Esempio n. 1
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    def run(rows, columns, depth, weights):
        def update_board_with_matches(board, matches):
            for piece, clusters in matches:
                for r, c in clusters:
                    board.update(r, c, type(piece))

        b = Board.create_randomized_board(5, 6)
        # b = Board([Fire,  Wood,  Water, Dark,  Light, Light,
        #           Water, Fire, Water, Light, Heart, Light,
        #           Fire,  Water, Dark,  Heart, Heart, Wood,
        #           Light, Water, Light, Fire,  Wood,  Wood,
        #           Dark,  Heart, Dark,  Light, Heart, Light], 5, 6)

        m = Board.create_empty_board(rows, columns)
        update_board_with_matches(m, b.get_matches())

        h = GreedyDfs(weights) if False else PrunedBfs(weights)
        h.diagonals = True
        start = time.time()
        moves = h.solve(b, depth)
        performance = time.time() - start

        print('---------------------------------------------')
        print(b)
        print(m)
        print('run time : ' + str(performance))
        print('best move score : ' + str(moves[0]))
        print('start : ' + str(moves[1][0]))
        print('moves : ' + str(moves[1][1:]))
        print(moves[2])

        m = Board.create_empty_board(rows, columns)
        update_board_with_matches(m, moves[2].get_matches())

        print(m)
Esempio n. 2
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    def test_start_fen_black(self):
        board = Board()
        board.parse_fen(START_FEN)
        board.side = BLACK
        moves = board.moveGenerator.generate_all_moves()

        self.assertEqual(len(moves), 20)
Esempio n. 3
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class TestBoard:

    def setup_method(self, method):
        self.b = Board()
        self.valid_pos = {'row': 0, 'col': 1}
        self.invalid_pos = {'row': 0, 'col': -5}
        self.color = 'red'

    def test_default_board_size(self):
        assert len(self.b.grid) == 3 

    def test_board_is_seeded_with__none(self):
        flat_grid = self.b.flattened_grid()
        assert all(val is None for val in flat_grid)

    def test_board_set_with_invalid_pos(self):
        with pytest.raises(InvalidMoveError) as excinfo:
            self.b.set(self.invalid_pos, self.color)
        assert 'position is off the board' in str(excinfo.value)

    def test_board_set_valid(self):
        self.b.set(self.valid_pos, self.color)

        assert isinstance(self.b.get(self.valid_pos), Piece)

    def test_board_set_invalid(self):
        self.b.set(self.valid_pos, self.color)
        
        with pytest.raises(InvalidMoveError) as excinfo:
            self.b.set(self.valid_pos, self.color)
        assert 'Space allready occupied' in str(excinfo.value)
Esempio n. 4
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def main():
    pygame.display.init()
    pygame.display.set_caption(TITLE)

    scrSize = (WIDTH + 1, HEIGHT + 1) if DRAW_GRID else (WIDTH, HEIGHT)
    screen = pygame.display.set_mode(scrSize)

    board = Board(screen, (WIDTH, HEIGHT),
                  PIXEL_NUM,
                  draw_grid=DRAW_GRID,
                  map=MAP,
                  animations=ANIMATIONS)

    # board = Board_cy(screen, (WIDTH, HEIGHT), PIXEL_NUM,
    #                  draw_grid=DRAW_GRID, map=MAP, animations=ANIMATIONS)

    isAlgorithmStarted = False

    while True:
        if (rv := runTime(board, isAlgorithmStarted)):
            if rv == 2:
                if not board.startAlgorithm(lambda: runTime(board, True)):
                    break
        else:
            break
Esempio n. 5
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    def search(self, n=10, retries=20):
        """
        Attempts to find the optimal solution to the n-Queens problem using local search
        where the maximum number of retries is given. Each retry has a maximum of 'n'
        search steps.
        :param n: The maximum number of search steps for each retry.
        :param retries: The number of retries.
        :return: The optimum found by the local search algorithm.
        """

        for retry in range(retries):
            curr_optimum = Board(self.size)

            for step in range(n):
                x = self.search_step(curr_optimum)
                if x is None:
                    break

                curr_optimum = x
            if curr_optimum.cost() < self.optimal_cost:
                self.optimum = curr_optimum
                self.optimal_cost = curr_optimum.cost()

            if self.optimal_cost == 0:
                return self.optimum
        return self.optimum
Esempio n. 6
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    def minimax(self, board, depth, alpha, beta, maximising_Player):
        """Method to perform alpha beta pruning"""
        valid_location = Board.valid_locations(board)
        is_terminal = Board.terminal_node(board)

