Esempio n. 1
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    def computeNextGameMoveInParallel(params: tuple):
        thread_index = params[0]
        asyncResultNodesQueue: Queue = params[1]
        gameState: GameState = params[2]

        # generate the search tree.
        searchTree = GameProcess.generateSearchTreeInParallel(params)

        # start the timer.
        timer = Timer().start()
        # algorithm
        # algorithm = MinMaxAlgorithm()
        algorithm = AlphaBetaCutAlgorithm()

        # extract the best node.
        nodeToReach: GameNode = algorithm.getMorePromisingNode(
            searchTree, gameState)

        #
        DebugUtils.info("[{}] >> (AlphaBetaCutAlgorithm) ended in {} seconds",
                        [thread_index, timer.get_elapsed_time()])
        # DebugUtils.info("       BEST MOVE {}",[nodeToReach.moves])
        # stop the timer.
        timer.stop()

        # return nodeToReach
        asyncResultNodesQueue.put(nodeToReach)
Esempio n. 2
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    def movePawnFromTo(self, starting_coord, ending_coord):
        # change the board moving the pawn
        replace = self.state[starting_coord]
        if replace not in {"WHITE", "BLACK", "KING"}:
            DebugUtils.error("I'm not taking a pawn", [])
            return self

        if starting_coord == (4, 4):
            self.state[starting_coord] = "THRONE"
        else:
            self.state[starting_coord] = "EMPTY"

        if self.state[ending_coord] == "EMPTY" or self.state[
                ending_coord] == "THRONE":
            self.state[ending_coord] = replace
        else:
            DebugUtils.error("I'm moving a pawn on another pawn", [])
        # print("MovePawnFromTo: From ",starting_coord,"to: ",ending_coord,". It's a ",replace," pawn")
        # print(starting_coord," -> ",self.state[starting_coord],"\n",ending_coord," -> ",self.state[ending_coord],"\n")#,self.state,"\n")
        if replace == "KING":
            self.King = ending_coord

        if replace == "WHITE":
            self.WhiteList.remove(starting_coord)
            self.WhiteList.append(ending_coord)
        if replace == "BLACK":
            self.BlackList.remove(starting_coord)
            self.BlackList.append(ending_coord)
        return self
Esempio n. 3
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 def __loadGameState(self, stateFromServer: dict):
     self.gameState = GameState()
     self.gameState.createFromServerState(stateFromServer)
     DebugUtils.info("BLACKS: {} WHITES: {} KING: {}", [
         self.gameState.BlackNumber, self.gameState.WhiteNumber,
         self.gameState.King
     ])
Esempio n. 4
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    def __showGame(self, board):
        B = list(board)
        row_str = ""

        OKBLUE = '\033[94m'
        OKCYAN = '\033[96m'
        OKGREEN = '\033[92m'
        WARNING = '\033[93m'
        FAIL = '\033[91m'
        ENDC = '\033[0m'

        DebugUtils.space()
        for i in range(9):
            DebugUtils.info(
                "{}----- ----- ----- ----- ----- ----- ----- ----- -----{}",
                [OKGREEN, ENDC])
            row_str = ""
            for j in range(9):
                row_str += "" + OKGREEN + "| " + ENDC
                if B[i][j] == "WHITE":
                    row_str += "W"
                elif B[i][j] == "BLACK":
                    row_str += "" + WARNING + "B" + ENDC
                elif B[i][j] == "THRONE":
                    row_str += "" + OKBLUE + "T" + ENDC
                elif B[i][j] == "KING":
                    row_str += "" + FAIL + "K" + ENDC
                else:
                    row_str += " "
                row_str += "" + OKGREEN + " | " + ENDC
            DebugUtils.info(row_str, [])
            DebugUtils.info(
                "{}----- ----- ----- ----- ----- ----- ----- ----- -----{}",
                [OKGREEN, ENDC])
        DebugUtils.space()
Esempio n. 5
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 def __initialize(self):
     self.__connect()
     DebugUtils.info("connection with server estabilished.", [])
     self.__send_raw(CONFIGS._PLAYER_NAME)
     DebugUtils.info("name sent successfully.", [])
     #
     initial_state = self.read_json()
     return initial_state
Esempio n. 6
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    def start(self):
        DebugUtils.space()
        initial_state = self.SocketManager.initialize()

