Esempio n. 1
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def test_to_win():

    player2 = Player('O')
    g = Game((Player('X'), player2), to_win=1)
    g.board.grid[0][0] = 'O'

    assert g.check_winner() is player2
Esempio n. 2
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def main():
    """ Play a game!
    """

    g = Game()
    g.printState()
    player1 = g.players[0]
    player2 = g.players[1]

    win_counts = [0, 0, 0]  # [p1 wins, p2 wins, ties]

    exit = False
    while not exit:
        while not g.finished:
            g.nextMove()

        g.findFours()
        g.printState()

        if g.winner == None:
            win_counts[2] += 1

        elif g.winner == player1:
            win_counts[0] += 1

        elif g.winner == player2:
            win_counts[1] += 1

        printStats(player1, player2, win_counts)


        exit = True        
Esempio n. 3
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def test_game_column_size(description, column, size):
    game = Game(height=3, width=3)
    game._columns = [
        [],
        [Piece.BLUE],
        [Piece.RED, Piece.BLUE],
    ]
    assert game.get_column_size(column=column) == size
Esempio n. 4
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def test_game_piece_at_position(description, row, column, piece):
    game = Game(height=3, width=3)
    game._columns = [
        [],
        [Piece.BLUE],
        [Piece.RED, Piece.BLUE],
    ]
    assert game.get_piece_at_position(row=row, column=column) == piece
Esempio n. 5
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def test_game_too_full(description, height, width, piece, column):
    game = Game(height=height, width=width)
    game._columns = [[], [Piece.BLUE, Piece.RED]]
    with pytest.raises(Exception) as e:
        game.put_piece_in_column(piece=piece, column=column)
        assert (
            e.msg ==
            f"This piece can't be added to this column {column} since it is already full"
        )
Esempio n. 6
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def test_game_column_beyond_range(description, height, width, piece, column):
    game = Game(height=height, width=width)
    game._columns = [[], []]
    with pytest.raises(Exception) as e:
        game.put_piece_in_column(piece=piece, column=column)
        assert (
            e.msg ==
            f"column needs to be between 0 and {game._width}, column is {column}"
        )
Esempio n. 7
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def test_connect_in_direction():
    game = Game(height=4, width=4)
    game._columns = [
        [],
        [Piece.BLUE],
        [Piece.BLUE, Piece.BLUE, Piece.BLUE, Piece.BLUE],
        [],
    ]
    assert connect_in_direction(game=game, start=(0, 2), direction=(1, 0))

    game = Game(height=4, width=4)
    game._columns = [
        [Piece.BLUE],
        [Piece.BLUE, Piece.BLUE],
        [Piece.BLUE, Piece.BLUE, Piece.BLUE],
        [Piece.BLUE, Piece.BLUE, Piece.BLUE, Piece.BLUE],
    ]
    assert connect_in_direction(game=game, start=(2, 2), direction=(1, 1))

    game = Game(height=4, width=4)
    game._columns = [
        [Piece.BLUE, Piece.BLUE, Piece.BLUE, Piece.BLUE],
        [Piece.BLUE, Piece.BLUE, Piece.BLUE],
        [Piece.BLUE, Piece.BLUE],
        [Piece.BLUE],
    ]
    assert connect_in_direction(game=game, start=(0, 3), direction=(1, -1))
Esempio n. 8
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    def play_game(self, on_move=None, verbose=False):
        """
        explore another round of the game
            verbose: bool
                show the process of this game
            returns: list[np.array], list[int]
                the state of the playing field before the move and the move
        """
        c4 = Game(
            self.height,
            self.width,
            on_move=np.random.choice([-1, 1]) if on_move is None else on_move)

        state_list = []
        move_list = []
        # generate training data through two AIs playing against each other
        while c4.winner is None:  # and len(c4.possibleMoves()) > 0:
            color = c4.on_move
            move, meta = self.ais[color].next_exploring_move(
                c4, epsilon=self.epsilon)
            state_list.append(np.copy(c4.field) * color)
            print_cond(c4.field, cond=verbose)
            c4.play(move)
            print_cond("move:",
                       move,
                       " (explore=",
                       meta["explore"],
                       ") ends=",
                       c4.winner,
                       cond=verbose)
            move_list.append(move)

            if c4.winner in (-1, 0, 1):
                break
        return state_list, move_list
Esempio n. 9
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    def test_game(self, enemy="opp", verbose=False, player1_starts=True):
        c4 = Game(self.height, self.width, on_move=1 if player1_starts else -1)
        while c4.winner is None:
            if player1_starts:
                move, q_max = c4.best_next_move(self.qnet)
                c4.play(move)
                print_cond(c4.field,
                           "\nplayer 1 (qnet) played",
                           move,
                           cond=verbose)
            player1_starts = True

            if c4.winner is None:
                if enemy == "qnet":
                    move, q_max = c4.best_next_move(self.qnet)
                elif enemy == "opp":
                    move = self.ais[-1].next_move(c4)
                elif enemy == "rand":
                    move = np.random.choice(c4.possible_moves())
                elif enemy == "human":
                    print("Current Field state:\n", c4.field)
                    move = int(input("Your move: " + str(c4.possible_moves())))

                print_cond("player -1", enemy, "played", move, cond=verbose)
                c4.play(move)
        return c4.winner
Esempio n. 10
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    def launch(self):
        # Launch Game and destroy configuration window
        connect = self._connect.get()
        width = self._width.get()
        height = self._height.get()

        self._window.destroy()

        players = []
        for player in self._players:
            players.append(Player(player.id, player.entry.get(), player.color))