        if depth == 0 or is_terminal:
            if is_terminal:
                if Board.so_won(board, self.no):
                    return None, 100000  # always two values since I need space to save the column
                elif Board.so_won(board, 3 - self.no):
                    return None, -100000
                else:
                    return None, 0
            else:
                return None, self.value_function(board, self.no)

        if maximising_Player:
            score = -math.inf
            column = random.choice(valid_location)

            for selected_col in valid_location:

                row = Board.where_it_lands(board, selected_col)
                board_copy = board.copy()
                Board.play(board_copy, row, selected_col, self.no)
                new_score = self.minimax(board_copy, depth - 1, alpha, beta, False)[1]

                if new_score > score:
                    score = new_score
                    column = selected_col

                alpha = max(alpha, score)

                if alpha >= beta:
                    break

            return column, score

        else:
            score = math.inf
            column = random.choice(valid_location)

            for selected_col in valid_location:

                row = Board.where_it_lands(board, selected_col)
                board_copy = board.copy()
                Board.play(board_copy, row, selected_col, 3 - self.no)
                new_score = self.minimax(board_copy, depth - 1, alpha, beta, True)[1]

                if new_score < score:
                    score = new_score
                    column = selected_col

                beta = min(beta, score)

                if alpha >= beta:
                    break

            return column, score
Esempio n. 7
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    def test_complex_fen_white_2(self):
        board = Board()
        complex_fen = "R6R/3Q4/1Q4Q1/4Q3/2Q4Q/Q4Q2/pp1Q4/kBNN1KB1 w -- 0 1"

        board.parse_fen(complex_fen)
        moves = board.moveGenerator.generate_all_moves()

        self.assertEqual(len(moves), 218)
Esempio n. 8
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    def test_complex_fen_black(self):
        board = Board()
        complex_fen = "r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R b KQkq - 0 1"

        board.parse_fen(complex_fen)
        moves = board.moveGenerator.generate_all_moves()

        self.assertEqual(len(moves), 43)
Esempio n. 9
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    def __init__(self, screen_width, screen_height):
        self.canvas = pygame.display.set_mode((screen_width, screen_height))
        self.screen_width = screen_width
        self.screen_height = screen_height
        self.clock = pygame.time.Clock()

        self.helpers = Helpers()  # class defines helper functions

        # indicates if board should be drawn in reverse i.e. black is on the bottom of the screen
        self.revesed_board = False
        self.square_loc = self.helpers.compute_square_locations(
            self.revesed_board)

        # --- Board related vars
        self.board = Board()
        self.board.parse_fen(
            START_FEN)  # mate in two '3k4/8/8/3K4/8/8/1Q6/8 w --'
        self.move_history = []
        # --- Engine process
        self.stub = None
        self.engine_info = None
        self.movetime = '1500'  # default engine move time in ms
        # --

        self.highlighted_moves = []
        self.promotion_moves = []
        # after promotion moves are drawn, this stores info about where each promotion move is drawn on the board
        self.promotion_choices = {}
        self.clicked_square_idx = None
        # --- Images
        # -- Squares
        dark_square = pygame.image.load(
            'assets/square brown dark_png_128px.png')
        light_square = pygame.image.load(
            'assets/square brown light_png_128px.png')
        black_square = pygame.image.load(
            'assets/square gray dark _png_128px.png')
        highlight_check_square = pygame.image.load('assets/highlighted_1.png')
        highlight_square = pygame.image.load('assets/highlighted_2.png')
        highlight_move_square = pygame.image.load('assets/highlighted_3.png')
        self.dark_square = pygame.transform.scale(dark_square,
                                                  (SQUARE_SIZE, SQUARE_SIZE))
        self.light_square = pygame.transform.scale(light_square,
                                                   (SQUARE_SIZE, SQUARE_SIZE))
        self.black_square = pygame.transform.scale(black_square,
                                                   (SQUARE_SIZE, SQUARE_SIZE))
        self.highlight_check_square = highlight_check_square
        self.highlight_square = highlight_square
        self.highlight_move_square = highlight_move_square

        self.piece_images = self.helpers.load_assets()

        self.user_side = WHITE
        self.user_name = 'Player1'
        self.fen = ''
        self.last_move = ''
        self.in_check_sq = None
        self.engine_triggered = False
Esempio n. 10
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 def test_large_board(self):
     player = Board(10, 10)
     cpu = Board(10, 10)
     self.assertIsInstance(player, Board)
     self.assertIsInstance(cpu, Board)
     self.assertEqual(
         player.render(),
         "  1 2 3 4 5 6 7 8 9 10 \nA . . . . . . . . . . \nB . . . . . . . . . . \nC . . . . . . . . . . \nD . . . . . . . . . . \nE . . . . . . . . . . \nF . . . . . . . . . . \nG . . . . . . . . . . \nH . . . . . . . . . . \nI . . . . . . . . . . \nJ . . . . . . . . . . "
     )
Esempio n. 11
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 def __init__(self):
     pyxel.init(SCREEN_WIDTH, SCREEN_HEIGHT, caption="Pyxel Othello")
     pyxel.mouse(True)
     self.board = Board()
     self.current = 'black'
     self.black_player = RandomPlayer(pyxel, self.board, 'black')
     self.white_player = RandomPlayer(pyxel, self.board, 'white')
     self.winner = None
     self.previous_frame_count = 0
     pyxel.run(self.update, self.draw)
Esempio n. 12
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def play_game(players, board):

