Esempio n. 1
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    def select_move(self, game_state: GameState):
        winning_moves = []
        draw_moves = []
        losing_moves = []

        # loop through all legal moves:
        for move in game_state.legal_moves():
            # state of the game after this move is applied
            next_state = game_state.apply_move(move)

            # determine opponent's best outcome given that state
            opponent_best_outcome = best_result(next_state)

            our_best_outcome = reverse_game_result(opponent_best_outcome)

            if our_best_outcome == GameResult.win:
                winning_moves.append(move)
            elif our_best_outcome == GameResult.draw:
                draw_moves.append(move)
            else:
                losing_moves.append(move)

        # try to win, with drawing the next best choice
        if winning_moves or draw_moves:
            return random.choice(winning_moves or draw_moves)

        # lost the game
        return random.choice(draw_moves)
Esempio n. 2
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    def get_handicap(sgf):
        """
        sgfファイルの初期ハンディキャップを適用した盤を返す

        Parameters
        ----------
        sgf : str
            sgfの棋譜データコンテンツ
        
        Returns
        -------
        game_state : GameState
            ハンディキャップ適用後の盤
        first_move_done : bool
            ハンディキャップ適用があったか(盤面が空でないか)
        """
        go_board = Board(19, 19)
        first_move_done = False
        move = None
        game_state = GameState.new_game(19)
        if sgf.get_handicap() != None and sgf.get_handicap() != 0:
            for setup in sgf.get_root().get_setup_stones():
                for move in setup:
                    row, col = move
                    go_board.place_stone(Player.black, Point(row + 1, col + 1))
            first_move_done = True
            game_state = GameState(go_board, Player.white, None, move)

        return game_state, first_move_done
Esempio n. 3
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 def get_handicap(self, sgf):
     go_board = Board(19, 19)
     first_move_done = False
     game_state = GameState.new_game(19)
     if sgf.get_handicap() != None and sgf.get_handicap() != 0:
         for setup in sgf.get_root().get_setup_stones():
             for move in setup:
                 row, col = move
                 go_board.place_stone(Player.black, Point(row + 1, col + 1))
         first_move_done = True
         game_state = GameState(go_board, Player.white, None, move)
     return game_state, first_move_done
Esempio n. 4
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def main():
    board_size = 4
    results = {}
    start = time.time()

    for i in range(10):
        game = GameState.new_game(board_size)
        bots = {
            Player.black: RandomBot(),  # MinimaxBot(2, capture_diff),
            Player.white: MCBot(30),
        }
        while not game.is_over():
            # time.sleep(0.1)
            # print(chr(27) + "[2J")
            # print_board(game.board)
            bot_move = bots[game.next_player].select_move(game)
            # print_move(game.next_player, bot_move)
            game = game.apply_move(bot_move)
        if capture_diff(game) > 0:
            results[game.next_player] = results.get(game.next_player, 0) + 1
        elif capture_diff(game) < 0:
            results[game.next_player.other] = results.get(
                game.next_player.other, 0) + 1
        # print(game.next_player, capture_diff(game))
    print(results, time.time() - start)

    results = {}
    start = time.time()

    for i in range(10):
        game = GameState.new_game(board_size)
        bots = {
            Player.black: RandomBot(),  # MinimaxBot(2, capture_diff),
            Player.white: MinimaxBot(3, capture_diff),
        }
        while not game.is_over():
            # time.sleep(0.1)
            # print(chr(27) + "[2J")
            # print_board(game.board)
            bot_move = bots[game.next_player].select_move(game)
            # print_move(game.next_player, bot_move)
            game = game.apply_move(bot_move)
        if capture_diff(game) > 0:
            results[game.next_player] = results.get(game.next_player, 0) + 1
        elif capture_diff(game) < 0:
            results[game.next_player.other] = results.get(
                game.next_player.other, 0) + 1
        # print(game.next_player, capture_diff(game))
    print(results, time.time() - start)
def eval_simulate_game(
    black_agent,
    white_agent,
    board_size,
):
    moves = []
    game = GameState.new_game(board_size)
    agents = {
        Player.black: black_agent,
        Player.white: white_agent,
    }

