def playgame(state, game):
    temp = GameState(to_move=state.to_move,
                     utility=state.utility,
                     board=state.board.copy(),
                     moves=state.moves.copy())
    utility = temp.utility
    possibleMove = temp.moves
    turn = temp.to_move
    alreadyMove = temp.board
    while len(possibleMove) > 0 and utility == 0:
        optimalMove = alpha_beta_search(temp, game)
        alreadyMove[optimalMove] = turn
        possibleMove.remove(optimalMove)
        utility = game.compute_utility(alreadyMove, optimalMove, turn)

        if utility == 1:
            break
        elif utility == -1:
            break
        if turn == 'X':
            turn = 'O'
        else:
            turn = 'X'
        temp = GameState(turn, utility, alreadyMove, possibleMove)

    return utility
Esempio n. 2
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 def result(self, state, move):
     "returns the result of applying a move to a state"
     if state.to_move == "G":
         a = GameState(to_move="R",
                       utility=self.computeUtility(state, "G"),
                       board=state.board.move(state.to_move, move),
                       moves=['U', 'D', 'L', 'R'])
     else:
         a = GameState(to_move="G",
                       utility=self.computeUtility(state, "R"),
                       board=state.board.move(state.to_move, move),
                       moves=['U', 'D', 'L', 'R'])
     return a
 def __init__(self):
     self.initial = GameState(to_move='R',
                              utility=0,
                              board=BlobsBoard(),
                              moves=['L', 'R', 'U', 'D'])
     self.currentState = self.initial
     self.moves = self.initial.moves
Esempio n. 4
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 def make_state(self, array=None, num_moves=None):
     if array is None:
         array = [[None] * 6 for _ in range(6)]
     if num_moves is None:
         num_moves = sum(sum(i is not None for i in row) for row in array)
     utility = self.utility(array, 0, sep=True)
     state = GameState(array=array, num_moves=num_moves, utility=utility)
     return state
Esempio n. 5
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 def make_state(self, b=None, num_moves=None):
     if b is None:
         b = 0
     if num_moves is None:
         num_moves = bin(b).count('1')
     utility = self.utility(b, 0, sep=True)
     state = GameState(b=b, num_moves=num_moves, utility=utility, results={})
     return state
Esempio n. 6
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 def __init__(self):
     moves = [(x, y) for x in range(1, 9) for y in range(1, 9)]
     moves.remove((4, 4))
     moves.remove((4, 5))
     moves.remove((5, 4))
     moves.remove((5, 5))
     # siempre inicia 'N'
     self.initial = GameState(to_move='N', utility=0,
                              board={(4, 4):'B',(4, 5):'N',
                                     (5, 4):'N',(5, 5):'B'}, moves=moves)
 def result(self, state, move):
     if move not in state.moves:
         return state  # Illegal move has no effect
     board = state.board.copy()
     board[move] = state.to_move
     moves = list(state.moves)
     moves.remove(move)
     return GameState(to_move=('O' if state.to_move == 'X' else 'X'),
                      utility=self.compute_utility(board, move,
                                                   state.to_move),
                      board=board,
                      moves=moves)
Esempio n. 8
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def demo_play():
    array = [[None] * 6 for _ in range(6)]
    num_moves = 0
    state = GameState(array=array, num_moves=num_moves, utility=None)
    while True:
        move = alphabeta_cutoff_search(state, game, d=3)

        print("token: %s  |   move: %s" % (state.num_moves % 2, move))
        game.display(state)
        print()
        # input('                                       ....continue?')
        new_state = game.result(state, move)
        state = new_state
Esempio n. 9
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    def __init__(self, state: GameState, probabilities, nn, cache=None):
        self.state = state
        self.nn = nn
        self.cache = cache

        if len(probabilities):
            actions = state.possible_actions()
            self.edges = [
                Edge(state, action, prob, nn, cache=cache)
                for prob, action in zip(probabilities, actions)
            ]
        else:
            self.edges = []
Esempio n. 10
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def selfplay(nn, game: GameState, **game_args):
    states = []
    optimal_pis = []
    game_outcome = None

    state = game.init(**game_args)
    mcts = MCTS(game, nn)
    turn = -1

    times = [time()]
    while game_outcome is None:
        turn += 1
        if turn % 2:
            print("Turn {}".format(turn))
            print(str(state))

        optimal_pi = mcts.search()

        states.append(state)
        optimal_pis.append(optimal_pi)

        action = sample_action(state, optimal_pi)
        mcts.next_turn(action)
        state = state.take_action(action)

        game_outcome = state.game_outcome(last_move=action)
        t_i = time()
        print("Move time: {:.2f}s".format(t_i - times[-1]))
        times.append(t_i)

