class SelfPlayWorker:
    def __init__(self, config: Config, pipes=None, pid=None):
        self.config = config
        self.player = None
        self.cur_pipes = pipes
        self.id = pid
        self.buffer = []
        self.pid = os.getpid()

    def start(self):
        self.pid = os.getpid()
        logger.debug(
            f"Selfplay#Start Process index = {self.id}, pid = {self.pid}")

        idx = 1
        self.buffer = []

        while True:
            search_tree = defaultdict(VisitState)
            start_time = time()
            value, turns, state, store = self.start_game(idx, search_tree)
            end_time = time()
            if value != 1 and value != -1:
                winner = 'Draw'
            elif idx % 2 == 0 and value == 1 or idx % 2 == 1 and value == -1:
                winner = 'AlphaHe'
            else:
                winner = 'Eleeye'

            logger.debug(
                f"Process {self.pid}-{self.id} play game {idx} time={(end_time - start_time):.1f} sec, "
                f"turn={turns / 2}, value = {value:.2f}, winner is {winner}")
            if turns <= 10 and store:
                senv.render(state)
            if store:
                idx += 1

    def start_game(self, idx, search_tree):
        pipes = self.cur_pipes.pop()

        if not self.config.play.share_mtcs_info_in_self_play or \
            idx % self.config.play.reset_mtcs_info_per_game == 0:
            search_tree = defaultdict(VisitState)

        if random() > self.config.play.enable_resign_rate:
            enable_resign = True
        else:
            enable_resign = False

        self.player = CChessPlayer(self.config,
                                   search_tree=search_tree,
                                   pipes=pipes,
                                   enable_resign=enable_resign,
                                   debugging=False)

        state = senv.INIT_STATE
        history = [state]
        value = 0
        turns = 0  # even == red; odd == black
        game_over = False
        is_alpha_red = True if idx % 2 == 0 else False
        final_move = None
        check = False

        while not game_over:
            if (is_alpha_red and turns % 2 == 0) or (not is_alpha_red
                                                     and turns % 2 == 1):
                no_act = None
                if not check and state in history[:-1]:
                    no_act = []
                    for i in range(len(history) - 1):
                        if history[i] == state:
                            no_act.append(history[i + 1])
                action, _ = self.player.action(state, turns, no_act)
                if action is None:
                    logger.debug(
                        f"{turns % 2} (0 = red; 1 = black) has resigned!")
                    value = -1
                    break
            else:
                fen = senv.state_to_fen(state, turns)
                action = self.get_ucci_move(fen)
                if action is None:
                    logger.debug(
                        f"{turns % 2} (0 = red; 1 = black) has resigned!")
                    value = -1
                    break
                if turns % 2 == 1:
                    action = flip_move(action)
            history.append(action)
            state = senv.step(state, action)
            turns += 1
            history.append(state)

            if turns / 2 >= self.config.play.max_game_length:
                game_over = True
                value = 0
            else:
                game_over, value, final_move, check = senv.done(
                    state, need_check=True)

        if final_move:
            history.append(final_move)
            state = senv.step(state, final_move)
            history.append(state)
            turns += 1
            value = -value

        self.player.close()
        del search_tree
        del self.player
        gc.collect()
        if turns % 2 == 1:  # balck turn
            value = -value

        v = value
        if turns <= 10:
            if random() > 0.7:
                store = True
            else:
                store = False
        else:
            store = True

        if store:
            data = [history[0]]
            for i in range(turns):
                k = i * 2
                data.append([history[k + 1], value])
                value = -value
            self.save_play_data(idx, data)

        self.cur_pipes.append(pipes)
        self.remove_play_data()
        return v, turns, state, store

    def get_ucci_move(self, fen, time=3):
        p = subprocess.Popen(self.config.resource.eleeye_path,
                             stdin=subprocess.PIPE,
                             stdout=subprocess.PIPE,
                             stderr=subprocess.PIPE,
                             universal_newlines=True)
        setfen = f'position fen {fen}\n'
        setrandom = f'setoption randomness {self.config.opts.random}\n'
        cmd = 'ucci\n' + setrandom + setfen + f'go time {time * 1000}\n'
        try:
            out, err = p.communicate(cmd, timeout=time + 0.5)
        except subprocess.TimeoutExpired:
            p.kill()
            try:
                out, err = p.communicate()
            except Exception as e:
                logger.error(f"{e}, cmd = {cmd}")
                return self.get_ucci_move(fen, time + 1)
        lines = out.split('\n')
        if lines[-2] == 'nobestmove':
            return None
        move = lines[-2].split(' ')[1]
        if move == 'depth':
            move = lines[-1].split(' ')[6]
        return senv.parse_ucci_move(move)