    num_moves = 0
    while (not game.is_over()) & (num_moves < 2 * board_size * board_size):
        agents[game.next_player].set_temperature(0.05)
        next_move = agents[game.next_player].select_move(game)
        moves.append(next_move)
        game = game.apply_move(next_move)
        num_moves += 1

    print('number of moves: %d' % num_moves)
    print_board(game.board)
    game_result = scoring.compute_game_result(game)
    print(game_result)

    return GameRecord(
        moves=moves,
        winner=game_result.winner,
        margin=game_result.winning_margin,
    )
Esempio n. 6
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    def __init__(self,
                 go_bot,
                 termination=None,
                 handicap=0,
                 opponent='gnugo',
                 output_sgf='out.sgf',
                 our_color='b'):
        self.bot = TerminationAgent(go_bot, termination)
        self.handicap = handicap
        self.game_state = GameState.new_game(19)
        self.sgf = SGFWriter(output_sgf)
        self.our_color = Player.black if our_color == 'b' else Player.white
        self.their_color = self.our_color.other

        cmd = self.opponent_cmd(opponent)
        pipe = subprocess.PIPE

        self.gtp_stream = subprocess.Popen(cmd,
                                           stdin=pipe,
                                           stdout=pipe,
                                           bufsize=1,
                                           universal_newlines=True)

        # state
        self._stopped = False
Esempio n. 7
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    def test_new_game(self):
        start = GameState.new_game(19)
        next_state = start.apply_move(Move.play(Point(16, 16)))

        self.assertEqual(start, next_state.previous_state)
        self.assertEqual(Player.white, next_state.next_player)
        self.assertEqual(Player.black, next_state.board.get(Point(16, 16)))
Esempio n. 8
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def simulate_game(black_player, white_player, board_size):
    moves = []
    game = GameState.new_game(board_size)
    agents = {
        Player.black: black_player,
        Player.white: white_player,
    }
    num_moves = 0
    while not game.is_over():
        if num_moves < 16:
            # Pick randomly.
            agents[game.next_player].set_temperature(1.0)
        else:
            # Favor the best-looking move.
            agents[game.next_player].set_temperature(0.05)
        next_move = agents[game.next_player].select_move(game)
        moves.append(next_move)
        game = game.apply_move(next_move)
        num_moves += 1

    print_board(game.board)
    game_result = scoring.compute_game_result(game)
    print(game_result)

    return GameRecord(
        moves=moves,
        winner=game_result.winner,
        margin=game_result.winning_margin,
    )
Esempio n. 9
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    def test_4_alphago_mcts(self):

        print("TEST 4\n=====================================================")
        gpus = tf.config.experimental.list_physical_devices('GPU')
        if gpus:
            # Restrict TensorFlow to only use the first GPU
            try:
                tf.config.experimental.set_visible_devices(gpus[0], 'GPU')
                tf.config.experimental.set_memory_growth(gpus[0], True)
                tf.config.set_soft_device_placement(True)
            except RuntimeError as e:
                print(e)

        fast_policy = load_prediction_agent(
            h5py.File('test_alphago_sl_policy.h5', 'r'))
        strong_policy = load_policy_agent(
            h5py.File('test_alphago_rl_policy.h5', 'r'))
        value = load_value_agent(h5py.File('test_alphago_value.h5', 'r'))

        alphago = AlphaGoMCTS(strong_policy,
                              fast_policy,
                              value,
                              num_simulations=20,
                              depth=5,
                              rollout_limit=10)
        start = GameState.new_game(19)
        alphago.select_move(start)
Esempio n. 10
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    def __init__(self,
                 go_bot,
                 termination=None,
                 handicap=0,
                 opponent='gnugo',
                 output_sgf="out.sgf",
                 our_color='b'):
        self.bot = TerminationAgent(go_bot, termination)  # <1>
        self.handicap = handicap
        self._stopped = False  # <2>
        self.game_state = GameState.new_game(19)
        self.sgf = SGFWriter(output_sgf)  # <3>

        self.our_color = Player.black if our_color == 'b' else Player.white
        self.their_color = self.our_color.other

        cmd = self.opponent_cmd(opponent)  # <4>
        pipe = subprocess.PIPE
        # Depending on your OS, you may need to set bufsize=0 to prevent
        # readline() from blocking.
        # See: https://github.com/maxpumperla/deep_learning_and_the_game_of_go/issues/44
        self.gtp_stream = subprocess.Popen(
            cmd,
            stdin=pipe,
            stdout=pipe,  # <5>
            bufsize=0)
Esempio n. 11
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def run(board_size, first, second):
    start = time.time()