        # try to play (if I'm the white player ...).
        self.play(initial_state)

        while not self.__is_finished():
            self.SocketManager.listen(self)
Esempio n. 7
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 def __listen(self, gameInstance):
     DebugUtils.info("Socket: listening ...", [])
     #
     while self.__is_connected():
         message = self.read_json()
         gameInstance.play(message)
     #
     DebugUtils.info("Socket: disconnecting ...", [])
     self.__disconnect()
Esempio n. 8
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 def __handler(self, callback: callable):
     try:
         return callback()
     except ConnectionRefusedError as e:
         DebugUtils.error("ConnectionRefusedError -> {}", [str(e)])
         self.__disconnect()
     except Exception as e:
         DebugUtils.error("Exception -> {}", [str(e)])
         self.__disconnect()
Esempio n. 9
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def __parse_args():
    parser = argparse.ArgumentParser(description='Fpm AI Tablut Player')
    parser.add_argument(
        '--role',
        dest='role',
        choices={CONFIGS._PLAYER_ROLE_BLACK_ID, CONFIGS._PLAYER_ROLE_WHITE_ID},
        help='player role'
    )
    parser.add_argument(
        '--timeout',
        dest='timeout',
        action='store',
        help='move timeout',
        default=CONFIGS.GAME_MOVE_TIMEOUT
    )
    parser.add_argument(
        '--server',
        dest='server',
        action='store',
        help='server ip address',
        default=CONFIGS.SERVER_HOST
    )

    arguments = parser.parse_args()

    if not arguments.role:
        parser.print_help()
        sys.exit()

    if arguments.server:
        CONFIGS.SERVER_HOST = str(arguments.server)
    if arguments.timeout:
        timeout = float(arguments.timeout)
        if timeout >= 10:
            CONFIGS.GAME_MOVE_TIMEOUT = timeout
        else:
            raise Exception("Timeout argument must be at least {:} seconds".format(10))

    computationTimeNotAvailablePercentage = float(CONFIGS._APP_COMPUTATION_TIME_NEEDED_PERCENTAGE)
    CONFIGS.GAME_TREE_GENERATION_TIMEOUT = 1 - computationTimeNotAvailablePercentage
    CONFIGS.GAME_TREE_GENERATION_TIMEOUT *= float(CONFIGS.GAME_MOVE_TIMEOUT)

    CONFIGS.APP_ROLE = str(arguments.role)

    if CONFIGS.APP_ROLE == CONFIGS._PLAYER_ROLE_BLACK_ID:
        CONFIGS.SERVER_PORT = CONFIGS._SOCKET_BLACK_PLAYER_PORT
    else:
        CONFIGS.SERVER_PORT = CONFIGS._SOCKET_WHITE_PLAYER_PORT

    DebugUtils.space()
    DebugUtils.info("ROLE         =  {}", [CONFIGS.APP_ROLE])
    DebugUtils.info("SERVER_PORT  =  {}", [CONFIGS.SERVER_PORT])
    DebugUtils.info("CPU_COUNT    =  {}", [multiprocessing.cpu_count()])
    DebugUtils.space()
Esempio n. 10
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    def assignValuefake(initialState: GameState, node: GameNode):
        board = [
            [
                "EMPTY", "BLACK", "EMPTY", "WHITE", "BLACK", "EMPTY", "EMPTY",
                "EMPTY", "EMPTY"
            ],
            [
                "EMPTY", "EMPTY", "WHITE", "EMPTY", "BLACK", "EMPTY", "EMPTY",
                "EMPTY", "EMPTY"
            ],
            [
                "EMPTY", "EMPTY", "EMPTY", "EMPTY", "WHITE", "EMPTY", "EMPTY",
                "EMPTY", "EMPTY"
            ],
            [
                "BLACK", "EMPTY", "EMPTY", "EMPTY", "WHITE", "EMPTY", "EMPTY",
                "EMPTY", "BLACK"
            ],
            [
                "EMPTY", "EMPTY", "BLACK", "KING", "THRONE", "BLACK", "EMPTY",
                "BLACK", "BLACK"
            ],
            [
                "BLACK", "EMPTY", "EMPTY", "EMPTY", "WHITE", "WHITE", "EMPTY",
                "EMPTY", "BLACK"
            ],
            [
                "EMPTY", "EMPTY", "EMPTY", "EMPTY", "WHITE", "EMPTY", "EMPTY",
                "EMPTY", "EMPTY"
            ],
            [
                "EMPTY", "EMPTY", "EMPTY", "EMPTY", "BLACK", "EMPTY", "EMPTY",
                "EMPTY", "EMPTY"
            ],
            [
                "EMPTY", "EMPTY", "EMPTY", "BLACK", "BLACK", "BLACK", "EMPTY",
                "EMPTY", "EMPTY"
            ],
        ]