    def save_play_data(self, idx, data):
        self.buffer += data

        if not idx % self.config.play_data.nb_game_in_file == 0:
            return

        rc = self.config.resource
        game_id = datetime.now().strftime("%Y%m%d-%H%M%S.%f")
        path = os.path.join(rc.play_data_dir,
                            rc.play_data_filename_tmpl % game_id)
        logger.info(f"Process {self.pid} save play data to {path}")
        write_game_data_to_file(path, self.buffer)
        self.buffer = []

    def remove_play_data(self):
        files = get_game_data_filenames(self.config.resource)
        if len(files) < self.config.play_data.max_file_num:
            return
        try:
            for i in range(len(files) - self.config.play_data.max_file_num):
                os.remove(files[i])
        except:
            pass

    def build_policy(self, action, flip):
        labels_n = len(ActionLabelsRed)
        move_lookup = {
            move: i
            for move, i in zip(ActionLabelsRed, range(labels_n))
        }
        policy = np.zeros(labels_n)

        policy[move_lookup[action]] = 1

        if flip:
            policy = flip_policy(policy)
        return list(policy)
def self_play_buffer(config, cur) -> (tuple, list):
    pipe = cur.pop()  # borrow

    if random() > config.play.enable_resign_rate:
        enable_resign = True
    else:
        enable_resign = False

    player = CChessPlayer(config,
                          search_tree=defaultdict(VisitState),
                          pipes=pipe,
                          enable_resign=enable_resign,
                          debugging=False)

    state = senv.INIT_STATE
    history = [state]
    # policys = []
    value = 0
    turns = 0
    game_over = False
    final_move = None
    no_eat_count = 0
    check = False

    while not game_over:
        no_act = None
        if not check and state in history[:-1]:
            no_act = []
            free_move = defaultdict(int)
            for i in range(len(history) - 1):
                if history[i] == state:
                    # 如果走了下一步是将军或捉:禁止走那步
                    if senv.will_check_or_catch(state, history[i + 1]):
                        no_act.append(history[i + 1])
                    # 否则当作闲着处理
                    else:
                        free_move[state] += 1
                        if free_move[state] >= 2:
                            # 作和棋处理
                            game_over = True
                            value = 0
                            logger.info("闲着循环三次,作和棋处理")
                            break
        if game_over:
            break
        start_time = time()
        action, policy = player.action(state, turns, no_act)
        end_time = time()
        if action is None:
            print(f"{turns % 2} (0 = 红; 1 = 黑) 投降了!")
            value = -1
            break
        print(
            f"博弈中: 回合{turns / 2 + 1} {'红方走棋' if turns % 2 == 0 else '黑方走棋'}, 着法: {action}, 用时: {(end_time - start_time):.1f}s"
        )
        # policys.append(policy)
        history.append(action)
        try:
            state, no_eat = senv.new_step(state, action)
        except Exception as e:
            logger.error(f"{e}, no_act = {no_act}, policy = {policy}")
            game_over = True
            value = 0
            break
        turns += 1
        if no_eat:
            no_eat_count += 1
        else:
            no_eat_count = 0
        history.append(state)

        if no_eat_count >= 120 or turns / 2 >= config.play.max_game_length:
            game_over = True
            value = 0
        else:
            game_over, value, final_move, check = senv.done(state,
                                                            need_check=True)
            if not game_over:
                if not senv.has_attack_chessman(state):
                    logger.info(f"双方无进攻子力,作和。state = {state}")
                    game_over = True
                    value = 0

    if final_move:
        # policy = build_policy(final_move, False)
        history.append(final_move)
        # policys.append(policy)
        state = senv.step(state, final_move)
        turns += 1
        value = -value
        history.append(state)