    # black_agent = random.choice([first, second])
    # white_agent = first if black_agent is second else first
    black_agent = first
    white_agent = second

    agents = {
        Player.black: black_agent,
        Player.white: white_agent,
    }

    game_state = GameState.new_game(board_size)
    next_move = None

    while not game_state.is_over() and (
            next_move is None or
            not next_move.is_pass):  # random bot too stupid to stop the game
        move_timer_start = time.time()
        next_move = agents[game_state.next_player].select_move(game_state)

        if game_state.next_player is Player.black and next_move.is_pass:
            next_move = agents[game_state.next_player].select_move(game_state)

        print(
            f'{game_state.next_player} made move in {time.time() - move_timer_start} s'
        )
        print(f'{game_state.next_player} selected {next_move}')

        game_state = game_state.apply_move(next_move)

        print(chr(27) + '[2J')  # clears board
        print_board(game_state.board)

        print('Estimated result: ')
        print(scoring.compute_game_result(game_state))

    print(f'Finished game in {time.time() - start} s')
    game_result = scoring.compute_game_result(game_state)

    print(game_result)

    first_won = False

    if game_result.winner == Player.black:
        if black_agent is first:
            first_won = True
    else:
        if white_agent is first:
            first_won = True

    if first_won:
        print("First agent wins!")
    else:
        print("Second agent wins!")
Esempio n. 12
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def main():
    board_size = 9
    encoder = zero.ZeroEncoder(board_size)

    board_input = Input(shape=encoder.shape(), name='board_input')

    pb = board_input

    for i in range(4):
        pb = Conv2D(64, (3, 3), padding='same',
                    data_format='channels_first')(pb)
        pb = BatchNormalization(axis=1)(pb)
        pb = Activation('relu')(pb)

    # Policy output
    policy_conv = Conv2D(2, (1, 1), data_format='channels_first')(pb)
    policy_batch = BatchNormalization(axis=1)(policy_conv)
    policy_relu = Activation('relu')(policy_batch)
    policy_flat = Flatten()(policy_relu)
    policy_output = Dense(encoder.num_moves(),
                          activation='softmax')(policy_flat)

    # Value output
    value_conv = Conv2D(1, (1, 1), data_format='channels_first')(pb)
    value_batch = BatchNormalization(axis=1)(value_conv)
    value_relu = Activation('relu')(value_batch)
    value_flat = Flatten()(value_relu)
    value_hidden = Dense(256, activation='relu')(value_flat)
    value_output = Dense(1, activation='tanh')(value_hidden)

    model = Model(inputs=[board_input], outputs=[policy_output, value_output])

    c1 = zero.ZeroExperienceCollector()
    c2 = zero.ZeroExperienceCollector()
    black_agent = zero.ZeroAgent(model, encoder, rounds_per_move=10, c=2.0)
    white_agent = zero.ZeroAgent(model, encoder, rounds_per_move=10, c=2.0)
    black_agent.set_collector(c1)
    white_agent.set_collector(c2)

    print('Starting the game!')
    game = GameState.new_game(board_size)

    c1.begin_episode()
    c2.begin_episode()
    black_move = black_agent.select_move(game)
    print('B', black_move)
    game = game.apply_move(black_move)
    white_move = white_agent.select_move(game)
    print('W', white_move)
    black_move = black_agent.select_move(game)
    print('B', black_move)

    c1.complete_episode(1)
    c2.complete_episode(-1)
    exp = zero.combine_experience([c1, c2])
    black_agent.train(exp, 0.01, 2048)
Esempio n. 13
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def best_result(game_state: GameState):
    if game_state.is_over():
        if game_state.winner() == game_state.next_player:
            return GameResult.win
        elif game_state.winner() is None:
            return GameResult.draw
        else:
            return GameResult.loss

    best_result_so_far = GameResult.loss

    for candidate_move in game_state.legal_moves():
        next_state = game_state.apply_move(candidate_move)
        opponent_best_result = best_result(next_state)
        our_result = reverse_game_result(opponent_best_result)

