Esempio n. 1
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def test_heuristic_is_diagonal_getting_double_counted_2():
    game = Game()
    board = Board()
    game.set_heuristic_score = check_potential_win
    board.board = [['?', '?', '?', '?', '?', '?', '1'],
                   ['?', '?', '?', '?', '?', '1', '?'],
                   ['?', '?', '?', '?', '1', '?', '?'],
                   ['?', '?', '?', '?', '?', '?', '?'],
                   ['?', '?', '?', '?', '?', '?', '?'],
                   ['?', '?', '?', '?', '?', '?', '?']]
    assert game.heuristic_score(board) == 1
Esempio n. 2
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def test_heuristic_3_complex():
    game = Game()
    board = Board()
    game.set_heuristic_score = check_potential_win
    board.board = [['?', '?', '?', '?', '?', '?', '?'],
                   ['?', '?', '?', '?', '?', '?', '?'],
                   ['?', '?', '1', '?', '1', '?', '?'],
                   ['?', '?', '?', '?', '?', '?', '?'],
                   ['?', '?', '1', '?', '1', '1', '?'],
                   ['?', '1', '1', '?', '1', '?', '?']]
    assert game.heuristic_score(board) == 5
Esempio n. 3
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def test_heuristic_2_w():
    game = Game()
    board = Board()
    game.set_heuristic_score = check_potential_win_two_weighted
    board.board = [['?', '?', '?', '?', '?', '?', '?'],
                   ['?', '?', '?', '?', '?', '?', '?'],
                   ['?', '?', '?', '?', '?', '?', '?'],
                   ['?', '?', '?', '?', '2', '?', '?'],
                   ['?', '?', '2', '?', '2', '2', '?'],
                   ['?', '2', '2', '?', '2', '2', '2']]
    assert game.heuristic_score(board) == -29
 def new_game(self, event):
     self.state = 'waiting'
     self.root.unbind('<Return>')
     self.canvas.delete(self.tint)
     self.canvas.delete(self.text1)
     self.canvas.delete(self.text2)
     self.canvas.delete(self.line)
     self.clear_board()
     self.b = Board()
     self.c = Board()
     self.g = Game()
     self.update()
Esempio n. 5
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def test_minmax_winning_board_scoring():
    new_game = Game()
    new_game.current_color = "1"
    new_game.board.last_placed_column =3
    new_game.board.last_placed_row = 2
    new_game.board.last_placed_player = "1"
    new_game.board.board = [
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '1', '?', '?', '?'],
        ['?', '?', '?', '1', '2', '?', '?'],
        ['?', '?', '?', '1', '2', '?', '?'],
        ['?', '?', '?', '1', '2', '?', '?']]
    assert new_game.min_max(new_game.board, "1", 4, -math.inf, math.inf) == (new_game.max, None)
Esempio n. 6
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def test_minmax_maximizer_tie():
    new_game = Game()
    new_game.board.last_placed_column = 4
    new_game.board.last_placed_row = 0
    new_game.board.last_placed_player = "2"
    new_game.current_color = "1"
    new_game.board.board = [
        ['1', '2', '1', '2', '1', '2', '?'],
        ['1', '2', '1', '1', '1', '2', '1'],
        ['2', '1', '2', '2', '2', '1', '2'],
        ['1', '2', '1', '1', '1', '2', '1'],
        ['2', '1', '2', '2', '2', '1', '2'],
        ['2', '1', '2', '1', '2', '1', '2']]
    assert new_game.min_max(new_game.board,"1", 4, -math.inf, math.inf) == (0,6)
Esempio n. 7
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def test_minmax_tied_board_scoring():
    new_game = Game()
    new_game.current_color = "1"
    new_game.board.last_placed_column = 6
    new_game.board.last_placed_row = 0
    new_game.board.last_placed_player = "1"
    new_game.board.board = [
        ['1', '2', '1', '2', '1', '2', '1'],
        ['1', '2', '1', '1', '1', '2', '1'],
        ['2', '1', '2', '2', '2', '1', '2'],
        ['1', '2', '1', '1', '1', '2', '1'],
        ['2', '1', '2', '2', '2', '1', '2'],
        ['2', '1', '2', '1', '2', '1', '2']]
    assert new_game.min_max(new_game.board, "1", 4, -math.inf, math.inf) == (0, None)
Esempio n. 8
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def test_minmax_maximizer_win():
    new_game = Game()
    new_game.current_color = "1"
    new_game.board.last_placed_column = 5
    new_game.board.last_placed_row = 0
    new_game.board.last_placed_player = "2"
    new_game.board.board = [
        ['1', '1', '1', '2', '2', '2', '?'],
        ['2', '2', '2', '1', '1', '1', '?'],
        ['1', '1', '1', '2', '2', '2', '1'],
        ['2', '2', '2', '1', '1', '1', '2'],
        ['1', '1', '1', '2', '2', '2', '1'],
        ['2', '2', '2', '1', '1', '1', '2']]
    _score, column = new_game.min_max(new_game.board,"1", 4, -math.inf, math.inf)
    assert  column == 6
Esempio n. 9
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def test_minmax_just_returning_first_column_checked():
    new_game = Game()
    new_game.board.last_placed_column = 3
    new_game.board.last_placed_row = 0
    new_game.board.last_placed_player = "2"
    new_game.current_color = "1"
    new_game.board.board = [
        ['?', '?', '1', '2', '1', '2', '1'],
        ['1', '?', '1', '1', '1', '2', '1'],
        ['2', '1', '2', '2', '2', '1', '2'],
        ['1', '2', '1', '1', '1', '2', '1'],
        ['2', '1', '2', '2', '2', '1', '2'],
        ['2', '1', '2', '1', '2', '1', '2']]
    _score, column = new_game.min_max(new_game.board,"1", 8, -math.inf, math.inf)
    assert  column == 1
Esempio n. 10
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def test_minmax_diminishing_future_returns():
    new_game = Game()
    new_game.board.last_placed_column = 2
    new_game.board.last_placed_row = 1
    new_game.board.last_placed_player = "1"
    new_game.current_color = "2"
    new_game.set_heuristic_score = check_potential_win
    new_game.board.board = [
        ['?', '?', '?', '?', '?', '?', '?'],
        ['2', '?', '1', '?', '?', '?', '?'],
        ['1', '?', '1', '?', '?', '2', '?'],
        ['2', '?', '2', '1', '?', '1', '?'],
        ['2', '?', '1', '2', '?', '1', '?'],
        ['2', '?', '2', '1', '1', '1', '2']]
    _score, column = new_game.min_max(new_game.board,"2", 5, -math.inf, math.inf)
    assert column == 4
Esempio n. 11
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def play(games, win, ai):
    player1_wins = 0
    player2_wins = 0
    ties = 0
    last_winner = -1
    num_games = 1