    player.close()
    del player
    gc.collect()

    if turns % 2 == 1:  # balck turn
        value = -value

    v = value
    data = [history[0]]
    for i in range(turns):
        k = i * 2
        data.append([history[k + 1], value])
        value = -value

    cur.append(pipe)
    return (turns, v), data
Esempio n. 3
0
class SelfPlayWorker:
    def __init__(self, config: Config, pipes=None, pid=None):
        self.config = config
        self.player = None
        self.cur_pipes = pipes
        self.id = pid
        self.buffer = []
        self.pid = os.getpid()

    def start(self):
        self.pid = os.getpid()
        logger.debug(f"Selfplay#Start Process index = {self.id}, pid = {self.pid}")

        idx = 1
        self.buffer = []
        search_tree = defaultdict(VisitState)

        while True:
            start_time = time()
            search_tree = defaultdict(VisitState)
            value, turns, state, store = self.start_game(idx, search_tree)
            end_time = time()
            logger.debug(f"Process {self.pid}-{self.id} play game {idx} time={(end_time - start_time):.1f} sec, "
                         f"turn={turns / 2}, winner = {value:.2f} (1 = red, -1 = black, 0 draw)")
            if turns <= 10:
                senv.render(state)
            if store:
                idx += 1
            sleep(random())

    def start_game(self, idx, search_tree):
        pipes = self.cur_pipes.pop()

        if not self.config.play.share_mtcs_info_in_self_play or \
            idx % self.config.play.reset_mtcs_info_per_game == 0:
            search_tree = defaultdict(VisitState)

        if random() > self.config.play.enable_resign_rate:
            enable_resign = True
        else:
            enable_resign = False

        self.player = CChessPlayer(self.config, search_tree=search_tree, pipes=pipes, enable_resign=enable_resign, debugging=False)

        state = senv.INIT_STATE
        history = [state]
        # policys = [] 
        value = 0
        turns = 0       # even == red; odd == black
        game_over = False
        final_move = None
        no_eat_count = 0
        check = False

        while not game_over:
            no_act = None
            if not check and state in history[:-1]:
                no_act = []
                free_move = defaultdict(int)
                for i in range(len(history) - 1):
                    if history[i] == state:
                        # 如果走了下一步是将军或捉:禁止走那步
                        if senv.will_check_or_catch(state, history[i+1]):
                            no_act.append(history[i + 1])
                        # 否则当作闲着处理
                        else:
                            free_move[state] += 1
                            if free_move[state] >= 2:
                                # 作和棋处理
                                game_over = True
                                value = 0
                                logger.info("闲着循环三次,作和棋处理")
                                break
            if game_over:
                break
            start_time = time()
            action, policy = self.player.action(state, turns, no_act)
            end_time = time()
            if action is None:
                logger.debug(f"{turns % 2} (0 = red; 1 = black) has resigned!")
                value = -1
                break
            if self.config.opts.log_move:
                logger.info(f"Process{self.pid} Playing: {turns % 2}, action: {action}, time: {(end_time - start_time):.1f}s")
            # logger.info(f"Process{self.pid} Playing: {turns % 2}, action: {action}, time: {(end_time - start_time):.1f}s")
            # for move, action_state in self.player.search_results.items():
            #     if action_state[0] >= 20:
            #         logger.info(f"move: {move}, prob: {action_state[0]}, Q_value: {action_state[1]:.2f}, Prior: {action_state[2]:.3f}")
            # self.player.search_results = {}
            history.append(action)
            # policys.append(policy)
            try:
                state, no_eat = senv.new_step(state, action)
            except Exception as e:
                logger.error(f"{e}, no_act = {no_act}, policy = {policy}")
                game_over = True
                value = 0
                break
            turns += 1
            if no_eat:
                no_eat_count += 1
            else:
                no_eat_count = 0
            history.append(state)

            if no_eat_count >= 120 or turns / 2 >= self.config.play.max_game_length:
                game_over = True
                value = 0
            else:
                game_over, value, final_move, check = senv.done(state, need_check=True)
                if not game_over:
                    if not senv.has_attack_chessman(state):
                        logger.info(f"双方无进攻子力,作和。state = {state}")
                        game_over = True
                        value = 0