        best_result_so_far = max(our_result, best_result_so_far)

    return best_result_so_far
Esempio n. 14
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    def game(self) -> GameState:
        if not self._game:
            black = batch_translate_labels_to_coordinates(self.initial_black)
            white = batch_translate_labels_to_coordinates(self.initial_white)
            move_points = batch_translate_labels_to_coordinates(self.moves)
            player = Player.black if self.initial_player == 'b' else Player.white

            board = Board(19, 19)
            for b in black:
                board.place_stone(Player.black, b)
            for w in white:
                board.place_stone(Player.white, w)

            self._game = GameState(board, player, None, None)
            for move_point in move_points:
                move = Move.pass_turn() if not move_point else Move.play(
                    move_point)
                self._game = self._game.apply_move(move)

        return self._game
Esempio n. 15
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def simulate_game(black_player, white_player):
    moves = []
    game = GameState.new_game(BOARD_SIZE)
    agents = {Player.black: black_player, Player.white: white_player}
    while not game.is_over():
        next_move = agents[game.next_player].select_move(game)
        moves.append(next_move)
        game = game.apply_move(next_move)
    game_result = scoring.compute_game_result(game)
    print(game_result)
    return GameRecord(moves=moves, winner=game_result.winner)
Esempio n. 16
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    def test_encoder(self):
        alphago = AlphaGoEncoder()

        start = GameState.new_game(19)
        next_state = start.apply_move(Move.play(Point(16, 16)))
        alphago.encode(next_state)

        self.assertEquals(alphago.name(), 'alphago')
        self.assertEquals(alphago.board_height, 19)
        self.assertEquals(alphago.board_width, 19)
        self.assertEquals(alphago.num_planes, 49)
        self.assertEquals(alphago.shape(), (49, 19, 19))
Esempio n. 17
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def simulate():
    assert os.path.exists('agz_bot_train.h5')

    # load known best bot
    if os.path.exists('agz_bot.h5'):
        with h5py.File('agz_bot.h5', 'r') as best_bot:
            best_agent = zero.load_zero_agent(best_bot)

    else:
        return True  # learner bot wins! ... by default, since there is no best currently

    # load learner bot
    with h5py.File('agz_bot_train.h5') as learn_bot:
        learner_agent = zero.load_zero_agent(learn_bot)

    # randomly decide first move
    black_agent = random.choice([best_agent, learner_agent])
    white_agent = best_agent if black_agent is learner_agent else learner_agent

    agents = {
        Player.black: black_agent,
        Player.white: white_agent,
    }

    game = GameState.new_game(
        (learner_agent.encoder.board_size, learner_agent.encoder.board_size))

    while not game.is_over():
        next_move = agents[game.next_player].select_move(game)
        game = game.apply_move(next_move)

    game_result = scoring.compute_game_result(game)
    game = None

    del black_agent.model
    del white_agent.model

    black_agent = white_agent = None

    import gc

    K.clear_session()
    gc.collect()

    if game_result.winner == Player.black:
        if black_agent is best_agent:
            return False
    else:
        if white_agent is best_agent:
            return False

    return True  # learner won this round
Esempio n. 18
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    def get_handicap(sgf):  # Get handicap stones
        go_board = Board(19, 19)

        first_move_done = False
        move = None
        game_state = GameState.new_game(19)
        board_ext = Board_Ext(game_state.board)
        if sgf.get_handicap() is not None and sgf.get_handicap() != 0:
            for setup in sgf.get_root().get_setup_stones():
                for move in setup:
                    row, col = move
                    go_board.place_stone(Player.black,
                                         Point(row + 1,
                                               col + 1))  # black gets handicap
                    #My inserting Nail
                    point = Point(row + 1, col + 1)
                    ret = board_ext.place_stone_ext(
                        go_board, 'b', point)  # Handicap for black Player
                    #### Nail

            first_move_done = True
            game_state = GameState(go_board, Player.white, None, move)
        return game_state, first_move_done, board_ext
Esempio n. 19
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    def test_4_alphago_mcts(self):
        fast_policy = load_prediction_agent(
            h5py.File('test_alphago_sl_policy.h5', 'r'))
        strong_policy = load_policy_agent(
            h5py.File('test_alphago_rl_policy.h5', 'r'))
        value = load_value_agent(h5py.File('test_alphago_value.h5', 'r'))