    should_print = __name__ == '__main__'  # prevent printing when running reports

    if should_print:
        print(board)
        print("============\n")

    turn = 0

    while not Board.so_won(board, players[turn ^ 1].no) and len(
            Board.valid_locations(board)) > 0:
        if should_print:
            print("{}:".format(players[turn].name))

        selected_col = players[turn].selector(board, -math.inf, math.inf, True)

        if Board.legal_check(board, selected_col):
            row = Board.where_it_lands(board, selected_col)
            Board.play(board, row, selected_col, players[turn].no)

        if should_print:
            Board.print_right_way(board)
            print("============\n")

        turn ^= 1

    if Board.so_won(board, players[turn ^ 1].no):
        print("VICTORY FOR " + players[turn ^ 1].name)
        return players[turn ^ 1].name
    else:
        print("DRAW")
        return 'DRAW'
Esempio n. 13
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 def __init__(self, pnames):
     """
     :param pnames: An Array. Name of the players as Strings
     """
     self.board = Board()
     self.players = tuple([Player(pn, self.board, self) for pn in pnames])
     self.plookup = {p.getId(): p for p in self.players}
     self.lastRoll = None
     self.p = None
     self.getFirstPlayer()
     self.state = 0
Esempio n. 14
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 def test_placing_ship(self):
     board = Board(4, 4)
     cruiser = Ship("Cruiser", 3)
     submarine = Ship("Submarine", 2)
     board.place(cruiser, ["A1", "A2", "A3"])
     self.assertEqual(board.cells["A1"].ship, cruiser)
     self.assertEqual(board.cells["A2"].ship, cruiser)
     self.assertEqual(board.cells["A3"].ship, cruiser)
     self.assertTrue(board.cells["A1"].ship == board.cells["A3"].ship)
     # Test for overlap
     self.assertFalse(board.isValidPlacement(submarine, ["A1", "B1"]))
Esempio n. 15
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    def reset_board(self):
        self.board = Board()
        self.board.parse_fen(START_FEN)
        self.move_history = []
        self.movetime = '1500'

        self.reset_highlighted_moves()

        self.user_side = WHITE
        self.fen = ''
        self.last_move = ''
        self.in_check_sq = None
        self.engine_triggered = False
Esempio n. 16
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File: main.py Progetto: biern/bomber
class TestMod(Mod):
    full_name = 'Bombastik Bomberman'
    quit = False
    def __init__(self):
        super(TestMod, self).__init__()
        self.add_bomb = False
        self.board = Board(self.config['board']['size'])

        x, y = self.board.get_size()
        for i in range(x):
            for j in range(y):
                Grid(i,j,self.board)
                
        self.pointer = Pointer(1,1,self.board)
        print "Press escape to quit"
        print "Use arrow keys to move"
        print "Enter to add a bomb"
        print "1 to add 100 bombs"
        print "r to remove all bombs"
    
    def handle_input(self, input):
        for key in input.get('keydown',[]):
            if key == 'escape':
                self.quit = True
            if key == 'return':
                self.add_bomb = True
            if key == 'up':
                self.pointer.y -= 1
            if key == 'down':
                self.pointer.y += 1
            if key == 'left':
                self.pointer.x -=1
            if key == 'right':
                self.pointer.x += 1
            if key == 'r':
                for tile in self.board.get_tiles_of_type(Bomb):
                    tile.remove_from_board()
                print "Removing bombs"
            if key == '1':
                for i in range(99):
                    Bomb(random.randint(0,self.board.width-1),random.randint(0,self.board.height-1), self.board)
                print "Adding 100 bombs"
        
