Exemple #1
0
def minimax(tabuleiro, depth, alpha, beta, maximizingPlayer, current_move, player):
    best_move = current_move
    score = tabuleiro.calculate_board_score(player)

    if depth == 0 or score == inf:
        return score, current_move

    possible_moves = utils.get_possible_moves(tabuleiro.get_board())

    if maximizingPlayer:
        maxEval = -inf
        for move in possible_moves:
            evalue, pos = minimax(utils.make_move(copy.deepcopy(tabuleiro), move, 1), depth-1, alpha, beta, False, move, player)
            if maxEval < evalue:
                maxEval = evalue
                best_move = move
            alpha = max(alpha, evalue)
            if alpha >= beta:
                break

        return maxEval, best_move
    else:
        minEval = inf
        for move in possible_moves:
            evalue, pos = minimax(utils.make_move(copy.deepcopy(tabuleiro), move, 2), depth - 1, alpha, beta, True, move, player)
            if minEval > evalue:
                minEval = evalue
                best_move = move
            beta = min(beta, evalue)
            if alpha >= beta:
                break

        return minEval, best_move
Exemple #2
0
    def move(self, board) -> Tuple[int, int, Action]:
        if random() < self.epsilon:
            possible_moves = get_possible_moves(board, self.mark)
            if possible_moves:
                chosen_move = choice(possible_moves)
                move_hash = ALL_MOVES.index(chosen_move)
            else:
                move_hash = 0
                chosen_move = ALL_MOVES[move_hash]
        else:
            predictions = self.model.predict(encode_board(board, self.mark))[0]
            possible_moves_hashes = get_encoded_possible_moves(
                board, self.mark)
            move_hash = next((x for _, x in sort_predictions(predictions)
                              if x in possible_moves_hashes), 0)
            chosen_move = ALL_MOVES[move_hash]

        if self.training:
            self.tau += 1
            if self.tau > self.max_tau:
                self.tau = 0
                self.update_target_model()

            self.memorize(board, move_hash, 0, False)

        return chosen_move
Exemple #3
0
    def move(self, board) -> Tuple[int, int, Action]:
        mark = self.mark

        if self.training:
            move_hash = 0
            chosen_move = ALL_MOVES[move_hash]

            if random() < self.epsilon:
                possible_moves = get_possible_moves(board, mark)
                if possible_moves:
                    chosen_move = choice(possible_moves)
                    move_hash = ALL_MOVES.index(chosen_move)
            else:
                predictions = self.model.predict(encode_board(board, mark))[0]
                possible_moves_hashes = get_encoded_possible_moves(board, mark)
                move_hash = next((x for _, x in sort_predictions(predictions)
                                  if x in possible_moves_hashes), 0)
                chosen_move = ALL_MOVES[move_hash]

            self.buffer.append((board, move_hash))
            return chosen_move
        else:
            predictions = self.model.predict(encode_board(board, mark))[0]
            possible_moves_hashes = get_encoded_possible_moves(board, mark)
            move_hash = next((x for _, x in sort_predictions(predictions)
                              if x in possible_moves_hashes), 0)
            return ALL_MOVES[move_hash]
Exemple #4
0
def minimax(game_state, turn, maximizer_turn, round_num=0, top=False):
    node_key = hash_game_state(game_state)
    if node_key in MINIMAX_TREE:
        return MINIMAX_TREE[node_key]

    possible_moves = get_possible_moves(game_state)
    if not possible_moves or get_winner(game_state)[0] is not None:
        return _score(game_state, maximizer_turn), None, round_num

    if turn == maximizer_turn:
        best = -2  # Lower than lowest possible score.
        best_move = None
        best_move_depth = 10  # Larger than deepest possible tree.
        for i, move in enumerate(possible_moves):
            move_score, _, move_depth = minimax(
                _simulate_move(game_state, move, turn),
                toggle_turn(turn),
                maximizer_turn,
                round_num + 1
            )

            # break ties by preferring faster wins
            is_faster = move_depth < best_move_depth
            if move_score > best or (move_score == best and is_faster):
                best_move = move
                best = move_score
                best_move_depth = move_depth

            # Print a progress bar at the top level
            if top:
                progress = 100. * (i + 1.) / len(possible_moves)
                sys.stdout.write(
                    'Computer is thinking... Progress: %.02f%%\r' % progress)
                sys.stdout.flush()
        ret = (best, best_move, best_move_depth)
        MINIMAX_TREE[node_key] = ret
        return ret

    else:
        best = 2  # Higher than highest possible score
        best_move = None
        best_move_depth = 10  # Larger than deepest possible tree.
        for move in possible_moves:
            move_score, _, move_depth = minimax(
                _simulate_move(game_state, move, turn),
                toggle_turn(turn),
                maximizer_turn,
                round_num + 1
            )

            # break ties by preferring faster wins
            is_faster = move_depth < best_move_depth
            if move_score < best or (move_score == best and is_faster):
                best_move = move
                best = move_score
                best_move_depth = move_depth
        ret = (best, best_move, best_move_depth)
        MINIMAX_TREE[node_key] = ret
        return ret
Exemple #5
0
 def get_ordered_next_games(self, mark: Mark, alpha: float, beta: float,
                            desc: bool = True):
     possible_games = [(move, self.move(*move, mark))
                       for move in get_possible_moves(self.board, mark)]
     # add some random noise to randomize results
     possible_games.sort(key=lambda x: (x[1].maybe_evaluate(mark, 0, alpha, beta, 0),
                                        random.random()),
                         reverse=desc)
     return possible_games
Exemple #6
0
def random(game_state, turn):
    '''Random Algorithm'''
    possible_moves = get_possible_moves(game_state)
    return choice(possible_moves)
Exemple #7
0
 def move(self, board) -> Tuple[int, int, Action]:
     possible_moves = get_possible_moves(board, self.mark)
     return choice(possible_moves) if possible_moves else ALL_MOVES[0]
Exemple #8
0
 def move(self, board) -> Tuple[int, int, Action]:
     possible_moves = get_possible_moves(board, self.mark)
     possible_moves.sort(key=lambda m: (evaluate_move(
         board, self.mark, m, self.eval_rows, self.eval_cols, self.
         eval_diagonals), random.random()))
     return possible_moves[-1]
# -*- coding: utf-8 -*-

import board
import utils
from math import inf
import minimax

tabuleiro = board.Board()

lista = tabuleiro.calculate_board_score(1)

#print(lista)

moves = utils.get_possible_moves(tabuleiro.get_board())

print(moves)

score, move = minimax.minimax(tabuleiro, 3, -inf, inf, True, [0, 0], 1)

print("SCORE: ")
print(score)
print("Movimento")
print(move)