        if final_move:
            # policy = self.build_policy(final_move, False)
            history.append(final_move)
            # policys.append(policy)
            state = senv.step(state, final_move)
            turns += 1
            value = -value
            history.append(state)

        self.player.close()
        del search_tree
        del self.player
        gc.collect()
        if turns % 2 == 1:  # balck turn
            value = -value

        v = value
        if turns < 10:
            if random() > 0.9:
                store = True
            else:
                store = False
        else:
            store = True

        if store:
            data = [history[0]]
            for i in range(turns):
                k = i * 2
                data.append([history[k + 1], value])
                value = -value
            self.save_play_data(idx, data)

        self.cur_pipes.append(pipes)
        self.remove_play_data()
        return v, turns, state, store

    def save_play_data(self, idx, data):
        self.buffer += data

        if not idx % self.config.play_data.nb_game_in_file == 0:
            return

        rc = self.config.resource
        utc_dt = datetime.utcnow().replace(tzinfo=timezone.utc)
        bj_dt = utc_dt.astimezone(timezone(timedelta(hours=8)))
        game_id = bj_dt.strftime("%Y%m%d-%H%M%S.%f")
        filename = rc.play_data_filename_tmpl % game_id
        path = os.path.join(rc.play_data_dir, filename)
        logger.info(f"Process {self.pid} save play data to {path}")
        write_game_data_to_file(path, self.buffer)
        self.buffer = []


    def remove_play_data(self):
        files = get_game_data_filenames(self.config.resource)
        if len(files) < self.config.play_data.max_file_num:
            return
        try:
            for i in range(len(files) - self.config.play_data.max_file_num):
                os.remove(files[i])
        except:
            pass

    def build_policy(self, action, flip):
        labels_n = len(ActionLabelsRed)
        move_lookup = {move: i for move, i in zip(ActionLabelsRed, range(labels_n))}
        policy = np.zeros(labels_n)

        policy[move_lookup[action]] = 1

        if flip:
            policy = flip_policy(policy)
        return list(policy)
Esempio n. 4
0
class PlayWithHuman:
    def __init__(self, config: Config):
        self.config = config
        self.env = CChessEnv()
        self.model = None
        self.pipe = None
        self.ai = None
        self.winstyle = 0
        self.chessmans = None
        self.human_move_first = True
        self.screen_width = 720
        self.height = 577
        self.width = 521
        self.chessman_w = 57
        self.chessman_h = 57
        self.disp_record_num = 15
        self.rec_labels = [None] * self.disp_record_num
        self.nn_value = 0
        self.mcts_moves = {}
        self.history = []
        if self.config.opts.bg_style == 'WOOD':
            self.chessman_w += 1
            self.chessman_h += 1

    def load_model(self):
        self.model = CChessModel(self.config)
        if self.config.opts.new or not load_best_model_weight(self.model):
            self.model.build()

    def init_screen(self):
        bestdepth = pygame.display.mode_ok([self.screen_width, self.height],
                                           self.winstyle, 32)
        screen = pygame.display.set_mode([self.screen_width, self.height],
                                         self.winstyle, bestdepth)
        pygame.display.set_caption("中国象棋-AlphaZero")
        # create the background, tile the bgd image
        bgdtile = self.load_image(f'{self.config.opts.bg_style}.GIF')
        bgdtile = pygame.transform.scale(bgdtile, (self.width, self.height))
        board_background = pygame.Surface([self.width, self.height])
        board_background.blit(bgdtile, (0, 0))
        widget_background = pygame.Surface(
            [self.screen_width - self.width, self.height])
        white_rect = Rect(0, 0, self.screen_width - self.width, self.height)
        widget_background.fill((255, 255, 255), white_rect)