    print(f"Final turn: {turn}")
    print("Total time: {:.2f}s".format(times[-1] - times[0]))
    if game_outcome == GameOutcomes.DRAW:
        print("It's a draw!!")
    elif turn % 2 == 0:
        print("First player wins!")
        print(str(state))
    else:
        print("Second player wins!")
        state.inverse()
        print(str(state))

    if game_outcome == GameOutcomes.DRAW:
        z = [0] * len(states)
    elif game_outcome == GameOutcomes.LOSS:
        z = [(-1)**(i + 1) for i in range(len(states), 0, -1)]
    else:
        raise Exception('Invalid game outcome: {}'.format(game_outcome))

    nn.fit_game_state(states, optimal_pis, z)
Esempio n. 11
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    def result(self, state, move):
        def change_player(xd, yd):
            """Cambia las piezas al color del jugador en una dirección"""
            x, y = move
            if self.change_dir(x, y, xd, yd, board, player):
                x += xd
                y += yd
                while (x, y) in board:
                    if board[(x, y)] == player: return
                    else:
                        board[(x, y)] = player
                        x += xd
                        y += yd

        board = state.board.copy()
        moves = list(state.moves)
        player = state.to_move
        if move in self.actions(state):
            board[move] = player
            change_player(-1, -1)
            change_player(-1, 0)
            change_player(-1, 1)
            change_player(0, -1)
            change_player(0, 1)
            change_player(1, -1)
            change_player(1, 0)
            change_player(1, 1)
            moves.remove(move)
            return GameState(to_move=('B' if player == 'N' else 'N'),
                             utility=self.compute_utility(board, move, player),
                             board=board,
                             moves=moves)
        else:
            return GameState(to_move=('B' if player == 'N' else 'N'),
                             utility=self.compute_utility(board, move, player),
                             board=board,
                             moves=moves)
Esempio n. 12
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    def result(self, state, move):
        def change_player(xd, yd):
            """Changes the chips to the player's color in one direction"""
            x, y = move
            if self.change_dir(x, y, xd, yd, board, player):
                x += xd
                y += yd
                while (x, y) in board:
                    if board[(x, y)] == player: return
                    else:
                        board[(x, y)] = player
                        x += xd
                        y += yd

        board = state.board.copy()
        moves = list(state.moves)
        player = state.to_move
        if move in self.actions(state):
            board[move] = player
            change_player(-1, -1)
            change_player(-1, 0)
            change_player(-1, 1)
            change_player(0, -1)
            change_player(0, 1)
            change_player(1, -1)
            change_player(1, 0)
            change_player(1, 1)
            moves.remove(move)
            return GameState(to_move=('W' if player == 'B' else 'B'),
                             utility=self.compute_utility(board, move, player),
                             board=board,
                             moves=moves)
        else:
            return GameState(to_move=('W' if player == 'B' else 'B'),
                             utility=self.compute_utility(board, move, player),
                             board=board,
                             moves=moves)
Esempio n. 13
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def gen_state(to_move='X', x_positions=[], o_positions=[], h=3, v=3):
    """Given whose turn it is to move, the positions of X's on the board, the
    positions of O's on the board, and, (optionally) number of rows, columns
    and how many consecutive X's or O's required to win, return the corresponding
    game state"""

    moves = set([(x, y) for x in range(1, h + 1) for y in range(1, v + 1)
                 ]) - set(x_positions) - set(o_positions)
    moves = list(moves)
    board = {}
    for pos in x_positions:
        board[pos] = 'X'
    for pos in o_positions:
        board[pos] = 'O'
    return GameState(to_move=to_move, utility=0, board=board, moves=moves)
def interactive_play(game: GameState, nn, start, **game_args):
    game_outcome = None

    state = game.init(**game_args)
    mcts = MCTS(game, nn)
    turn = -1 if start else 0

    while game_outcome is None:
        turn += 1

        is_player_turn = (turn % 2 == 0)

        if is_player_turn:
            print("Turn {}".format(turn // 2))
            print(str(state))
            valid_action = False
            while valid_action is False:
                action = int(input("What's your next move? (0..6): "))
                try:
                    mcts.next_turn(action)
                    valid_action = True
                except ValueError:
                    print("Invalid action, pick another one")
                    valid_action = False

            state = state.take_action(action)

        else:
            optimal_pi = mcts.search()

            action = sample_action(state, optimal_pi)
            mcts.next_turn(action)
            state = state.take_action(action)

        game_outcome = state.game_outcome(last_move=action)

    print("Game finished")
    if game_outcome == GameOutcomes.DRAW:
        print("It was a draw!!")
    elif is_player_turn:
        print("You won!")
        state.inverse()
        print(str(state))
    else:
        print("You loose :(")
        print(str(state))
Esempio n. 15
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    def result(self, state, move):
        "returns the result of applying a move to a state"