                    
    def update(self):
        if self.add_bomb:
            Bomb(self.pointer.x, self.pointer.y, self.board)
            self.add_bomb = False
        return self.quit
Esempio n. 17
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 def expansion(self, child):
     """Second step of MCTS: Expand tree from the selected node if possible"""
     temp_board = self.board.copy()
     Board.play(temp_board, child[0], child[1], self.no)
     if Board.terminal_node(temp_board):
         self.N += 1
         if Board.so_won(self.board, self.no):  # MCTS won
             self.values[child[0]][child[1]] = (self.values[child[0]][child[1]] * (self.N - 1) + 1) / self.N
             return 1
         elif Board.so_won(self.board, 3 - self.no):  # Opponent won
             self.values[child[0]][child[1]] = (self.values[child[0]][child[1]] * (self.N - 1)) / self.N
         else:  # Draw
             self.values[child[0]][child[1]] = (self.values[child[0]][child[1]] * (self.N - 1) + 0.5) / self.N
     else:
         self.simulation(child)
Esempio n. 18
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def action(board):
    """
    :param board: current board on which we must make action
    :return: returns all child nodes
    """
    parent_array = board.get_board_as_list()
    parent_coords = board.get_coords()
    result = []
    for move in MOVES:
        new_coords = (parent_coords[0] + move[0], parent_coords[1] + move[1])
        if verify_coords(new_coords):
            b = Board(parent_array)
            b.swap(parent_coords, new_coords)
            result.append(b)
    return result
Esempio n. 19
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    def __init__(self,
                 columns,
                 rows,
                 fps,
                 countdown,
                 interval,
                 score_increment,
                 level_increment,
                 interval_increment,
                 pygame_instance=None):
        self.COLUMNS = columns
        self.ROWS = rows
        self.FPS = fps
        self.COUNTDOWN = countdown
        self.INTERVAL = interval
        self.SCORE_INCREMENT = score_increment
        self.LEVEL_INCREMENT = level_increment
        self.INTERVAL_INCREMENT = interval_increment

        if pygame_instance is None:
            self.pygame = pygame
        else:
            self.pygame = pygame_instance

        self.sensehat = SenseHat()
        self.db = TinyDB('data/database.json')

        try:
            self.WIDTH = self.BLOCK_SIZE * self.COLUMNS + 150
            self.HEIGHT = self.BLOCK_SIZE * self.ROWS

            self.BACKGROUND_GRID = [[
                8 if x % 2 == y % 2 else 0 for x in range(self.COLUMNS)
            ] for y in range(self.ROWS)]

            self.pygame.init()
            self.pygame.key.set_repeat(0, 0)
            self.pygame_font = self.pygame.font.Font(
                self.pygame.font.get_default_font(), 12)
            self.pygame_screen = self.pygame.display.set_mode(
                (self.WIDTH, self.HEIGHT), 0, 24)
            self.pygame.event.set_blocked(self.pygame.MOUSEMOTION)

            self.board = Board(self.COLUMNS, self.ROWS)
            self.__generate_snake()
            self.__generate_apple()
        except AttributeError:
            print("[Game][error] An error occurred initialising game")
Esempio n. 20
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    def __init__(self, speed, players, num_players=2, debug=False):
        self.speed = speed
        self.players = players
        self.debug = debug

        self.move_ticks = speed.get_move_ticks()
        self.cooldown_ticks = speed.get_cooldown_ticks()
        self.players_ready = {i + 1: False for i in xrange(num_players)}

        self.board = Board.initial()
        self.active_moves = []
        self.cooldowns = []
        self.move_log = []
        self.current_tick = 0
        self.last_move_time = time.time()
        self.last_tick_time = time.time()
        self.started = False
        self.finished = 0
        self.start_time = datetime.datetime.utcnow()
        self.last_capture_tick = 0

        self.piece_to_move_seq_fn = {
            'P': self._get_pawn_move_seq,
            'N': self._get_knight_move_seq,
            'B': self._get_bishop_move_seq,
            'R': self._get_rook_move_seq,
            'Q': self._get_queen_move_seq,
            'K': self._get_king_move_seq,
        }
Esempio n. 21
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def replay_start():
    data = json.loads(request.data)
    history_id = data['historyId']
    print 'replay start', data

    game_history = db_service.get_game_history(history_id)
    if game_history is None:
        return json.dumps({
            'success': False,
            'message': 'Replay does not exist.',
        })

    # create game and add to game states
    replay = Replay.from_json_obj(game_history.replay)
    if replay.players[2].startswith('c'):
        level = int(replay.players[2][2:])
        campaign_level = campaign.get_level(level)
        game = Game(Speed(replay.speed),
                    replay.players,
                    board=Board.from_str(campaign_level.board),
                    is_campaign=True)
    else:
        game = Game(Speed(replay.speed), replay.players)
    for player in replay.players:
        game.mark_ready(player)

    game_id = generate_game_id()
    game_states[game_id] = GameState(game_id, game, {}, {}, replay)

    return json.dumps({
        'success': True,
        'gameId': game_id,
    })
Esempio n. 22
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def time_test():
    testBoard = Board.create_init_board()
    brain = Brain()