        initialServerState = {"board": board, "turn": "WHITE"}
        node.moves = [{'from': (8, 8), 'to': (7, 8)}]

        initialGameState = GameState().createFromServerState(
            initialServerState)

        currentState = GameState().createFromMoves(initialGameState,
                                                   node.moves)
        CustomHeuristic.__showGame(currentState.state)
        currentState.turn = "white"
        value = CustomHeuristic.__computeForWhite(currentState, node)
        DebugUtils.info("HEURISTIC VALUE: {}", [value])
Esempio n. 11
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    def getMorePromisingNode(self, tree_with_heuristics: GameTree, initialState: GameState) -> GameNode:

        root = tree_with_heuristics.root
        children = GameTree.getChildren(tree_with_heuristics.graph, root, False)

        if len(children) == 0:
            return None

        self.__elaborateNodeValues(tree_with_heuristics, initialState)

        bestNode = None
        heuristicValue = None
        #DebugUtils.info(" This root has {} children",[len(children)])
        DebugUtils.info("MinMaxAlogorithm", [])
        for node in children:
            DebugUtils.info("       next possible move {} value {}",
                            [str(node.moves), node.heuristic])
            if heuristicValue is None:
                heuristicValue = node.heuristic
                bestNode = node
            elif root.turn == self.max and node.heuristic > heuristicValue:
                heuristicValue = node.heuristic
                bestNode = node
            elif root.turn == self.min and node.heuristic < heuristicValue:
                heuristicValue = node.heuristic
                bestNode = node
        DebugUtils.info("       Best move is {}", [str(bestNode.moves)])
        DebugUtils.space()

        return bestNode
Esempio n. 12
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    def __elaborateNodeValues(self, tree_with_heuristics: GameTree,
                              initialState: GameState):
        node = tree_with_heuristics.root
        L = [node]
        # Log=[0]
        while len(L) > 0:
            x = L[-1]

            if x == node and x.heuristic is not None:
                #DebugUtils.info("last node I have finished",[])
                L.pop()
                # Log.pop()
            elif x.heuristic is not None:
                #DebugUtils.info("current node has a value",[])
                alpha = None
                beta = None

                if x.parent.turn == self.min:  # parent is min node
                    #DebugUtils.info("     parent is a min node => status",[])
                    beta = x.parent.heuristic

                    if (beta is None) or (x.heuristic < beta):
                        beta = x.heuristic
                        # beta o la prima volta che vine ne inizializzato o trova un volore migliore

                    if x.parent.parent is not None:
                        alpha = x.parent.parent.heuristic

                    #DebugUtils.info("     alpha: {} beta: {}",[alpha,beta])
                    x.parent.heuristic = beta
                    if alpha is not None and alpha >= beta:
                        #DebugUtils.info("parent is min => cancello a partire da {}",[(x.debugIndex+1)])
                        if len(L) <= x.parent.numberChildren:
                            DebugUtils.info("MIN CASE L {} CHILDREN {}",
                                            [len(L), x.parent.numberChildren])
                        while x.parent.numberChildren > 0:  # remove all x.parent children
                            L.pop()
                            # Log.pop()
                            x.parent.numberChildren -= 1
                    else:
                        # if len(L)<= x.parent.numberChildren:
                        #    DebugUtils.info("MIN POP FUORI DAL WHILE L {} CH {}",[len(L),x.parent.numberChildren])
                        x.parent.numberChildren -= 1
                        L.pop()
                        # Log.pop()
                ##################################################################
                else:  # parent is a max node
                    #DebugUtils.info("     parent is a max node",[])
                    alpha = x.parent.heuristic

                    if (alpha is None) or (x.heuristic > alpha):
                        alpha = x.heuristic
                        # alpha o la prima volta che vine ne inizializzato o trova un volore migliore

                    if x.parent.parent is not None:
                        beta = x.parent.parent.heuristic