    while player1_wins < win and player2_wins < win and num_games <= games:
        g = Game(7, 6, 4)
        turns_played = 0
        if last_winner == -1:
            turn = random.randint(1, 2)
        else:
            turn = last_winner  # winner gets to go first

        while g.get_winner() is None and turns_played < g.rows * g.cols - 1:
            if turn == YELLOW:
                next_move = minimax_decision(g, YELLOW, ai)
                g.insert(next_move, turn)
            else:
                g.print_board()
                next_move = input(
                    '{}\'s turn: '.format('Red' if turn == RED else 'Yellow'))
                g.insert(int(next_move), turn)

            # time.sleep(0.1)
            turns_played += 1
            # g.print_board()
            turn = YELLOW if turn == RED else RED

        num_games += 1
        winner = g.get_winner()
        if winner == 1:
            player1_wins += 1
        elif winner == 2:
            player2_wins += 1
        else:
            ties += 1

    return [player1_wins, player2_wins, ties]
Esempio n. 12
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def main():
    net = Net()
    net.load_state_dict(torch.load(PATH))

    g = Game()
    red = True
    moves = 0

    while not g.won():
        board = g.to_tensor(red)

        prediction = request_move(net, board, chance=1 if red else 0.0)
        max_value = torch.max(prediction)
        move = np.zeros((1, 7))

        for i, element in enumerate(prediction):
            if element == max_value:
                move[:, i] = 1
                prediction[i] = 0.

        column = move.tolist()[0].index(1.)