        # create text label
        font_file = self.config.resource.font_path
        font = pygame.font.Font(font_file, 16)
        font_color = (0, 0, 0)
        font_background = (255, 255, 255)
        t = font.render("着法记录", True, font_color, font_background)
        t_rect = t.get_rect()
        t_rect.x = 10
        t_rect.y = 10
        widget_background.blit(t, t_rect)

        screen.blit(board_background, (0, 0))
        screen.blit(widget_background, (self.width, 0))
        pygame.display.flip()
        self.chessmans = pygame.sprite.Group()
        self.creat_sprite_group(self.chessmans, self.env.board.chessmans_hash,
                                self.chessman_w, self.chessman_h)
        return screen, board_background, widget_background

    def start(self, human_first=True):
        self.env.reset()
        self.load_model()
        self.pipe = self.model.get_pipes()
        self.ai = CChessPlayer(self.config,
                               search_tree=defaultdict(VisitState),
                               pipes=self.pipe,
                               enable_resign=True,
                               debugging=True)
        self.human_move_first = human_first

        pygame.init()
        screen, board_background, widget_background = self.init_screen()
        framerate = pygame.time.Clock()

        current_chessman = None
        if human_first:
            self.env.board.calc_chessmans_moving_list()

        ai_worker = Thread(target=self.ai_move, name="ai_worker")
        ai_worker.daemon = True
        ai_worker.start()

        while not self.env.board.is_end():
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.env.board.print_record()
                    self.ai.close(wait=False)
                    game_id = datetime.now().strftime("%Y%m%d-%H%M%S")
                    path = os.path.join(
                        self.config.resource.play_record_dir,
                        self.config.resource.play_record_filename_tmpl %
                        game_id)
                    self.env.board.save_record(path)
                    sys.exit()
                elif event.type == VIDEORESIZE:
                    pass
                elif event.type == MOUSEBUTTONDOWN:
                    if human_first == self.env.red_to_move:
                        pressed_array = pygame.mouse.get_pressed()
                        for index in range(len(pressed_array)):
                            if index == 0 and pressed_array[index]:
                                mouse_x, mouse_y = pygame.mouse.get_pos()
                                col_num, row_num = self.translate_hit_area(
                                    mouse_x, mouse_y, self.chessman_w,
                                    self.chessman_h)
                                chessman_sprite = self.select_sprite_from_group(
                                    self.chessmans, col_num, row_num)
                                if current_chessman is None and chessman_sprite != None:
                                    if chessman_sprite.chessman.is_red == self.env.red_to_move:
                                        current_chessman = chessman_sprite
                                        chessman_sprite.is_selected = True
                                elif current_chessman != None and chessman_sprite != None:
                                    if chessman_sprite.chessman.is_red == self.env.red_to_move:
                                        current_chessman.is_selected = False
                                        current_chessman = chessman_sprite
                                        chessman_sprite.is_selected = True
                                    else:
                                        move = str(current_chessman.chessman.col_num) + str(
                                            current_chessman.chessman.row_num) + \
                                               str(col_num) + str(row_num)
                                        success = current_chessman.move(
                                            col_num, row_num, self.chessman_w,
                                            self.chessman_h)
                                        self.history.append(move)
                                        if success:
                                            self.chessmans.remove(
                                                chessman_sprite)
                                            chessman_sprite.kill()
                                            current_chessman.is_selected = False
                                            current_chessman = None
                                            self.history.append(
                                                self.env.get_state())
                                elif current_chessman != None and chessman_sprite is None:
                                    move = str(current_chessman.chessman.col_num) + str(
                                        current_chessman.chessman.row_num) + \
                                           str(col_num) + str(row_num)
                                    success = current_chessman.move(
                                        col_num, row_num, self.chessman_w,
                                        self.chessman_h)
                                    self.history.append(move)
                                    if success:
                                        current_chessman.is_selected = False
                                        current_chessman = None
                                        self.history.append(
                                            self.env.get_state())

            self.draw_widget(screen, widget_background)
            framerate.tick(20)
            # clear/erase the last drawn sprites
            self.chessmans.clear(screen, board_background)