                    #DebugUtils.info("     alpha: {} beta: {}",[alpha,beta])
                    x.parent.heuristic = alpha

                    if beta is not None and alpha >= beta:
                        #DebugUtils.info("parent is max => cancello a partire da {}",[x.debugIndex])
                        if len(L) <= x.parent.numberChildren:
                            DebugUtils.info("MAX CASE L {} CHILDREN {}",
                                            [len(L), x.parent.numberChildren])
                        while x.parent.numberChildren > 0:  # remove all x.parent children
                            L.pop()
                            x.parent.numberChildren -= 1
                    else:
                        # if len(L)<= x.parent.numberChildren:
                        #    DebugUtils.info("MAX POP FUORI DAL WHILE L {} CH {}",[len(L),x.parent.numberChildren])
                        x.parent.numberChildren -= 1
                        L.pop()
                        # Log.pop()

            ##################################################################
            else:
                #DebugUtils.info("non terminal node => adding children",[])
                children = GameTree.getChildren(tree_with_heuristics.graph, x,
                                                True)
                x.numberChildren = len(children)

                if len(children) > 0:
                    L = L + children
                    # for child in children:
                    #    Log=Log +[child.debugIndex]
                else:
                    # leaf without heurisitc
                    CustomHeuristic.assignValue(initialState, x)
Esempio n. 13
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    def getTheMostNear(self, point_coord) -> object:
        # return, giving a real pawn coordinate, the first (x,y) in each
        # direction where he can't go
        PointList = self.isPoint(point_coord)

        if PointList == False:
            # print("The point considered: ",point_coord," is not a pawn")
            DebugUtils.error("The point considered: {} is not a pawn",
                             [point_coord])
            return False
        else:
            PointList = PointList + THRONE_CELLS
            if point_coord not in CAMP_CELLS:
                # the black paws in the camp can move in the camp tull they are in the camp
                PointList = PointList + CAMP_CELLS
            ovest, est, nord, sud = 100, 100, 100, 100
            x = point_coord[0]
            y = point_coord[1]
            nord_coord, sud_coord, est_coord, ovest_coord = None, None, None, None

            for e in PointList:
                if e[0] == x and e[1] != y:
                    # se la x  uguale e non la y sono tutti i punti sulla x diversi da se stesso

                    # DebugUtils.info("point_coord: {} una pedina sull'asse x: {}   è uguale la x",[(x,y),e])

                    if e[1] < y:
                        # punto sulla x prima di coord
                        ovest_find = y - e[1]
                        ovest = (min(ovest, ovest_find))
                    if e[1] > y:
                        est_find = e[1] - y
                        est = (min(est, est_find))
                if e[1] == y and e[0] != x:
                    # se la x  uguale e non la x sono tutti i punti sulla x diversi da se stesso
                    # DebugUtils.info("point_coord: {} una pedina sull'asse y: {}   è uguale la y",[(x,y),e])

                    if e[0] < x:
                        # punto sulla x prima di coord
                        nord_find = x - e[0]
                        nord = (min(nord, nord_find))
                    if e[0] > x:

                        sud_find = e[0] - x
                        sud = (min(sud, sud_find))
            if nord == 100:
                nord = -1
                nord_coord = (-1, y)
            else:
                nord_coord = (x - nord, y)
            if est == 100:
                est = -1
                est_coord = (x, 9)
            else:
                est_coord = (x, y + est)
            if sud == 100:
                sud = -1
                sud_coord = (9, y)
            else:
                sud_coord = (sud + x, y)
            if ovest == 100:
                ovest = -1
                ovest_coord = (x, -1)
            else:
                ovest_coord = (x, y - ovest)
            # DebugUtils.info("\nDISTANZE: -> NORD: {} SUD: {} OVEST: {} EST: {}",[nord,sud,ovest,est])
            # DebugUtils.info("TUPLA POS : ->NORD: {} SUD: {} OVEST: {} EST: {}\n",[nord_coord,sud_coord,ovest_coord,est_coord])

            point = {
                "point_coord": (x, y),
                "est": est_coord,  # massima distanza percorribile
                "ovest": ovest_coord,  # massima distanza percorribile
                "nord": nord_coord,  # massima distanza percorribile
                "sud": sud_coord,  # massima distanza percorribile}
            }

            point_dist = {
                "point_coord": (x, y),
                "est": est,  # massima distanza percorribile
                "ovest": ovest,  # massima distanza percorribile
                "nord": nord,  # massima distanza percorribile
                "sud": sud,  # massima distanza percorribile}
            }