    testBoard.add_piece(Piece(Color.WHITE, Coordinate(1, 1)))
    testBoard.add_piece(Piece(Color.WHITE, Coordinate(2, 1)))
    testBoard.add_piece(Piece(Color.WHITE, Coordinate(3, 1)))
    testBoard.add_piece(Piece(Color.WHITE, Coordinate(14, 1)))
    testBoard.add_piece(Piece(Color.WHITE, Coordinate(6, 1)))
    testBoard.add_piece(Piece(Color.WHITE, Coordinate(7, 1)))

    testBoard.add_piece(Piece(Color.BLACK, Coordinate(1, 4)))
    testBoard.add_piece(Piece(Color.BLACK, Coordinate(2, 4)))
    testBoard.add_piece(Piece(Color.BLACK, Coordinate(3, 4)))
    testBoard.add_piece(Piece(Color.BLACK, Coordinate(5, 4)))
    testBoard.add_piece(Piece(Color.BLACK, Coordinate(6, 4)))
    testBoard.add_piece(Piece(Color.BLACK, Coordinate(7, 4)))
    """

    ###############################
    #                             #         
    #                             #         
    #                             #         
    #   B B B   B B B             #         
    #                             #         
    #                             #         
    #   W W W     W W             #         
    #                             #
    ###############################

    """

    brain.make_move(testBoard)
Esempio n. 23
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def test_early():
    testBoard = Board.create_init_board()
    brain = Brain()

    testBoard.add_piece(Piece(Color.WHITE, Coordinate(1, 1)))
    testBoard.add_piece(Piece(Color.WHITE, Coordinate(1, 2)))

    brain.make_move(testBoard)
Esempio n. 24
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    def setup_new_game(self):
        self.board = Board()
        self.ai_player.set_board(self.board)
        self.game_board.set_board(self.board.get_cards())

        self.side_panel.player_score = 0
        self.side_panel.robot_score = 0
        self.side_panel.update_score()
Esempio n. 25
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    def reset(self):
        print("[Game][info] Resetting game")

        self.PAUSED = False
        self.GAMEOVER = False
        self.SCORE = 0
        self.APPLES = 0
        self.LEVEL = 1
        self.SNAKE_MOVED = True

        self.board = Board(self.COLUMNS, self.ROWS)
        self.snake = None
        self.apple = None
        self.__generate_snake()
        self.__generate_apple()

        self.sensehat.clear()
        self.pygame.time.set_timer(pygame.USEREVENT + 1, 0)
        self.pygame.display.update()
Esempio n. 26
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class LocalSearch:
    def __init__(self, size: int):
        self.size = size
        self.optimum = Board(size)
        self.optimal_cost = self.optimum.cost()

    def search_step(self, optimum: Board):
        """
        Step searches the new optimal neighbour in a greedy manner. The optimal neighbour is returned
        if there exists an improvement. Otherwise, None is returned.
        :param optimum: The board from which the neighbourhood will be checked.
        :return: The improved Board or None if there does not exist any.
        """

        optimal_cost = optimum.cost()

        curr_optimum = optimum
        curr_cost = optimal_cost
        for neighbour in curr_optimum.neighbourhood():
            if curr_optimum is None or curr_cost > neighbour.cost():
                curr_optimum = neighbour
                curr_cost = neighbour.cost()

        if curr_cost < optimal_cost:
            return curr_optimum
        else:
            return None

    def search(self, n=10, retries=20):
        """
        Attempts to find the optimal solution to the n-Queens problem using local search
        where the maximum number of retries is given. Each retry has a maximum of 'n'
        search steps.
        :param n: The maximum number of search steps for each retry.
        :param retries: The number of retries.
        :return: The optimum found by the local search algorithm.
        """

        for retry in range(retries):
            curr_optimum = Board(self.size)

            for step in range(n):
                x = self.search_step(curr_optimum)
                if x is None:
                    break

                curr_optimum = x
            if curr_optimum.cost() < self.optimal_cost:
                self.optimum = curr_optimum
                self.optimal_cost = curr_optimum.cost()

            if self.optimal_cost == 0:
                return self.optimum
        return self.optimum
Esempio n. 27
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  def __init__(self, parent, options, dic='./dics/sowpods.txt'):
    Frame.__init__(self, parent, bg='azure')
    self.grid(row=0, column=0, sticky=S+N+E+W)

    self.dict = Dict(dic)
    self.bag = Bag()
    self.board = Board()

    self.set_variables()