        for iter in range(7):
            try:
                g.insert(column, RED if red else YELLOW)
                moves += 1
                break
            except Exception as e:
                column = (column + 1) % 7
        else:
            return False, moves

        if g.won():
            g.print_board()
            return red, moves

        # switch turn
        if red:
            red = False
        else:
            red = True
    def __init__(self):
        self.size = dim
        self.root = Tk(className='Connect Four')
        self.state = 'waiting'
        self.cpu = True

        self.g = Game()
        self.b = Board()
        self.chip = None

        # Draw Upper Control Panel
        self.control = Frame(self.root,
                             width=WIDTH,
                             height=CONTROL_HEIGHT,
                             bg=BACKGROUND_COLOR)
        self.control.pack(fill=tk.BOTH, expand=tk.YES)
        self.slide = Canvas(self.control,
                            width=WIDTH,
                            height=CHIP_PADDING * 2 + CHIP_DIAMETER,
                            bg=BACKGROUND_COLOR)
        self.slide.pack()

        # Draw Board
        self.canvas = Canvas(self.root,
                             width=WIDTH,
                             height=HEIGHT,
                             bg=BOARD_COLOR,
                             bd=0,
                             highlightthickness=0)
        self.canvas.bind("<Button-1>", self.drop_chip)
        self.clear_board()
        self.canvas.pack()

        self.update()  # Constantly checks pointer position to move chip slider

        self.root.mainloop()
Esempio n. 14
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def play_wo_human(agent1, agent2, first_player):
    '''
	Default: agent 1 plays RED
	agent 2 plays YELLOW
	'''
    turn_dict = {1: RED, 2: YELLOW}
    agent_turn_dict = {RED: agent1.name, YELLOW: agent2.name}
    times = {agent1.name: 0, agent2.name: 0}

    count_moves = 0
    winner = None

    g = Game()

    # #randomize turn who starts first
    # turn_ind = random.randint(1,2)
    # turn = turn_dict[turn_ind]

    turn = turn_dict[first_player]

    print "Starting with turn = ", agent_turn_dict[turn]
    while True:
        g.printBoard()
        if turn == RED:
            print agent1.name, "'s turn"
            start = time.time()
            move = agent1.play_move()
            end = time.time()
            times[agent1.name] += (end - start)
            if move is None:
                print "DRAW GAME"
                break
            w = g.insert(move, turn)
            if w:
                winner = agent_turn_dict[w]
                print "####################WINNER: ", winner, " TOTAL MOVES: ", count_moves
                break
            agent2.play_opponent_move(move)
        else:
            print agent2.name, "'s turn"
            start = time.time()
            move = agent2.play_move()
            end = time.time()
            times[agent2.name] += (end - start)
            if move is None:
                print "DRAW GAME"
                break
            w = g.insert(move, turn)
            if w:
                winner = agent_turn_dict[w]
                print "#################WINNER: ", winner, " TOTAL MOVES: ", count_moves
                break
            agent1.play_opponent_move(move)
        count_moves += 1
        turn = YELLOW if turn == RED else RED
    return winner, count_moves, times
Esempio n. 15
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def play(games, win, ai):
    player1_wins = 0
    player2_wins = 0
    ties = 0
    last_winner = -1
    num_games = 1

    while player1_wins < win and player2_wins < win and num_games <= games:
        g = Game(7, 6, 4)
        turns_played = 0
        if last_winner == -1:
            turn = random.randint(1,2)
        else:
            turn = last_winner # winner gets to go first

        while g.get_winner() is None and turns_played < g.rows * g.cols - 1:
            if turn == YELLOW:
                next_move = minimax_decision(g,YELLOW,ai)
                g.insert(next_move, turn)
            else:
                g.print_board()
                next_move = input('{}\'s turn: '.format('Red' if turn == RED else 'Yellow'))
                g.insert(int(next_move), turn)