        Display(Game(players, width, height, connect))
Esempio n. 11
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    def trainGame(self, state_list, move_list, verbose=False):
        net_losses = []
        for i in range(len(state_list) - 1, -1, -1):
            move = move_list[i]
            c4 = Game(height=self.height,
                      width=self.width,
                      field=state_list[i],
                      on_move=1)
            net_input = Game.create_net_input(c4.field, move)
            net_output = self.qnet.eval(
                net_input)  # calculate now before moves are played Q(s,a)

            print_cond("we are player 1 in state:\n", c4.field, cond=verbose)
            # next state but already inverted, we are player 1
            c4.play(move)
            print_cond("and do action ",
                       move,
                       "which resulted end=",
                       c4.winner,
                       "\n",
                       c4.field,
                       cond=verbose)

            q_future = 0
            reward = self.rewards[c4.winner]
            if c4.winner is None:
                # opponent plays random move, result also counts directly to reward
                assert c4.on_move == -1
                move = self.ais[-1].next_move(c4)
                c4.play(move)
                reward = self.rewards[c4.winner]

                if c4.winner is None:
                    assert c4.on_move == 1
                    move, q_max = c4.best_next_move(self.qnet)
                    q_future = q_max

            net_target = np.array([reward + self.gamma * q_future
                                   ]).reshape(1, 1)
            print_cond("==> Q(s,a)=", net_output, cond=verbose)
            print_cond("==> r=", reward, " Q_=", q_future, cond=verbose)

            net_loss = self.qnet.train(net_input, net_target)
            net_losses.append(net_loss)
        return net_losses
Esempio n. 12
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def test_Player():

    player1 = Player('X')
    player2 = Minimax('O', depth=2)
    g = Game((player1, player2))
    g.run()
Esempio n. 13
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# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.

# You should have received a copy of the GNU General Public License
# along with this program.  If not, see <https://www.gnu.org/licenses/>.


from connect4 import (
    Game,
    Player,
)
from random_rollouts import RandomRollout
from mcts import MCTS

# Enable this to have a game of randomrollout against itself
# game = Game(RandomRollout(),RandomRollout())

# Enable this to play against RandomRollout yourself
# game = Game(Player(), RandomRollout())

# Enable this to have MCTS-10 against MCTS-1000
# game = Game(MCTS(walks=10),MCTS(walks=1000))

# MCTS vs random rollouts
game = Game(RandomRollout(),MCTS())

game.play_game()
Esempio n. 14
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def test_game(description, height, width, piece, column):
    game = Game(height=height, width=width)
    game.put_piece_in_column(piece=piece, column=column)
    assert game._columns == [[], [piece]]
Esempio n. 15
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def main():

    g = Game()
    g.printState()
    player1 = g.players[0]
    player2 = g.players[1]

    win_counts = [0, 0, 0]  # [p1 wins, p2 wins, ties]

    exit = False


    logger = logging.getLogger('mylogger')
    logger.setLevel(logging.DEBUG)
    fh = logging.FileHandler('test.log')
    ch = logging.StreamHandler()
    ch.setLevel(logging.DEBUG)
    formatter = logging.Formatter('%(asctime)s - %(name)s - %(levelname)s - %(message)s')
    fh.setFormatter(formatter)
    ch.setFormatter(formatter)
    logger.addHandler(fh)
    logger.addHandler(ch)

    stepNum = 0
    while not exit:
        logger.info("GAME START")
        while not g.finished:
            logger.info("STEP{0}".format(stepNum))
            g.nextMove()
            stepNum += 1

        g.findFours()
        g.printState()

        if g.winner == None:
            win_counts[2] += 1

        elif g.winner == player1:
            win_counts[0] += 1

        elif g.winner == player2:
            win_counts[1] += 1

        printStats(player1, player2, win_counts)


        while True:
            logger.info("GAME OVER")
            play_again = str(input("Would you like to play again? "))

            if play_again.lower() == 'y' or play_again.lower() == 'yes':
                print("start time:" + str(time.time()))
                g.newGame()
                g.printState()
                break
            elif play_again.lower() == 'n' or play_again.lower() == 'no':
                print("Thanks for playing!")
                exit = True
                break
            else:
                print("I don't understand... "),
Esempio n. 16
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def test_check_winner():

    n_rows = 20
    n_cols = 10
    to_win = 5
    player1 = Player('X')
    player2 = Player('O')
    g = Game((player1, player2), n_rows=n_rows, n_cols=n_cols, to_win=to_win)

    assert g.check_winner() is None

    # check horizontal win
    for col in range(g.to_win):
        g.board.insert(2 + col, 'X')
    assert g.check_winner() is player1

    # check vertical win
    g = Game((player1, player2), n_rows=n_rows, n_cols=n_cols, to_win=to_win)
    for _ in range(g.to_win):
        g.board.insert(0, 'O')
    assert g.check_winner() is player2

    # check positive diagonal win
    g = Game((player1, player2), n_rows=n_rows, n_cols=n_cols, to_win=to_win)
    for i in range(g.to_win):
        g.board.grid[g.board.n_rows - 1 - i][i] = 'O'
    assert g.check_winner() is player2

    # check negative diagonal win
    g = Game((player1, player2), n_rows=n_rows, n_cols=n_cols, to_win=to_win)
    for i in range(g.to_win):
        g.board.grid[i][i] = 'O'
    assert g.check_winner() is player2
Esempio n. 17
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from connect4 import Game

if __name__ == '__main__':
    game = Game()
    game.setup()
    verdict = 0
    while verdict == 0:
        game.displayBoard()
        verdict = game.move()
    game.displayBoard()
    game.endGame(verdict)
Esempio n. 18
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def test_connect4(description, columns, row, column, connect4):
    game = Game(height=4, width=4)
    game._columns = columns
    assert game._connect4(column=0, row=0) is connect4