            # update all the sprites
            self.chessmans.update()
            self.chessmans.draw(screen)
            pygame.display.update()

        self.ai.close(wait=False)
        logger.info(f"Winner is {self.env.board.winner} !!!")
        self.env.board.print_record()
        game_id = datetime.now().strftime("%Y%m%d-%H%M%S")
        path = os.path.join(
            self.config.resource.play_record_dir,
            self.config.resource.play_record_filename_tmpl % game_id)
        self.env.board.save_record(path)
        sleep(3)

    def ai_move(self):
        ai_move_first = not self.human_move_first
        self.history = [self.env.get_state()]
        no_act = None
        while not self.env.done:
            if ai_move_first == self.env.red_to_move:
                self.ai.search_results = {}
                state = self.env.get_state()
                logger.info(f"state = {state}")
                _, _, _, check = senv.done(state, need_check=True)
                if not check and state in self.history[:-1]:
                    no_act = []
                    free_move = defaultdict(int)
                    for i in range(len(self.history) - 1):
                        if self.history[i] == state:
                            # 如果走了下一步是将军或捉:禁止走那步
                            if senv.will_check_or_catch(
                                    state, self.history[i + 1]):
                                no_act.append(self.history[i + 1])
                            # 否则当作闲着处理
                            else:
                                free_move[state] += 1
                                if free_move[state] >= 2:
                                    # 作和棋处理
                                    self.env.winner = Winner.draw
                                    self.env.board.winner = Winner.draw
                                    break
                    if no_act:
                        logger.debug(f"no_act = {no_act}")
                action, policy = self.ai.action(state, self.env.num_halfmoves,
                                                no_act)
                if action is None:
                    logger.info("AI has resigned!")
                    return
                self.history.append(action)
                if not self.env.red_to_move:
                    action = flip_move(action)
                key = self.env.get_state()
                p, v = self.ai.debug[key]
                logger.info(f"check = {check}, NN value = {v:.3f}")
                self.nn_value = v
                logger.info("MCTS results:")
                self.mcts_moves = {}
                for move, action_state in self.ai.search_results.items():
                    move_cn = self.env.board.make_single_record(
                        int(move[0]), int(move[1]), int(move[2]), int(move[3]))
                    logger.info(
                        f"move: {move_cn}-{move}, visit count: {action_state[0]}, Q_value: {action_state[1]:.3f}, Prior: {action_state[2]:.3f}"
                    )
                    self.mcts_moves[move_cn] = action_state
                x0, y0, x1, y1 = int(action[0]), int(action[1]), int(
                    action[2]), int(action[3])
                chessman_sprite = self.select_sprite_from_group(
                    self.chessmans, x0, y0)
                sprite_dest = self.select_sprite_from_group(
                    self.chessmans, x1, y1)
                if sprite_dest:
                    self.chessmans.remove(sprite_dest)
                    sprite_dest.kill()
                chessman_sprite.move(x1, y1, self.chessman_w, self.chessman_h)
                self.history.append(self.env.get_state())

    def draw_widget(self, screen, widget_background):
        white_rect = Rect(0, 0, self.screen_width - self.width, self.height)
        widget_background.fill((255, 255, 255), white_rect)
        pygame.draw.line(widget_background, (255, 0, 0), (10, 285),
                         (self.screen_width - self.width - 10, 285))
        screen.blit(widget_background, (self.width, 0))
        self.draw_records(screen, widget_background)
        self.draw_evaluation(screen, widget_background)

    def draw_records(self, screen, widget_background):
        text = '着法记录'
        self.draw_label(screen, widget_background, text, 10, 16, 10)
        records = self.env.board.record.split('\n')
        font_file = self.config.resource.font_path
        font = pygame.font.Font(font_file, 12)
        i = 0
        for record in records[-self.disp_record_num:]:
            self.rec_labels[i] = font.render(record, True, (0, 0, 0),
                                             (255, 255, 255))
            t_rect = self.rec_labels[i].get_rect()
            # t_rect.centerx = (self.screen_width - self.width) / 2
            t_rect.y = 35 + i * 15
            t_rect.x = 10
            t_rect.width = self.screen_width - self.width
            widget_background.blit(self.rec_labels[i], t_rect)
            i += 1
        screen.blit(widget_background, (self.width, 0))