            return point, point_dist
        return None
Esempio n. 14
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    def __computeKill(self, move):
        self.FinalDeaths = []
        # print("computekill: ",self.turn.upper()," turn")
        starting_coord = move["from"]
        ending_coord = move["to"]
        self.movePawnFromTo(starting_coord, ending_coord)
        # print("\ndopo che mi sono mosso\n",self.state)

        if self.__get_color_of_pawn_at(ending_coord) != self.turn.lower():
            # TODO: [@contimatteo] why this ?
            DebugUtils.error("Error on moving a pawn of the enemy lead", [])
            # TODO: [@contimatteo -> @primiano] why the code below will raise an error ?
            return self

        enemy = self.__enemy(self.turn)
        # print("computekill change turn : ",self.turn.upper()," turn")
        dic = self.getDist1(ending_coord)
        # print("dic ->",dic)
        DictOfNeighbour = dic[0]
        DictOfNeighbourDist = dic[1]

        # if ending_coord==DictOfNeighbourDist["point_coord"]:
        #    print("it's working")

        CanBeKilled = []
        if DictOfNeighbourDist["nord"] == 1 and self.state[(
                DictOfNeighbour["nord"])] in enemy:
            CanBeKilled.append(DictOfNeighbour["nord"])
        if DictOfNeighbourDist["sud"] == 1 and self.state[(
                DictOfNeighbour["sud"])] in enemy:
            CanBeKilled.append(DictOfNeighbour["sud"])
        if DictOfNeighbourDist["ovest"] == 1 and self.state[(
                DictOfNeighbour["ovest"])] in enemy:
            CanBeKilled.append(DictOfNeighbour["ovest"])
        if DictOfNeighbourDist["est"] == 1 and self.state[(
                DictOfNeighbour["est"])] in enemy:
            CanBeKilled.append(DictOfNeighbour["est"])
        # print("\nnord of ending_coord -> ",self.state[(DictOfNeighbour["nord"])],"\nsud of ending_coord -> ",self.state[(DictOfNeighbour["sud"])],"\novest of ending_coord -> ",self.state[(DictOfNeighbour["ovest"])],"\nest of ending_coord -> ",self.state[(DictOfNeighbour["est"])])

        killed_nord, killed_est, killed_ovest, killed_sud = [], [], [], []
        # print("befor killing ",killed_nord,killed_est,killed_ovest,killed_sud)
        for e in CanBeKilled:  # nemici nell'intorno di distanza 1
            # print("\nfrom: ",ending_coord,"CanBeKilled List: ",e)
            # check if e die
            if ending_coord[0] == e[0]:  # x
                # print("initial coordingate x",ending_coord,"pawn to check kill",e)
                if e[1] > ending_coord[1]:
                    # print("est initial coordingate x:",ending_coord," -> ",e,"\n")
                    killed_est = self.__killed(e, enemy, "est")
                else:
                    # print("ovest initial coordingate x:",ending_coord," -> ",e,"\n")
                    killed_ovest = self.__killed(e, enemy, "ovest")
            elif ending_coord[1] == e[1]:  # nord sud
                # print("initial coordingate y:nord or sud:",ending_coord,"pawn to check kill",e)
                if e[0] > ending_coord[0]:
                    # print("sud initial coordingate y:",ending_coord," -> ",e,"\n")
                    killed_sud = self.__killed(e, enemy, "sud")
                else:
                    # print("nord initial coordingate y:",ending_coord," -> ",e,"\n")
                    killed_nord = self.__killed(e, enemy, "nord")

        # print("after killing",killed_nord,killed_est,killed_ovest,killed_sud)
        FinalDeaths = killed_nord + killed_est + killed_ovest + killed_sud

        self.changeTurn()
        self.FinalDeaths = FinalDeaths
        # print("FINALDEATH: ",self.FinalDeaths)
        # print("\ndopo che ho ucciso\n",self.state,"\n")
        return self
Esempio n. 15
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    def __killed(self, coord, pawn_color, pos) -> list:
        if self.state[coord] in pawn_color:  # {"WHITE,"KING"}     {"BLACK"}
            MustBeKilled = []
            pawn_considered = self.state[coord]
            if pawn_considered == "KING" and coord == (4, 4):
                King = coord
                dic = self.getDist1(coord)[0]
                nord = [self.state[(dic["nord"])]]
                est = [self.state[(dic["est"])]]
                ovest = [self.state[(dic["ovest"])]]
                sud = [self.state[(dic["sud"])]]
                list_King = []
                list_King = nord + est + ovest + sud
                count = 0
                for e in list_King:
                    if e == "BLACK":
                        count = count + 1
                if count == 4:
                    self.deletePawn(coord)
                    MustBeKilled.append(King)