        state = self.states[-1]
        if (not self.terminal_test(None)):
            state = self.states[-1]
            to_move = state.to_move

            if (to_move == "R"):
                to_move = "G"
            else:
                to_move = "R"

            newBoard = state.board.move(to_move, move)
            self.states.append(
                GameState(to_move=to_move,
                          utility=self.utility(None, to_move),
                          board=newBoard,
                          moves=self.actions(newBoard)))
Esempio n. 16
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 def __init__(self, N=8):
     self.N = N
     moves = [(x, y) for x in range(1, N + 1) for y in range(1, N + 1)]
     m = N // 2
     m1 = m + 1
     moves.remove((m, m))
     moves.remove((m, m1))
     moves.remove((m1, m))
     moves.remove((m1, m1))
     # Always starts the black player
     self.initial = GameState(to_move='B',
                              utility=0,
                              board={
                                  (m, m): 'W',
                                  (m, m1): 'B',
                                  (m1, m): 'B',
                                  (m1, m1): 'W'
                              },
                              moves=moves)
    def result(self, state, move):
        "returns the result of applying a move to a state"
        # Calculates who is the next player to move
        to_move = state.to_move

        if (to_move == "R"):
            to_move = "G"
        else:
            to_move = "R"

        # Copies the current state
        newBoard = copy.copy(state.board)

        # Applies the move to the copy
        newBoard.move(to_move, move)

        # Returns the copy (THE ORIGINAL STATE IS NOT AFFECTED)
        return GameState(
            to_move=to_move,
            utility=self.compute_utility(
                newBoard, move, state.to_move
            ),  #Calculates the value of the move by the player who made the move
            board=newBoard,
            moves=self.moves)
                for point in check:
                    if c[point] != first_symbol:
                        won = False
                        break
                if won:
                    if first_symbol == player_symbol[0]:
                        return 1
                    else:
                        return -1
        return 0

    last = 'draw'
    utility = check_win(board)

    game = TicTacToe()
    state = GameState(turn, utility, alreadyMove, possibleMove)
    minmax_decision(state, game)
    # Starting from this state, populate the full game tree.
    # The leaf nodes are the terminal states.
    # The terminal state is terminal if a player wins or there are no empty squares.
    # If a player wins, the state is considered terminal, even if there are still empty squares.
    # Answer the following questions for this game tree.
    print('How many terminal states are there?')
    print(game.terminal_state)
    print('In how many of those terminal states does X win?')
    # TODO print the answer
    print(game.x_state)
    print('In how many of those terminal states does X lose?')
    # TODO print the answer
    print(game.o_state)
    print('In how many of those terminal states does X draw?')
Esempio n. 19
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    if (columnIndex > 3):
        rowIndex += 1
        columnIndex = 1

# Code to find who has to move next, considering X starts the game
nextToMove = 'X'
if (table.count('O') != table.count('X')):
    nextToMove = 'O'

# Get the utility value by moving the first
utilityValue = 0
if (len(moves) > 0):
    utilityValue = ticTacToe.compute_utility(board, moves[0], nextToMove)
# create the current game state with the available information
gameState = GameState(to_move=nextToMove,
                      utility=utilityValue,
                      board=board,
                      moves=moves)

print()
print("moves: ", end="")
# The below print will give all the legal actions possible from this gameState
print(ticTacToe.actions(gameState))

#Below is the alphabeta_player who choses to play optimally
alphabeta_player(ticTacToe, gameState)

#Below is the random_player who choses to play normally
random_player(ticTacToe, gameState)

print()
print("current game state: ")
Esempio n. 20
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 def __init__(self):
     self.initial = GameState(to_move='R',
                              utility=0,
                              board=BlobsBoard(),
                              moves=['L', 'R', 'U', 'D'])
     self.states.append(self.initial)
 def __init__(self, h=3, v=3, k=3):
     self.h = h
     self.v = v
     self.k = k
     moves = [(x, y) for x in range(1, h + 1) for y in range(1, v + 1)]
     self.initial = GameState(to_move='X', utility=0, board={}, moves=moves)
Esempio n. 22
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 def __init__(self, board=None):
     self.initial = GameState(to_move='R',
                              utility=0,
                              board=BlobsBoard(),
                              moves=['L', 'R', 'U', 'D'])
Esempio n. 23
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def move(array, token):
    num_moves = token
    state = GameState(array=array, num_moves=num_moves, utility=None)
    move = alphabeta_cutoff_search(state, game, d=2)
    print("token: %s  |  move: %s" % (state.num_moves % 2, move))
    return move