    # There isn't a play_num key in the options, it is a game joined on lan
    if options.get('play_num', False):
      self.joined_lan = False
      self.resolve_options(options)
    else:
      self.joined_lan = True
      self.thread = threading.Thread(target=lh.join_lan_game, args=(options, self.queue))
      self.thread.start()
      self.resolve_options(options)

    self.run()
Esempio n. 28
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    def test_valid_coordinates(self):
        board = Board()

        self.assertTrue(board.valid_coordinate("A1"))
        self.assertTrue(board.valid_coordinate("A3"))
        self.assertTrue(board.valid_coordinate("D3"))

        self.assertFalse(board.valid_coordinate("Q7"))
        self.assertFalse(board.valid_coordinate("Coordinate"))
        self.assertFalse(board.valid_coordinate("1A"))
Esempio n. 29
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    def solveAStart(self):
        """
        Solve function, read the neighbours
        append the dist and moves to the queue
        Queue picks small distances and puzzle is
        solved
        """
        startTime = time.time()
        board = Board(self.boardList, goalState=self.goalState, n=self.n)
        print("Start State .............")
        print(board)

        goal = Board(board.goalState, goalState=None, n=self.n)
        print("Goal State ..............")
        print(goal)

        queue = PriorityQueue()
        queue.put(board.getPriority(0))
        i = 1

        while not queue.empty():
            board = queue.get()[2]
            if not board.isGoal():
                for neighbour in board.getNeighbours():
                    if neighbour != board.previous:
                        queue.put(neighbour.getPriority(i))
                        i += 1
            else:
                self.analytics("A star", board.move, i,
                               time.time() - startTime, board)
                return
Esempio n. 30
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def test_place_a_ship_horizontally():
    board = Board(board_width, board_height)
    ship = Ship(3, 'horizontal')
    board.place_ship(ship, 2, 2)
    board.print()
    assert board.squares[0] == [False, False, False, False, False, False]
    assert board.squares[1] == [False, ship, ship, ship, False, False]
    assert board.squares[2] == [False, False, False, False, False, False]
Esempio n. 31
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    def selection(self, board):
        """Start the MCTS process by selecting the next leaf node. This is done for as long
        as the specified budget (here: time) allows."""
        self.board = board

        legal_cols = Board.valid_locations(board)
        leg_rows = [Board.where_it_lands(self.board, x) for x in legal_cols]
        legal_pos = [(r, c) for r, c in zip(leg_rows, legal_cols)]

        startTime = time.time()
        outtaTime = False

        self.cur_visits = np.zeros((6, 7), dtype=int)  # n_j

        while not outtaTime:

            self.board = board

            # get UCT values for all legal_positions
            uct_values = [self.uct_value(self.values[x[0]][x[1]], self.N, self.cur_visits[x[0]][x[1]]) for x in legal_pos]

            # select move with maximum uct value
            select = legal_pos[np.argmax(uct_values)]
            self.expansion(child=select)

            playTime = time.time() - startTime
            outtaTime = (playTime > 1)

        self.cur_visits = np.zeros((6, 7), dtype=int)
        self.N = 0

        # now that we have an updated value matrix, select most promising action
        # leg_mov_values = Estimated game theoretic value
        leg_mov_values = [self.values[x[0]][x[1]] for x in legal_pos]

        best_move = legal_cols[np.argmax(leg_mov_values)]

        return best_move
Esempio n. 32
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def classify_orbs(frame):
    """ classifies the orbs in a given BGR frame and returns a board object """

    hsv = cv2.cvtColor(frame, cv2.COLOR_BGR2HSV_FULL)
    gray = cv2.cvtColor(frame, cv2.COLOR_BGR2GRAY)

    plus = cv2.imread(
        r'C:\Users\cuish\Documents\PersonalProjects\pad-auto\resources\plus.png',
        0)
    kpp, desp = sift.detectAndCompute(plus, None)

    xstart, xend, ystart, yend, size = get_canvas_position(frame)

    data = []
    for y in range(5):
        for x in range(6):
            ycor = int(y * size + ystart)
            xcor = int(x * size + xstart)
            cellhsv = hsv[ycor:ycor + size, xcor:xcor + size, slice(None)]
            cellgray = gray[ycor:ycor + size, xcor:xcor + size]

            # assign cell base value
            cut = crop_center_square(cellhsv, size / 3)
            avg = np.mean(cut[:, :, 0])
            # print(x,y,avg)
            for k, v in ORB_DATA.items():
                if v.huerange:
                    lower, upper = v.huerange
                    if lower < avg < upper:
                        cellvalue = k
                        break
            else:
                raise Exception("Unidentifiable Cell (%s, %s). Hue: %s" %
                                (x, y, avg))