        alphago = AlphaGoMCTS(strong_policy,
                              fast_policy,
                              value,
                              num_simulations=20,
                              depth=5,
                              rollout_limit=10)
        start = GameState.new_game(19)
        alphago.select_move(start)
Esempio n. 20
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def simulate_game(black_player, white_player):  # 9.18
    # moves = []
    game = GameState.new_game(BOARD_SIZE)
    agents = {
        Player.black: black_player,
        Player.white: white_player,
    }
    while not game.is_over():
        next_move = agents[game.next_player].select_move(game)
        # moves.append(next_move)
        game = game.apply_move(next_move)

    # print_board(game.board)
    game_result = scoring.compute_game_result(game)
    return game_result.winner
Esempio n. 21
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    def __init__(self, go_bot, termination=None, handicap=0,
                 opponent='gnugo', output_sgf="out.sgf",
                 our_color='b'):
        self.bot = TerminationAgent(go_bot, termination)  # <1>
        self.handicap = handicap
        self._stopped = False  # <2>
        self.game_state = GameState.new_game(19)
        self.sgf = SGFWriter(output_sgf)  # <3>

        self.our_color = Player.black if our_color == 'b' else Player.white
        self.their_color = self.our_color.other

        cmd = self.opponent_cmd(opponent)  # <4>
        pipe = subprocess.PIPE
        self.gtp_stream = subprocess.Popen(
            cmd, stdin=pipe, stdout=pipe  # <5>
        )
Esempio n. 22
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def main():
    board_size = 4
    game = GameState.new_game(board_size)
    bot = MinimaxBot(5, capture_diff)
    while not game.is_over():
        print(chr(27) + "[2J")
        print_board(game.board)

        if game.next_player == Player.black:
            valid = False
            while not valid:
                human_move = input('-- ')
                human_move = human_move.upper()
                point = point_from_coords(human_move.strip())
                move = Move.play(point)
                valid = game.is_valid_move(move)
        else:
            move = bot.select_move(game)
        print_move(game.next_player, move)
        game = game.apply_move(move)
Esempio n. 23
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    def __init__(self, termination_agent, termination=None):
        self.agent = termination_agent
        self.game_state = GameState.new_game(19)
        self._input = sys.stdin
        self._output = sys.stdout
        self._stopped = False

        self.handlers = {
            'boardsize': self.handle_boardsize,
            'clear_board': self.handle_clear_board,
            'fixed_handicap': self.handle_fixed_handicap,
            'genmove': self.handle_genmove,
            'known_command': self.handle_known_command,
            'komi': self.ignore,
            'showboard': self.handle_showboard,
            'time_settings': self.ignore,
            'time_left': self.ignore,
            'play': self.handle_play,
            'protocol_version': self.handle_protocol_version,
            'quit': self.handle_quit,
        }
Esempio n. 24
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def simulate_game(black_player, white_player, board_size):
    moves = []
    game = GameState.new_game(board_size)
    agents = {
        Player.black: black_player,
        Player.white: white_player,
    }
    while not game.is_over():
        next_move = agents[game.next_player].select_move(game)
        moves.append(next_move)
        game = game.apply_move(next_move)

    print_board(game.board)
    game_result = scoring.compute_game_result(game)
    print(game_result)

    return GameRecord(
        moves=moves,
        winner=game_result.winner,
        margin=game_result.winning_margin,
    )
Esempio n. 25
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def simulate_game(board_size, black_agent, black_collector, white_agent,
                  white_collector):
    print('Starting the game!')
    game = GameState.new_game(board_size)
    agents = {
        Player.black: black_agent,
        Player.white: white_agent,
    }

    black_collector.begin_episode()
    white_collector.begin_episode()
    while not game.is_over():
        next_move = agents[game.next_player].select_move(game)
        game = game.apply_move(next_move)

    game_result = scoring.compute_game_result(game)
    if game_result.winner == Player.black:
        black_collector.complete_episode(1)
        white_collector.complete_episode(-1)
    else:
        black_collector.complete_episode(-1)
        white_collector.complete_episode(1)
Esempio n. 26
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def main():
    board_size = 5
    pygame.init()
    pygame.display.set_caption('Goban')