            # time.sleep(0.1)
            turns_played += 1
            # g.print_board()
            turn = YELLOW if turn == RED else RED

        num_games += 1
        winner = g.get_winner()
        if winner == 1:
            player1_wins += 1
        elif winner == 2:
            player2_wins += 1
        else:
            ties += 1

    return [player1_wins, player2_wins, ties]
Esempio n. 16
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def play(games, win, player1, player2):
    player1_wins = 0
    player2_wins = 0
    ties = 0
    last_winner = -1
    num_games = 1

    while player1_wins < win and player2_wins < win and num_games < games:
        g = Game(7, 6, 4)
        turns_played = 0
        if last_winner == -1:
            turn = random.randint(1, 2)
        else:
            turn = last_winner  # winner gets to go first

        while g.get_winner() is None and turns_played < g.rows * g.cols - 1:
            if turn == YELLOW:
                next_move = minimax_decision(g, YELLOW, player2)
                g.insert(next_move, turn)
            else:
                next_move = minimax_decision(g, RED, player1)
                g.insert(next_move, turn)

            # time.sleep(0.1)
            turns_played += 1
            # g.print_board()
            turn = YELLOW if turn == RED else RED

        num_games += 1
        winner = g.get_winner()
        last_winner = winner
        if winner == 1:
            player1_wins += 1
        elif winner == 2:
            player2_wins += 1
        else:
            ties += 1

    return [player1_wins, player2_wins, ties]
Esempio n. 17
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def play(games, win, player1, player2):
    player1_wins = 0
    player2_wins = 0
    ties = 0
    last_winner = -1
    num_games = 1

    while player1_wins < win and player2_wins < win and num_games < games:
        g = Game(7, 6, 4)
        turns_played = 0
        if last_winner == -1:
            turn = random.randint(1,2)
        else:
            turn = last_winner # winner gets to go first

        while g.get_winner() is None and turns_played < g.rows * g.cols - 1:
            if turn == YELLOW:
                next_move = minimax_decision(g,YELLOW,player2)
                g.insert(next_move, turn)
            else:
                next_move = minimax_decision(g,RED,player1)
                g.insert(next_move, turn)

            # time.sleep(0.1)
            turns_played += 1
            # g.print_board()
            turn = YELLOW if turn == RED else RED

        num_games += 1
        winner = g.get_winner()
        last_winner = winner
        if winner == 1:
            player1_wins += 1
        elif winner == 2:
            player2_wins += 1
        else:
            ties += 1

    return [player1_wins, player2_wins, ties]
Esempio n. 18
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def play_w_human():
    g = Game()
    # agent = MinimaxAgent() #MCTSAgent()
    agent = QLearningAgent('q_values')
    turn = RED

    while True:
        g.printBoard()
        if turn == RED:
            row = input(
                '{}\'s turn: '.format('Red' if turn == RED else 'Yellow'))
            w = g.insert(int(row), turn)
            agent.play_opponent_move(int(row))
        else:
            move = agent.play_move()
            w = g.insert(move, turn)
        if w:
            print "WINNER: ", w
            break
        turn = YELLOW if turn == RED else RED
Esempio n. 19
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# -*- coding: utf-8 -*-
"""
Created on Wed Apr 20 13:53:01 2016

@author: Bang
"""
from itertools import groupby, chain
from connect_four import Game
from connect_four import diagonals_pos as diag_pos
from connect_four import diagonals_neg as diag_neg
from copy import deepcopy
import random

search_depth = 20

game = Game()
rows = game.rows
cols = game.cols
required_to_win = 4

NONE = 0
RED = 1
YELLOW = 2


def insert(board, column, color):
    """Insert the color in the given column."""
    c = board[column]
    if c[0] != NONE:
        raise Exception('Column is full')
Esempio n. 20
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def test_get_opposite_symbol():
    game = Game()
    assert game.get_opposite_symbol("1") == "2"
    assert game.get_opposite_symbol("2") == "1"
Esempio n. 21
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from connect_four import Game

Game(mode='cc').play()
class Window:
    def __init__(self):
        self.size = dim
        self.root = Tk(className='Connect Four')
        self.state = 'waiting'
        self.cpu = True

        self.g = Game()
        self.b = Board()
        self.chip = None

        # Draw Upper Control Panel
        self.control = Frame(self.root,
                             width=WIDTH,
                             height=CONTROL_HEIGHT,
                             bg=BACKGROUND_COLOR)
        self.control.pack(fill=tk.BOTH, expand=tk.YES)
        self.slide = Canvas(self.control,
                            width=WIDTH,
                            height=CHIP_PADDING * 2 + CHIP_DIAMETER,
                            bg=BACKGROUND_COLOR)
        self.slide.pack()