            # determine cell + status
            kp2, des2 = sift.detectAndCompute(cellgray, None)
            matches = matcher.knnMatch(desp, trainDescriptors=des2, k=2)
            if count_matches(matches) > 10:
                cellvalue |= 0x10

            data.append(cellvalue)

    assert len(data) == 30
    piece_dic = {1: Fire, 2: Water, 3: Wood, 4: Light, 5: Dark, 6: Heart}
    piece_list = [piece_dic[n] for n in data]
    number_of_rows = 5
    number_of_columns = 6
    board = Board(piece_list, number_of_rows, number_of_columns)
    return board
Esempio n. 33
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File: main.py Progetto: biern/bomber
    def __init__(self):
        super(TestMod, self).__init__()
        self.add_bomb = False
        self.board = Board(self.config['board']['size'])

        x, y = self.board.get_size()
        for i in range(x):
            for j in range(y):
                Grid(i,j,self.board)
                
        self.pointer = Pointer(1,1,self.board)
        print "Press escape to quit"
        print "Use arrow keys to move"
        print "Enter to add a bomb"
        print "1 to add 100 bombs"
        print "r to remove all bombs"
Esempio n. 34
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 def setup_method(self, method):
     self.b = Board()
     self.valid_pos = {'row': 0, 'col': 1}
     self.invalid_pos = {'row': 0, 'col': -5}
     self.color = 'red'
Esempio n. 35
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class Memory(object):
    def __init__(self):
        self.screen = pygame.display.set_mode((800, 600),1)
        pygame.display.set_caption("Memory v1.0")
                
        self.loader = Loader()
                        
        self.game_board = GameBoard()        
        self.side_panel = SidePanel()
        self.robot_mouse = RobotMouse() 
        self.ai_player = AIPlayer(3)
        
        self.side_panel.ai_level = self.ai_player.level
        self.side_panel.update_stats()
        self.pair_snd = self.loader.load_sound("pair.wav")
        self.win_snd = self.loader.load_sound("win.wav")
        self.win_snd.set_volume(0.5)
        self.boom_snd = self.loader.load_sound("boom.wav")
        self.boom_snd.set_volume(0.3)
        
        self.stardust = StarDustAnim()
        self.starburst = StarBurstAnim()
              
    def setup_new_game(self):
        self.board = Board()
        self.ai_player.set_board(self.board)
        self.game_board.set_board(self.board.get_cards())

        self.side_panel.player_score = 0
        self.side_panel.robot_score = 0
        self.side_panel.update_score()

    def select_card(self,card):
        self.board.select_card(card)
        self.game_board.touch_card(card)

    def main_loop(self):            
        clock = pygame.time.Clock()

        SETUP_NEW_GAME = 0
        PLAYER1_SELECT_FIRST = 10
        PLAYER1_SELECT_SECOND = 11
        PLAYER1_DONE = 12
        PLAYER2_SELECT_FIRST = 50
        PLAYER2_SELECT_SECOND = 51
        PLAYER2_DONE = 52
        ROBOT_SELECT_FIRST = 20
        ROBOT_SELECT_FIRST_WAIT = 21
        ROBOT_SELECT_SECOND = 30
        ROBOT_SELECT_SECOND_WAIT = 31
        ROBOT_DONE = 40
        GAME_OVER = 98
        GAME_OVER_WAIT = 99
        START_SCREEN = 100
    
        DELAY = 40
        state_delay = 0
        
        state = START_SCREEN
        
        next_player = 0
        
        starburst_count = 0
        
        shown_cards = []
        
        mouse_over_card = Card(-1, False)

        while 1:
            clock.tick(30)
            
            mouse_clicked = False
            mouse_pos = (0,0)            
            for event in pygame.event.get():
                if event.type == QUIT:
                    return
                elif event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        return
                    #elif event.key == K_F1:
                    #    self.side_panel.player_score =18
                    #    self.side_panel.robot_score = 0
                    #    state = GAME_OVER 
                    #elif event.key == K_F2:
                    #    self.side_panel.player_score = 0
                    #    self.side_panel.robot_score = 18
                    #    state = GAME_OVER 
                    #elif event.key == K_F3:
                    #    self.side_panel.player_score = 9
                    #    self.side_panel.robot_score = 9
                    #    state = GAME_OVER 
                elif event.type == MOUSEBUTTONDOWN:
                    #if event.button == 3:
                    #    self.starburst.add(event.pos)
                    if event.button == 1:
                        mouse_clicked = True
                        mouse_pos = event.pos            
                