    game = GameState.new_game(board_size)
    bots = {
        gotypes.Player.black: RandomBot(),
        gotypes.Player.white: AlphaBetaAgent(2, capture_diff),
    }
    while not game.is_over():
        #time.sleep(0.3)

        print(chr(27) + "[2J")
        print_board(game.board)
        GuiBoard.draw(game.board)
        bot_move = bots[game.next_player].select_move(game)
        print_move(game.next_player, bot_move)
        game = game.apply_move(game.next_player, bot_move)

    print("winner is:", game.winner())
    print("score is is:", compute_game_result(game))
    input("Press Enter to continue...")
Esempio n. 27
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def generate_game(board_size, game_id_str, rounds_per_move=10, c=2.0):
    start = time.time()
    print(f'Generating {game_id_str}...')

    game = GameState.new_game(board_size)
    encoder = zero.ZeroEncoder(board_size)

    # load current best agent, if any
    # has to be able to pass through cPickle which is why we don't just reuse it

    if os.path.exists('agz_bot.h5'):

        with h5py.File('agz_bot.h5') as bot_file:
            black_agent = zero.load_zero_agent(bot_file)
            white_agent = zero.load_zero_agent(bot_file)

    else:
        print(f'WARN: using default model to generate {game_id_str}')

        model = zero_model(board_size)

        black_agent = zero.ZeroAgent(model, encoder, rounds_per_move=rounds_per_move, c=c)
        white_agent = zero.ZeroAgent(model, encoder, rounds_per_move=rounds_per_move, c=c)

    agents = {
        Player.black: black_agent,
        Player.white: white_agent,
    }

    c1 = zero.ZeroExperienceCollector()
    c2 = zero.ZeroExperienceCollector()

    black_agent.set_collector(c1)
    white_agent.set_collector(c2)

    c1.begin_episode()
    c2.begin_episode()

    while not game.is_over():
        next_move = agents[game.next_player].select_move(game)
        game = game.apply_move(next_move)

    game_result = scoring.compute_game_result(game)

    if game_result.winner == Player.black:
        c1.complete_episode(1)
        c2.complete_episode(-1)
    else:
        c1.complete_episode(-1)
        c2.complete_episode(1)

    combined = zero.combine_experience([c1, c2], board_size)

    c1 = c2 = game_result = None
    model = encoder = None
    game = None

    del black_agent.model
    del white_agent.model

    black_agent = white_agent = None

    import gc

    K.clear_session()
    gc.collect()

    return combined, game_id_str, time.time() - start
Esempio n. 28
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from dlgo.gosgf import Sgf_game
from dlgo.goboard_fast import GameState, Move
from dlgo.gotypes import Point
from dlgo.utils import print_board

sgf_content = "(;GM[1]FF[4]SZ[9];B[ee];W[ef];B[ff]" + \
              ";W[df];B[fe];W[fc];B[ec];W[gd];B[fb])"

sgf_game = Sgf_game.from_string(sgf_content)
game_state = GameState.new_game(19)

for item in sgf_game.main_sequence_iter():
    color, move_tuple = item.get_move()
    if color is not None and move_tuple is not None:
        row, col = move_tuple
        point = Point(row + 1, col + 1)
        move = Move.play(point)
        game_state = game_state.apply_move(move)
        print_board(game_state.board)
Esempio n. 29
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 def handle_clear_board(self):
     self.game_state = GameState.new_game(19)
     return response.success()
Esempio n. 30
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class Position:
    ruleset: str = 'japanese'
    komi: float = 6.5
    initial_black: Optional[List[str]] = None
    initial_white: Optional[List[str]] = None
    initial_player: Optional[str] = 'b'
    moves: Optional[List[str]] = None
    _game: Optional[GameState] = None