        # Draw Board
        self.canvas = Canvas(self.root,
                             width=WIDTH,
                             height=HEIGHT,
                             bg=BOARD_COLOR,
                             bd=0,
                             highlightthickness=0)
        self.canvas.bind("<Button-1>", self.drop_chip)
        self.clear_board()
        self.canvas.pack()

        self.update()  # Constantly checks pointer position to move chip slider

        self.root.mainloop()

    # Clears all chips from the visual board display
    def clear_board(self):
        for row in range(self.size[0]):
            for col in range(self.size[1]):
                self.canvas.create_oval(
                    PADDING_X + (CHIP_DIAMETER + CHIP_PADDING) * col,
                    PADDING_Y + (CHIP_DIAMETER + CHIP_PADDING) * row,
                    PADDING_X + (CHIP_DIAMETER + CHIP_PADDING) * col +
                    CHIP_DIAMETER,
                    PADDING_Y + (CHIP_DIAMETER + CHIP_PADDING) * row +
                    CHIP_DIAMETER,
                    fill=BACKGROUND_COLOR)

    def update(self):
        while self.state == 'waiting':
            self.root.update()  # Chip Slider
            self.x = self.root.winfo_pointerx() - self.root.winfo_rootx()
            if self.chip != None:
                self.slide.delete(self.chip)
            if self.g.turn % 2 != 0:
                color = COLOR_P1
            else:
                color = COLOR_P2
            self.chip = self.slide.create_oval(self.x - CHIP_DIAMETER / 2,
                                               CHIP_PADDING,
                                               CHIP_DIAMETER / 2 + self.x,
                                               CHIP_PADDING + CHIP_DIAMETER,
                                               fill=color)

    # Resets everything for a new game
    def new_game(self, event):
        self.state = 'waiting'
        self.root.unbind('<Return>')
        self.canvas.delete(self.tint)
        self.canvas.delete(self.text1)
        self.canvas.delete(self.text2)
        self.canvas.delete(self.line)
        self.clear_board()
        self.b = Board()
        self.c = Board()
        self.g = Game()
        self.update()

    # Adds a chip to the correct column of the matrix
    def drop_chip(self, event):
        if not self.b.gameover:
            col_width = (WIDTH - PADDING_X * 2) / dim[1]
            col = int((self.x - PADDING_X) // col_width)
            if self.b.chips[0][col] == 0:
                self.state == 'dropping'
                chip = self.g.create_chip()
                chip.drop_chip(self.b, col)
                self.draw_chip(chip, chip.pos[0], col)

    # Draws a chip on the visual board
    def draw_chip(self, chip, row, col):
        l = PADDING_X + (CHIP_DIAMETER + CHIP_PADDING) * col
        u = PADDING_Y + (CHIP_DIAMETER + CHIP_PADDING) * row
        r = PADDING_X + (CHIP_DIAMETER + CHIP_PADDING) * col + CHIP_DIAMETER
        d = PADDING_Y + (CHIP_DIAMETER + CHIP_PADDING) * row + CHIP_DIAMETER
        # for row in range(row):
        # self.canvas.create_oval(l,u,r,d,fill=chip.color)
        # time.sleep(0.2)
        # self.canvas.create_oval(l,u,r,d,fill=BACKGROUND_COLOR)
        self.canvas.create_oval(l, u, r, d, fill=chip.color)
        self.turn()

    # Checks if game is over and starts the next move
    def turn(self):
        check = self.b.check()
        if self.b.gameover == True:  # New Game
            self.state = 'gameover'
            self.gameover(check)
        else:
            self.g.turn += 1
            if self.g.turn == 43:
                self.state = 'gameover'
                self.gameover()
            if self.cpu:
                if self.g.turn % 2 == 0:
                    self.cpu_drop_chip()

    # Adds a chip to the column of the matrix determined by ai
    def cpu_drop_chip(self):
        if not self.b.gameover:
            col = ai.minimax(self.g, self.b, 4, True)[0]
            self.state == 'dropping'
            chip = self.g.create_chip()
            chip.drop_chip(self.b, col)
            self.draw_chip(chip, chip.pos[0], col)