    def draw_evaluation(self, screen, widget_background):
        title_label = 'AlphaZero信息'
        self.draw_label(screen, widget_background, title_label, 300, 16, 10)
        info_label = f'MCTS搜索次数:{self.config.play.simulation_num_per_move}'
        self.draw_label(screen, widget_background, info_label, 335, 14, 10)
        eval_label = f"当前局势评估: {self.nn_value:.3f}"
        self.draw_label(screen, widget_background, eval_label, 360, 14, 10)
        label = f"MCTS搜索结果:"
        self.draw_label(screen, widget_background, label, 395, 14, 10)
        label = f"着法 访问计数 动作价值 先验概率"
        self.draw_label(screen, widget_background, label, 415, 12, 10)
        i = 0
        tmp = copy.deepcopy(self.mcts_moves)
        for mov, action_state in tmp.items():
            label = f"{mov}"
            self.draw_label(screen, widget_background, label, 435 + i * 20, 12,
                            10)
            label = f"{action_state[0]}"
            self.draw_label(screen, widget_background, label, 435 + i * 20, 12,
                            70)
            label = f"{action_state[1]:.2f}"
            self.draw_label(screen, widget_background, label, 435 + i * 20, 12,
                            100)
            label = f"{action_state[2]:.3f}"
            self.draw_label(screen, widget_background, label, 435 + i * 20, 12,
                            150)
            i += 1

    def draw_label(self,
                   screen,
                   widget_background,
                   text,
                   y,
                   font_size,
                   x=None):
        font_file = self.config.resource.font_path
        font = pygame.font.Font(font_file, font_size)
        label = font.render(text, True, (0, 0, 0), (255, 255, 255))
        t_rect = label.get_rect()
        t_rect.y = y
        if x != None:
            t_rect.x = x
        else:
            t_rect.centerx = (self.screen_width - self.width) / 2
        widget_background.blit(label, t_rect)
        screen.blit(widget_background, (self.width, 0))

    def load_image(self, file, sub_dir=None):
        '''loads an image, prepares it for play'''
        if sub_dir:
            file = os.path.join(self.config.resource.image_path, sub_dir, file)
        else:
            file = os.path.join(self.config.resource.image_path, file)
        try:
            surface = pygame.image.load(file)
        except pygame.error:
            raise SystemExit('Could not load image "%s" %s' %
                             (file, pygame.get_error()))
        return surface.convert()

    def load_images(self, *files):
        global PIECE_STYLE
        imgs = []
        for file in files:
            imgs.append(self.load_image(file, PIECE_STYLE))
        return imgs

    def creat_sprite_group(self, sprite_group, chessmans_hash, w, h):
        for chess in chessmans_hash.values():
            if chess.is_red:
                if isinstance(chess, Rook):
                    images = self.load_images("RR.GIF", "RRS.GIF")
                elif isinstance(chess, Cannon):
                    images = self.load_images("RC.GIF", "RCS.GIF")
                elif isinstance(chess, Knight):
                    images = self.load_images("RN.GIF", "RNS.GIF")
                elif isinstance(chess, King):
                    images = self.load_images("RK.GIF", "RKS.GIF")
                elif isinstance(chess, Elephant):
                    images = self.load_images("RB.GIF", "RBS.GIF")
                elif isinstance(chess, Mandarin):
                    images = self.load_images("RA.GIF", "RAS.GIF")
                else:
                    images = self.load_images("RP.GIF", "RPS.GIF")
            else:
                if isinstance(chess, Rook):
                    images = self.load_images("BR.GIF", "BRS.GIF")
                elif isinstance(chess, Cannon):
                    images = self.load_images("BC.GIF", "BCS.GIF")
                elif isinstance(chess, Knight):
                    images = self.load_images("BN.GIF", "BNS.GIF")
                elif isinstance(chess, King):
                    images = self.load_images("BK.GIF", "BKS.GIF")
                elif isinstance(chess, Elephant):
                    images = self.load_images("BB.GIF", "BBS.GIF")
                elif isinstance(chess, Mandarin):
                    images = self.load_images("BA.GIF", "BAS.GIF")
                else:
                    images = self.load_images("BP.GIF", "BPS.GIF")
            chessman_sprite = Chessman_Sprite(images, chess, w, h)
            sprite_group.add(chessman_sprite)

    def select_sprite_from_group(self, sprite_group, col_num, row_num):
        for sprite in sprite_group:
            if sprite.chessman.col_num == col_num and sprite.chessman.row_num == row_num:
                return sprite
        return None

    def translate_hit_area(self, screen_x, screen_y, w=80, h=80):
        return screen_x // w, 9 - screen_y // h