            elif pawn_considered == "KING" and coord in {(4, 3), (3, 4),
                                                         (4, 5), (5, 4)}:
                King = coord
                dic = self.getDist1(coord)[0]
                nord = [self.state[(dic["nord"])]]
                est = [self.state[(dic["est"])]]
                ovest = [self.state[(dic["ovest"])]]
                sud = [self.state[(dic["sud"])]]
                list_King = []
                list_King = nord + est + ovest + sud
                count = 0
                for e in list_King:
                    if e == "BLACK":
                        count = count + 1
                if count == 3:
                    self.deletePawn(coord)
                    MustBeKilled.append(King)

            else:
                if pos == "est" and coord[1] + 1 < 9:
                    on_the_opposite_side = self.state[(coord[0], coord[1] + 1)]
                    enemy = self.__enemy(pawn_considered)
                    # print("\ton the opposite side",(coord[0],coord[1]+1)," -> ",on_the_opposite_side,". His enemy is ",enemy)
                    if (on_the_opposite_side in enemy) or (
                        (coord[0], coord[1] + 1) in THRONE_CELLS + CAMP_CELLS):
                        self.deletePawn(coord)
                        MustBeKilled.append(coord)
                if pos == "ovest" and coord[1] - 1 > -1:
                    on_the_opposite_side = self.state[(coord[0], coord[1] - 1)]
                    enemy = self.__enemy(pawn_considered)
                    # print("\ton the opposite side",(coord[0],coord[1]-1)," -> ",on_the_opposite_side,". His enemy is ",enemy)
                    if (on_the_opposite_side in enemy) or (
                        (coord[0], coord[1] - 1) in THRONE_CELLS + CAMP_CELLS):
                        self.deletePawn(coord)
                        MustBeKilled.append(coord)
                if pos == "nord" and coord[0] - 1 < -1:
                    on_the_opposite_side = self.state[(coord[0] - 1, coord[1])]
                    enemy = self.__enemy(pawn_considered)
                    # print("\ton the opposite side",(coord[0]-1,coord[1])," -> ",on_the_opposite_side,". His enemy is ",enemy)
                    if (on_the_opposite_side in enemy) or (
                        (coord[0] - 1, coord[1]) in THRONE_CELLS + CAMP_CELLS):
                        self.deletePawn(coord)
                        MustBeKilled.append(coord)
                if pos == "sud" and coord[0] + 1 < 9:
                    on_the_opposite_side = self.state[(coord[0] + 1, coord[1])]
                    enemy = self.__enemy(pawn_considered)
                    # print("\ton the opposite side",(coord[0]+1,coord[1])," -> ",on_the_opposite_side,". His enemy is ",enemy)
                    if (on_the_opposite_side in enemy) or (
                        (coord[0] + 1, coord[1]) in THRONE_CELLS + CAMP_CELLS):
                        self.deletePawn(coord)
                        MustBeKilled.append(coord)
            return MustBeKilled
        else:
            DebugUtils.error("Killed error", [])
            return []
Esempio n. 16
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    def __getMoveFromCoord(self, point_coord) -> object:
        # giving a real coordinate, return the list of possible (x,y) where the pawn can go
        ListOfReachableCoord = []
        ListOfReachableCoordFinal = []
        DictOfNeighbour = self.getTheMostNear(point_coord)[0]
        if DictOfNeighbour:
            point_coord = DictOfNeighbour["point_coord"]
            # print("getMoveFromCoord: point_coord -> ",point_coord)
            for key in DictOfNeighbour:
                value = DictOfNeighbour[key]
                # print(key, '->', value)
                if key != "point_coord":
                    if value is not None:
                        if key == "sud":
                            #print(key, '->',value)#
                            for i in range(point_coord[0] + 1, value[0]):
                                # print("\ti: ",i," -> ", (i,value[1]))
                                ListOfReachableCoord.append(("s", i, value[1]))
                                ListOfReachableCoordFinal.append({
                                    'from':
                                    point_coord,
                                    'to': (i, value[1])
                                })
                        if key == "nord":
                            # print(key, '->',value)
                            for i in range(value[0] + 1, point_coord[0]):
                                # print("\ti",i," -> ", (i,value[1]))
                                ListOfReachableCoord.append(("n", i, value[1]))
                                ListOfReachableCoordFinal.append({
                                    'from':
                                    point_coord,
                                    'to': (i, value[1])
                                })
                        if key == "est":
                            # print(key, '->',value)
                            for i in range(point_coord[1] + 1, value[1]):
                                # print("\ti",i," -> ", (value[0],i))
                                ListOfReachableCoord.append(("e", value[0], i))
                                ListOfReachableCoordFinal.append({
                                    'from':
                                    point_coord,
                                    'to': (value[0], i)
                                })
                        if key == "ovest":
                            # print(key, '->',value)
                            for i in range(value[1] + 1, point_coord[1]):
                                # print("\ti",i," -> ", (value[0],i))
                                ListOfReachableCoord.append(("o", value[0], i))
                                ListOfReachableCoordFinal.append({
                                    'from':
                                    point_coord,
                                    'to': (value[0], i)
                                })
            # print("\nLista -->: ",ListOfReachableCoord)
            # print("Lista -->: ",ListOfReachableCoordFinal,"\n")

