = "_maxValue.successors.items()  d:{%s} tag{1%s}" % (depth,random_tag())
     #self.time_statistics.start_measure(str_key)
     successors_items = successors.items()
     #self.time_statistics.stop_measure(str_key)
     
     
     for action, successor_state in successors_items:
         EndTimer.check(name="d3")
        
         # update iterative info for son node
         new_info_set =  self._update_info_set(state, successor_state, action, info_set)
         # calculate minimum for son
         EndTimer.check(name="e")
         min_value = self._minValue(successor_state, alpha, beta, depth + 1,max_depth, new_info_set )
         value = max(value,min_value)
         if value >= beta: # cut
             return value 
         alpha = max(alpha, value)
     # save partial results
     return value
Exemple #12
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 def stop_timer(self):
     EndTimer.stop()
Exemple #13
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 def start_timer(self):
     EndTimer.set_limit_and_start(self.corrected_turn_time_limit)