            # === STATE HANDLER ===

            is_select_event = False
            selected_card = Card(-1, False)
            
            if event.type == MOUSEMOTION:
                mouse_over_card.mouse_over = False                
                c = self.game_board.location_to_card(event.pos)
                if c is not None:
                    c.mouse_over = True
                    mouse_over_card = c
            
            if state_delay > 0:
                state_delay -= 1
            else:
                # --- NEW GAME ---
                if state == START_SCREEN and mouse_clicked:
                    state = SETUP_NEW_GAME
                    self.setup_new_game()
                    self.game_board.goto_game()
                elif state == SETUP_NEW_GAME:
                    if self.side_panel.x > 600:
                        self.side_panel.x-=10
                    else:
                        if next_player == 1:
                            self.side_panel.show_robot(False,0,0)
                            state = PLAYER2_SELECT_FIRST
                            next_player = 0
                        else:
                            self.side_panel.show_player1(False)
                            state = PLAYER1_SELECT_FIRST
                            next_player = 1
                # --- PLAYER1 STATES ---
                elif state == PLAYER1_SELECT_FIRST and self.stardust.anim_done() and self.game_board.is_init_done() and mouse_clicked:
                    c = self.game_board.location_to_card(mouse_pos)
                    is_select_event = True
                    selected_card = c
                    if c and not c.selected:
                        self.select_card(c)
                        state = PLAYER1_SELECT_SECOND
                elif state == PLAYER1_SELECT_SECOND and mouse_clicked:
                    c = self.game_board.location_to_card(mouse_pos)
                    is_select_event = True
                    selected_card = c
                    if c and not c.selected:
                        self.select_card(c)
                        state = PLAYER1_DONE
                        state_delay = DELAY
                elif state == PLAYER1_DONE:
                    pair = self.board.end_of_turn() 
                    if pair:
                        for p in pair:
                            self.stardust.add(self.game_board.card_to_location(p))
                        self.side_panel.player1_score+=1
                        self.side_panel.update_score()
                        state = PLAYER1_SELECT_FIRST
                        self.pair_snd.play() 
                    else:
                        self.side_panel.show_player2(False)
                        state = PLAYER2_SELECT_FIRST 
                    if self.board.is_game_over():
                        state = GAME_OVER
                # --- PLAYER2 STATES ---
                elif state == PLAYER2_SELECT_FIRST and self.stardust.anim_done() and self.game_board.is_init_done() and mouse_clicked:
                    c = self.game_board.location_to_card(mouse_pos)
                    is_select_event = True
                    selected_card = c
                    if c and not c.selected:
                        self.select_card(c)
                        state = PLAYER2_SELECT_SECOND
                elif state == PLAYER2_SELECT_SECOND and mouse_clicked:
                    c = self.game_board.location_to_card(mouse_pos)
                    is_select_event = True
                    selected_card = c
                    if c and not c.selected:
                        self.select_card(c)
                        state = PLAYER2_DONE
                        state_delay = DELAY
                elif state == PLAYER2_DONE:
                    pair = self.board.end_of_turn() 
                    if pair:
                        for p in pair:
                            self.stardust.add(self.game_board.card_to_location(p))
                        self.side_panel.robot_score+=1
                        self.side_panel.update_score()
                        state = PLAYER2_SELECT_FIRST
                        self.pair_snd.play() 
                    else:
                        self.side_panel.show_player1(False)
                        state = PLAYER1_SELECT_FIRST 
                    if self.board.is_game_over():
                        state = GAME_OVER
                # --- GAME OVER ---
                elif state == GAME_OVER and self.stardust.anim_done():         
                    r = self.side_panel.show_winner()
                    self.win_snd.play()
                    self.side_panel.games_stat+=1
                    if r == 1:
                        self.side_panel.player_stat+=1
                        self.ai_player.you_lose()
                    elif r == 2:
                        self.side_panel.robot_stat+=1
                        self.ai_player.you_win()
                    self.side_panel.ai_level = self.ai_player.level
                    self.side_panel.update_stats()
                    self.game_board.goto_gameover(r)
                    state = GAME_OVER_WAIT
                    starburst_count = 40
                    starburst_delay = 0
                elif state == GAME_OVER_WAIT:
                    if mouse_clicked:         
                        self.game_board.goto_game()
                        self.setup_new_game()
                        state = SETUP_NEW_GAME
                        self.starburst.stop()
                    else:
                        if starburst_count:
                            if starburst_delay == 0:
                                starburst_count-=1
                                self.boom_snd.play()
                                x = random.randint(50,550)
                                y = random.randint(50,550)
                                self.starburst.add((x,y))
                                starburst_delay = random.randint(15,30)
                            else:
                                starburst_delay -= 1

            # === DRAWING ===

            self.game_board.draw(self.screen)
            
            if is_select_event and  not (selected_card in shown_cards):
                self.game_board.render_large_image(self.screen, selected_card)
                shown_cards.append(selected_card)
            
            if state != START_SCREEN:
                self.side_panel.draw(self.screen)                            
                self.robot_mouse.draw(self.screen)
            
            self.stardust.draw(self.screen)
            self.starburst.draw(self.screen)
            
            pygame.display.flip()