    @property
    def game(self) -> GameState:
        if not self._game:
            black = batch_translate_labels_to_coordinates(self.initial_black)
            white = batch_translate_labels_to_coordinates(self.initial_white)
            move_points = batch_translate_labels_to_coordinates(self.moves)
            player = Player.black if self.initial_player == 'b' else Player.white

            board = Board(19, 19)
            for b in black:
                board.place_stone(Player.black, b)
            for w in white:
                board.place_stone(Player.white, w)

            self._game = GameState(board, player, None, None)
            for move_point in move_points:
                move = Move.pass_turn() if not move_point else Move.play(
                    move_point)
                self._game = self._game.apply_move(move)

        return self._game

    def command(self, move: Move = None) -> Tuple[Command, int]:
        # Get the game that reflects the passed move having been played (if supplied).
        game = self.game if not move else self.game.apply_move(move)

        # Process the game board to get the necessary information to generate canonical encodings.
        point_plus_code: List[Tuple[Point, int]] = []
        for i in intersections:
            color = game.board.get(i)
            if not color:
                code = 0 if game.is_valid_move(Move.play(i)) else 3
            else:
                code = 1 if color == Player.black else 2
            if code:
                point_plus_code.append((i, code))

        # Select the transformation that leads to the lowest canonical position representation.
        selected_form = float('inf')
        selected_ordinal = -1
        selected_transformation = None
        for ordinal, transformation in enumerate(transformations):
            encoding = self._encode_point_colorings(point_plus_code,
                                                    transformation)
            if encoding < selected_form:
                selected_form = encoding
                selected_ordinal = ordinal
                selected_transformation = transformation

        # Encode the resulting board position as a string.
        position_representation = self._convert_code_to_dense_string(
            selected_form)

        # Transform the starting stone points using the selected transformation.
        initial_positions_plus_colors: List[Tuple[Point, int]] = []
        initial_stones: List[Move] = []
        if self.initial_black:
            transformed_black_points = [
                selected_transformation(translate_label_to_point(x))
                for x in self.initial_black
            ]
            initial_positions_plus_colors += [
                (x, 1) for x in transformed_black_points
            ]
            initial_stones += [
                MoveInfo(KataGoPlayer.b, coords_from_point(x))
                for x in transformed_black_points
            ]
        if self.initial_white:
            transformed_white_points = [
                selected_transformation(translate_label_to_point(x))
                for x in self.initial_white
            ]
            initial_positions_plus_colors += [
                (x, 2) for x in transformed_white_points
            ]
            initial_stones += [
                MoveInfo(KataGoPlayer.w, coords_from_point(x))
                for x in transformed_white_points
            ]
        initial_form = self._encode_point_colorings(
            initial_positions_plus_colors)
        initial_representation = self._convert_code_to_dense_string(
            initial_form)

        # Compose an ID to use when communicating with KataGo.  Because it is possible to arrive at the same position
        # in multiple paths and/or transformations, this ID does NOT contain the information necessary to return to the
        # original representation.  That exists for communicating between the UI and the server ONLY.
        next_player = "b" if game.next_player == Player.black else "w"
        id = f'{self.ruleset}_{self.komi}_{next_player}_{initial_representation}_{position_representation}'

        # Build the command!
        command = Command()
        command.id = id
        command.komi = self.komi
        command.initialPlayer = KataGoPlayer.b if self.initial_player == 'b' else KataGoPlayer.w
        command.rules = self.ruleset
        command.initialStones = initial_stones

        command.moves = []
        player = command.initialPlayer
        for move in game.history:
            move_info = MoveInfo(
                player,
                'pass' if not move or move.is_pass else coords_from_point(
                    selected_transformation(move.point)))
            command.moves.append(move_info)
            player = player.opposite

        command.analyzeTurns = [len(command.moves)]

        return command, selected_ordinal

    def _encode_point_colorings(
        self,
        point_plus_code: List[Tuple[Point, int]],
        transformation: Optional[Callable[[Optional[Point]],
                                          Optional[Point]]] = None
    ) -> int:
        encoding = 0
        for point, code in point_plus_code:
            transformed = transformation(point) if transformation else point
            power = (transformed.row - 1) * 19 + (transformed.col - 1)
            encoding += code * (4**power)
        return encoding

    def _convert_code_to_dense_string(self, value: int) -> str:
        if not value:
            value = 0
        bit_count = value.bit_length()
        return base64.b64encode(
            value.to_bytes(bit_count // 8 + (0 if bit_count % 8 == 0 else 1),
                           byteorder='big')).decode('utf-8')