            return ListOfReachableCoordFinal

        DebugUtils.error(
            "(GameState): '.getMostNear' probably the point_considered is EMPTY",
            [])
        return []
Esempio n. 17
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    def generateSearchTreeInParallel(params: tuple) -> GameTree:
        thread_index = params[0]
        gameState: GameState = params[2]

        #
        currentTurn = GameUtils.turnToString(CONFIGS.APP_ROLE)
        nodes_generated_counter = 0

        # create the root node
        rootNode = GameNode().initialize(None, currentTurn, [], 0)

        # create the tree.
        searchTree = GameTree().initialize(rootNode)
        # prepare the queue for visiting the nodes.
        nodesToVisit: [GameNode] = [rootNode]

        # start the timer.
        timer: Timer = Timer().start()

        # start visiting the tree with a BFS search.
        while nodesToVisit:
            currentGameState: GameState = None
            currentRootNode: GameNode = nodesToVisit.pop(0)
            #
            # check if the time for generating the tree is not expired.
            time_left = timer.get_time_left(
                CONFIGS.GAME_TREE_GENERATION_TIMEOUT)
            if time_left <= 0:
                DebugUtils.info("[{}] >> (TreeGeneration) timeout emitted",
                                [thread_index])
                DebugUtils.info("[{}] >> (TreeGeneration) depth = {}",
                                [thread_index, currentRootNode.depth])
                break
            if currentRootNode.depth > int(CONFIGS._GAME_TREE_MAX_DEPTH):
                DebugUtils.info("[{}] >> (TreeGeneration) max-depth reached",
                                [thread_index])
                DebugUtils.info("[{}] >> (TreeGeneration) depth = {}",
                                [thread_index, currentRootNode.depth])
                break
            #
            # try to create a {GameState} instance starting from a GameNode moves.
            currentGameState: GameState = None
            try:
                currentGameState = GameState().createFromMoves(
                    gameState, currentRootNode.moves)
            except Exception as _:
                continue
            # get possible moves
            moves = currentGameState.getPossibleMoves(currentRootNode.turn)
            #
            # if {currentNode} is the root node, then filter the available moves at first level.
            if currentRootNode.depth == 0:
                moves = np.array_split(moves, THREADS_COUNT)[thread_index]
            #
            # try to the generate childrens of current node.
            for move in moves:
                nodes_generated_counter += 1
                #
                depth = currentRootNode.depth + 1
                nextTurn = GameUtils.togglTurn(currentRootNode.turn)
                movesToSave = list(currentRootNode.moves) + [move]
                #
                newNode = GameNode().initialize(currentRootNode, nextTurn,
                                                movesToSave, depth)
                #
                nodesToVisit.append(newNode)
                searchTree.addNode(currentRootNode, [newNode])

        #
        DebugUtils.info("[{}] >> (TreeGeneration) ended in {} seconds",
                        [thread_index, timer.get_elapsed_time()])
        DebugUtils.info(
            "[{}] >> (TreeGeneration) number of generated nodes = {}",
            [thread_index, nodes_generated_counter])
        # stop the timer.
        timer.stop()

        return searchTree