    # Draws a line through a 4-in-a-row
    def draw_line(self, direction, pos):
        row1 = pos[0]
        col1 = pos[1]
        row2 = pos[2]
        col2 = pos[3]
        x1 = PADDING_X + (CHIP_DIAMETER + CHIP_PADDING) * col1
        y1 = PADDING_Y + (CHIP_DIAMETER + CHIP_PADDING) * row1
        x2 = PADDING_X + (CHIP_DIAMETER + CHIP_PADDING) * col2 + CHIP_DIAMETER
        y2 = PADDING_Y + (CHIP_DIAMETER + CHIP_PADDING) * row2 + CHIP_DIAMETER

        if direction == 'h':
            x1 -= CHIP_PADDING / 2
            y1 += CHIP_DIAMETER / 2
            x2 += CHIP_PADDING / 2
            y2 -= CHIP_DIAMETER / 2
        elif direction == 'v':
            x1 += CHIP_DIAMETER / 2
            y1 += CHIP_DIAMETER + CHIP_PADDING / 2
            x2 -= CHIP_DIAMETER / 2
            y2 -= CHIP_DIAMETER + CHIP_PADDING / 2
        elif direction == 'p':
            y1 += CHIP_DIAMETER
            y2 -= CHIP_DIAMETER

        self.line = self.canvas.create_line(x1, y1, x2, y2, fill=LINE_COLOR)

    def gameover(self, check):
        self.draw_line(check[0], check[1])
        self.tint = self.canvas.create_rectangle(0,
                                                 0,
                                                 WIDTH,
                                                 HEIGHT,
                                                 fill="white",
                                                 stipple='gray50')
        self.text1 = self.canvas.create_text(WIDTH / 2,
                                             HEIGHT / 2 - 30,
                                             text='Game Over',
                                             font=('Helvetica', 50, 'bold'),
                                             fill='black')
        self.text2 = self.canvas.create_text(WIDTH / 2,
                                             HEIGHT / 2 + 30,
                                             text='Press ENTER to play again',
                                             font=('Helvetica', 25, 'bold'),
                                             fill='black')
        self.root.bind('<Return>', self.new_game)
Esempio n. 23
0
def test_minmax_alpha_beta_breaking_min_max_block():
    alpha_beta = Game()
    min_max = Game()
    alpha_beta.current_color = "2"
    min_max.current_color = "2"
    alpha_beta.do_alpha_beta_pruning = True
    min_max.do_alpha_beta_pruning = False
    alpha_beta.set_heuristic_score = check_potential_win
    min_max.set_heuristic_score = check_potential_win
    alpha_beta.board.board = [
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '2'],
        ['1', '?', '1', '1', '?', '2', '2']]
    min_max.board.board = [
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '2'],
        ['1', '?', '1', '1', '?', '2', '2']]
    _score_1, column_1 = alpha_beta.min_max(alpha_beta.board,"2", 5, -math.inf, math.inf) 
    _score_2, column_2 = min_max.min_max(min_max.board,"2", 5, -math.inf, math.inf) 

    assert column_1 == column_2
    assert column_1 == 1
    assert column_2 == 1
Esempio n. 24
0
def test_get_all_moves():
    new_game = Game()
    new_game.board.board = [
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '1', '?', '?', '?']]
    all_moves_board_objects = new_game.board.get_all_moves("2")
    list_of_just_boards_tuple = []
    for board_move_tuple in all_moves_board_objects:
        board = board_move_tuple[0]
        column = board_move_tuple[1]
        actual_board = board.board
        list_of_just_boards_tuple.append((actual_board,column))
    assert  list_of_just_boards_tuple == [([
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['2', '?', '?', '1', '?', '?', '?']],0),
        ([
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '2', '?', '1', '?', '?', '?']],1),
        ([
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '2', '1', '?', '?', '?']],2),
        ([
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '2', '?', '?', '?'],
        ['?', '?', '?', '1', '?', '?', '?']],3),
        ([
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '1', '2', '?', '?']],4),
        ([
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '1', '?', '2', '?']],5),
        ([
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '?', '?', '?', '?'],
        ['?', '?', '?', '1', '?', '?', '2']],6)]